地底的宝石从哪里来的
时间: 2023-02-09 19:46:33 浏览: 101
地底的宝石主要是从地壳和地幔的岩石中提取出来的。这些岩石是在地球形成的时候形成的,或者是在地球演化过程中通过地壳运动、火山喷发、海底火山活动等方式形成的。在这些岩石中,可以找到许多不同的宝石矿物,如钻石、红宝石、蓝宝石等。这些宝石在采矿、加工和出售过程中才会浮出地面,成为人们所熟知的宝石。
相关问题
Python中如何从地底与格网的连线作为搜索路径的实现代码
以下是Python中使用A*算法实现从地底与格网的连线作为搜索路径的代码:
```
# 导入必要的模块
import heapq
# 定义A*算法搜索函数
def astar_search(start, goal, graph):
frontier = PriorityQueue()
frontier.put(start, 0)
came_from = {}
cost_so_far = {}
came_from[start] = None
cost_so_far[start] = 0
while not frontier.empty():
current = frontier.get()
if current == goal:
break
for next in graph.neighbors(current):
new_cost = cost_so_far[current] + graph.cost(current, next)
if next not in cost_so_far or new_cost < cost_so_far[next]:
cost_so_far[next] = new_cost
priority = new_cost + heuristic(goal, next)
frontier.put(next, priority)
came_from[next] = current
return came_from, cost_so_far
# 定义PriorityQueue类
class PriorityQueue:
def __init__(self):
self.elements = []
def empty(self):
return len(self.elements) == 0
def put(self, item, priority):
heapq.heappush(self.elements, (priority, item))
def get(self):
return heapq.heappop(self.elements)[1]
# 定义Grid类
class Grid:
def __init__(self, width, height):
self.width = width
self.height = height
self.walls = []
def in_bounds(self, id):
(x, y) = id
return 0 <= x < self.width and 0 <= y < self.height
def passable(self, id):
return id not in self.walls
def neighbors(self, id):
(x, y) = id
results = [(x+1, y), (x, y-1), (x-1, y), (x, y+1)]
if (x + y) % 2 == 0: results.reverse() # aesthetics
results = filter(self.in_bounds, results)
results = filter(self.passable, results)
return results
def cost(self, current, next):
return 1
# 定义heuristic函数
def heuristic(a, b):
(x1, y1) = a
(x2, y2) = b
return abs(x1 - x2) + abs(y1 - y2)
# 测试代码
if __name__ == '__main__':
# 创建地图
g = Grid(10, 10)
g.walls = [(1, 1), (2, 1), (3, 1), (3, 2), (3, 3), (2, 3), (1, 3), (1, 2)]
# 执行A*算法搜索
came_from, cost_so_far = astar_search((0, 0), (7, 7), g)
# 输出搜索结果
print(came_from)
print(cost_so_far)
```
希望这段代码可以帮助你实现从地底与格网的连线作为搜索路径的功能!
osg不要让视角穿到地底代码
以下是osg中避免视角穿过地底的示例代码:
```cpp
#include <osgViewer/Viewer>
#include <osg/Node>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osgDB/ReadFile>
#include <osg/MatrixTransform>
#include <osgGA/TrackballManipulator>
#include <osgUtil/CullVisitor>
int main(int argc, char** argv)
{
osg::ref_ptr<osg::Node> scene = osgDB::readNodeFile("cow.osg");
// 设置相机位置和朝向
osg::Vec3d eye(-100.0, 0.0, 100.0);
osg::Vec3d center(0.0, 0.0, 0.0);
osg::Vec3d up(0.0, 0.0, 1.0);
osg::ref_ptr<osgGA::TrackballManipulator> manipulator = new osgGA::TrackballManipulator();
manipulator->setHomePosition(eye, center, up);
osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
viewer->setCameraManipulator(manipulator);
// 设置透视投影
double aspectRatio = static_cast<double>(viewer->getCamera()->getViewport()->width()) / static_cast<double>(viewer->getCamera()->getViewport()->height());
double nearDist = 0.1;
double farDist = 10000.0;
double fovY = 30.0;
viewer->getCamera()->setProjectionMatrixAsPerspective(fovY, aspectRatio, nearDist, farDist);
// 设置遮挡剔除
osg::ref_ptr<osgUtil::CullVisitor> cullVisitor = new osgUtil::CullVisitor();
cullVisitor->setCullingMode(osgUtil::CullVisitor::VIEW_FRUSTUM_SIDES_ONLY);
viewer->getCamera()->setCullingMode(osgUtil::CullVisitor::VIEW_FRUSTUM_SIDES_ONLY);
// 加载地形模型
osg::ref_ptr<osg::Node> terrain = osgDB::readNodeFile("terrain.osg");
osg::ref_ptr<osg::MatrixTransform> terrainTransform = new osg::MatrixTransform();
terrainTransform->addChild(terrain);
// 创建根节点
osg::ref_ptr<osg::Group> root = new osg::Group();
root->addChild(terrainTransform);
root->addChild(scene);
viewer->setSceneData(root);
return viewer->run();
}
```
在这个示例代码中,我们设置相机的位置和朝向,同时设置透视投影和遮挡剔除,以避免视角穿过地底。同时,我们加载了地形模型,并将地形模型作为根节点的子节点,以实现地形的显示。