谈到气缸成一个球体,而不会挤压在两极球体、气缸、两极

2023-09-07 17:12:22 作者:亂人心

我正在生成一个星球开出了六边形网格。不需要的两极 - 使之成为一个更容易一些。有没有更好的方式来使气瓶成为一个球体,将有统一的六边形/三角形?

I'm working on generating a planet made out of a hexagon grid. The poles aren't needed - making this a bit easier. Is there a better way to turn the cylinder into a sphere that would have uniform hexagons/triangles?

下面是所需的步骤:

生成六边形的二维平面(OK) 旋转平面成筒(OK) 使气瓶成为一个球体/地圈(实物作品)

对于第2步,我只是用正弦和余弦来移动顶点成圆形。 对于第3步,现在我只是用:顶点[我] =顶点[I] .normalized *半径;

For step 2, I'm just using Sin and Cos to move the vertices into a circular shape. For step 3, right now I'm just using: vertices[i] = vertices[i].normalized * radius;

图像可视化的问题,因为它是目前。 http://i.stack.imgur.com/tKlwy.png 注意两极被故意切断。 红色部分表示什么人六边形网状的样子。我将不得不让他们大致相同的大小和方向,因为它们被用​​于游戏和可视元素。每个十六进制具有邻居列表和工作方式类似的曲线图基本上

Image to visualize the problem as it is currently. http://i.stack.imgur.com/tKlwy.png Note that the poles are cut off on purpose. The red parts show what one hexagon mesh looks like. I would have to keep them roughly the same size and orientation since they are used for gameplay and visual elements. Each hex has a list of neighbors and works like a graph basically.

推荐答案

相反缸到球体映射我会做一个球体三角...

Instead of cylinder to sphere mapping I would do a sphere triangulation...

我会先从2六边形

I would first start with 2 hexagons 在每次启动时极和结束赤道 或做半只和镜像中的其他时候都做...

然后递归细分三角形

让分线一半 更改中点的坐标,以便与球体表面 这将创建三角球体 细分为点的有效数字组成的六边形,并有足够的网格点

修改六边形中点坐标回六边形的平面

change the hexagon mid-point coordinates back to plane of hexagon

所以采取其他6点 ,并计算平均坐标 ,你会得到点为中...

事情是这样的:

有关更多的想法看看这里:

for more ideas look here:

密度最高的球体上的位置 做等距离的顶点 球 Location of highest density on a sphere Make a sphere with equidistant vertices

三角测量(无六角勘误的内容)

//---------------------------------------------------------------------------
#include <math.h>
#include "list.h"
class mesh
    {
public:
    class _pnt { public: double p[3]; _pnt(){}; _pnt(_pnt& a){ *this=a; }; ~_pnt(){}; _pnt* operator = (const _pnt *a) { *this=*a; return this; }; /*_pnt* operator = (const _pnt &a) { ...copy... return this; };*/ };
    class _fac { public: int i0,i1,i2; _fac(){}; _fac(_fac& a){ *this=a; }; ~_fac(){}; _fac* operator = (const _fac *a) { *this=*a; return this; }; /*_fac* operator = (const _fac &a) { ...copy... return this; };*/ };
    List<_pnt> pnt; // mesh points
    List<_fac> fac; // mesh triangles

    mesh()      {}
    mesh(mesh& a)   { *this=a; }
    ~mesh() {}
    mesh* operator = (const mesh *a) { *this=*a; return this; }
    //mesh* operator = (const mesh &a) { ...copy... return this; }

    void draw();            // draws the mesh with OpenGL
    void sphere(int n);     // init mesh with unit sphere from triangles (n recursion layers)
    };
//---------------------------------------------------------------------------
void mesh::draw()
    {
    int i;
    _fac *f;
    // fill
    glColor3f(0.7,0.7,0.7);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    glDepthFunc(GL_LEQUAL);
    glBegin(GL_TRIANGLES);
    for (i=0,f=fac.dat;i<fac.num;i++,f++)
        {
        glVertex3dv(pnt.dat[f->i0].p);
        glVertex3dv(pnt.dat[f->i1].p);
        glVertex3dv(pnt.dat[f->i2].p);
        }
    glEnd();
    // wireframe
    glColor3f(0.1,0.3,0.7);
    glLineWidth(2.0);
    for (i=0,f=fac.dat;i<fac.num;i++,f++)
        {
        glBegin(GL_LINE_LOOP);
        glVertex3dv(pnt.dat[f->i0].p);
        glVertex3dv(pnt.dat[f->i1].p);
        glVertex3dv(pnt.dat[f->i2].p);
        glEnd();
        }
    glLineWidth(1.0);
    }
//---------------------------------------------------------------------------
void mesh::sphere(int n)
    {
    // init 2 hexagons
    int i,j,m,i0,i1,i2,j0,j1,j2;
    double a,da=M_PI/3.0;
    double *p0,*p1;
    _pnt p;
    _fac f,*g;
    p.p[0]= 0.0;
    p.p[1]= 0.0;
    p.p[2]=+1.0;
    pnt.add(p);
    p.p[2]=-1.0;
    pnt.add(p);
    for (i=0,a=0.0;i<6;i++,a+=da)
        {
        p.p[0]=cos(a);
        p.p[1]=sin(a);
        p.p[2]= 0.0;
        pnt.add(p);
        }
    // top half
    f.i0=0; f.i1=2; f.i2=3; fac.add(f);
    f.i0=0; f.i1=3; f.i2=4; fac.add(f);
    f.i0=0; f.i1=4; f.i2=5; fac.add(f);
    f.i0=0; f.i1=5; f.i2=6; fac.add(f);
    f.i0=0; f.i1=6; f.i2=7; fac.add(f);
    f.i0=0; f.i1=7; f.i2=2; fac.add(f);
    // botom half
    f.i0=1; f.i1=3; f.i2=2; fac.add(f);
    f.i0=1; f.i1=4; f.i2=3; fac.add(f);
    f.i0=1; f.i1=5; f.i2=4; fac.add(f);
    f.i0=1; f.i1=6; f.i2=5; fac.add(f);
    f.i0=1; f.i1=7; f.i2=6; fac.add(f);
    f.i0=1; f.i1=2; f.i2=7; fac.add(f);
    // subdivide triangles
    for (;n>0;n--)              // recursion layers
     for (m=fac.num,i=0;i<m;i++)// scan through all original faces
        {
        g=&fac[i];
        // point indexes
        i0=g->i0; j0=pnt.num;   //     i0
        i1=g->i1; j1=j0+1;      //   j0  j2
        i2=g->i2; j2=j0+2;      // i1  j1  i2
        // genere mid points + sphere surface correction distance from (0,0,0) must be 1.0 (radius)
        for (j=0;j<3;j++) p.p[j]=0.5*(pnt[i0].p[j]+pnt[i1].p[j]); a=1.0/sqrt((p.p[0]*p.p[0])+(p.p[1]*p.p[1])+(p.p[2]*p.p[2])); for (j=0;j<3;j++) p.p[j]*=a; pnt.add(p);
        for (j=0;j<3;j++) p.p[j]=0.5*(pnt[i1].p[j]+pnt[i2].p[j]); a=1.0/sqrt((p.p[0]*p.p[0])+(p.p[1]*p.p[1])+(p.p[2]*p.p[2])); for (j=0;j<3;j++) p.p[j]*=a; pnt.add(p);
        for (j=0;j<3;j++) p.p[j]=0.5*(pnt[i2].p[j]+pnt[i0].p[j]); a=1.0/sqrt((p.p[0]*p.p[0])+(p.p[1]*p.p[1])+(p.p[2]*p.p[2])); for (j=0;j<3;j++) p.p[j]*=a; pnt.add(p);
        // change original fac
        g->i0=j0; g->i1=j1; g->i2=j2;
        //  add 3 x fac
        f.i0=i0; f.i1=j0; f.i2=j2; fac.add(f);
        f.i0=j0; f.i1=i1; f.i2=j1; fac.add(f);
        f.i0=j2; f.i1=j1; f.i2=i2; fac.add(f);
        }
    }
//---------------------------------------------------------------------------

有点好奇,所以我试图连接code本

用法很简单:

was a bit curious so I tried to encode this

usage is simple:

mesh obj;       // somewhere global...
obj.sphere(3); // init (call once or on change of n...) 
obj.draw();    // inside your gl draw scene routine/event...

所以这里是结果概述

供应两极气缸 多位置复动型拉杆式标准气缸 SCT50X50X20 倍力缸图片

so here is the result overview