• 分形之螺线


    把一条直线扭成螺旋上升,再把得到的螺旋直线当做一条直线扭成螺旋上升如此无限循环.从而生成一种分形螺线.

    核心代码:

     1 void        CFractalHelix::FractalHelix(const Vector3& vStart, const Vector3& vEnd, Vector3* pVertices)
     2 {
     3     Vector3 vDir = vEnd - vStart;
     4     float len = D3DXVec3Length(&vDir);
     5     float radius = len*m_params[0];
     6 
     7     float xz = sqrtf(vDir.x*vDir.x + vDir.z*vDir.z);
     8     float angleY = atan2f(xz, vDir.y);
     9     float angleXZ = atan2f(vDir.x, vDir.z);
    10 
    11     float e = sin(angleY);
    12     float f = cos(angleY);
    13 
    14     float g = sin(angleXZ);
    15     float h = cos(angleXZ);
    16 
    17     for (int i = 0; i < CIRCLE_POINTS_COUNT; i++)
    18     {
    19         pVertices[i] = vStart + vDir*(i*1.0f/CIRCLE_POINTS_COUNT);
    20 
    21         float x0 = m_vSinCos[i].y;
    22         float y0 = - m_vSinCos[i].x*e;
    23         float z0 = + m_vSinCos[i].x*f;
    24 
    25         float x1 = x0*h + z0*g;
    26         float y1 = y0;
    27         float z1 = -x0*g + z0*h;
    28         
    29         pVertices[i].x += x1*radius;
    30         pVertices[i].y += y1*radius;
    31         pVertices[i].z += z1*radius;
    32     }
    33 }

    代码写得有点让人头晕,其实就是将一根线段掰弯,生成若干表示曲线的线段,然后不停迭代.不过代码还有点瑕疵,有的线段接缝过度不太顺畅.

    软件截图:

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  • 原文地址:https://www.cnblogs.com/WhyEngine/p/4654155.html
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