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有没有一种方法可以根据不同的变量重新计算和方程?

[英]Is there a method to either recalculate and equation in terms of a different variable?

I am currently a senior in AP Calculus BC and have taken the challenge of replicating a topic in C++ Qt.我目前是 AP Calculus BC 的大四学生,并接受了在 C++ Qt 中复制主题的挑战。 This topic covers integrals as area beneath a curve, and rotations of said areas to form a solid model with a definite volume.本主题涵盖作为曲线下方面积的积分,以及所述面积的旋转以形成具有确定体积的实心 model。

在此处输入图像描述

I have successfully rotated a custom equation defined as:我已经成功旋转了一个自定义方程,定义为:

double y = abs(qSin(qPow(graphXValue,graphXValue))/qPow(2, (qPow(graphXValue,graphXValue)-M_PI/2)/M_PI))

OR或者

方程

My question is how to rotate such an equation around the Y-Axis instead of the X-Axis.我的问题是如何围绕 Y 轴而不是 X 轴旋转这样的方程。 Are there any methods to approximate the solving of this equation in terms of y instead of x?有没有什么方法可以用 y 而不是 x 来近似求解这个方程? Are there any current implementations of such a task?目前是否有此类任务的任何实现?

Keep in mind, I am calculating each point for the transformation in a 3D coordinate system:请记住,我正在计算 3D 坐标系中转换的每个点:

for (float x = 0.0f; x < t_functionMaxX - t_projectionStep; x+=t_projectionStep)
{
    currentSet = new QSurfaceDataRow;
    nextSet = new QSurfaceDataRow;

    float x_pos_mapped = x;
    float y_pos_mapped = static_cast<float>(ui->customPlot->graph(0)->data()->findBegin(static_cast<double>(x), true)->value);

    float x_pos_mapped_ahead = x + t_projectionStep;
    float y_pos_mapped_ahead = static_cast<float>(graph1->data()->findBegin(static_cast<double>(x + t_projectionStep), true)->value);

    QList<QVector3D> temp_points;
    for (float currentRotation = static_cast<float>(-2*M_PI); currentRotation < static_cast<float>(2*M_PI); currentRotation += static_cast<float>((1) * M_PI / 180))
    {
        float y_pos_calculated = static_cast<float>(qCos(static_cast<qreal>(currentRotation))) * y_pos_mapped;
        float z_pos_calculated = static_cast<float>(qSin(static_cast<qreal>(currentRotation))) * y_pos_mapped;

        float y_pos_calculated_ahead = static_cast<float>(qCos(static_cast<qreal>(currentRotation))) * y_pos_mapped_ahead;
        float z_pos_calculated_ahead = static_cast<float>(qSin(static_cast<qreal>(currentRotation))) * y_pos_mapped_ahead;

        QVector3D point(x_pos_mapped, y_pos_calculated, z_pos_calculated);
        QVector3D point_ahead(x_pos_mapped_ahead, y_pos_calculated_ahead, z_pos_calculated_ahead);

        *currentSet << point;
        *nextSet << point_ahead;

        temp_points << point;
    }
    *data << currentSet << nextSet;


    points << temp_points;
}

Essentially, you rotate the vector (x,f(x),0) around the Y axis, so the Y value remains the same but the X and Y parts vary according to rotation.本质上,您围绕 Y 轴旋转矢量(x,f(x),0) ,因此 Y 值保持不变,但 X 和 Y 部分会根据旋转而变化。

I also replaced all the static_cast<float> parts by explicit invocations of the float constructor, which (I find) reads a bit better.我还通过显式调用float构造函数替换了所有static_cast<float>部分,(我发现)读起来更好一些。

// Render the upper part, grow from the inside
for (float x = 0.0f; x < t_functionMaxX - t_projectionStep; x+=t_projectionStep)
{
    currentSet = new QSurfaceDataRow;
    nextSet = new QSurfaceDataRow;

    float x_pos_mapped = x;
    float y_pos_mapped = float(ui->customPlot->graph(0)->data()->findBegin(double(x), true)->value);

    float x_pos_mapped_ahead = x + t_projectionStep;
    float y_pos_mapped_ahead = float(graph1->data()->findBegin(double(x + t_projectionStep), true)->value);

    QList<QVector3D> temp_points;
    for (float currentRotation = float(-2*M_PI); currentRotation < float(2*M_PI); currentRotation += float((1) * M_PI / 180))
    {
        float x_pos_calculated = float(qCos(qreal(currentRotation))) * x_pos_mapped;
        float z_pos_calculated = float(qSin(qreal(currentRotation))) * x_pos_mapped;

        float x_pos_calculated_ahead = float(qCos(qreal(currentRotation))) * x_pos_mapped_ahead;
        float z_pos_calculated_ahead = float(qSin(qreal(currentRotation))) * x_pos_mapped_ahead;

        QVector3D point(x_pos_calculated, y_pos_mapped, z_pos_calculated);
        QVector3D point_ahead(x_pos_calculated_ahead, y_pos_mapped_ahead, z_pos_calculated_ahead);

        *currentSet << point;
        *nextSet << point_ahead;

        temp_points << point;
    }
    *data << currentSet << nextSet;


    points << temp_points;
}

Next, you need to add the bottom "plate".接下来,您需要添加底部“盘子”。 This is simply a bunch of triangles that connect (0,0,0) with two adjacent points of the rotation of (1,0,0) around the Y axis, just like we did above.这只是一堆三角形,它们将(0,0,0)(1,0,0)绕 Y 轴旋转的两个相邻点连接起来,就像我们上面所做的那样。

Finally, if f(t_functionmaxX) is not zero, you need to add a side that connects (t_functionmaxX, f(t_functionmaxX), 0) to (t_functionmaxX, 0, 0) , again rotating in steps around the Y axis.最后,如果f(t_functionmaxX)不为零,则需要添加连接(t_functionmaxX, f(t_functionmaxX), 0)(t_functionmaxX, 0, 0)的边,再次绕 Y 轴逐步旋转。

Note that this will do weird things if y < 0. How you want to solve that is up to you.请注意,如果 y < 0,这会做一些奇怪的事情。你想如何解决这个问题取决于你。

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