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Golang T.Normalized方法代碼示例

本文整理匯總了Golang中github.com/ungerik/go3d/float64/vec3.T.Normalized方法的典型用法代碼示例。如果您正苦於以下問題:Golang T.Normalized方法的具體用法?Golang T.Normalized怎麽用?Golang T.Normalized使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在github.com/ungerik/go3d/float64/vec3.T的用法示例。


在下文中一共展示了T.Normalized方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。

示例1: EllipseArc

// Generate the control points, weights, and knots of an elliptical arc
//
// **params**
// + the center
// + the scaled x axis
// + the scaled y axis
// + start angle of the ellipse arc, between 0 and 2pi, where 0 points at the xaxis
// + end angle of the arc, between 0 and 2pi, greater than the start angle
//
// **returns**
// + a NurbsCurveData object representing a NURBS curve
func EllipseArc(center *vec3.T, xaxis, yaxis *vec3.T, startAngle, endAngle float64) *verb.NurbsCurve {
	xradius, yradius := xaxis.Length(), yaxis.Length()

	xaxisNorm, yaxisNorm := xaxis.Normalized(), yaxis.Normalized()

	// if the end angle is less than the start angle, do a circle
	if endAngle < startAngle {
		endAngle = 2.0*math.Pi + startAngle
	}

	theta := endAngle - startAngle

	// how many arcs?
	var numArcs int
	if theta <= math.Pi/2 {
		numArcs = 1
	} else {
		if theta <= math.Pi {
			numArcs = 2
		} else if theta <= 3*math.Pi/2 {
			numArcs = 3
		} else {
			numArcs = 4
		}
	}

	dtheta := theta / float64(numArcs)
	w1 := math.Cos(dtheta / 2)

	xCompon := xaxisNorm.Scaled(xradius * math.Cos(startAngle))
	yCompon := yaxisNorm.Scaled(yradius * math.Sin(startAngle))
	P0 := vec3.Add(&xCompon, &yCompon)

	temp0 := yaxisNorm.Scaled(math.Cos(startAngle))
	temp1 := xaxisNorm.Scaled(math.Sin(startAngle))
	T0 := vec3.Sub(&temp0, &temp1)

	controlPoints := make([]vec3.T, 2*numArcs+1)
	knots := make([]float64, 2*numArcs+3)
	index := 0
	angle := startAngle
	weights := make([]float64, numArcs*2)

	controlPoints[0] = P0
	weights[0] = 1.0

	for i := 1; i <= numArcs; i++ {
		angle += dtheta
		xCompon = xaxisNorm.Scaled(xradius * math.Cos(angle))
		yCompon = yaxisNorm.Scaled(yradius * math.Sin(angle))
		offset := vec3.Add(&xCompon, &yCompon)
		P2 := vec3.Add(center, &offset)

		weights[index+2] = 1
		controlPoints[index+2] = P2

		temp0 := yaxisNorm.Scaled(math.Cos(angle))
		temp1 := xaxisNorm.Scaled(math.Sin(angle))
		T2 := vec3.Sub(&temp0, &temp1)

		T0Norm := T0.Normalized()
		T2Norm := T2.Normalized()
		inters := intersect.Rays(&P0, &T0Norm, &P2, &T2Norm)

		T0Scaled := T0.Scaled(inters.U0)
		P1 := vec3.Add(&P0, &T0Scaled)

		weights[index+1] = w1
		controlPoints[index+1] = P1

		index += 2

		if i < numArcs {
			P0 = P2
			T0 = T2
		}
	}

	j := 2*numArcs + 1

	for i := 0; i < 3; i++ {
		knots[i] = 0.0
		knots[i+j] = 1.0
	}

	switch numArcs {
	case 2:
		knots[3] = 0.5
		knots[4] = 0.5
//.........這裏部分代碼省略.........
開發者ID:alexozer,項目名稱:go-verb,代碼行數:101,代碼來源:curve.go


注:本文中的github.com/ungerik/go3d/float64/vec3.T.Normalized方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。