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1.develop A Program To Draw A Line Using Bresenham's Line Drawing Technique
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1.develop A Program To Draw A Line Using Bresenham's Line Drawing Technique
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1.
Develop a program to draw a line using Bresenham’s line drawing technique
import turtle/def bresenham_line(x1, y1, x2, y2)://dx = abs(x2 - x1)/dy = abs(y2 - y1)
/x_step = 1 if x1 < x2 else -1//error = 2 * dy – dx/line_points = []/x, y = x1, y1
for _ in range(dx + 1):/line_points.append((x, y))/if error > 0:/y += y_step//error -= 2 * dx
error += 2 * dy/x += x_step/return line_points/turtle.setup(500, 500)/turtle.speed(0)
x1, y1 = 100, 100/x2, y2 = 400, 300/line_points = bresenham_line(x1, y1, x2, y2)/turtle.penup()
turtle.goto(x1, y1)/turtle.pendown()/for x, y in line_points:/turtle.goto(x, y)turtle.exitonclick()
2.Develop a program to demonstrate basic geometric operations on the 2D object
import turtle/import math/screen = turtle.Screen()/screen.bgcolor("white")/t = turtle.Turtle()
t.speed(1)/t.pensize(2)/def draw_rectangle(x, y, width, height, color):/t.penup()//t.goto(x, y)
t.pendown()/t.color(color)/for _ in range(2):/t.forward(width)/t.left(90)/t.forward(height)/t.left(90)
def draw_circle(x, y, radius, color):/t.penup()/t.goto(x, y - radius)/t.pendown()/t.color(color)/t.circle(radius)
def translate(x, y, dx, dy):/ t.penup()/t.goto(x + dx, y + dy)/t.pendown()/def rotate(x, y, angle):/ t.penup()
t.goto(x, y) /t.setheading(angle)/t.pendown()/def scale(x, y, sx, sy):/ t.penup()/t.goto(x * sx, y * sy) /t.pendown()
draw_rectangle(-200, 0, 100, 50, "blue")/translate(-200, 0, 200, 0)/draw_rectangle(0, 0, 100, 50, "blue")
rotate(0, 0, 45)/draw_rectangle(0, 0, 100, 50, "blue")/scale(0, 0, 2, 2)/draw_rectangle(0, 0, 100, 50, "blue")
draw_circle(100, 100, 50, "red")/translate(100, 100, 200, 0)/draw_circle(300, 100, 50, "red")/rotate(300, 100, 45)
draw_circle(300, 100, 50, "red")/scale(300, 100, 2, 2)/draw_circle(600, 200, 50, "red")/turtle.done()
3.Develop a program to demonstrate basic geometric operations on the 3D object
from vpython import canvas, box, cylinder, vector, color, rate/
scene = canvas(width=800, height=600, background=color.white)/
def draw_cuboid(pos, length, width, height, color):/cuboid = box(pos=vector(*pos),
length=length, width=width, height=height, color=color)/return cuboid
def draw_cylinder(pos, radius, height, color):cyl = cylinder(pos=vector(*pos),
radius=radius, height=height, color=color)/return cyl/def translate(obj, dx, dy, dz):
obj.pos += vector(dx, dy, dz)/def rotate(obj, angle, axis):
obj.rotate(angle=angle, axis=vector(*axis))/def scale(obj, sx, sy, sz):
obj.size = vector(obj.size.x * sx, obj.size.y * sy, obj.size.z * sz)
cuboid = draw_cuboid((-2, 0, 0), 2, 2, 2, color.blue)translate(cuboid, 4, 0, 0)/rotate(cuboid, angle=45, axis=(0, 1, 0))
scale(cuboid, 1.5, 1.5, 1.5)/cylinder = draw_cylinder((2, 2, 0), 1, 10, color.red)/translate(cylinder, 0, -2, 0)
/rotate(cylinder, angle=30, axis=(1, 0, 0))/scale(cylinder, 1.5, 1.5, 1.5)/while True:/rate(30)
4.Develop a program to demonstrate 2D transformation on basic objects
import cv2/import numpy as np/canvas_width = 500/canvas_height = 500
/canvas = np.ones((canvas_height, canvas_width, 3), dtype=np.uint8) * 255
/obj_points = np.array([[100, 100], [200, 100], [200, 200], [100, 200]], dtype=np.int32)
/translation_matrix = np.float32([[1, 0, 100], [0, 1, 50]])/rotation_matrix = cv2.getRotationMatrix2D((150, 150), 45, 1)
scaling_matrix = np.float32([[1.5, 0, 0], [0, 1.5, 0]])
translated_obj = np.array([np.dot(translation_matrix, [x, y, 1])[:2] for x, y in obj_points], dtype=np.int32)
rotated_obj = np.array([np.dot(rotation_matrix, [x, y, 1])[:2] for x, y in translated_obj], dtype=np.int32)
scaled_obj = np.array([np.dot(scaling_matrix, [x, y, 1])[:2] for x, y in rotated_obj], dtype=np.int32)
cv2.polylines(canvas, [obj_points], True, (0, 0, 0), 2)/cv2.polylines(canvas, [translated_obj], True, (0, 255, 0), 2)
cv2.polylines(canvas, [rotated_obj], True, (255, 0, 0), 2)/cv2.polylines(canvas, [scaled_obj], True, (0, 0, 255), 2)
cv2.imshow("2D Transformations", canvas)/cv2.waitKey(0)/cv2.destroyAllWindows()
5.Develop a program to demonstrate 3D transformation on 3D objects
import pygame.from pygame.locals import */from OpenGL.GL import *
from OpenGL.GLU import */import numpy as np/pygame.init()/display_width = 800/display_height = 600
display = pygame.display.set_mode((display_width, display_height), DOUBLEBUF | OPENGL)
pygame.display.set_caption("3D Transformations")/glClearColor(0.0, 0.0, 0.0, 1.0)/glEnable(GL_DEPTH_TEST)
/glMatrixMode(GL_PROJECTION)/gluPerspective(45, (display_width / display_height), 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)/vertices = np.array([[-1, -1, -1],/[1, -1, -1],/[1, 1, -1],/[-1, 1, -1],
/[-1, -1, 1],/[1, -1, 1],/[1, 1, 1],[-1, 1, 1]], /dtype=np.float32)/edges = np.array([[0, 1], [1, 2], [2, 3], [3, 0],
/[4, 5], [5, 6], [6, 7], [7, 4],/[0, 4], [1, 5], [2, 6], [3, 7]], dtype=np.uint32)/translation_matrix = np.eye(4, dtype=np.float32)
/translation_matrix[3, :3] = [0, 0, -5]/rotation_matrix = np.eye(4, dtype=np.float32)
/scaling_matrix = np.eye(4, dtype=np.float32)/scaling_matrix[0, 0] = 1.5/scaling_matrix[1, 1] = 1.5
scaling_matrix[2, 2] = 1.5/running = True/angle = 0/while running:/for event in pygame.event.get():
if event.type == pygame.QUIT:/running = False/glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()/glMultMatrixf(translation_matrix)/glRotatef(angle, 1, 1, 0)/glMultMatrixf(rotation_matrix)
glMultMatrixf(scaling_matrix)/glBegin(GL_LINES)/for edge in edges:
for vertex in edge:/glVertex3fv(vertices[vertex])/glEnd()/angle += 1/pygame.display.flip()/pygame.quit()
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