andre_arjun

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About andre_arjun

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  1. I need it for my mini project. I havent understoods the basics for the rotation yet. I have the source code for creating the pendulum with the thread. I understand that I have to create a matrix for translating the tip of the string to the origin, then rotate the entire figure, and translate it back to the initial position; and multiply all these matrices. I dont understand how to create these matrices, please help me. To create the sphere in the pendulum, I've used recursive defintion of the sphere using tetrahedrons. Please help me, I need the source code. Thank you. This is the source code so far: #include<stdio.h> #include<msclr/glut.h> #include<math.h> int n=10; GLfloat v[4][3]={{0.0,0.0,1.0},{0.0,0.942809,-0.33333},{-0.816497,-0.471405,-0.33333},{0.816497,-0.471405,-0.333333}}; GLfloat a[2][3]={{0.0,0.0,-0.333333},{0.0,10.0,-0.333333}}; void normalize(GLfloat *p) {     double d=0.0;     int i;     for(i=0;i<3;i++)         d+=p[i]*p[i];     d=sqrt(d);     if(d>0.0)         for(i=0;i<3;i++)             p[i]/=d; } void triangle(GLfloat *a,GLfloat *b,GLfloat *c) {     glBegin(GL_POLYGON);         glNormal3fv(a);         glVertex3fv(a);         glVertex3fv(b);         glVertex3fv(c);     glEnd(); } void divide_triangle(GLfloat *a,GLfloat *b,GLfloat *c,int n) {     GLfloat v1[3],v2[3],v3[3];     int j;     if(n>0)     {         for(j=0;j<3;j++)             v1[j]=a[j]+b[j];         normalize(v1);         for(j=0;j<3;j++)             v2[j]=a[j]+c[j];         normalize(v2);         for(j=0;j<3;j++)             v3[j]=c[j]+b[j];         normalize(v3);         divide_triangle(a,v2,v1,n-1);         divide_triangle(c,v3,v2,n-1);         divide_triangle(b,v1,v3,n-1);         divide_triangle(v1,v2,v3,n-1);     }     else         triangle(a,b,c); } void tetrahedron(int n) {     divide_triangle(v[0],v[1],v[2],n);     divide_triangle(v[3],v[2],v[1],n);     divide_triangle(v[0],v[3],v[1],n);     divide_triangle(v[0],v[2],v[3],n); } void display(void) {     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);     glClearColor(1.0,1.0,1.0,1.0);     glColor3f(1.0,0.0,0.0);     glLoadIdentity();     tetrahedron(n);     glColor3f(0.0,0.0,1.0);     glBegin(GL_LINES);         glVertex3fv(a[0]);         glVertex3fv(a[1]);     glEnd();     glFlush(); } void myReshape(int w,int h) {     glViewport(0,0,w,h);     glMatrixMode(GL_PROJECTION);     glLoadIdentity();     if(w<=h)         glOrtho(-2.0,2.0,-2.0*(GLfloat)h/(GLfloat)w,2.0*(GLfloat)h/(GLfloat)w,-10.0,10.0);     else         glOrtho(-2.0*(GLfloat)w/(GLfloat)h,2.0*(GLfloat)w/(GLfloat)h,-2.0,2.0,-10.0,10.0);     glMatrixMode(GL_MODELVIEW); } void main(int argc,char** argv) {     glutInit(&argc,argv);     glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH);     glutInitWindowSize(500,500);     glutCreateWindow("Pendulum");     glutReshapeFunc(myReshape);     glutDisplayFunc(display);     glEnable(GL_DEPTH_TEST);     glutMainLoop(); }