#include<stdio.h> #include<conio.h> #include<graphics.h> #include<math.h> void translate(); void scale(); void rotate(); void main() { int ch; int gd=DETECT,gm; initgraph(&gd,&gm,"C:\\TurboC3\\BGI"); setcolor(6); outtextxy (100,88,"Object."); rectangle(100,150,150,100); printf("---MENU---"); printf("\n 1)Translate\n 2)Scale\n 3)Rotate"); printf("\nEnter your choice: "); scanf("%d",&ch); cleardevice(); switch(ch) { case 1: translate(); break; case 2: scale(); break; case 3: rotate(); break; default: printf("you have enterd wrong choice"); break; } getch(); closegraph(); } void translate() { int tx,ty; setcolor(2); outtextxy(240,10,"TRANSLATION"); outtextxy(238,20,"------------"); printf("\nEnter tx: "); scanf("%d",&tx); printf("\nEnter ty: "); scanf("%d",&ty); cleardevice(); rectangle(100,150,150,100); printf("\nAfter Translation"); rectangle(100+tx,150+ty,150+tx,100+ty); } void scale() { int sx,sy; setcolor(2); outtextxy(240,10,"SCALING"); outtextxy(238,20,"--------"); printf("\nEnter sx: "); scanf("%d",&sx); printf("\nEnter sy: "); scanf("%d",&sy); cleardevice(); rectangle(100,150,150,100); printf("\nAfter Scaling"); rectangle(100*sx,150*sy,150*sx,100*sy); } void rotate() { float theta; int x1,x2,x3,x4; int y1,y2,y3,y4; int ax1,ax2,ax3,ax4,ay1,ay2,ay3,ay4; int refx,refy; printf("\nEnter the angle for rotation: "); scanf("%f",&theta); theta=theta*(3.14/180); cleardevice(); setcolor(2); outtextxy(240,10,"ROTATE"); outtextxy(238,20,"-------"); refx=100; refy=100; x1=100; y1=100; x2=150; y2=100; x3=150; y3=150; x4=100; y4=150; ax1=refy+(x1-refx)*cos(theta)-(y1-refy)*sin(theta); ay1=refy+(x1-refx)*sin(theta)+(y1-refy)*cos(theta); ax2=refy+(x2-refx)*cos(theta)-(y2-refy)*sin(theta); ay2=refy+(x2-refx)*sin(theta)+(y2-refy)*cos(theta); ax3=refy+(x3-refx)*cos(theta)-(y3-refy)*sin(theta); ay3=refy+(x3-refx)*sin(theta)+(y3-refy)*cos(theta); ax4=refy+(x4-refx)*cos(theta)-(y4-refy)*sin(theta); ay4=refy+(x4-refx)*sin(theta)+(y4-refy)*cos(theta); rectangle(100,150,150,100); line(ax1,ay1,ax2,ay2); line(ax2,ay2,ax3,ay3); line(ax3,ay3,ax4,ay4); line(ax4,ay4,ax1,ay1); }