It was a university programming assignment. I was to write an OpenGL program to render a Ferris wheel. The requirements were simple. There had to be 7 spokes emanating from the centre, each at an equal angle from each other. At the end of each spoke, there was to be a carriage. No outer rim was required. All 7 spokes and 7 carriages were to be simple cuboids. The wheel was to turn slowly. Colour aesthetics up to the individual.
I’ve already had lessons on simple rotation and translation operations in OpenGL. Ambient colouring, materials and shading were also taught. And simple cuboids were like basic rendering stuff.
The hard part that my fellow students found was in keeping the carriages level, while rotating the Ferris wheel.
My professor, being the evil mind that he was, chose 7 spokes, so the angle between each spoke was “weird” (no nice number). Believe it or not, that confused a heck of a lot of students… Rendering the spokes were easy. Render a long cuboid with one end at the origin, and rotate multiples of 360/7 degrees. The carriages on the other hand, needed some work…
A simple way of orienting the Ferris wheel is to align it with the XY plane, with the centre of the wheel at the origin. There are then 2 methods to render the carriages. The first is to calculate the XY coordinates of centres of all the carriages, and simply translate them there. Yes, there will be sines and cosines in the calculation. I’ll leave it to you as an exercise. If you were able to follow the article on bilinear interpolation in image rotation, you can do this.
The second method is to just use the rendering engine’s in-built functions. For example, you render a vertical spoke with one end at the origin, and the other end along the positive Y-axis. Then you render a carriage at the latter end of the spoke.
Then what do you do? Render the 2nd spoke-carriage combination exactly the same as the 1st, but rotate the whole thing 360/7 degrees clockwise. Here’s where the problem comes. Since the carriage is “tied” to the spoke, the rotation operation affects the carriage as well.
To keep the carriage level, you have to undo the rotation operation. How do you do that? Rotate the carriage in the other direction with the same angle.
Let’s leave the spokes out of the picture. To render a carriage in the correct position, at the correct angle, this is the series of steps to take (assuming the carriage is at the origin):
- Rotate -i * (360/7) degrees (anti-clockwise)
- Translate len units in positive Y direction
- Rotate i * (360/7) degrees (clockwise)
where i is the number of multiples required, and len is the length of the spoke.
If you’re following this with OpenGL or DirectX, take care. That series of steps have to be reversed, because the 2 rendering engines apply the transformations in reverse order.
Hmm… that was a long story…
The one about chicken heads
Did you know chickens have this ability to keep their heads stable, even if their bodies are moving? Check this video out.
I believe chickens use a similar principle as discussed in the Ferris wheel. For example, if a chicken’s body was moved forwards (in the direction of its head), to keep its head in the same position, it has to move its head backwards.
A fluttering thought
To stay the same in the face of change, one must replicate and execute the change in the opposite manner.
Sort of like Newton’s First and Third Laws combined.
I was just thinking, in the face of changes in these times, staying the same is actually more tiring than going with the flow. I mean, you expend the exact same amount of effort to stay the same, and you have to expend more to improve (on business, on technology and so on). That doesn’t quite make sense…
It’s a cliche, I know, but the only constant in life is change. Expect it. Embrace it. Besides, staying the same is boring at some level…
A simple experiment
To convince yourself of the “backwards” principle discussed in the rendering of a Ferris wheel, try the following.
- Stand up straight, face and body forwards
- Turn your body, from the shoulders down, clockwise
- You must keep your head still facing the same direction as at the start
Did you have to turn your head anti-clockwise to keep facing the same original direction?