【LinuxOS】Qt5教程-3D动画关键步骤

这篇博客探讨了一种用于模拟太阳系中行星运动的算法,包括时间的推进和行星位置的计算。`advanceTime`函数根据选定的行星调整时间步长,而`positionPlanet`函数计算行星的轨道元素并更新其在3D空间中的位置。博客还涉及到了OpenGL坐标系统的右手规则和行星的自转。
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更新时间

    function advanceTime(focusedPlanet) {
        if (focusedPlanet === Planets.SOLAR_SYSTEM)
            daysPerFrame = daysPerFrameScale * 10
        else
            daysPerFrame = daysPerFrameScale * planetData[focusedPlanet].period / 100.0

        // Advance the time in days
        oldTimeD = currTimeD
        currTimeD = currTimeD + daysPerFrame
        deltaTimeD = currTimeD - oldTimeD
    }

重设位置

function positionPlanet(i) {
        var planet = planetData[i]
        var target = planets[i]

        if (i !== Planets.SUN) {
            // Calculate the planet orbital elements from the current time in days
            var N = (planet.N1 + planet.N2 * currTimeD) * Math.PI / 180
            var iPlanet = (planet.i1 + planet.i2 * currTimeD) * Math.PI / 180
            var w = (planet.w1 + planet.w2 * currTimeD) * Math.PI / 180
            var a = planet.a1 + planet.a2 * currTimeD
            var e = planet.e1 + planet.e2 * currTimeD
            var M = (planet.M1 + planet.M2 * currTimeD) * Math.PI / 180
            var E = M + e * Math.sin(M) * (1.0 + e * Math.cos(M))

            var xv = a * (Math.cos(E) - e)
            var yv = a * (Math.sqrt(1.0 - e * e) * Math.sin(E))
            var v = Math.atan2(yv, xv)

            // Calculate the distance (radius)
            // TODO: Math.hypot() is ES6 and QML JS is only ES5 currently. A patch to QtQml is
            // required to get Math.hypot() to work.
            //var r = Math.hypot(xv, yv)
            var r = Math.sqrt(Math.pow(xv, 2) + Math.pow(yv, 2))

            // From http://www.davidcolarusso.com/astro/
            // Modified to compensate for the right handed coordinate system of OpenGL
            var xh = r * (Math.cos(N) * Math.cos(v + w)
                          - Math.sin(N) * Math.sin(v + w) * Math.cos(iPlanet))
            var zh = -r * (Math.sin(N) * Math.cos(v + w)
                           + Math.cos(N) * Math.sin(v + w) * Math.cos(iPlanet))
            var yh = r * (Math.sin(w + v) * Math.sin(iPlanet))

            // Apply the position offset from the center of orbit to the bodies
            var centerOfOrbit = planet.centerOfOrbit
            target.x = planets[centerOfOrbit].x + xh * Planets.auScale
            target.y = planets[centerOfOrbit].y + yh * Planets.auScale
            target.z = planets[centerOfOrbit].z + zh * Planets.auScale
        }
        // Calculate the rotation (roll) of the bodies. Tilt does not change.
        target.roll += (deltaTimeD / planet.period) * 360 // In degrees
    }

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This directory contains the Qt3D project for Qt5: * Qt3D QML bindings and * Qt3D C++ APIs Building Qt3D ================== Qt5 is a rapidly changing bleeding edge environment. This branch is our initial support for it and thus is also rapidly changing and bleeding edge. This branch is experimental, and unsupported. This information is provided for advanced use only. No guarantees about API stability or even if this works at all are supplied, use at your own risk. First fetch the Qt5 source tree and Qt3D master branch: cd ~/depot git clone ssh://codereview.qt-project.org:29418/qt/qt5.git cd qt5 ./init-repository --codereview-username \ --module-subset=qtbase,qtsvg,qtdeclarative,qttools,qtxmlpatterns,qtdoc,qlalr,qtrepotools,qtqa,qtlocation,qt3d git submodule foreach "git fetch gerrit && git reset --hard gerrit/master" cd qt3d scp -p -P 29418 codereview.qt-project.org:hooks/commit-msg .git/hooks/ git fetch gerrit git checkout --track -b master gerrit/master If you are reading this file then somehow you probably already got this far anyway. Now build Qt5, which will also build Qt3D as a module: cd ~/build mkdir qt5 cd qt5 ~/depot/qt5/configure -developer-build -opensource -confirm-license -no-webkit -no-phonon -nomake tests \ -nomake examples -declarative -opengl -svg && make -j 4 What's in Qt3D ================== Directory structure: src/threed/ This is the main library of the Qt3D project, containing abstractions for cross-platform GL, shaders, lighting models, and so on. src/plugins/ Scene format loading plugins. src/imports/ QML import plugins. util/ Various utilities that are useful when working with Qt3D. examples/ Some examples of using Qt3D QML bindings and Qt3D C++ API. demos/ Some more complex demos of using Qt3D QML bindings and Qt3D C++ API. tests/auto/qml3d/ Unit tests for the QML bindings. tests/auto/threed/ Unit tests for the C++ API doc/ Documentation. devices/symbian/ Symbian deployment file Documentation ============= The documentation can be generated with "make docs". It will be placed into "doc/html" in the build directory. Packages ======== This section is only for those developing Qt3D. Read on to discover how the building of packages works. This section is also important if you want to change how the structure of the Qt3D pro files work. To build Qt3D, run: qmake && make The .pro files will cause the toolchain to place the libraries, QML files and meshes of Qt3D directly into place, as part of the compile process. The files go into the bin/ directory, and the executables can be run directly from there. If you are doing a developer build, plugins will be installed in such a way that Qt will find them. After building the tree the install step is invoked using the INSTALL_ROOT environment export to cause the installation rules to place all the files into a sandboxed install tree, ready for packaging: INSTALL_ROOT=tmp make install Examples ======== Some examples require assimp library to parse the content. Go to http://assimp.sourceforge.net/ and build and install the assimp library. Then configure Qt3D to include assimp and run qmake && make.
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