Urgent! drawing cube by user input

I need to draw cube by taking input from user.
Can anybody help me with the algorithm.

Thanx.

This is a general question. Are you familiar with the transformations?Which API do you want to use to interact with the mouse?–GLUT, DirectInput, WM_MOUSE ?

Not by glut. Mouse input is also not needed. I just have to take input from user like how many points or triangles there will be or length of cube etc and draw the cube, cone, cylinder etc.

a cube:

  1. get width W = w;

  2. get position P(x,y,z)

  3. use one color C or multiple colors

  4. draw the cube … simple way use quads

glBegin(GL_QUADS)
  //draw Front/Back/Left/Right/Top/Bottom Face
  //front
  glVertex3f(0, 0, 0)
  glVertex3f(w, 0, 0)
  glVertex3f(w, w, 0)
  glVertex3f(0, w, 0)
  //back
  glVertex3f(0, 0, w)
  glVertex3f(w, 0, w)
  glVertex3f(w, w, w)
  glVertex3f(0, w, w)
  //left
  glVertex3f(0, 0, 0)
  glVertex3f(0, 0, w)
  glVertex3f(0, w, w)
  glVertex3f(0, w, 0)
  //right
  glVertex3f(w, 0, 0)
  glVertex3f(w, 0, w)
  glVertex3f(w, w, w)
  glVertex3f(w, w, 0)
  //top
  glVertex3f(0, w, 0)
  glVertex3f(w, w, 0)
  glVertex3f(w, w, w)
  glVertex3f(0, w, w)
  //bottom
  glVertex3f(0, 0, 0)
  glVertex3f(w, 0, 0)
  glVertex3f(w, 0, w)
  glVertex3f(0, 0, w)
glEnd()
  1. position the cube
    call a glTranslatef prior to the drawing with
glTranslatef(Px, Py, Pz)

specify color … (pay attention to lighting disabled glDisable(GL_LIGHTING))

if one color for the whole cube then
place glColor3f(Cx, Cy, Cz) before glBegin
else specify a color for each face

this will draw a cube with 6 faces If you want smaller quads (e.g. improve lighting) then you have to divide w by NumberOfQuadsPerFace and
draw NumberOfQuadsPerFace per Face each of which has a width/height or depth of NumberOfQuadsPerFace^-1

Thanx powerpad. Do you have little complex than this one? I mean to find the co-ordiante by angle and drawing by triangular mesh.

I am sorry but I don’t understand your question.

What do you mean by angle and by mesh …

The user inputs an angle and you want to calculate a cube or what …

given a point p(x,y,z) and a length l than you can

calculate a point p’(x’, y’, z’) by using the laws of sine and cosine to get a p’ that has angle alpha difference to p

e.g. a circle is defined by
x = r * cos(alpha)
y = r * sin(alpha)

where r is the sphere’s radius and x,y defines the center of the sphere. If you want to define a quad(a, b, b’, a’) by alpha you probably mean

a = (ax,ay,az)
b = (bx,by,bz) - bx = ax, by = ay + r, bz
b’ = (bx + r * cos(alpha), by + rsin(alpha), bz)
a’ = (ax + r * cos(alpha), ay + r
sin(alpha), az)

this leads to something like this

      -b'
   --  |  
 -     |

b |

-a’
-alpha
a------------->

you can define rotated points for all the planes you want assuming a radius r or getting it from the user.

I am sorry but I don’t understand your question.

What do you mean by angle and by mesh …

The user inputs an angle and you want to calculate a cube or what …

given a point p(x,y,z) and a length l than you can

calculate a point p’(x’, y’, z’) by using the laws of sine and cosine to get a p’ that has angle alpha difference to p

e.g. a circle is defined by
x = r * cos(alpha)
y = r * sin(alpha)

where r is the sphere’s radius and x,y defines the center of the sphere. If you want to define a quad(a, b, b’, a’) by alpha you probably mean

a = (ax,ay,az)
b = (bx,by,bz) - bx = ax, by = ay + r, bz
b’ = (bx + r * cos(alpha), by + rsin(alpha), bz)
a’ = (ax + r * cos(alpha), ay + r
sin(alpha), az)

this leads to something like this

  

          -b'
       --  |  
     -     |
   b       |
   |      -a'
   |   --  |
   | -alpha|    
   a------------->

you can define rotated points for all the planes you want assuming a radius r or getting it from the user.

I am sorry but I don’t understand your question.

What do you mean by angle and by mesh …

The user inputs an angle and you want to calculate a cube or what …

given a point p(x,y,z) and a length l than you can

calculate a point p’(x’, y’, z’) by using the laws of sine and cosine to get a p’ that has angle alpha difference to p

e.g. a circle is defined by
x = r * cos(alpha)
y = r * sin(alpha)

where r is the sphere’s radius and x,y define the points on the sphere for alpha 0…2PI. If you want to define a quad(a, b, b’, a’) by alpha you probably mean

a = (ax,ay,az)
b = (bx,by,bz) - bx = ax, by = ay + r, bz
b’ = (bx + r * cos(alpha), by + rsin(alpha), bz)
a’ = (ax + r * cos(alpha), ay + r
sin(alpha), az)

this leads to something like this

  

          -b'
       --  |  
     -     |
   b       |
   |      -a'
   |   --  |
   | -alpha|    
   a------------->

you can define rotated points for all the planes you want assuming a radius r or getting it from the user.

yeah something like that for cube how can i draw by just taking input length(l) from user. or for cylinder what can i do.

I hope that someone can delete my 3 posts (don’t know how this could happen :frowning: )

well the case with taking only length is the cube
that I have described above.

A cylinder takes 2 inputs the radius r for the base surface - a circle and the length l of the outer surface (the coat or how one calls it)

I would draw the cylinder in a brute force way by

approximating the sphere e.g. (this places the sphere at 0,0 and generates for one point on the
base sphere all points on a line
from x,y to x, y + l

the thing left is to connect those points to proper triangles … and recall it is brute force
(but it should work although I did not test it)

for(i = 0; i < 360°; i += 360 / Steps)
{
  x = radius * cos(i)
  y = radius * sin(i)


  for(j = 0; j < l; j += l / steps)
    y' = y + j;
} 

thanx again.
Well can you clarify the cube eqn. and how can i get ‘z’ plane.

i tried like below but the program is crashing.

	for(int i=0; i < 360; i += 360 / steps)
	{ 
		x = r* cos(i);
		y = r* sin(i);  
		glBegin(GL_POINTS);

	for(int j = 0; j < 2; j += 2 / steps)  
		
	{
		y = y + j;
	glVertex2d(x,y);
	}
glEnd();
	
	}   

i’m confused with steps variable isnt it for to getting no of circles.

here is how you could draw the base circle

			float PI2 = 6.283185307179586476925286766559f;
			float d = 0.0f;
			float steps = 180;
			float s = PI2 / (float)steps;
			float r = 10.0f;
			float x = 0.0f;
			float y = 0.0f;
			float z = 0.0f;
			int iI  = 0;
			Gl.glBegin(Gl.GL_TRIANGLE_FAN);
			Gl.glVertex3f(0.0f, 0.0f, 0.0f);
			for(iI = 0; iI <= steps; iI++)
			{
				d += s;

				x = r * (float)Math.Cos(d);
				y = r * (float)Math.Sin(d);
			
				Gl.glVertex3f(x, y, 0.0f);
			}
			Gl.glEnd();

and this is a brute force way to draw a cylinder with radius r and height h

			float PI2 = 6.283185307179586476925286766559f;
			float d = 0.0f;
			float steps = 45;
			float s = PI2 / steps;
			float r = 20.0f;
			float x0 = 0.0f;
			float y0 = 0.0f;
			float z0 = 0.0f;
			float x1, z1;
			int iI  = 0;
			float h = 5.0f;
			Gl.glBegin(Gl.GL_TRIANGLES);
			for(iI = 0; iI <= steps; iI++)
			{
				d += s;

				x0 = r * (float)Math.Cos(d);
				x1 = r * (float)Math.Cos(d + s);
				z0 = r * (float)Math.Sin(d);
				z1 = r * (float)Math.Sin(d + s);

				//bottom circle
				Gl.glColor3f(1.0f, 0.0f, 0.0f);
				Gl.glVertex3f(0.0f, y0, 0.0f);
				Gl.glVertex3f(x0, y0, z0);
				Gl.glVertex3f(x1, y0, z1);

				//coat
				Gl.glColor3f(0.0f, 1.0f, 0.0f);
				Gl.glVertex3f(x0, y0, z0);
				Gl.glVertex3f(x1, y0, z1);
				Gl.glVertex3f(x1, y0 + h, z1);
				Gl.glVertex3f(x1, y0 + h, z1);
				Gl.glVertex3f(x0, y0 + h, z0);
				Gl.glVertex3f(x0, y0, z0);

				//top circle
				Gl.glColor3f(0.0f, 0.0f, 1.0f);
				Gl.glVertex3f(0.0f, y0 +h, 0.0f);
				Gl.glVertex3f(x0, y0 + h, z0);
				Gl.glVertex3f(x1, y0 + h, z1);
			}
			Gl.glEnd();