C++绘制全向天线方向图,解释各个函数功能
时间: 2024-03-03 17:49:41 浏览: 154
绘制天线方向图
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要绘制全向天线方向图,可以使用OpenGL库,具体步骤如下:
1. 引入OpenGL库和GLUT库
```c++
#include <GL/gl.h>
#include <GL/glut.h>
```
2. 定义绘制球体的函数
```c++
void drawSphere(double r, int lats, int longs) {
int i, j;
for(i = 0; i <= lats; i++) {
double lat0 = M_PI * (-0.5 + (double) (i - 1) / lats);
double z0 = sin(lat0) * r;
double zr0 = cos(lat0) * r;
double lat1 = M_PI * (-0.5 + (double) i / lats);
double z1 = sin(lat1) * r;
double zr1 = cos(lat1) * r;
glBegin(GL_QUAD_STRIP);
for(j = 0; j <= longs; j++) {
double lng = 2 * M_PI * (double) (j - 1) / longs;
double x = cos(lng);
double y = sin(lng);
glNormal3f(x * zr0, y * zr0, z0);
glVertex3f(x * zr0, y * zr0, z0);
glNormal3f(x * zr1, y * zr1, z1);
glVertex3f(x * zr1, y * zr1, z1);
}
glEnd();
}
}
```
该函数的参数为球的半径r、纬度数lats以及经度数longs。函数中使用了OpenGL中的glBegin和glEnd函数来绘制球体,并使用了glVertex3f和glNormal3f函数来指定球体上各个点的坐标和法向量。
3. 定义绘制天线方向图的函数
```c++
void drawAntenna(double r, int lats, int longs) {
double theta, phi;
int i, j;
int slices = 360 / longs;
double color[3];
for(i = 0; i <= lats; i++) {
double lat = M_PI * (-0.5 + (double) i / lats);
theta = slices / 2;
for(j = 0; j <= longs; j++) {
phi = slices * j;
color[0] = 1.0 - (double) j / longs;
color[1] = (double) i / lats;
color[2] = (double) j / longs;
glColor3dv(color);
glPushMatrix();
glRotated(phi, 0, 0, 1);
glRotated(lat * 180 / M_PI, 0, 1, 0);
glTranslated(r, 0, 0);
glutSolidSphere(r / 20, 10, 10);
glPopMatrix();
}
}
}
```
该函数的参数与drawSphere函数相同,函数中使用了glColor3d函数来指定天线方向图上各个点的颜色,使用了glPushMatrix和glPopMatrix函数来保存和恢复OpenGL矩阵状态,并使用了glRotated和glTranslated函数来对球体进行旋转和平移操作。
4. 在主函数中调用绘制函数
```c++
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutInitWindowPosition(0, 0);
glutCreateWindow("Antenna Radiation Pattern");
glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
gluPerspective(45, 1, 1, 1000);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0, 0, 10, 0, 0, 0, 0, 1, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawAntenna(1, 20, 20);
glutSwapBuffers();
glutMainLoop();
return 0;
}
```
在主函数
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