How to Apply orthographic projection using cpp programming.mp4


Orthographic projection is a method of representing three-dimensional objects in two dimensions, where the projections are parallel and do not converge. To implement orthographic projection in C++, you need to transform 3D coordinates into 2D coordinates by ignoring the depth information.

Here’s a basic example of how you might apply orthographic projection using C++:

  1. Define the 3D points: Start by defining your 3D points.

  2. Apply the orthographic projection matrix: This matrix will project the 3D points onto a 2D plane.

  3. Convert the projected points to screen coordinates: Adjust the coordinates for rendering.

Here is a simple C++ example:

cpp
#include <iostream> #include <vector> // Define a struct to represent a 3D point struct Point3D { float x, y, z; }; // Define a struct to represent a 2D point struct Point2D { float x, y; }; // Function to perform orthographic projection Point2D orthographicProjection(const Point3D& point) { // In orthographic projection, we discard the z coordinate Point2D projectedPoint; projectedPoint.x = point.x; projectedPoint.y = point.y; return projectedPoint; } int main() { // Define some 3D points std::vector<Point3D> points3D = { {1.0f, 2.0f, 3.0f}, {4.0f, 5.0f, 6.0f}, {7.0f, 8.0f, 9.0f} }; // Project the 3D points to 2D std::vector<Point2D> points2D; for (const auto& point : points3D) { points2D.push_back(orthographicProjection(point)); } // Print the 2D points for (const auto& point : points2D) { std::cout << "2D Point: (" << point.x << ", " << point.y << ")\n"; } return 0; }

Explanation:

  1. Point3D and Point2D Structures: We use structs to represent 3D and 2D points.

  2. orthographicProjection Function: This function takes a 3D point and returns a 2D point by simply discarding the z-coordinate.

  3. Main Function:

    • Define 3D Points: We create a list of 3D points.
    • Projection: We project each 3D point to 2D using the orthographicProjection function.
    • Print Results: We output the 2D points to the console.

In a more complex application, you might also need to handle scaling and translating to fit the 2D viewport. This basic example demonstrates the core concept of orthographic projection.


 





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