vc圣诞树c语言,C语言打印圣诞树(示例代码)

#include

#include

int main(int argc, char* argv[]) {

int n = argc > 1 ? atoi(argv[1]) : 4;

for (int j = 1; j <= n; j++) {

int s = 1 << j, k = (1 << n) - s, x;

for (int y = s - j; y >= 0; y--, putchar(‘\n‘)) {

for (x = 0; x < y + k; x++) printf(" ");

for (x = 0; x + y < s; x++) printf("%c ", ‘!‘ ^ y & x);

for (x = 1; x + y < s; x++) printf("%c ", ‘!‘ ^ y & (s - y - x - 1));

}

}

}

*********************************************************************************************

#include

#include

#include

#define PI 3.14159265359

float sx, sy;

float sdCircle(float px, float py, float r) {

float dx = px - sx, dy = py - sy;

return sqrtf(dx * dx + dy * dy) - r;

}

float opUnion(float d1, float d2) {

return d1 < d2 ? d1 : d2;

}

#define T px + scale * r * cosf(theta), py + scale * r * sin(theta)

float f(float px, float py, float theta, float scale, int n) {

float d = 0.0f;

for (float r = 0.0f; r < 0.8f; r += 0.02f)

d = opUnion(d, sdCircle(T, 0.05f * scale * (0.95f - r)));

if (n > 0)

for (int t = -1; t <= 1; t += 2) {

float tt = theta + t * 1.8f;

float ss = scale * 0.9f;

for (float r = 0.2f; r < 0.8f; r += 0.1f) {

d = opUnion(d, f(T, tt, ss * 0.5f, n - 1));

ss *= 0.8f;

}

}

return d;

}

int main(int argc, char* argv[]) {

int n = argc > 1 ? atoi(argv[1]) : 3;

for (sy = 0.8f; sy > 0.0f; sy -= 0.02f, putchar(‘\n‘))

for (sx = -0.35f; sx < 0.35f; sx += 0.01f)

putchar(f(0, 0, PI * 0.5f, 1.0f, n) < 0 ? ‘*‘ : ‘ ‘);

}

*********************************************************************************************

#include

#include

#include

#include

#define PI 3.14159265359f

float sx, sy;

typedef float Mat[4][4];

typedef float Vec[4];

void scale(Mat* m, float s) {

Mat temp = { {s,0,0,0}, {0,s,0,0 }, { 0,0,s,0 }, { 0,0,0,1 } };

memcpy(m, &temp, sizeof(Mat));

}

void rotateY(Mat* m, float t) {

float c = cosf(t), s = sinf(t);

Mat temp = { {c,0,s,0}, {0,1,0,0}, {-s,0,c,0}, {0,0,0,1} };

memcpy(m, &temp, sizeof(Mat));

}

void rotateZ(Mat* m, float t) {

float c = cosf(t), s = sinf(t);

Mat temp = { {c,-s,0,0}, {s,c,0,0}, {0,0,1,0}, {0,0,0,1} };

memcpy(m, &temp, sizeof(Mat));

}

void translate(Mat* m, float x, float y, float z) {

Mat temp = { {1,0,0,x}, {0,1,0,y}, {0,0,1,z}, {0,0,0,1} };

memcpy(m, &temp, sizeof(Mat));

}

void mul(Mat* m, Mat a, Mat b) {

Mat temp;

for (int j = 0; j < 4; j++)

for (int i = 0; i < 4; i++) {

temp[j][i] = 0.0f;

for (int k = 0; k < 4; k++)

temp[j][i] += a[j][k] * b[k][i];

}

memcpy(m, &temp, sizeof(Mat));

}

void transformPosition(Vec* r, Mat m, Vec v) {

Vec temp = { 0, 0, 0, 0 };

for (int j = 0; j < 4; j++)

for (int i = 0; i < 4; i++)

temp[j] += m[j][i] * v[i];

memcpy(r, &temp, sizeof(Vec));

}

float transformLength(Mat m, float r) {

return sqrtf(m[0][0] * m[0][0] + m[0][1] * m[0][1] + m[0][2] * m[0][2]) * r;

}

float sphere(Vec c, float r) {

float dx = c[0] - sx, dy = c[1] - sy;

float a = dx * dx + dy * dy;

return a < r * r ? sqrtf(r * r - a) + c[2] : -1.0f;

}

float opUnion(float z1, float z2) {

return z1 > z2 ? z1 : z2;

}

float f(Mat m, int n) {

float z = -1.0f;

for (float r = 0.0f; r < 0.8f; r += 0.02f) {

Vec v = { 0.0f, r, 0.0f, 1.0f };

transformPosition(&v, m, v);

z = opUnion(z, sphere(v, transformLength(m, 0.05f * (0.95f - r))));

}

if (n > 0) {

Mat ry, rz, s, t, m2, m3;

rotateZ(&rz, 1.8f);

for (int p = 0; p < 6; p++) {

rotateY(&ry, p * (2 * PI / 6));

mul(&m2, ry, rz);

float ss = 0.45f;

for (float r = 0.2f; r < 0.8f; r += 0.1f) {

scale(&s, ss);

translate(&t, 0.0f, r, 0.0f);

mul(&m3, s, m2);

mul(&m3, t, m3);

mul(&m3, m, m3);

z = opUnion(z, f(m3, n - 1));

ss *= 0.8f;

}

}

}

return z;

}

float f0(float x, float y, int n) {

sx = x;

sy = y;

Mat m;

scale(&m, 1.0f);

return f(m, n);

}

int main(int argc, char* argv[]) {

int n = argc > 1 ? atoi(argv[1]) : 3;

float zoom = argc > 2 ? atof(argv[2]) : 1.0f;

for (float y = 0.8f; y > -0.0f; y -= 0.02f / zoom, putchar(‘\n‘))

for (float x = -0.35f; x < 0.35f; x += 0.01f / zoom) {

float z = f0(x, y, n);

if (z > -1.0f) {

float nz = 0.001f;

float nx = f0(x + nz, y, n) - z;

float ny = f0(x, y + nz, n) - z;

float nd = sqrtf(nx * nx + ny * ny + nz * nz);

float d = (nx - ny + nz) / sqrtf(3) / nd;

d = d > 0.0f ? d : 0.0f;

d = d < 1.0f ? d : 1.0f;

putchar(".-:=+*#%@@"[(int)(d * 9.0f)]);

}else

putchar(‘ ‘);

}

}

*********************************************************************************************

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``` <!DOCTYPE html> <html> <head> <title></title> </head> <style> * { padding: 0; margin: 0; } html, body { height: 100%; padding: 0; margin: 0; background: #000; } canvas { position: absolute; width: 100%; height: 100%; } .aa { position: fixed; left: 50%; bottom: 10px; color: #ccc; } </style> <body> <canvas id="pinkboard"></canvas> <script> /* * Settings */ var settings = { particles: { length: 500, // maximum amount of particles duration: 2, // particle duration in sec velocity: 100, // particle velocity in pixels/sec effect: -0.75, // play with this for a nice effect size: 30 // particle size in pixels } }; /* * RequestAnimationFrame polyfill by Erik M?ller */ (function () { var b = 0; var c = ["ms", "moz", "webkit", "o"]; for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) { window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"]; window.cancelAnimationFrame = window[c[a] + "CancelAnimationFrame"] || window[c[a] + "CancelRequestAnimationFrame"]; } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function (h, e) { var d = new Date().getTime(); var f = Math.max(0, 16 - (d - b)); var g = window.setTimeout(function () { h(d + f); }, f); b = d + f; return g; }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function (d) { clearTimeout(d); }; } })(); /* * Point class */ var Point = (function () { function Point(x, y) { this.x = typeof x !== "undefined" ? x : 0; this.y = typeof y !== "undefined" ? y : 0; } Point.prototype.clone = function () { return new Point(this.x, this.y); }; Point.prototype.length = function (length) { if (typeof length == "undefined") return Math.sqrt(this.x * this.x + this.y * this.y); this.normalize(); this.x *= length; this.y *= length; return this; }; Point.prototype.normalize = function () { var length = this.length(); this.x /= length; this.y /= length; return this; }; return Point; })(); /* * Particle class */ var Particle = (function () { function Particle() { this.position = new Point(); this.velocity = new Point(); this.acceleration = new Point(); this.age = 0; } Particle.prototype.initialize = function (x, y, dx, dy) { this.position.x = x; this.position.y = y; this.velocity.x = dx; this.velocity.y = dy; this.acceleration.x = dx * settings.particles.effect; this.acceleration.y = dy * settings.particles.effect; this.age = 0; }; Particle.prototype.update = function (deltaTime) { this.position.x += this.velocity.x * deltaTime; this.position.y += this.velocity.y * deltaTime; this.velocity.x += this.acceleration.x * deltaTime; this.velocity.y += this.acceleration.y * deltaTime; this.age += deltaTime; }; Particle.prototype.draw = function (context, image) { function ease(t) { return --t * t * t + 1; } var size = image.width * ease(this.age / settings.particles.duration); context.globalAlpha = 1 - this.age / settings.particles.duration; context.drawImage( image, this.position.x - size / 2, this.position.y - size / 2, size, size ); }; return Particle; })(); /* * ParticlePool class */ var ParticlePool = (function () { var particles, firstActive = 0, firstFree = 0, duration = settings.particles.duration; function ParticlePool(length) { // create and populate particle pool particles = new Array(length); for (var i = 0; i < particles.length; i++) particles[i] = new Particle(); } ParticlePool.prototype.add = function (x, y, dx, dy) { particles[firstFree].initialize(x, y, dx, dy); // handle circular queue firstFree++; if (firstFree == particles.length) firstFree = 0; if (firstActive == firstFree) firstActive++; if (firstActive == particles.length) firstActive = 0; }; ParticlePool.prototype.update = function (deltaTime) { var i; // update active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].update(deltaTime); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles[i].update(deltaTime); } // remove inactive particles while ( particles[firstActive].age >= duration && firstActive != firstFree ) { firstActive++; if (firstActive == particles.length) firstActive = 0; } }; ParticlePool.prototype.draw = function (context, image) { // draw active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].draw(context, image); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].draw(context, image); for (i = 0; i < firstFree; i++) particles[i].draw(context, image); } }; return ParticlePool; })(); /* * Putting it all together */ (function (canvas) { var context = canvas.getContext("2d"), particles = new ParticlePool(settings.particles.length), particleRate = settings.particles.length / settings.particles.duration, // particles/sec time; // get point on heart with -PI <= t <= PI function pointOnHeart(t) { return new Point( 160 * Math.pow(Math.sin(t), 3), 130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25 ); } // creating the particle image using a dummy canvas var image = (function () { var canvas = document.createElement("canvas"), context = canvas.getContext("2d"); canvas.width = settings.particles.size; canvas.height = settings.particles.size; // helper function to create the path function to(t) { var point = pointOnHeart(t); point.x = settings.particles.size / 2 + (point.x * settings.particles.size) / 350; point.y = settings.particles.size / 2 - (point.y * settings.particles.size) / 350; return point; } // create the path context.beginPath(); var t = -Math.PI; var point = to(t); context.moveTo(point.x, point.y); while (t < Math.PI) { t += 0.01; // baby steps! point = to(t); context.lineTo(point.x, point.y); } context.closePath(); // create the fill context.fillStyle = "#ea80b0"; context.fill(); // create the image var image = new Image(); image.src = canvas.toDataURL(); return image; })(); // render that thing! function render() { // next animation frame requestAnimationFrame(render); // update time var newTime = new Date().getTime() / 1000, deltaTime = newTime - (time || newTime); time = newTime; // clear canvas context.clearRect(0, 0, canvas.width, canvas.height); // create new particles var amount = particleRate * deltaTime; for (var i = 0; i < amount; i++) { var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random()); var dir = pos.clone().length(settings.particles.velocity); particles.add( canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y ); } // update and draw particles particles.update(deltaTime); particles.draw(context, image); } // handle (re-)sizing of the canvas function onResize() { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; } window.onresize = onResize; // delay rendering bootstrap setTimeout(function () { onResize(); render(); }, 10); })(document.getElementById("pinkboard")); </script> </body> </html> ``` ![示例图片](https://devbit-static.oss-cn-beijing.aliyuncs.com/devbit-static/img/heart.png)

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