要實(shí)現(xiàn)3D空間中的點(diǎn)坐標(biāo)轉(zhuǎn)換為屏幕二維點(diǎn)坐標(biāo),需要進(jìn)行透視變換和投影變換。以下是一些基本的思路和示例代碼,可以用于實(shí)現(xiàn)主視圖、側(cè)視圖、俯視圖、正等軸投影。
1. 主視圖投影
主視圖投影是指以一個(gè)點(diǎn)作為視點(diǎn),從一個(gè)方向觀察物體,投影到一個(gè)平面上。通常情況下,主視圖的觀察方向是從正面,也就是Z軸負(fù)方向。投影平面一般是平行于X-Y平面。
具體實(shí)現(xiàn)可以通過以下步驟完成:文章來源:http://www.zghlxwxcb.cn/news/detail-757980.html
- 定義觀察點(diǎn)坐標(biāo)和投影平面距離
- 對3D坐標(biāo)進(jìn)行透視變換
- 對透視變換后的坐標(biāo)進(jìn)行投影變換
- 將投影后的坐標(biāo)映射到屏幕上
示例代碼:
int x_2d = (int) (x_3d / (z_3d - view_point_z) * distance_to_projection_plane);
int y_2d = (int) (y_3d / (z_3d - view_point_z) * distance_to_projection_plane);
2. 側(cè)視圖投影
側(cè)視圖投影是指以一個(gè)點(diǎn)作為視點(diǎn),從一個(gè)方向觀察物體,投影到一個(gè)平面上。通常情況下,側(cè)視圖的觀察方向是從側(cè)面,也就是X軸正方向。投影平面一般是平行于Y-Z平面。
具體實(shí)現(xiàn)可以通過以下步驟完成:
- 定義觀察點(diǎn)坐標(biāo)和投影平面距離
- 對3D坐標(biāo)進(jìn)行透視變換
- 對透視變換后的坐標(biāo)進(jìn)行投影變換
- 將投影后的坐標(biāo)映射到屏幕上
示例代碼:
int x_2d = (int) (y_3d / (x_3d - view_point_x) * distance_to_projection_plane);
int y_2d = (int) (z_3d / (x_3d - view_point_x) * distance_to_projection_plane);
3.?俯視圖投影
俯視圖投影是指以一個(gè)點(diǎn)作為視點(diǎn),從一個(gè)方向觀察物體,投影到一個(gè)平面上。通常情況下,俯視圖的觀察方向是從上方,也就是Y軸正方向。投影平面一般是平行于X-Z平面。
具體實(shí)現(xiàn)可以通過以下步驟完成:
- 定義觀察點(diǎn)坐標(biāo)和投影平面距離
- 對3D坐標(biāo)進(jìn)行透視變換
- 對透視變換后的坐標(biāo)進(jìn)行投影變換
- 將投影后的坐標(biāo)映射到屏幕上
以下是一個(gè)簡單的示例代碼,用于將3D空間中的點(diǎn)坐標(biāo)轉(zhuǎn)化為屏幕二維點(diǎn)坐標(biāo)。這里包括了主視圖、側(cè)視圖、俯視圖、正等軸投影的實(shí)現(xiàn)。文章來源地址http://www.zghlxwxcb.cn/news/detail-757980.html
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
typedef struct {
double x, y, z;
} Point3D;
typedef struct {
int x, y;
} Point2D;
void project_ortho(Point3D point_3d, Point2D *point_2d, double distance_to_projection_plane) {
point_2d->x = (int) point_3d.x;
point_2d->y = (int) point_3d.y;
}
void project_isometric(Point3D point_3d, Point2D *point_2d, double distance_to_projection_plane) {
point_2d->x = (int) ((point_3d.x - point_3d.z) * cos(30 * M_PI / 180));
point_2d->y = (int) ((point_3d.y - (point_3d.x + point_3d.z) * sin(30 * M_PI / 180)) * cos(30 * M_PI / 180));
}
void project_main(Point3D point_3d, Point2D *point_2d, Point3D view_point, double distance_to_projection_plane) {
double z_3d = point_3d.z - view_point.z;
point_2d->x = (int) (point_3d.x - view_point.x) * distance_to_projection_plane / z_3d + SCREEN_WIDTH / 2;
point_2d->y = (int) (point_3d.y - view_point.y) * distance_to_projection_plane / z_3d + SCREEN_HEIGHT / 2;
}
void project_side(Point3D point_3d, Point2D *point_2d, Point3D view_point, double distance_to_projection_plane) {
double x_3d = point_3d.x - view_point.x;
point_2d->x = (int) (point_3d.y - view_point.y) * distance_to_projection_plane / x_3d + SCREEN_WIDTH / 2;
point_2d->y = (int) (point_3d.z - view_point.z) * distance_to_projection_plane / x_3d + SCREEN_HEIGHT / 2;
}
void project_top(Point3D point_3d, Point2D *point_2d, Point3D view_point, double distance_to_projection_plane) {
double y_3d = point_3d.y - view_point.y;
point_2d->x = (int) (point_3d.x - view_point.x) * distance_to_projection_plane / y_3d + SCREEN_WIDTH / 2;
point_2d->y = (int) (point_3d.z - view_point.z) * distance_to_projection_plane / y_3d + SCREEN_HEIGHT / 2;
}
int main() {
// Define the 3D points of a cube
Point3D cube[8] = {
{-50, -50, -50},
{50, -50, -50},
{50, 50, -50},
{-50, 50, -50},
{50, -50, 50},
{50, 50, 50},
{-50, 50, 50},
{-50, -50, 50},
};
// Define the view point for the main, side, and top projections
Point3D main_view_point = {0, 0, 200};
Point3D side_view_point = {-200, 0, 0};
Point3D top_view_point = {0, 200, 0};
// Define the distance from the projection plane for the orthogonal and isometric projections
double distance_to_ortho_projection_plane = 200;
double distance_to_isometric_projection_plane = 200 / cos(30 * M_PI / 180);
// Project the 3D points to 2D points for each projection
Point2D main_projection[8];
Point2D side_projection[8];
Point2D top_projection[8];
Point2D ortho_projection[8];
Point2D iso_projection[8];
int i;
for (i = 0; i < 8; i++) {
project_main(cube[i], &main_projection[i], main_view_point, distance_to_ortho_projection_plane);
project_side(cube[i], &side_projection[i], side_view_point, distance_to_ortho_projection_plane);
project_top(cube[i], &top_projection[i], top_view_point, distance_to_ortho_projection_plane);
project_ortho(cube[i], &ortho_projection[i], distance_to_ortho_projection_plane);
project_isometric(cube[i], &iso_projection[i], distance_to_isometric_projection_plane);
}
// Draw the 2D projections
// ...
// Your code to draw the projections goes here
// ...
return 0;
}
到了這里,關(guān)于用純C語言實(shí)現(xiàn)3D空間中的點(diǎn)坐標(biāo)轉(zhuǎn)化為屏幕二維點(diǎn)坐標(biāo),包含主視圖、側(cè)視圖、俯視圖、正等軸投影的文章就介紹完了。如果您還想了解更多內(nèi)容,請?jiān)谟疑辖撬阉鱐OY模板網(wǎng)以前的文章或繼續(xù)瀏覽下面的相關(guān)文章,希望大家以后多多支持TOY模板網(wǎng)!