Sunday, December 12, 2010

Draw a Sierpinski triangle using fractal geometric method

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#include<stdio.h> 
#include<graphics.h> 
struct point {  
    int x,y; 
}pol[3],polnew[3],wmin,wmax,vmin,vmax; 
float sx=0.5,sy=0.5; 
int n=3,max; 
float trans[3][3],result[3][1],xandy[3][1]; 
float minside() 
{  
    int i;  
    float a,s;  
    i=0;
    s=sqrt((pol[i].x-pol[(i+1)%3].x)*(pol[i].x-pol[(i+1)%3].x)+
    (pol[i].y-pol[(i+1)%3].y)*(pol[i].y-pol[(i+1)%3].y)); 
    for(i=1;i<3;i++)  {
        a=sqrt((pol[i].x-pol[(i+1)%3].x)*(pol[i].x-pol[(i+1)%3].x)+
       (pol[i].y-pol[(i+1)%3].y)*(pol[i].y-pol[(i+1)%3].y));
        if(a<s)    
            s=a;  
    }  
    return s; 
}
void readpoly() {
    int i;  
    for(i=0;i<n;i++)  {   
        printf("\nEnter the %d co=ordinates ",i+1);   
        scanf("%d%d",&pol[i].x,&pol[i].y);  
    } 
} 
void drawpolygon(struct point p[]) {  
    int i;   
    for(i=0;i<n;i++)   
        line(p[i].x,p[i].y,p[(i+1)%n].x,p[(i+1)%n].y); 
} 
void mulmat() 
{  
    int i,j,k;  
    for(i=0;i<3;i++)  {   
        for(j=0;j<1;j++)   {    
            result[i][j]=0.0;    
            for(k=0;k<3;k++)     
                result[i][j]+=trans[i][k]*xandy[k][j];   
        }  
    } 
} 
void transformpoly(struct point p1[],struct point p2[]) {  
    int i;
    for(i=0;i<n;i++)  
    {   
        xandy[0][0]=p1[i].x; 
        xandy[1][0]=p1[i].y;
        xandy[2][0]=1;   
        mulmat();   
        p2[i].x=result[0][0]; 
        p2[i].y=result[1][0];  
    } 
} 
void makeIdentity() 
{  
    int i,j;  
    for(i=0;i<3;i++)  
    {   
        for(j=0;j<3;j++) 
        trans[i][j]=0.0;
        trans[i][i]=1.0;
    }
} 
void sierp(struct point pp[],int level) {
    struct point p1[3],p2[3],p3[3];
    int dx,dy,i;
    level++;  
    if(level==max) 
        return;  
    makeIdentity();
    trans[0][0]=sx;
    trans[0][2]=(1-sx)*(float)pp[0].x;
    trans[1][1]=sy; 
    trans[1][2]=(1-sy)*(float)pp[0].y;
    transformpoly(pp,p1); 
    drawpolygon(p1);
    makeIdentity(); 
    dx=-p1[1].x;
    dy=-p1[1].y;
    trans[0][2]=dx;
    trans[1][2]=dy;  
    transformpoly(p1,p2); 
    makeIdentity();  
    dx=pp[1].x; 
    dy=pp[1].y; 
    trans[0][2]=dx;
    trans[1][2]=dy;
    transformpoly(p2,p2);
    drawpolygon(p2);
    makeIdentity();
    dx=-p1[2].x; 
    dy=-p1[2].y;
    trans[0][2]=dx;
    trans[1][2]=dy;
    transformpoly(p1,p3);
    makeIdentity();
    dx=pp[2].x;
    dy=pp[2].y; 
    trans[0][2]=dx;
    trans[1][2]=dy;
    transformpoly(p3,p3); 
    drawpolygon(p3);
    sierp(p1,level);
    sierp(p2,level);
    sierp(p3,level); 
} 
int main() 
{  
    int gd=DETECT,gm=VGAMAX;   
    int choice,dx,dy,i;
    float small;
    readpoly();
    initgraph(&gd,&gm,NULL);  
    drawpolygon(pol);  
    setcolor(RED);
    getch(); 
    small=minside(); 
    max=2+(int)small/50; 
    sierp(pol,0);
    while (!kbhit());
    closegraph(); 
    return 0; 
}

Sunday, November 21, 2010

Draw a piechart

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#include<stdio.h>
#include<graphics.h>
#include<math.h>
#define ROUND(a)((int)(a+0.5))
int p[10];
float trans[3][3],result[3][1],xandy[3][1];
void plot(int,int,int,int);
void boundaryfill4(int,int,int,int);
void DDA(int xa,int ya,int xb,int yb)
{
 int dx,dy,steps,k;
 dx=xb-xa;
 dy=yb-ya;
 float x=xa,y=ya,xinc,yinc;
 if(abs(dx)>abs(dy))
  steps=abs(dx);
 else
  steps=abs(dy);
 xinc=dx/(float)steps;
 yinc=dy/(float)steps;
 putpixel(ROUND(x),ROUND(y),10);
 for(k=0;k<steps;k++)
 {
  x+=xinc;
  y+=yinc;
  putpixel(ROUND(x),ROUND(y),10);
 } 
}
void midpoint(int xc,int yc,int r)
{
 int x=0;
 int y=r;
 int p=1-r;
 plot(xc,yc,x,y);
 while(x<y)
 {
  x++;
  if(p<0)
   p+=2*x+1;
  else
  {
   y--;   
   p+=2*(x-y)+1;
  }
  plot(xc,yc,x,y);
 }
}
void plot(int xc,int yc,int x,int y)
{
 putpixel(xc+x,yc+y,10);
 putpixel(xc-x,yc+y,10);
 putpixel(xc+x,yc-y,10);
 putpixel(xc-x,yc-y,10);
 putpixel(xc+y,yc+x,10);
 putpixel(xc-y,yc+x,10);
 putpixel(xc+y,yc-x,10);
 putpixel(xc-y,yc-x,10);
}
void boundaryfill4(int x,int y,int new,int bdry)
{
 int current=getpixel(x,y);
 if((current!=bdry)&&(current!=new))
 {
  putpixel(x,y,new);
  boundaryfill4(x+1,y,new,bdry);
  boundaryfill4(x-1,y,new,bdry);
  boundaryfill4(x,y+1,new,bdry);
  boundaryfill4(x,y-1,new,bdry);
 }
}
void mulmat()
{
 int i,j,k;
 for(i=0;i<3;i++)
 {
  for(j=0;j<1;j++)
  {
   result[i][j]=0.0;
   for(k=0;k<3;k++)
    result[i][j]+=trans[i][k]*xandy[k][j];
  }
 }
}
void transformpoint(int x,int y)
{
 xandy[0][0]=x;
 xandy[1][0]=y;
 xandy[2][0]=1;
 mulmat();
}
void makeIdentity()
{
 int i,j;
 for(i=0;i<3;i++)
 {
  for(j=0;j<3;j++)
   trans[i][j]=0.0;
  trans[i][i]=1.0;
 }
}
void rotate(int rx,int ry,int an)
{
 float ang;
 ang=(float)(an*(3.14/180));
 trans[0][0]=cos(ang);
 trans[0][1]=-sin(ang);
 trans[0][2]=rx*(1-cos(ang))+ry*sin(ang);
 trans[1][0]=sin(ang);
 trans[1][1]=cos(ang);
 trans[1][2]=ry*(1-cos(ang))-rx*sin(ang);
 
}
int main()
{
 int gd=DETECT,gm=VGAMAX,n,i,tot=0,r=100,rx,ry,x,y,midx,midy,prx,pry;
 float an1=0.0,an=0.0;
 printf("enter the no. of data");
 scanf("%d",&n);
 do{
  for(i=0;i<n;i++)
  {
   printf("\nEnter the data  ");
   scanf("%d",&p[i]);
   tot+=p[i];
  }
  if(tot!=100)
  {
   printf("Error in data. Enter it again  ");
   tot=0;
  }
 }while(tot!=100);
 initgraph(&gd,&gm,"NULL");
 rx=getmaxx()/2;
 ry=getmaxy()/2;
 x=rx;
 y=r+ry;
 midx=rx;
 midy=(y+ry)/2;
 midpoint(rx,ry,r);
 DDA(rx,ry,x,y);
 for(i=0;i<n;i++)
 {
  makeIdentity();
  an1=an+(float)(p[i]*3.6)/2;
  an+=(float)p[i]*3.6;
  rotate(rx,ry,an);
  transformpoint(x,y);
  DDA(rx,ry,result[0][0],result[1][0]);
  makeIdentity();
  rotate(rx,ry,an1);
  transformpoint(midx,midy);
  boundaryfill4(result[0][0],result[1][0],i+1,10); 
 }
 while(!kbhit());
 closegraph();
 return 0;
}

Draw a Sierpinski triangle

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#include<stdio.h>
#include<graphics.h>
#include<math.h>
#define pi 3.142857
#define ROUND(a)((int)(a+0.5))
int max;
void DDA(int xa,int ya,int xb,int yb)
{
 int dx,dy,steps,k;
 dx=xb-xa;
 dy=yb-ya;
 float x=xa,y=ya,xinc,yinc;
 if(abs(dx)>abs(dy))
  steps=abs(dx);
 else
  steps=abs(dy);
 xinc=dx/(float)steps;
 yinc=dy/(float)steps;
 putpixel(ROUND(x),ROUND(y),5);
 for(k=0;k<steps;k++)
 {
  x+=xinc;
  y+=yinc;
  putpixel(ROUND(x),ROUND(y),5);
 } 
}
float minside(int x1,int y1,int x2,int y2,int x3,int y3)
{
 float a,b,c,s;
 a=sqrt((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
 b=sqrt((x2-x3)*(x2-x3)+(y2-y3)*(y2-y3));
 c=sqrt((x1-x3)*(x1-x3)+(y1-y3)*(y1-y3));
 if(a>b)
  s=a;
 else
  s=b;
 if(s>c)
  s=c;
 return s;
}
void triangle(int x1,int y1,int x2,int y2,int x3,int y3,int i)
{ 

 float newx1,newy1,newx2,newy2,newx3,newy3;
 i++;
 if(i==max)
  return;
 else
 {
  DDA(x1,y1,x2,y2);
  DDA(x2,y2,x3,y3);
  DDA(x3,y3,x1,y1);
  newx1=(x1+x2)/2 ;
  newy1=(y1+y2)/2;
  newx2=(x2+x3)/2 ;
  newy2=(y2+y3)/2;
  newx3=(x1+x3)/2 ;
  newy3=(y1+y3)/2;
  triangle(x1,y1,newx1,newy1,newx3,newy3,i);
  triangle(x2,y2,newx1,newy1,newx2,newy2,i);
  triangle(x3,y3,newx2,newy2,newx3,newy3,i);
 }
}
int main()
{
 int gd=DETECT,gm=VGAMAX;
 int x1,y1,x2,y2,x3,y3;
 float small;
 printf("\n Enter the 1st coordinates of the triangle");
 scanf("%d%d",&x1,&y1);
 printf("\n enter the 2nd coordinates of the triangle");
 scanf("%d%d",&x2,&y2);
 printf("\n enter the 3rd coordinates of the triangle");
 scanf("%d%d",&x3,&y3);
 initgraph(&gd,&gm,"null");
 small=minside(x1,y1,x2,y2,x3,y3);
 max=2+(int)small/20;
 triangle(x1,y1,x2,y2,x3,y3,0);
 while (!kbhit());
 closegraph();
 return 0;
}

Draw a polygon. Use Bresenham line drawing algorithm

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//Reference:- David F. Rogers "Procedural Elements for 
   Computer Graphics" Second Edition
#include<stdio.h>
#include<graphics.h>
#include<math.h>
#define ROUND(a)((int)(a+0.5))
struct point
{
 int x,y;
}pol[10];
int n;
void DDA(int,int,int,int);
void Bresenham(int,int,int,int);
void readpoly()
{
 int i;
 for(i=0;i<n;i++)
 {
  printf("\nEnter the %d coordinates ",i+1);
  scanf("%d%d",&pol[i].x,&pol[i].y);
 }
}
void drawpolygonDDA()
{
 int i; 
 for(i=0;i<n;i++)
  DDA(pol[i].x,pol[i].y,pol[(i+1)%n].x,pol[(i+1)%n].y);
}
void drawpolygonBres()
{
 int i; 
 for(i=0;i<n;i++)
 {
  delay(500);
  Bresenham(pol[i].x,pol[i].y,pol[(i+1)%n].x,pol[(i+1)%n].y);
 }
}
int main()
{
 int xa,ya,xb,yb,choice,gd=DETECT,gm=VGAMAX;
 printf("\nEnter the no of sides ");
 scanf("%d",&n);
 readpoly();
 initgraph(&gd,&gm,NULL);
 printf("Press any key to draw traingle using Bresenham line 
   drawing algortihm over the triangle drawn using 
   DDA line drawing algorithm");
 drawpolygonDDA();
 getch();
 drawpolygonBres();
 while (!kbhit());
 closegraph();
 return 0;
}
void DDA(int xa,int ya,int xb,int yb)
{
 int dx,dy,steps,k;
 dx=xb-xa;
 dy=yb-ya;
 float x=xa,y=ya,xinc,yinc;
 if(abs(dx)>abs(dy))
  steps=abs(dx);
 else
  steps=abs(dy);
 xinc=dx/(float)steps;
 yinc=dy/(float)steps;
 putpixel(ROUND(x),ROUND(y),5);
 for(k=0;k<steps;k++)
 {
  x+=xinc;
  y+=yinc;
  putpixel(ROUND(x),ROUND(y),5);
 } 
}
void Bresenham(int xa,int ya,int xb,int yb)
{
 int i,dx=xb-xa,dy=yb-ya,p,twod,twodd,s;
 float m=2;
 if(dx!=0)
  m=(float)dy/(float)dx;
 if(m>=-1&&m<=1)
 {
  if(xa>xb)
  {
   Bresenham(xb,yb,xa,ya);
   return;
  } 
  p=2*dx-dy;
  if(dy<0)
  {
    s=-1;
       dy=-dy;
  }
  else
     s=1;
  putpixel(xa,ya,10);
  for(i=0;i<dy;i++)
  {
   while(p>0)
   {
    xa++;
    p-=2*dy;
    putpixel(xa,ya,10);
   }
   ya+=s;
   p+=2*dx;
   putpixel(xa,ya,10);
  }
 }
 else
 {
  if(ya>yb)
  {
   Bresenham(xb,yb,xa,ya);
   return;
  }
  p=2*dy-dx;
  if(dx<0)
   {
       s=-1;
       dx=-dx;
    }
  else
     s=1;
  putpixel(xa,ya,10);
  for(i=0;i<dx;i++)
  {
   while(p>0)
   {
    ya++;
    p-=2*dx;
    putpixel(xa,ya,10);
   }
   xa+=s;
   p+=2*dy;
   putpixel(xa,ya,10);
  } 
 }
}

Tuesday, October 26, 2010

Draw a polygon. Use Bresenham/Midpoint line drawing algorithm

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Write a program to draw a polygon. Use Bresenham/Midpoint line drawing algorithm to draw line.
Note:- Bresenham/Midpoint algorithm used here can be used to draw lines having any slope.

#include<stdio.h>
#include<graphics.h>
#include<math.h>
#define ROUND(a)((int)(a+0.5))
struct point
{
 int x,y;
}pol[10];
int n;
void DDA(int,int,int,int);
void Bresenham(int,int,int,int);
void readpoly()
{
 int i;
 for(i=0;i<n;i++)
 {
  printf("\nEnter the %d co=ordinates ",i+1);
  scanf("%d%d",&pol[i].x,&pol[i].y);
 }
}
void drawpolygonDDA()
{
 int i; 
 for(i=0;i<n;i++)
  DDA(pol[i].x,pol[i].y,pol[(i+1)%n].x,pol[(i+1)%n].y);
}
void drawpolygonBres()
{
 int i; 
 for(i=0;i<n;i++)
 {
  delay(500);
  Bresenham(pol[i].x,pol[i].y,pol[(i+1)%n].x,pol[(i+1)%n].y);
 }
}
int main()
{
 int xa,ya,xb,yb,choice,gd=DETECT,gm=VGAMAX;
 printf("\nEnter the no of sides ");
 scanf("%d",&n);
 readpoly();
 initgraph(&gd,&gm,NULL);
 printf("Press any key to draw traingle using Bresenham Midpoint line 
 drawing algortihm over the triangle drawn using 
 DDA line drawing algorithm");
 drawpolygonDDA();
 getch();
 drawpolygonBres();
 while (!kbhit());
 closegraph();
 return 0;
}
void DDA(int xa,int ya,int xb,int yb)
{
 int dx,dy,steps,k;
 dx=xb-xa;
 dy=yb-ya;
 float x=xa,y=ya,xinc,yinc;
 if(abs(dx)>abs(dy))
  steps=abs(dx);
 else
  steps=abs(dy);
 xinc=dx/(float)steps;
 yinc=dy/(float)steps;
 putpixel(ROUND(x),ROUND(y),5);
 for(k=0;k<steps;k++)
 {
  x+=xinc;
  y+=yinc;
  putpixel(ROUND(x),ROUND(y),5);
 } 
}
void Bresenham(int xa,int ya,int xb,int yb)
{
 int dx=xb-xa,dy=yb-ya,p,twod,twodd;
 float m=2;
 if(dx!=0)
  m=(float)dy/(float)dx;
 if(m>=-1&&m<=1)
 {
  if(xa>xb)
  {
   Bresenham(xb,yb,xa,ya);
   return;
  }
  if(dy<0)
  {
    m=-1;
       dy=-dy;
  }
  else
     m=1;
  putpixel(xa,ya,10);
  p=2*dy-dx;
  twod=2*dy;
  twodd=2*dy-2*dx;
  while(xa<xb)
  {
   xa++;
   if(p<0) 
    p+=twod;
   else
   {
    ya+=m;
    p+=twodd;
   }
   putpixel(xa,ya,10);
  }
 }
 else
 {
  if(ya>yb)
  {
   Bresenham(xb,yb,xa,ya);
   return;
  }
  if(dx<0)
   {
       m=-1;
       dx=-dx;
    }
  else
     m=1;
  putpixel(xa,ya,10);
  p=2*dx-dy;
  twod=2*dx;
  twodd=2*dx-2*dy;
  while(ya<yb)
  {
   ya++;
   if(p<0) 
    p+=twod;
   else
   {
    xa+=m;
    p+=twodd;
   }
   putpixel(xa,ya,10);
  }
 }
}

Monday, October 25, 2010

Window to viewport transformation

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#include<stdio.h>
#include<graphics.h>
struct point
{
 int x,y;
} pol[10],wmin,wmax,vmin,vmax;
int n;
float trans[3][3],result[3][1],xandy[3][1];
void readpoly()
{
 int i;
 for(i=0;i<n;i++)
 {
  printf("\nEnter the %d co=ordinates ",i+1);
  scanf("%d%d",&pol[i].x,&pol[i].y);
 }
}
void drawpolygon()
{
 int i; 
 for(i=0;i<n;i++)
  line(pol[i].x,pol[i].y,pol[(i+1)%n].x,pol[(i+1)%n].y);
}
void mulmat()
{
 int i,j,k;
 for(i=0;i<3;i++)
 {
  for(j=0;j<1;j++)
  {
   result[i][j]=0.0;
   for(k=0;k<3;k++)
    result[i][j]+=trans[i][k]*xandy[k][j];
  }
 }
}
void transformpoly()
{
 int i; 
 for(i=0;i<n;i++)
 {
  xandy[0][0]=pol[i].x;
  xandy[1][0]=pol[i].y;
  xandy[2][0]=1;
  mulmat();
  pol[i].x=result[0][0];
  pol[i].y=result[1][0];
 }
}
void makeIdentity()
{
 int i,j;
 for(i=0;i<3;i++)
 {
  for(j=0;j<3;j++)
   trans[i][j]=0.0;
  trans[i][i]=1.0;
 }
}
int main()
{
 int gd=DETECT,gm=VGAMAX; 
 int choice,dx,dy;
 float sx,sy;
 printf("\nEnter the minx and miny of window ");
 scanf("%d%d",&wmin.x,&wmin.y);
 printf("\nEnter the maxx and maxy of window ");
 scanf("%d%d",&wmax.x,&wmax.y);
 printf("\nEnter the minx and miny of view port ");
 scanf("%d%d",&vmin.x,&vmin.y);
 printf("\nEnter the maxx and maxy of view port ");
 scanf("%d%d",&vmax.x,&vmax.y);
 while(1)
 {
  makeIdentity();
  printf("\nMENU\n-------\n1.POLYGON\n2.EXIT");
  printf("\nEnter the choice ");
  scanf("%d",&choice);
  switch(choice)
  {
   case 1: printf("\nEnter the no of sides ");
    scanf("%d",&n);
    readpoly();
    initgraph(&gd,&gm,NULL);
    outtextxy(200,10,"Window");
    rectangle(wmin.x,wmin.y,wmax.x,wmax.y);
    drawpolygon();
    break;   
   case 2: exit(0);
   default:printf("\nInvalid choice ");
  }
  getch();
  cleardevice();
  outtextxy(200,10,"View Port");
  sx=(float)(vmax.x-vmin.x)/(float)(wmax.x-wmin.x);
  sy=(float)(vmax.y-vmin.y)/(float)(wmax.y-wmin.y); 
  trans[0][0]=sx;
  trans[0][2]=(1-sx)*(float)wmin.x;
  trans[1][1]=sy;  
  trans[1][2]=(1-sy)*(float)wmin.y;
  transformpoly();
  dx=-wmin.x;
  dy=-wmin.y;
  makeIdentity();
  trans[0][2]=dx;
  trans[1][2]=dy;
  transformpoly();
  dx=vmin.x;
  dy=vmin.y;
  makeIdentity();
  trans[0][2]=dx;
  trans[1][2]=dy;
  transformpoly();
  setcolor(RED);
  rectangle(vmin.x,vmin.y,vmax.x,vmax.y);
  drawpolygon(); 
  while (!kbhit());
  closegraph();
 }
 return 0;
}

Sunday, October 24, 2010

Analog clock

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#include<stdio.h>
#include<graphics.h>
#include<math.h>
#include<time.h>
#define round(a)((int)(a+0.5))
int main()
{
 int gd=DETECT,gm=VGAMAX,sx=0,sy=0,mx=0,my=0,hx=0,hy=0,f=0;
 float hour,min;
 time_t now;
 struct tm *t;
 initgraph(&gd,&gm,"NULL");
 setcolor(2);
 circle(300,300,100);
 setcolor(14);
 circle(300,300,110);
 setcolor(3);
 circle(300,300,120);
 do
 {
  time(&now);
  t=localtime(&now);
  if(f!=0)
  {
   setcolor(BLACK);
   line(300,300,sx,sy);
   line(300,300,mx,my);
   line(300,300,hx,hy);
  }
  hour=(t->tm_hour)%12+((float)t->tm_min/60.0);
  min=t->tm_min+((float)t->tm_sec/60.0);
  sx=300+round(90*cos(3.1412*(270+(6*t->tm_sec))/180));
  sy=300+round(90*sin(3.1412*(270+(6*t->tm_sec))/180));
  mx=300+round(90*cos(3.1412*(270+(6*min))/180));
  my=300+round(90*sin(3.1412*(270+(6*min))/180));
  hx=300+round(50*cos(3.1412*(270+(30*hour))/180));
  hy=300+round(50*sin(3.1412*(270+(30*hour))/180));
  outtextxy(294,380,"6");
  outtextxy(380,300,"3");
  outtextxy(293,220,"12");
  outtextxy(220,300,"9");
  setcolor(YELLOW);
  line(300,300,mx,my);
  setcolor(10);
  line(300,300,hx,hy);
  setcolor(RED);
  line(300,300,sx,sy);
  f=1;
 }while(!kbhit());
 printf("Current time %d:%d:%d",t->tm_hour,t->tm_min,t->tm_sec);
 getch();
 while(!kbhit());
 closegraph();
 return 0;
}

Wednesday, October 13, 2010

Draw the following figure(1)

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#include<stdio.h>
#include<graphics.h>
struct point
{
 int x,y;
}pol[3],polnew[3],circ,insid[12];
int n,r;
float trans[3][3],result[3][1],xandy[3][1];
void plot(int,int,int,int);
void boundaryfill4(int,int,int,int);
void midpoint(int xc,int yc,int r)
{
 int x=0;
 int y=r;
 int p=1-r;
 plot(xc,yc,x,y);
 while(x<y)
 {
  x++;
  if(p<0)
   p+=2*x+1;
  else
  {
   y--;   
   p+=2*(x-y)+1;
  }
  plot(xc,yc,x,y);
 }
}
void plot(int xc,int yc,int x,int y)
{
 putpixel(xc+x,yc+y,10);
 putpixel(xc-x,yc+y,10);
 putpixel(xc+x,yc-y,10);
 putpixel(xc-x,yc-y,10);
 putpixel(xc+y,yc+x,10);
 putpixel(xc-y,yc+x,10);
 putpixel(xc+y,yc-x,10);
 putpixel(xc-y,yc-x,10);
}
void drawpol()
{
 int i; 
 for(i=0;i<2;i++)
  line(pol[i].x,pol[i].y,pol[(i+1)].x,pol[(i+1)].y);
}
void drawnewpol()
{
 int i; 
 for(i=0;i<2;i++)
  line(polnew[i].x,polnew[i].y,polnew[(i+1)].x,polnew[(i+1)].y);
}
void mulmat()
{
 int i,j,k;
 for(i=0;i<3;i++)
 {
  for(j=0;j<1;j++)
  {
   result[i][j]=0.0;
   for(k=0;k<3;k++)
    result[i][j]+=trans[i][k]*xandy[k][j];
  }
 }
}
void transformpoint(int x,int y)
{
 xandy[0][0]=x;
 xandy[1][0]=y;
 xandy[2][0]=1;
 mulmat();
}
void transformpoly()
{
 int i; 
 for(i=0;i<3;i++)
 {
  xandy[0][0]=pol[i].x;
  xandy[1][0]=pol[i].y;
  xandy[2][0]=1;
  mulmat();
  polnew[i].x=result[0][0];
  polnew[i].y=result[1][0];
 }
}
void makeIdentity()
{
 int i,j;
 for(i=0;i<3;i++)
 {
  for(j=0;j<3;j++)
   trans[i][j]=0.0;
  trans[i][i]=1.0;
 }
}
void rotate(int rx,int ry,int an)
{
 float ang;
 ang=(float)(an*(3.14/180));
 trans[0][0]=cos(ang);
 trans[0][1]=-sin(ang);
 trans[0][2]=rx*(1-cos(ang))+ry*sin(ang);
 trans[1][0]=sin(ang);
 trans[1][1]=cos(ang);
 trans[1][2]=ry*(1-cos(ang))-rx*sin(ang);
 
}
void boundaryfill4(int x,int y,int new,int bdry)
{
 int current=getpixel(x,y);
 if((current!=bdry)&&(current!=new))
 {
  putpixel(x,y,new);
  boundaryfill4(x+1,y,new,bdry);
  boundaryfill4(x-1,y,new,bdry);
  boundaryfill4(x,y+1,new,bdry);
  boundaryfill4(x,y-1,new,bdry);
 }
}
int main()
{
 int i,j,angle=0,gd=DETECT,gm=VGAMAX,ch;
 int color[]={1,14,3,4,5,6,7,8,9,11,12,13};
 printf("Enter the orgin ");
 scanf("%d%d",&circ.x,&circ.y);
 printf("Enter the radius ");
 scanf("%d",&r);
 do{
  printf("\nMENU\n-------\n1.Enter inside points to fill\n
  2.Take the inside points automatically");
  printf("\nEnter ur choice  ");
  scanf("%d",&ch);
 }while(ch>2&&ch<1);
 if(ch==1)
 {
  printf("\nEnter the inside point of circle ");
  scanf("%d%d",&insid[0].x,&insid[0].y);
  for(i=1;i<12;i++)
  {
   printf("\nEnter the inside point %d ",i);
   scanf("%d%d",&insid[i].x,&insid[i].y);
  }
 }
 initgraph(&gd,&gm,"NULL");
 setcolor(10);
 midpoint(circ.x,circ.y,r);
 makeIdentity();
 j=360/11;
 pol[0].x=circ.x;
 pol[0].y=circ.y+r;
 pol[1].x=pol[0].x;
 pol[1].y=pol[0].y+50;
 rotate(circ.x,circ.y,j);
 transformpoint(pol[0].x,pol[0].y);
 pol[2].x=result[0][0];
 pol[2].y=result[1][0];
 rotate(circ.x,circ.y,360/22);
 transformpoint(pol[1].x,pol[1].y);
 pol[1].x=result[0][0];
 pol[1].y=result[1][0];
 if(ch==2)
 {
  insid[0].x=circ.x;
  insid[0].y=circ.y;
  insid[1].x=(pol[0].x+pol[1].x+pol[2].x)/3;
  insid[1].y=(pol[0].y+pol[1].y+pol[2].y)/3;
 }
 boundaryfill4(insid[0].x,insid[0].y,color[0],10);
 drawpol();
 boundaryfill4(insid[1].x,insid[1].y,color[1],10);
 for(i=0;i<10;i++)
 {
  angle+=j;
  rotate(circ.x,circ.y,angle);
  transformpoly();
  drawnewpol();
  if(ch==2)
  {
   insid[i+2].x=(polnew[0].x+polnew[1].x+polnew[2].x)/3;
   insid[i+2].y=(polnew[0].y+polnew[1].y+polnew[2].y)/3;
  }
  boundaryfill4(insid[i+2].x,insid[i+2].y,color[i+2],10);
 }
 while(!kbhit());
 closegraph();
 return 0;
}

Tuesday, October 12, 2010

Rotate a triangle along the circumference of a circle, also rotate the triangle with reference to its centroid

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Rotate a triangle along the circumference of a circle,  also rotate the triangle with reference to its centroid. 
Use midpoint algorithm for circle drawing.

Clip a polygon and fill the area.

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Tuesday, October 5, 2010

Bezier, Bspline, Cubic Spline Curves

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Monday, October 4, 2010

Animation of some real world objects(Wind Mill)

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Tuesday, September 28, 2010

Circumcircle of a polygon

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Monday, September 27, 2010

Bouncing Ball

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Monday, September 6, 2010

2D Transformation

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Write a program to apply combination of transformation, rotation, reflection and shearing) on the following objects. a)Polygon b)Circle

Sunday, August 15, 2010

Sutherland-Hodgeman Polygon Clipping

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cohen-sutherland Line clipping

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Tuesday, August 3, 2010

Filling - recursive and non-recursive method

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3. Write a program to implement following seed filling algorithms on polygon, circle and an ellipse.
    a) floodfill   b) boundary fill

Recursive and Non Recursive method

Circle Drawing

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2. Write a program to draw a circle using parametric and midpoint algorithm.

Line Drawing

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1. Write a program to draw line using DDA algorithm and Bresenham's algorithm.