Показать сообщение отдельно
Старый 13.09.2010, 23:46   #14
polopok
Знающий
 
Регистрация: 17.07.2009
Сообщений: 201
Написано 53 полезных сообщений
(для 75 пользователей)
Ответ: как найти точку в треугольнике 3d в координатах?

ничего не получается !!!!!
вот два примера кода :
1)
Type Point3D
    Field x#,y#,z#
End Type


Graphics3D 640,480 
SetBuffer BackBuffer() 
 camera=CreateCamera() :PositionEntity camera, 0 ,0 ,-4
light=CreateLight() 
Global x#,y#,z#,  x0#,y0#,z0#,  x1#,y1#,z1#,  x2#,y2#,z2# ,s#,s1#,s2#,s3#,dlt#,intriangle
Global xx1#,yy1#,zz1#,xx2#,yy2#,zz2#,xx0#,yy0#,zz0#
x#=0 :y#=0 :z#=0 :  x0#=0 :y0#=0 :z0#=0 :  x1#=0 :y1#=-2 :z1#=0 :  x2#=2 :y2#=1 :z2=0 
sp= CreateSphere() :sp0= CreateSphere() :sp1= CreateSphere() :sp2= CreateSphere()
ScaleEntity sp, 0.1, 0.1, 0.1 :ScaleEntity sp0, 0.1, 0.1, 0.1 :ScaleEntity sp1, 0.1, 0.1, 0.1 :ScaleEntity sp2, 0.1, 0.1, 0.1
PositionEntity sp, x#, y#, z#  :PositionEntity sp0, x0#, y0#, z0#  :PositionEntity sp1, x1#, y1#, z1# :PositionEntity sp2, x2#, y2#, z2#
EntityColor sp, 255, 255, 255 :EntityColor sp0, 255, 0, 0 :EntityColor sp1, 0, 255, 0 :EntityColor sp2, 0, 0, 255 


CreatePoint3D.Point3D(x#,y#,z#)
CreatePoint3D.Point3D(x1#,y1#,z1#)
CreatePoint3D.Point3D(x2#,y2#,z2#)
CreatePoint3D.Point3D(x0#,y0#,z0#)

;m= CreateMesh()
;s= CreateSurface(m)
;v0 = AddVertex (s, x0, y0, z0, 0 ,0) 
;v1 = AddVertex (s, x1, y1, z1, 1 ,0) 
;v2 = AddVertex (s, y2, y2, z2, 1,1) 
 
;tri = AddTriangle (s,v0,v1,v2)
;UpdateNormals m  :EntityFX m, 1+16 
While Not KeyDown( 1 ) ; 1 - esc

s= get_triangle_dim(p1.Point3D, p2.Point3D, p3.Point3D)
s1= get_triangle_dim(p1.Point3D, p2.Point3D, p3.Point3D)
s2= get_triangle_dim(p1.Point3D, p2.Point3D, p3.Point3D)
s3= get_triangle_dim(p1.Point3D, p2.Point3D, p3.Point3D)


If s= (s1+s2+s3) Then intriangle=1111111111 Else  intriangle=0

;x# = MouseX() : y# = MouseY()

If KeyDown( 203 )=True Then x# = x# -.01*00.5 ;   V     strelka vniz
If KeyDown( 205 )=True Then x# = x# +.01*00.5 ;     ^    strelka vverh
If KeyDown( 208 )=True Then y# = y# -.01*00.5 ;     <    strelka vlevo
If KeyDown( 200 )=True Then y# = y# +.01*00.5 ;      >    strelka vpravo
If KeyDown( 30  )=True Then z# = z# +.01*0.5 ;  A
If KeyDown( 44  )=True Then z# = z# -.01*0.5  ; Z 

PositionEntity sp, x#, y#, z#
CameraProject (camera ,EntityX(sp0) ,EntityY(sp0) ,EntityZ(sp0))
spp0_x= ProjectedX#() :spp0_y= ProjectedY#()

CameraProject (camera ,EntityX(sp1) ,EntityY(sp1) ,EntityZ(sp1))
spp1_x= ProjectedX#() :spp1_y= ProjectedY#()

CameraProject (camera ,EntityX(sp2) ,EntityY(sp2) ,EntityZ(sp2))
spp2_x= ProjectedX#() :spp2_y= ProjectedY#()

CameraProject (camera ,EntityX(sp) ,EntityY(sp) ,EntityZ(sp))
spp_x= ProjectedX#() :spp_y= ProjectedY#()

UpdateWorld 
RenderWorld 
Line spp0_x ,spp0_y ,spp1_x ,spp1_y
Line spp1_x ,spp1_y ,spp2_x ,spp2_y
Line spp2_x ,spp2_y ,spp0_x ,spp0_y

Line spp0_x ,spp0_y ,spp_x ,spp_y
Line spp1_x ,spp1_y ,spp_x ,spp_y
Line spp2_x ,spp2_y ,spp_x ,spp_y

Text 0, 0, "   GPIQ = "+intriangle+"        S= "+s#+" S1= "+s1#+" S2= "+s2#+" S3= "+s3#;+" "++" "++" "++" "++" "++" "++" "++  
Flip : Wend : ClearWorld : End
;------------------------------------------------------------------------------
Function CreatePoint3D.Point3D(x#,y#,z#)
 Local p.Point3D = New Point3D
 px=x
 py=y
 pz=z
 Return p
End Function

Function get_triangle_dim(p1.Point3D, p2.Point3D, p3.Point3D)
       
       v1x= p2x- p1x;
       v1y= p2y- p1y;
       v1z= p2z- p1z;
       v2x= p3x- p1x;
       v2y= p3y- p1y;
       v2z= p3z- p1z;

       vpx= v1y *v2z -v1z*v2y;
       vpy= v1z *v2x -v1x*v2z;
       vpz= v1x *v2y -v1y*v2x;
       Return(Sqr(vpx *vpx +vpy *vpy +vpz *vpz)/2);
End Function
2)

Graphics3D 640,480 
SetBuffer BackBuffer() 
 camera=CreateCamera() :PositionEntity camera, 0 ,0 ,-4
light=CreateLight() 
Global x#,y#,z#,  x0#,y0#,z0#,  x1#,y1#,z1#,  x2#,y2#,z2# ,s#,s1#,s2#,s3#,dlt#,intriangle
Global xx1#,yy1#,zz1#,xx2#,yy2#,zz2#,xx0#,yy0#,zz0#
x#=0 :y#=0 :z#=0 :  x0#=0 :y0#=0 :z0#=0 :  x1#=0 :y1#=-2 :z1#=0 :  x2#=2 :y2#=1 :z2=0 
sp= CreateSphere() :sp0= CreateSphere() :sp1= CreateSphere() :sp2= CreateSphere()
ScaleEntity sp, 0.1, 0.1, 0.1 :ScaleEntity sp0, 0.1, 0.1, 0.1 :ScaleEntity sp1, 0.1, 0.1, 0.1 :ScaleEntity sp2, 0.1, 0.1, 0.1
PositionEntity sp, x#, y#, z#  :PositionEntity sp0, x0#, y0#, z0#  :PositionEntity sp1, x1#, y1#, z1# :PositionEntity sp2, x2#, y2#, z2#
EntityColor sp, 255, 255, 255 :EntityColor sp0, 255, 0, 0 :EntityColor sp1, 0, 255, 0 :EntityColor sp2, 0, 0, 255 
;m= CreateMesh()
;s= CreateSurface(m)
;v0 = AddVertex (s, x0, y0, z0, 0 ,0) 
;v1 = AddVertex (s, x1, y1, z1, 1 ,0) 
;v2 = AddVertex (s, y2, y2, z2, 1,1) 
 
;tri = AddTriangle (s,v0,v1,v2)
;UpdateNormals m  :EntityFX m, 1+16 
While Not KeyDown( 1 ) ; 1 - esc


 s= get_triangle_dim#(x1#,y1#,z1#,x2#,y2#,z2#,x0#,y0#,z0#)
s0= get_triangle_dim#(x#,y#,z#,x2#,y2#,z2#,x0#,y0#,z0#)
s1= get_triangle_dim#(x1#,y1#,z1#,x#,y#,z#,x0#,y0#,z0#)
s2= get_triangle_dim#(x1#,y1#,z1#,x2#,y2#,z2#,x#,y#,z#)

If s= (s1+s2+s0) Then intriangle=1111111111 Else  intriangle=0

;x# = MouseX() : y# = MouseY()

If KeyDown( 203 )=True Then x# = x# -.01*00.5 ;   V     strelka vniz
If KeyDown( 205 )=True Then x# = x# +.01*00.5 ;     ^    strelka vverh
If KeyDown( 208 )=True Then y# = y# -.01*00.5 ;     <    strelka vlevo
If KeyDown( 200 )=True Then y# = y# +.01*00.5 ;      >    strelka vpravo
If KeyDown( 30  )=True Then z# = z# +.01*0.5 ;  A
If KeyDown( 44  )=True Then z# = z# -.01*0.5  ; Z 

PositionEntity sp, x#, y#, z#
CameraProject (camera ,EntityX(sp0) ,EntityY(sp0) ,EntityZ(sp0))
spp0_x= ProjectedX#() :spp0_y= ProjectedY#()

CameraProject (camera ,EntityX(sp1) ,EntityY(sp1) ,EntityZ(sp1))
spp1_x= ProjectedX#() :spp1_y= ProjectedY#()

CameraProject (camera ,EntityX(sp2) ,EntityY(sp2) ,EntityZ(sp2))
spp2_x= ProjectedX#() :spp2_y= ProjectedY#()

CameraProject (camera ,EntityX(sp) ,EntityY(sp) ,EntityZ(sp))
spp_x= ProjectedX#() :spp_y= ProjectedY#()

UpdateWorld 
RenderWorld 
Line spp0_x ,spp0_y ,spp1_x ,spp1_y
Line spp1_x ,spp1_y ,spp2_x ,spp2_y
Line spp2_x ,spp2_y ,spp0_x ,spp0_y

Line spp0_x ,spp0_y ,spp_x ,spp_y
Line spp1_x ,spp1_y ,spp_x ,spp_y
Line spp2_x ,spp2_y ,spp_x ,spp_y

Text 0, 0, "   GPIQ = "+intriangle+"        S= "+s#+" S1= "+s1#+" S2= "+s2#+" S3= "+s3#;+" "++" "++" "++" "++" "++" "++" "++  
Flip : Wend : ClearWorld : End

Function get_triangle_dim#(xx1#,yy1#,zz1#,xx2#,yy2#,zz2#,xx0#,yy0#,zz0#)

Local vx1#,vy1#,vz1#,vxp#,vyp#,vzp#

vx1=xx2-xx1
vy1=yy2-yy1
vz1=zz2-zz1

vx2=xx0-xx1
vy2=yy0-yy1
vz2=zz0-zz1

vxp=yy1*zz2-zz1*yy2
vyp=zz1*xx2-xx1*z2
vzp =xx1*yy2-yy1*xx2

Return (Sqr (vxp*vxp+vyp*vyp+vzp*vzp)/2)

End Function
ужассссс!!!!


вод код находит точку в треугольнике 3д пространстве , но только по оси X ,Y

Graphics3D 640,480 
SetBuffer BackBuffer() 
 camera=CreateCamera() :PositionEntity camera, 0 ,0 ,-4
light=CreateLight() 
Global x#,y#,z#,  x0#,y0#,z0#,  x1#,y1#,z1#,  x2#,y2#,z2# ,s#,s1#,s2#,s3#,intriangle
x#=0 :y#=0 :z#=0 :  x0#=0 :y0#=0 :z0#=0 :  x1#=0 :y1#=-2 :z1#=0 :  x2#=2 :y2#=1 :z2=0 
sp= CreateSphere() :sp0= CreateSphere() :sp1= CreateSphere() :sp2= CreateSphere()
ScaleEntity sp, 0.1, 0.1, 0.1 :ScaleEntity sp0, 0.1, 0.1, 0.1 :ScaleEntity sp1, 0.1, 0.1, 0.1 :ScaleEntity sp2, 0.1, 0.1, 0.1
PositionEntity sp, x#, y#, z#  :PositionEntity sp0, x0#, y0#, z0#  :PositionEntity sp1, x1#, y1#, z1# :PositionEntity sp2, x2#, y2#, z2#
EntityColor sp, 255, 255, 255 :EntityColor sp0, 255, 0, 0 :EntityColor sp1, 0, 255, 0 :EntityColor sp2, 0, 0, 255 
;m= CreateMesh()
;s= CreateSurface(m)
;v0 = AddVertex (s, x0, y0, z0, 0 ,0) 
;v1 = AddVertex (s, x1, y1, z1, 1 ,0) 
;v2 = AddVertex (s, y2, y2, z2, 1,1) 
 
;tri = AddTriangle (s,v0,v1,v2)
;UpdateNormals m  :EntityFX m, 1+16 
While Not KeyDown( 1 ) ; 1 - esc

  

 s#=0.5*Abs((x2#-x1#)*(y0#-y1#)-(x0#-x1#)*(y0#-y1#)); // ??????? ???????????? (?1,?1)(?2,?2)(?3,?3)
  s1#=0.5*Abs((x2#-x#)*(y0#-y#)-(x0#-x#)*(y2#-y#));  // ??????? ???????????? (?,?)(?2,?2)(?3,?3)
  s2#=0.5*Abs((x#-x1#)*(y0#-y1#)-(x0#-x1#)*(y#-y1#)); // ??????? ???????????? (?1,?1)(?,?)(?3,?3)
  s3#=0.5*Abs((x2#-x1#)*(y#-y1#)-(x#-x1#)*(y2#-y1#)); // ??????? ???????????? (?1,?1)(?2,?2)(?,?)

  dlt#=s#*0.0001

If Abs(s# -(s1# +s2# +s3)) <dlt# intriangle=1111111111 Else  intriangle=0

    




If KeyDown( 203 )=True Then x# = x# -.01*00.5 ;   V     strelka vniz
If KeyDown( 205 )=True Then x# = x# +.01*00.5 ;     ^    strelka vverh
If KeyDown( 208 )=True Then y# = y# -.01*00.5 ;     <    strelka vlevo
If KeyDown( 200 )=True Then y# = y# +.01*00.5 ;      >    strelka vpravo
If KeyDown( 30  )=True Then z# = z# +.01*0.5 ;  A
If KeyDown( 44  )=True Then z# = z# -.01*0.5  ; Z 

PositionEntity sp, x#, y#, z#
CameraProject (camera ,EntityX(sp0) ,EntityY(sp0) ,EntityZ(sp0))
spp0_x= ProjectedX#() :spp0_y= ProjectedY#()

CameraProject (camera ,EntityX(sp1) ,EntityY(sp1) ,EntityZ(sp1))
spp1_x= ProjectedX#() :spp1_y= ProjectedY#()

CameraProject (camera ,EntityX(sp2) ,EntityY(sp2) ,EntityZ(sp2))
spp2_x= ProjectedX#() :spp2_y= ProjectedY#()

CameraProject (camera ,EntityX(sp) ,EntityY(sp) ,EntityZ(sp))
spp_x= ProjectedX#() :spp_y= ProjectedY#()

UpdateWorld 
RenderWorld 
Line spp0_x ,spp0_y ,spp1_x ,spp1_y
Line spp1_x ,spp1_y ,spp2_x ,spp2_y
Line spp2_x ,spp2_y ,spp0_x ,spp0_y

Line spp0_x ,spp0_y ,spp_x ,spp_y
Line spp1_x ,spp1_y ,spp_x ,spp_y
Line spp2_x ,spp2_y ,spp_x ,spp_y

Text 0, 0, "   GPIQ = "+intriangle+"        S= "+s+" S1= "+s1+" S2= "+s2+" S3= "+s3;+" "++" "++" "++" "++" "++" "++" "++  
Flip : Wend : ClearWorld : End
(Offline)
 
Ответить с цитированием