我有隨機生成一個點,與一些隨機方向(與隨機lat和隨機LON),其餘計算由這些數學方程:繪製金字塔,指向某個方向
dirX = cos(lat * DEG_TO_RAD) * sin(lon * DEG_TO_RAD);
dirY = sin(lat * DEG_TO_RAD);
dirZ = cos(lat * DEG_TO_RAD) * cos(lon * DEG_TO_RAD);
我會就像要拿那個點,畫一個金字塔。這個金字塔在球體的一半有其正方形基礎,產生的點應該是這個正方形的中心。
然後根據這個點的方向,我想生成這個金字塔的座標,它應該位於半徑爲r的球體的球形邊界上,它的中心是隨機點。
金字塔頂端指向隨機點所在的方向,其他點應分別繪製。這是一張圖片,可以幫助您想象我正在嘗試做什麼。
這是我在做什麼:
//A
v[0][0][0]= radius * (cos(lat) * sin(lon));
v[0][0][1]= radius * sin(lat);
v[0][0][2]= radius * (cos(lat) * cos(lon));
//B
v[0][2][0]= radius * (cos(lat+(90*DEG_TO_RAD)) * sin(lon));
v[0][3][1]= radius * sin(lat+(90*DEG_TO_RAD));
v[0][4][2]= radius * (cos(lat+(90*DEG_TO_RAD)) * cos(lon));
//D
v[0][2][0]= radius * (cos(lat) * sin(lon+(90*DEG_TO_RAD)));
v[0][2][1]= radius * sin(lat);
v[0][2][2]= radius * (cos(lat) * cos(lon+(90*DEG_TO_RAD)));
// Side ABD
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_POLYGON); // Start drawing a quad primitive
glVertex3f(v[0][0][0], v[0][0][1], v[0][0][2]); //A
glVertex3f(v[0][5][0], v[0][6][1], v[0][7][2]); //B
glVertex3f(v[0][2][0], v[0][2][1], v[0][2][2]); //D
//A
v[1][0][0]= radius * (cos(lat) * sin(lon));
v[1][0][1]= radius * sin(lat);
v[1][0][2]= radius * (cos(lat) * cos(lon));
//D
v[1][8][0]= radius * cos(lat) * sin(lon+(90*DEG_TO_RAD));
v[1][9][1]= radius * sin(lat);
v[1][10][2]= radius * (cos(lat) * cos(lon+(90*DEG_TO_RAD)));
//C
v[1][2][0]= radius * (cos(lat-(90*DEG_TO_RAD)) * sin(lon));
v[1][2][1]= radius * sin(lat-(90*DEG_TO_RAD));
v[1][2][2]= radius * (cos(lat-(90*DEG_TO_RAD)) * cos(lon));
// Side ADC
glColor3f(1, 1, 1);
glVertex3f(v[1][0][0], v[1][0][1], v[1][0][2]); //A
glVertex3f(v[1][11][0], v[1][12][1], v[1][13][2]); //D
glVertex3f(v[1][2][0], v[1][2][1], v[1][2][2]); //C
//A
v[2][0][0]= radius * (cos(lat) * sin(lon));
v[2][0][1]= radius * sin(lat);
v[2][0][2]= radius * (cos(lat) * cos(lon));
//C
v[2][14][0]= radius * (cos(lat-(90*DEG_TO_RAD)) * sin(lon));
v[2][15][1]= radius * sin(lat-(90*DEG_TO_RAD));
v[2][16][2]= radius * (cos(lat-(90*DEG_TO_RAD)) * cos(lon));
//E
v[2][2][0]= radius * (cos(lat) * sin(lon-(90*DEG_TO_RAD)));
v[2][2][1]= radius * sin(lat);
v[2][2][2]= radius * (cos(lat) * cos(lon-(90*DEG_TO_RAD)));
// Side ACE
glColor3f(0.5, 0.3, 0.1);
glVertex3f(v[2][0][0], v[2][0][1], v[2][0][2]); //A
glVertex3f(v[2][17][0], v[2][18][1], v[2][19][2]); //C
glVertex3f(v[2][2][0], v[2][2][1], v[2][2][2]); //E
//A
v[3][0][0]= radius * (cos(lat) * sin(lon));
v[3][0][1]= radius * sin(lat);
v[3][0][2]= radius * (cos(lat) * cos(lon));
//E
v[3][20][0]= radius * (cos(lat) * sin(lon-(90*DEG_TO_RAD)));
v[3][21][1]= radius * sin(lat);
v[3][22][2]= radius * (cos(lat) * cos(lon-(90*DEG_TO_RAD)));
//B
v[3][2][0]= radius * (cos(lat+(90*DEG_TO_RAD)) * sin(lon));
v[3][2][1]= radius * sin(lat+(90*DEG_TO_RAD));
v[3][2][2]= radius * (cos(lat+(90*DEG_TO_RAD)) * cos(lon));
// Side AEB
glColor3f(1.0, 0.8, 0.7);
glVertex3f(v[3][0][0], v[3][0][1], v[3][0][2]); //A
glVertex3f(v[3][23][0], v[3][24][1], v[3][25][2]); //E
glVertex3f(v[3][2][0], v[3][2][1], v[3][2][2]); //B
glEnd();
/*
//Square BECD
glColor3f(0.1, 0.3, 0.1);
glVertex3f((radius * cos(lat+(90*DEG_TO_RAD)) * sin(lon)), (radius * sin(lat+(90*DEG_TO_RAD)) * sin(lon)), (radius * cos(lon))); //headB
glVertex3f((radius * cos(lat) * sin(lon-(90*DEG_TO_RAD))), (radius * sin(lat) * sin(lon-(90*DEG_TO_RAD))), (radius * cos(lon-(90*DEG_TO_RAD)))); //headE
glVertex3f((radius * cos(lat-(90*DEG_TO_RAD)) * sin(lon)), (radius * sin(lat-(90*DEG_TO_RAD)) * sin(lon)), (radius * cos(lon))); //headC
glVertex3f((radius * cos(lat) * sin(lon+(90*DEG_TO_RAD))), (radius * sin(lat) * sin(lon+(90*DEG_TO_RAD))), (radius * cos(lon+(90*DEG_TO_RAD)))); //headD
glEnd();
*/
讓我們不要考慮繪製金字塔的方形底座,這個問題已經從之前存在!出於某種原因,它只是渲染一團糟!我沒有得到期望的結果。