使用GL_TRIANGLE_STRIP绘制圆弧

时间:2013-08-10 22:29:38

标签: ios opengl-es cocos2d-iphone

我正在尝试编写一种方法,使用GL_TRIANGLE_STRIP从起始角度到终止角度绘制圆弧。我编写了以下代码但有以下问题:

  1. 我似乎无法让正确的角度工作。它们似乎偏离了它们应该存在的奇数(不是90/45/180)。
  2. 如果两者之间的总角度大于180度,那么弧将在两者之间的圆上绘制较小的角度。即如果总角度为200度,它将在圆的另一部分绘制一个160度的弧度。
  3. 我花了很多时间试图做到这一点,并认为让另一双眼睛看着我的代码是有帮助的。下图显示了我想在角度之间创建的三角形条带。在我弄清楚这部分之后,我将应用纹理。谢谢你的帮助!

    triangle strips

    -(void) drawArcFrom:(CGFloat)startAngle to:(CGFloat)endAngle position:(CGFloat)position radius:(CGPoint)radius {
    
        CGFloat segmentWidth = 10.0;
        CGFloat increment = fabsf(endAngle - startAngle) / segmentWidth;
        int numSegs = fabsf(endAngle - startAngle) / segmentWidth;
        int direction = (endAngle - startAngle > 0) ? 1 : -1;
    
        ccVertex2F vertices[numSegs * 2];
    
        for (int i = 0; i < numSegs; i++) {
            CGFloat angle = startAngle - (i * increment * direction);
            CGPoint outsidePoint = ccpAdd(position, ccp(sinf(CC_DEGREES_TO_RADIANS(angle)) * (radius + 4), cosf(CC_DEGREES_TO_RADIANS(angle)) * (radius + 4)));
            CGPoint insidePoint = ccpAdd(position, ccp(sinf(CC_DEGREES_TO_RADIANS(angle)) * (radius - 4), cosf(CC_DEGREES_TO_RADIANS(angle)) * (radius - 4)));
    
            vertices[i * 2] = (ccVertex2F) {outsidePoint.x, outsidePoint.y };
            vertices[i * 2 + 1] = (ccVertex2F) {insidePoint.x, insidePoint.y };
        }
    
        glVertexPointer(2, GL_FLOAT, 0, vertices);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei) numSegs * 2);
    
    }
    

1 个答案:

答案 0 :(得分:1)

我的Android代码为完整的圆圈。 SEGMENTS = 20; coords [x,y,z]

    float w2 = width / 2f;
    float h2 = height / 2f;

    double radius = Math.min(w2, h2);
    double PI2 = Math.PI * 2d;
    coords = new float[SEGMENTS * 2 * 3];
    double angle;
    int index = 0;
    double min_radius = radius - circle_width;
    double max_radius = radius + circle_width;
    for (int i = 0; i < SEGMENTS; i++, index += 6) {
        angle = (PI2 * (double) i) / (double) (SEGMENTS - 1);
        double sin_angle = Math.sin(angle);
        double cos_angle = Math.cos(angle);
        coords[index + 0] = (float) (cos_angle * max_radius);
        coords[index + 1] = (float) (sin_angle * max_radius);
        coords[index + 2] = 0f;
        coords[index + 3] = (float) (cos_angle * min_radius);
        coords[index + 4] = (float) (sin_angle * min_radius);
        coords[index + 5] = 0f;
    }