Beispiel #1
0
        //绘制空间圆柱:
        private void DwCylinder(P3D v1, P3D v2, double r)
        {
            //计算方向矢量N(A,B,C):
            //P3D v1 = new P3D(); P3D v2 = new P3D(); P3D v = new P3D();
            //double r = 0.5;
            //v1.x = 0; v1.y = -1; v1.z = 0;
            //v2.x = 1; v2.y = 1; v2.z = 1;
            double A, B, C;

            A = v1.x - v2.x; B = v1.y - v2.y; C = v1.z - v2.z;

            //计算方向矢量之模(请确保p,m不等于0):
            double p = Math.Sqrt(A * A + B * B);
            double m = Math.Sqrt(A * A + B * B + C * C);

            //计算向量之方向余弦:
            //ca=Cos(a);cb=Cos(b);cc=Cos(c)
            double ca = A / m; double cb = B / m; double cc = C / m;

            //绘制空间圆柱-2:
            GL.Begin(BeginMode.Quads); //画方块
            int[] ar = new int[4] {
                0, 1, 1, 0
            };
            int[] br = new int[4] {
                0, 0, 1, 1
            };
            double ds = m / 2; double dt = 0.35;

            for (double s = 0; s < m; s += ds)
            {
                for (double t = 0; t < 2 * Math.PI; t += dt)
                {
                    double[] x = new double[4];
                    double[] y = new double[4];
                    double[] z = new double[4];
                    for (int k = 0; k < 4; k++)
                    {
                        double sv = s + ar[k] * ds;
                        double tv = t + br[k] * dt;

                        double st = Math.Sin(tv);
                        double ct = Math.Cos(tv);

                        x[k] = v1.x - sv * ca + r * (st * A * C / (m * p) + ct * B / p);
                        y[k] = v1.y - sv * cb + r * (st * B * C / (m * p) - ct * A / p);
                        z[k] = v1.z - sv * cc - r * (st * p / m);

                        GL.Color3(Math.Sin(sv - .6), Math.Cos(sv * tv), Math.Cos(.4 + tv));
                        GL.Vertex3(x[k], y[k], z[k]);
                    }
                }
            }
            GL.End();
            //=========================================
        }
Beispiel #2
0
        //通过三点找圆心:
        private P3D getO(P3D s, P3D m, P3D e)
        {
            double xsm = m.x - s.x;                   //(xsm,ysm,zsm)为向量SM
            double ysm = m.y - s.y;
            double zsm = m.z - s.z;

            double xme = e.x - m.x;                       //(xme,yme,zme)为向量ME
            double yme = e.y - m.y;
            double zme = e.z - m.z;

            double xp = s.x + (m.x - s.x) / 2;             //(xp,yp,zp)为SM中点
            double yp = s.y + (m.y - s.y) / 2;
            double zp = s.z + (m.z - s.z) / 2;

            double xq = m.x + (e.x - m.x) / 2;             //(xq,yq,zq)为SM中点
            double yq = m.y + (e.y - m.y) / 2;
            double zq = m.z + (e.z - m.z) / 2;

            double XN  = ysm * zme - yme * zsm;         //(XN,YN1,ZN)为向量N,其值为向量SM和向量ME的差乘
            double YN1 = xme * zsm - xsm * zme;
            double ZN  = xsm * yme - xme * ysm;
            double D_N = Math.Sqrt(XN * XN + YN1 * YN1 + ZN * ZN);
            double xn  = XN / D_N;
            double yn1 = YN1 / D_N;
            double zn  = ZN / D_N;

            double A11 = yme * zn - zme * yn1;          //矩阵A代数余子式
            double A12 = xn * zme - xme * zn;
            double A13 = xme * yn1 - xn * yme;
            double A21 = yn1 * zsm - ysm * zn;
            double A22 = xsm * zn - xn * zsm;
            double A23 = xn * ysm - xsm * yn1;
            double A31 = ysm * zme - yme * zsm;
            double A32 = xme * zsm - xsm * zme;
            double A33 = xsm * yme - xme * ysm;
            double D_A = xsm * yme * zn - xsm * yn1 * zme - xme * ysm * zn + xn * ysm * zme + xme * yn1 * zsm - xn * yme * zsm;//矩阵A行列式
            double b1  = xp * xsm + yp * ysm + zp * zsm;
            double b2  = xq * xme + yq * yme + zq * zme;
            double b3  = s.x * xn + s.y * yn1 + s.z * zn;

            P3D O = new P3D();

            O.x = (A11 * b1 + A21 * b2 + A31 * b3) / D_A;           //O为空间圆弧的圆心坐标
            O.y = (A12 * b1 + A22 * b2 + A32 * b3) / D_A;
            O.z = (A13 * b1 + A23 * b2 + A33 * b3) / D_A;

            double xoe = e.x - O.x;
            double yoe = e.y - O.y;
            double zoe = e.z - O.z;
            double R2  = xoe * xoe + yoe * yoe + zoe * zoe;
            double R1  = Math.Sqrt(R2);                            //R1为空间圆弧的半径

            return(O);
        }