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使用Frank Luna的技术创建3d平面:sinf和cosf是什么?

[英]Creating a 3d plane using Frank Luna's technique: what are sinf and cosf?

I am creating a 3d plane that lies on the x and z axis, and has hills that extend on the y axis. 我正在创建一个3d平面,该平面位于x和z轴上,并且具有在y轴上延伸的山丘。 The bulk of the code looks like this: 大部分代码如下所示:

float PeaksAndValleys::getHeight(float x, float z)const
{
    return 0.3f*( z*sinf(0.1f*x) + x*cosf(0.1f*z) );
}

void PeaksAndValleys::init(ID3D10Device* device, DWORD m, DWORD n, float dx)
{
    md3dDevice = device;

    mNumRows  = m;
    mNumCols  = n;

    mNumVertices = m*n;
    mNumFaces    = (m-1)*(n-1)*2;


    // Create the geometry and fill the vertex buffer. 

    std::vector<Vertex> vertices(mNumVertices);
    float halfWidth = (n-1)*dx*0.5f;
    float halfDepth = (m-1)*dx*0.5f;
    for(DWORD i = 0; i < m; ++i)
    {
        float z = halfDepth - i*dx;
        for(DWORD j = 0; j < n; ++j)
        {
            float x = -halfWidth + j*dx;

            // Graph of this function looks like a mountain range.
            float y = getHeight(x,z);

            vertices[i*n+j].pos = D3DXVECTOR3(x, y, z);

            // Color the vertex based on its height.
            if( y < -10.0f )
                vertices[i*n+j].color = BEACH_SAND;
            else if( y < 5.0f )
                vertices[i*n+j].color = LIGHT_YELLOW_GREEN;
            else if( y < 12.0f )
                vertices[i*n+j].color = DARK_YELLOW_GREEN;
            else if( y < 20.0f )
                vertices[i*n+j].color = DARKBROWN;
            else
                vertices[i*n+j].color = WHITE;
        }
    }

    D3D10_BUFFER_DESC vbd;
    vbd.Usage = D3D10_USAGE_IMMUTABLE;
    vbd.ByteWidth = sizeof(Vertex) * mNumVertices;
    vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = &vertices[0];
    HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB));


    // Create the index buffer.  The index buffer is fixed, so we only 
    // need to create and set once.

    std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face

    // Iterate over each quad and compute indices.
    int k = 0;
    for(DWORD i = 0; i < m-1; ++i)
    {
        for(DWORD j = 0; j < n-1; ++j)
        {
            indices[k]   = i*n+j;
            indices[k+1] = i*n+j+1;
            indices[k+2] = (i+1)*n+j;

            indices[k+3] = (i+1)*n+j;
            indices[k+4] = i*n+j+1;
            indices[k+5] = (i+1)*n+j+1;

            k += 6; // next quad
        }
    }

    D3D10_BUFFER_DESC ibd;
    ibd.Usage = D3D10_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3;
    ibd.BindFlags = D3D10_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = &indices[0];
    HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB));
}

My question pertains to the cosf and sinf. 我的问题与cosf和sinf有关。 I am familiar with trigonometry and I understand sin, cosine, and tangent, but I am not familiar with cosf and sinf and what they do. 我熟悉三角函数,也了解罪,余弦和正切,但我不熟悉cosf和sinf及其作用。 From looking at this example, they have a lot to do with finding ay value. 通过查看此示例,他们与寻找ay值有很大关系。

cosf and sinf are simply the float versions of cos and sin . cosfsinf只是cossinfloat形式。 The normal cos and sin functions return double values instead of float s. 正常的cossin函数返回double float值而不是float Note that all these functions work in radians, not degrees. 请注意,所有这些功能都以弧度而不是度为单位。

Combined in the way above, they give a landscape that looks somewhat like a mountain range, as in this plot . 在上面的方式相结合,他们给一个景观,看起来有点像一个山脉,在这个情节

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