これはソースコードです:
#include <Windows.h>
#include <string>
#include <iostream>
#include <fstream>
#include <math.h>
using namespace std;
#define d_open fstream::in | fstream::out | fstream::app | fstream::ate
#define Space " "
#define d_qq "\""
struct point3D
{
float X;
float Y;
float Z;
};
struct ObjectStruct
{
point3D T_LT;
point3D T_LB;
point3D T_RT;
point3D T_RB;
point3D B_LT;
point3D B_LB;
point3D B_RT;
point3D B_RB;
};
void CreateObject(ObjectStruct myobject)
{
fstream outmap;
outmap.open("prefab.map", d_open);
float * X = new float[6];
float * Y = new float[6];
float * Z = new float[6];
float * X2 = new float[6];
float * Y2 = new float[6];
float * Z2 = new float[6];
float * X3 = new float[6];
float * Y3 = new float[6];
float * Z3 = new float[6];
X[0] = myobject.T_LT.X;
Y[0] = myobject.T_LT.Y;
Z[0] = myobject.T_LT.Z;
X2[0] = myobject.T_RT.X;
Y2[0] = myobject.T_RT.Y;
Z2[0] = myobject.T_RT.Z;
X3[0] = myobject.T_RB.X;
Y3[0] = myobject.T_RB.Y;
Z3[0] = myobject.T_RB.Z;
X[1] = myobject.B_LB.X;
Y[1] = myobject.B_LB.Y;
Z[1] = myobject.B_LB.Z;
X2[1] = myobject.B_RB.X;
Y2[1] = myobject.B_RB.Y;
Z2[1] = myobject.B_RB.Z;
X3[1] = myobject.B_RT.X;
Y3[1] = myobject.B_RT.Y;
Z3[1] = myobject.B_RT.Z;
X[2] = myobject.T_LT.X;
Y[2] = myobject.T_LT.Y;
Z[2] = myobject.T_LT.Z;
X2[2] = myobject.T_LB.X;
Y2[2] = myobject.T_LB.Y;
Z2[2] = myobject.T_LB.Z;
X3[2] = myobject.B_LB.X;
Y3[2] = myobject.B_LB.Y;
Z3[2] = myobject.B_LB.Z;
X[3] = myobject.B_RT.X;
Y[3] = myobject.B_RT.Y;
Z[3] = myobject.B_RT.Z;
X2[3] = myobject.B_RB.X;
Y2[3] = myobject.B_RB.Y;
Z2[3] = myobject.B_RB.Z;
X3[3] = myobject.T_RB.X;
Y3[3] = myobject.T_RB.Y;
Z3[3] = myobject.T_RB.Z;
X[4] = myobject.T_RT.X;
Y[4] = myobject.T_RT.Y;
Z[4] = myobject.T_RT.Z;
X2[4] = myobject.T_LT.X;
Y2[4] = myobject.T_LT.Y;
Z2[4] = myobject.T_LT.Z;
X3[4] = myobject.B_LT.X;
Y3[4] = myobject.B_LT.Y;
Z3[4] = myobject.B_LT.Z;
X[5] = myobject.B_RB.X;
Y[5] = myobject.B_RB.Y;
Z[5] = myobject.B_RB.Z;
X2[5] = myobject.B_LB.X;
Y2[5] = myobject.B_LB.Y;
Z2[5] = myobject.B_LB.Z;
X3[5] = myobject.T_LB.X;
Y3[5] = myobject.T_LB.Y;
Z3[5] = myobject.T_LB.Z;
outmap
<< "{" << endl
<< "( " << X[0] << Space << Y[0] << Space << Z[0] << " ) "
<< "( " << X2[0] << Space << Y2[0] << Space << Z2[0] << " ) "
<< "( " << X3[0] << Space << Y3[0] << Space << Z3[0] << " ) "
<< "YELLOW"
<< " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 " << endl
<< "( " << X[1] << Space << Y[1] << Space << Z[1] << " ) "
<< "( " << X2[1] << Space << Y2[1] << Space << Z2[1] << " ) "
<< "( " << X3[1] << Space << Y3[1] << Space << Z3[1] << " ) "
<< "YELLOW"
<< " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 " << endl
<< "( " << X[2] << Space << Y[2] << Space << Z[2] << " ) "
<< "( " << X2[2] << Space << Y2[2] << Space << Z2[2] << " ) "
<< "( " << X3[2] << Space << Y3[2] << Space << Z3[2] << " ) "
<< "YELLOW"
<< " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 " << endl
<< "( " << X[3] << Space << Y[3] << Space << Z[3] << " ) "
<< "( " << X2[3] << Space << Y2[3] << Space << Z2[3] << " ) "
<< "( " << X3[3] << Space << Y3[3] << Space << Z3[3] << " ) "
<< "YELLOW"
<< " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 " << endl
<< "( " << X[4] << Space << Y[4] << Space << Z[4] << " ) "
<< "( " << X2[4] << Space << Y2[4] << Space << Z2[4] << " ) "
<< "( " << X3[4] << Space << Y3[4] << Space << Z3[4] << " ) "
<< "YELLOW"
<< " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 " << endl
<< "( " << X[5] << Space << Y[5] << Space << Z[5] << " ) "
<< "( " << X2[5] << Space << Y2[5] << Space << Z2[5] << " ) "
<< "( " << X3[5] << Space << Y3[5] << Space << Z3[5] << " ) "
<< "YELLOW"
<< " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 " << endl
<< "}" << endl;
delete [] X;
delete [] Y;
delete [] Z;
delete [] X2;
delete [] Y2;
delete [] Z2;
delete [] X3;
delete [] Y3;
delete [] Z3;
outmap.flush();
//
outmap.close();
}
int main(int argc, char ** argv)
{
//HANDLE console = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTitle("Prefab Creator by Raichu (xgm.ru,d3scene.ru)");
Sleep(200);
SetConsoleTitle("PrefabTool by Raichu v0.1");
int select = 0;
cout << "Available shapes: 1-Ring, 2-Cube, 3-Triangle" << endl;
cin >> select;
if (select == 1)
{
cout << "Enter quantity of objects:" << endl;
int quality;
cin >> quality;
if (quality > 200 || quality < 10)
{
cout << "Error... Restart..." << endl;
return main(argc, argv);
}
cout << "Enter Ring radius:(example 20.0)" << endl;
float WhSz;
cin >> WhSz;
float inangle = 360 / quality;
//system("cls");
float X1_, X2_, Y1_, Y2_;
float X1, X2, Y1, Y2;
float a = 0;
X1_ = WhSz * cos(a);
Y1_ = WhSz * sin(a);
X2_ = (WhSz + 4) * cos(a);
Y2_ = (WhSz + 4) * sin(a);
a = inangle;
for (; a <= 360; )
{
X1 = WhSz * cos(a);
Y1 = WhSz * sin(a);
X2 = (WhSz + 4) * cos(a);
Y2 = (WhSz + 4) * sin(a);
#pragma region TEST
//cout << "X:" << X1 << " Y:" << Y1 << endl;
/* COORD xy;
xy.X = X1;
xy.Y = Y1;
SetConsoleCursorPosition(console, xy);
cout << "+" << endl;
xy.X = X2;
xy.Y = Y2;
SetConsoleCursorPosition(console, xy);
cout << "?" << endl;*/
#pragma endregion
ObjectStruct NewObject;
/* down */
NewObject.B_LB.Z = NewObject.B_LT.Z = NewObject.B_RB.Z = NewObject.B_RT.Z = -5;
/* top */
NewObject.T_LB.Z = NewObject.T_LT.Z = NewObject.T_RB.Z = NewObject.T_RT.Z = 5;
NewObject.T_LT.X = NewObject.B_LT.X = X2_;
NewObject.T_LT.Y = NewObject.B_LT.Y = Y2_;
NewObject.T_LB.X = NewObject.B_LB.X = X1_;
NewObject.T_LB.Y = NewObject.B_LB.Y = Y1_;
NewObject.T_RT.X = NewObject.B_RT.X = X2;
NewObject.T_RT.Y = NewObject.B_RT.Y = Y2;
NewObject.T_RB.X = NewObject.B_RB.X = X1;
NewObject.T_RB.Y = NewObject.B_RB.Y = Y1;
CreateObject(NewObject);
X1_ = X1;
Y1_ = Y1;
X2_ = X2;
Y2_ = Y2;
//a += inangle/3; // - Create SUN
a += inangle;
}
}
system("pause");
return 0;
}
問題コード:
if (select == 1)
{
cout << "Enter quantity of objects:" << endl;
int quality;
cin >> quality;
if (quality > 200 || quality < 10)
{
cout << "Error... Restart..." << endl;
return main(argc, argv);
}
cout << "Enter Ring radius:(example 20.0)" << endl;
float WhSz;
cin >> WhSz;
float inangle = 360 / quality;
//system("cls");
float X1_, X2_, Y1_, Y2_;
float X1, X2, Y1, Y2;
float a = 0;
X1_ = WhSz * cos(a);
Y1_ = WhSz * sin(a);
X2_ = (WhSz + 4) * cos(a);
Y2_ = (WhSz + 4) * sin(a);
a = inangle;
for (; a <= 360; )
{
X1 = WhSz * cos(a);
Y1 = WhSz * sin(a);
X2 = (WhSz + 4) * cos(a);
Y2 = (WhSz + 4) * sin(a);
#pragma region TEST
//cout << "X:" << X1 << " Y:" << Y1 << endl;
/* COORD xy;
xy.X = X1;
xy.Y = Y1;
SetConsoleCursorPosition(console, xy);
cout << "+" << endl;
xy.X = X2;
xy.Y = Y2;
SetConsoleCursorPosition(console, xy);
cout << "?" << endl;*/
#pragma endregion
ObjectStruct NewObject;
/* down */
NewObject.B_LB.Z = NewObject.B_LT.Z = NewObject.B_RB.Z = NewObject.B_RT.Z = -5;
/* top */
NewObject.T_LB.Z = NewObject.T_LT.Z = NewObject.T_RB.Z = NewObject.T_RT.Z = 5;
NewObject.T_LT.X = NewObject.B_LT.X = X2_;
NewObject.T_LT.Y = NewObject.B_LT.Y = Y2_;
NewObject.T_LB.X = NewObject.B_LB.X = X1_;
NewObject.T_LB.Y = NewObject.B_LB.Y = Y1_;
NewObject.T_RT.X = NewObject.B_RT.X = X2;
NewObject.T_RT.Y = NewObject.B_RT.Y = Y2;
NewObject.T_RB.X = NewObject.B_RB.X = X1;
NewObject.T_RB.Y = NewObject.B_RB.Y = Y1;
CreateObject(NewObject);
X1_ = X1;
Y1_ = Y1;
X2_ = X2;
Y2_ = Y2;
//a += inangle/3; // - Create SUN
a += inangle;
}
}
オブジェクトを使用してリングを作成したい。1ターンではなく、3ターン(3層)ターンします。修正方法は?度数的には問題のようですが、私には理解できません。(翻訳者のGoogle翻訳を使用して申し訳ありません)