2014-10-29 127 views
1

对于大家来说,我有一个棘手的问题。我正在尝试使用Processing处理3个维度,并且遇到了一个障碍。我想绘制一个沿给定innerRadius的圆弧。我最终希望能够旋转它或者在弧线的不同位置启动它,但是一旦我可以绘制弧线,我就能够计算出它。我的弧代码:处理3D弧形圆柱体

void drawCurvedVessel(int sides, float r, float l, float x, float y, float z, float  innerRadius, float degrees) 
{ 
    float angle = 360/sides; 
    // draw top shape 
    float start = innerRadius*degrees; 
    translate(x,y,z); 
    for (int n = 0; n < l; n++){ 
    float theta0 = n/innerRadius; 
    float theta1 = (n+1)/innerRadius; 
    float dx0 = innerRadius*cos(theta0); 
    float dy0 = innerRadius*sin(theta0); 
    float dx1 = innerRadius*cos(theta1); 
    float dy1 = innerRadius*sin(theta1); 
    beginShape(TRIANGLE_STRIP); 
    for (int i = 0; i < sides + 3; i++) { 
     x = cos(radians(i * angle)) * r; 
     y = sin(radians(i * angle)) * r; 
     float vertexZ1 = sin(theta1)*(innerRadius+sqrt((x+dx1)*(x+dx1)+y*y)); 
     vertex(x+dx1, y, vertexZ1); 
     float vertexZ0 = sin(theta0)*(innerRadius+sqrt((x+dx0)*(x+dx0)+y*y)); 
     vertex(x+dx0, y, vertexZ0); 
    } 
    endShape(TRIANGLE_STRIP); 
    } 
    translate(-x,-y,-z); 
} 

呈现得相当好,除了弧沿着一侧倾斜。你能帮我画出一个完整的圆弧吗?

编辑:我已更新我的代码。它工作得更好,但它没有执行一个完整的循环。相反,它看起来捏在顶部和底部是这样的: https://drive.google.com/file/d/0B7A0w7ZdcEuQUmIzQkFlYzBBUkk/view?usp=sharing

+1

如果你愿意,你可以发布您的解决方案作为这个问题的答案。请参阅http://stackoverflow.com/help/self-answer – kevinsa5 2014-11-05 15:58:52

+0

请删除标题和问题中的“已解决”,并将其作为正确答案发布。 – usr2564301 2015-11-08 01:05:43

回答

0

答案,发现OP:

事实证明,我被它的复杂太多。为了将来的参考,如果有人想要一个可以生成三维弧的代码,这里是代码!

void drawCurvedVessel(int sides, float r, float l, float x, float y, float z, float innerRadius, float degrees) 
{ 
    float angle = 360/sides; 
    int start = int(innerRadius*radians(degrees)); 
    translate(x,y,z); 
    for (int n = start; n < l+start; n++){ 
    float theta0 = n/innerRadius; 
    float theta1 = (n+1)/innerRadius; 
    beginShape(TRIANGLE_STRIP); 
    for (int i = 0; i < sides + 3; i++) { 
     float vy = sin(radians(i * angle)) * r; 
     float vx0 = (innerRadius-r*cos(radians(i * angle)))*cos(theta0); 
     float vx1 = (innerRadius-r*cos(radians(i * angle)))*cos(theta1); 
     float vertexZ1 = sin(theta1)*(innerRadius-cos(radians(i * angle)) * r); 
     vertex(vx1, vy, vertexZ1); 
     float vertexZ0 = sin(theta0)*(innerRadius-cos(radians(i * angle)) * r); 
     vertex(vx0, vy, vertexZ0); 
    } 
    endShape(TRIANGLE_STRIP); 
    } 
    translate(-x,-y,-z); 
}