C语言在光线追踪代码基础上使用Eigenvalue库生成一段小球从天而降的动画的具体代码
时间: 2024-03-18 20:40:28 浏览: 120
R软件代码转换为matlab-armadillo:犰狳10.3.0
以下是一个使用C语言和Eigenvalue库生成小球从天而降的动画的示例代码:
```
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "Eigen/Dense"
using namespace Eigen;
struct Ray {
Vector3f origin;
Vector3f direction;
};
struct Sphere {
Vector3f center;
float radius;
Vector3f color;
};
struct Hit {
Sphere* sphere;
float t;
Vector3f hitPoint;
Vector3f normal;
};
Sphere* intersectScene(Ray ray, Sphere* spheres, int numSpheres, Hit& hit) {
float tmin = INFINITY;
for (int i = 0; i < numSpheres; i++) {
Sphere sphere = spheres[i];
Vector3f oc = ray.origin - sphere.center;
float a = ray.direction.dot(ray.direction);
float b = 2.0f * oc.dot(ray.direction);
float c = oc.dot(oc) - sphere.radius * sphere.radius;
float discriminant = b * b - 4 * a * c;
if (discriminant >= 0) {
float t = (-b - sqrt(discriminant)) / (2.0f * a);
if (t > 0 && t < tmin) {
hit.t = t;
hit.sphere = &sphere;
hit.hitPoint = ray.origin + t * ray.direction;
hit.normal = (hit.hitPoint - sphere.center).normalized();
tmin = t;
}
}
}
return hit.sphere;
}
int main() {
const int width = 640;
const int height = 480;
const int numSpheres = 2;
const float ballRadius = 50.0f;
const float ballSpeed = 100.0f;
const float gravity = 9.8f;
const float deltaTime = 0.016f;
Sphere spheres[numSpheres] = {
{Vector3f(0, -1000, 0), 1000, Vector3f(0.5, 0.5, 0.5)},
{Vector3f(0, ballRadius + 1, 0), ballRadius, Vector3f(1, 0, 0)}
};
Vector3f ballPos(0, ballRadius + 1, 0);
Vector3f ballVel(0, 0, 0);
FILE* file = fopen("output.ppm", "wb");
fprintf(file, "P3\n%d %d\n255\n", width, height);
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
Ray ray;
ray.origin = Vector3f(x - width / 2.0f, height / 2.0f - y, -1000);
ray.direction = Vector3f(0, 0, 1);
Hit hit = {};
intersectScene(ray, spheres, numSpheres, hit);
if (hit.sphere) {
Vector3f color = hit.sphere->color;
fprintf(file, "%d %d %d ", (int)(255 * color[0]), (int)(255 * color[1]), (int)(255 * color[2]));
} else {
fprintf(file, "%d %d %d ", 0, 0, 0);
}
}
}
for (int i = 0; i < 240; i++) {
ballVel[1] -= gravity * deltaTime;
ballPos += ballVel * deltaTime;
spheres[numSpheres - 1].center = ballPos;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
Ray ray;
ray.origin = Vector3f(x - width / 2.0f, height / 2.0f - y, -1000);
ray.direction = Vector3f(0, 0, 1);
Hit hit = {};
intersectScene(ray, spheres, numSpheres, hit);
if (hit.sphere) {
Vector3f color = hit.sphere->color;
if (hit.sphere == &spheres[numSpheres - 1]) {
color = Vector3f(1, 0, 0);
}
fprintf(file, "%d %d %d ", (int)(255 * color[0]), (int)(255 * color[1]), (int)(255 * color[2]));
} else {
fprintf(file, "%d %d %d ", 0, 0, 0);
}
}
}
}
fclose(file);
return 0;
}
```
该代码使用了Eigenvalue库来进行向量和矩阵计算,并定义了光线和球体的结构体。在主循环中,首先定义了场景中的球体,包括地面和小球。然后,在每个时间步骤中更新小球的位置,并更新场景中球体的位置。在渲染每个像素时,使用 `intersectScene()` 函数来检测光线是否与球体相交,并计算相交点的颜色。最后,将渲染结果写入PPM图像文件中。在这个示例中,我们使用红色表示小球。
请注意,这个代码示例并不完整,因为它没有实现光线追踪算法的全部功能,例如阴影和反射等。但是,这个代码示例可以作为一个起点,帮助你了解如何使用Eigenvalue库来生成小球从天而降的动画。
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