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c++ - 如何根据四个旋转和缩放的点绘制椭圆?

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:49:08 29 4
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我从一个完美的圆开始,然后我需要在不失去椭圆特征的情况下自由旋转和缩放它:

Circle distortion

我想知道是否有一种方法可以描述仅基于余弦和正弦的扭曲椭圆。

我有这个代码:

    float centerX = 100;
float centerY = 100;
float radiusX = 100;
float radiusY = 100;
float rotation = PI;
float res = 30;
for (int i = 0; i < res; i++) {

//find the point in space for the circle resolution
float angle = (float)i/res * TWO_PI;

float x = radiusX * cos(angle);
float y = -radiusY * sin(angle);

//rotate the point
float s = sin(rotation);
float c = cos(rotation);

// translate point to origin:
p->x -= centerX;
p->y -= centerY;

float xnew = p->x * c - p->y * s;
float ynew = p->x * s + p->y * c;

// translate point back
x = xnew + centerX;
y = ynew + centerY;

//apply X Y
}

这段代码只能表示同一个椭圆,忽略了旋转和缩放的关系:

enter image description here

最佳答案

我使用了几年前在这里问过的相同方法,但那个时候扭曲正方形很有用: What's the correct way to draw a distorted plane in OpenGL?

代码如下:

//setup the four coordinates
float topX = 20;
float topY = 10;

float bottomX = 30;
float bottomY = 20;

float rightX = 30;
float rightY = 20;

float leftX = 30;
float leftY = 20;

//calculate the horizontal radius
float distHorX = rightX-leftX;
float distHorY = rightY-leftY;
float radiusX = sqrt(distHorX * distHorX + distHorY * distHorY)/2.f;

//calculate the vertical radius
float distVerX = topX-bottomX;
float distVerY = topY-bottomY;
radiusY = sqrt(distVerX * distVerX + distVerY * distVerY)/2.f;

float res = 30;
for (int i = 0; i < res; i++) {

float angle = (float)i/res * TWO_PI;

float x = radiusX * cos(angle);
float y = -radiusY * sin(angle);

//corvert the circle inside a square to a square inside a circle
//it is a magical number I have found to convert that proportion
x /= 0.705069124;
y /= 0.705069124;

//transform the points based on that four coordinates
float pctx = (x + radiusX) / (radiusX*2);
float pcty = (y + radiusY) / (radiusY*2);

float linePt0x = (1-pcty)* topX + pcty * leftX;
float linePt0y = (1-pcty)* topY + pcty * leftY;
float linePt1x = (1-pcty)* rightX + pcty * bottomX;
float linePt1y = (1-pcty)* rightY + pcty * bottomY;
float ptx = (1-pctx) * linePt0x + pctx * linePt1x;
float pty = (1-pctx) * linePt0y + pctx * linePt1y;

//apply X Y
x = ptx;
y = pty;
}

关于c++ - 如何根据四个旋转和缩放的点绘制椭圆?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32401025/

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