柱面投影是將三維空間中的圖形映射到柱面上的投影方式。在C語言中,可以通過以下步驟實現柱面投影:
定義柱面的參數:柱面的半徑r、高度h和角度范圍θ。
初始化圖形的三維坐標:定義圖形的三維坐標數組,并初始化每個點的坐標。
將三維坐標投影到柱面上:對于每個點的三維坐標(x, y, z),計算點在柱面上的投影坐標(x’, y’)。
計算點在柱面上的角度φ:φ = atan2(y, x)。
計算點在柱面上的高度z’:z’ = (z / h) * θ。
計算點在柱面上的半徑r’:r’ = (r - z’ * r / h)。
根據計算出的角度φ和半徑r’,計算點在柱面上的投影坐標(x’, y’):x’ = r’ * cos(φ),y’ = r’ * sin(φ)。
以下是一個簡單的C語言代碼示例,實現了將立方體的頂點投影到柱面上并繪制出來的功能:
#include <stdio.h>
#include <math.h>
#include <SDL2/SDL.h>
SDL_Window* window;
SDL_Renderer* renderer;
int screenWidth = 640;
int screenHeight = 480;
int centerX = screenWidth / 2;
int centerY = screenHeight / 2;
int radius = 200;
int height = 400;
double angleRange = M_PI * 2;
typedef struct Point {
double x;
double y;
double z;
} Point;
Point cubeVertices[] = {
{-50, -50, -50},
{50, -50, -50},
{50, 50, -50},
{-50, 50, -50},
{-50, -50, 50},
{50, -50, 50},
{50, 50, 50},
{-50, 50, 50}
};
void projectToCylinder(Point* point) {
double phi = atan2(point->y, point->x);
double z = (point->z / height) * angleRange;
double r = radius - z * radius / height;
point->x = r * cos(phi);
point->y = r * sin(phi);
}
void drawLine(SDL_Renderer* renderer, int x1, int y1, int x2, int y2) {
SDL_RenderDrawLine(renderer, x1 + centerX, -y1 + centerY, x2 + centerX, -y2 + centerY);
}
void drawCylinderProjection() {
for (int i = 0; i < 8; i++) {
Point point = cubeVertices[i];
projectToCylinder(&point);
Point nextPoint = cubeVertices[(i + 1) % 8];
projectToCylinder(&nextPoint);
drawLine(renderer, point.x, point.y, nextPoint.x, nextPoint.y);
}
}
void draw() {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
drawCylinderProjection();
SDL_RenderPresent(renderer);
}
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("Cylinder Projection", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenWidth, screenHeight, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
int quit = 0;
SDL_Event e;
while (!quit) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
quit = 1;
}
}
draw();
}
SDL_DestroyRenderer(renderer);