把一條直線扭成螺旋上升,再把獲得的螺旋直線當作一條直線扭成螺旋上升如此無限循環.從而生成一種分形螺線.spa
核心代碼:code
1 void CFractalHelix::FractalHelix(const Vector3& vStart, const Vector3& vEnd, Vector3* pVertices) 2 { 3 Vector3 vDir = vEnd - vStart; 4 float len = D3DXVec3Length(&vDir); 5 float radius = len*m_params[0]; 6
7 float xz = sqrtf(vDir.x*vDir.x + vDir.z*vDir.z); 8 float angleY = atan2f(xz, vDir.y); 9 float angleXZ = atan2f(vDir.x, vDir.z); 10
11 float e = sin(angleY); 12 float f = cos(angleY); 13
14 float g = sin(angleXZ); 15 float h = cos(angleXZ); 16
17 for (int i = 0; i < CIRCLE_POINTS_COUNT; i++) 18 { 19 pVertices[i] = vStart + vDir*(i*1.0f/CIRCLE_POINTS_COUNT); 20
21 float x0 = m_vSinCos[i].y; 22 float y0 = - m_vSinCos[i].x*e; 23 float z0 = + m_vSinCos[i].x*f; 24
25 float x1 = x0*h + z0*g; 26 float y1 = y0; 27 float z1 = -x0*g + z0*h; 28
29 pVertices[i].x += x1*radius; 30 pVertices[i].y += y1*radius; 31 pVertices[i].z += z1*radius; 32 } 33 }
代碼寫得有點讓人頭暈,其實就是將一根線段掰彎,生成若干表示曲線的線段,而後不停迭代.不過代碼還有點瑕疵,有的線段接縫過分不太順暢.blog
軟件截圖:class