muszaki_informatika:raylib_vis_functions
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Szinusz függvény ábrázolása 2D-ben
Az alábbi rövid példa egy szinusz függvény ábrázolását mutatja.
#include <raylib.h> #include <math.h> int main() { // Initialization const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "Sinus Function Plot - raylib"); SetTargetFPS(60); // Set FPS while (!WindowShouldClose()) { // Main game loop // Update // Draw BeginDrawing(); ClearBackground(RAYWHITE); // Clear the background // Draw the axes Vector2 origin = { (float)screenWidth/2, (float)screenHeight/2 }; DrawLine(origin.x, 0, origin.x, screenHeight, BLACK); // Y-axis DrawLine(0, origin.y, screenWidth, origin.y, BLACK); // X-axis // Draw the sine function for(int i = -screenWidth/2; i < screenWidth/2; i++) { // Calculating points float x1 = (float)i; float y1 = sinf(x1 * DEG2RAD) * 100; // Scale the sine wave float x2 = x1 + 1; float y2 = sinf(x2 * DEG2RAD) * 100; // Scale the sine wave // Transform points to screen space x1 += origin.x; y1 = origin.y - y1; // Invert y1 to match screen coordinates x2 += origin.x; y2 = origin.y - y2; // Invert y2 to match screen coordinates // Draw line segment DrawLine(x1, y1, x2, y2, BLUE); } DrawText("Sinus Function Plot", 10, 10, 20, BLACK); // Title DrawText("X-Axis", screenWidth - 50, origin.y + 10, 10, BLACK); // X-axis label DrawText("Y-Axis", origin.x + 10, 10, 10, BLACK); // Y-axis label EndDrawing(); } CloseWindow(); return 0; }
A következő példa egy kétváltozós függvényt sinf(sqrtf(x*x + y*y)) térben ábrázol
#include <raylib.h> #include <math.h> int main() { // Initialization const int screenWidth = 800; const int screenHeight = 800; InitWindow(screenWidth, screenHeight, "3D Sinus Function Plot - raylib"); // Define the camera Camera camera = { 0 }; camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; SetTargetFPS(60); while (!WindowShouldClose()) { BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); for (float y = -8.0f; y < 8.0f; y += 0.2f) { for (float x = -8.0f; x < 8.0f; x += 0.2f) { float z = sinf(sqrtf(x*x + y*y)) * 2.0f; // Amplitude increase for better visualization Vector3 pos = { x, z, y }; float colorIntensity = (z + 2.0f) / 4.0f; // Normalize z value to [0, 1] for color Color color = ColorFromHSV(200.0f * colorIntensity, 0.8f, 0.8f); DrawCubeV(pos, (Vector3){0.2f, 0.1f, 0.2f}, color); } } DrawGrid(20, 1.0f); EndMode3D(); DrawFPS(10, 10); EndDrawing(); } CloseWindow(); return 0; }
Hogyan lehetne z tengely körül forgatni a függvényt?
Ahhoz, hogy a 3D-s sinus felület forogjon a Z tengely körül, frissíteni kell a kamerapozíciót a fő cikluson belül, hogy a kamera mozogjon a felület körül. A kamera mozgatásához polár koordinátákat használunk, és változtatjuk a kamera position vektorát a Z tengely körüli körpályán.
Viszont a számítógépes grafikában az y tengely a felfelé mutató vektor, ezért a kódban az x és z tengelyeket forgatjuk.
#include <raylib.h> #include <math.h> int main() { // Initialization const int screenWidth = 800; const int screenHeight = 800; InitWindow(screenWidth, screenHeight, "3D Sinus Function Rotating - raylib"); // Define the camera Camera camera = { 0 }; camera.position = (Vector3){ 30.0f, 20.0f, 3.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; SetTargetFPS(60); float angle = 0.0f; while (!WindowShouldClose()) { // Update camera position angle += 0.01f; // Increment angle camera.position.x = cosf(angle) * 30.0f; camera.position.z = sinf(angle) * 30.0f; BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); for (float y = -8.0f; y < 8.0f; y += 0.2f) { for (float x = -8.0f; x < 8.0f; x += 0.2f) { float z = sinf(sqrtf(x*x + y*y)) * 2.0f; // Amplitude increase for better visualization Vector3 pos = { x, z, y }; float colorIntensity = (z + 2.0f) / 4.0f; // Normalize z value to [0, 1] for color Color color = ColorFromHSV(200.0f * colorIntensity, 0.8f, 0.8f); DrawCubeV(pos, (Vector3){0.2f, 0.1f, 0.2f}, color); } } DrawGrid(20, 1.0f); EndMode3D(); DrawFPS(10, 10); EndDrawing(); } CloseWindow(); return 0; }
muszaki_informatika/raylib_vis_functions.1706463079.txt.gz · Last modified: 2024/01/28 17:31 by knehez