Processing で地球を描き、それにテクスチャを置いて 3D ワールドを作成したい場合、それはかなり簡単なことです。地球上にツイートを配置し、その上に雲である別のテクスチャ マップを配置したプロジェクトのコードを追加します。iPhoneで同様の出力を達成しようとするのに役立つ、誰かが私に向けてくれるドキュメントはありますか? Programming 3D for the iPhone book から役立つ iOS スニペットをいくつか見つけました。私は C4 を学ぼうとしており、そのフレームワーク内の問題にアプローチしたいと考えています。ありがとう!
import processing.opengl.*;
PImage bg;
PImage texmap;
PImage clouds;
float cloudRotation = 0;
int sDetail = 35; // Default is 35
float rotationX = 0;
float rotationY = 0;
float velocityX = 0;
float velocityY = 0;
float globeRadius = 300;
float pushBack = 0;
float[] cx, cz, sphereX, sphereY, sphereZ;
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION = 0.5f;
int SINCOS_LENGTH = int( 360.0 / SINCOS_PRECISION );
void setup()
{
size( 640, 480, OPENGL );
texmap = loadImage( "world32k.jpg" );
clouds = loadImage( "clouds.png" );
initializeSphere( sDetail );
};
void draw()
{
background( 0 );
renderGlobe();
};
void renderGlobe()
{
pushMatrix();
translate( width / 2.0, height / 2.0, pushBack );
pushMatrix();
noFill();
//stroke( 255, 200 );
//strokeWeight( 2 );
smooth();
popMatrix();
lights();
pushMatrix();
rotateX( radians( 0 - rotationX ));
rotateY( radians( 270 - rotationY ));
fill( 200 );
textureMode( IMAGE );
texturedSphere( globeRadius, texmap, 255, false );
pushMatrix();
noStroke();
rotateY( radians( cloudRotation += 0.08 ));
texturedSphere( globeRadius + 20, clouds, 127, false );
popMatrix();
/////////////////////
// //
// Plot Points //
// //
/////////////////////
// For our purposes we need to spin the globe by 1/4
// in other words, 90 degrees.
rotateY( radians( 90 ));
noStroke();
fill( 255, 255, 0 );
// New York City
pushMatrix();
rotateY( radians( -73.967 )); // Longtitude 78.967 degress West (negative)
rotateX( radians( 40.783 )); // Latitude 40.783 degrees North (positive)
translate( 0, 0, globeRadius * 0.6 );
box( 4, 4, 100 );
popMatrix();
// Paris
pushMatrix();
rotateY( radians( 2.3 )); // Longtitude 2.3 degress East (positive)
rotateX( radians( 48.8 )); // Latitude 48.8 degrees North (positive)
translate( 0, 0, globeRadius * 0.6 );
box( 4, 4, 100 );
popMatrix();
// Dubai
pushMatrix();
rotateY( radians( 55.3 )); // Longitude 55.3 degrees East (positive)
rotateX( radians( 25.3 )); // Latitude 25.3 degrees North (positive)
translate( 0, 0, globeRadius * 0.6 );
box( 4, 4, 100 );
popMatrix();
// Sydney
pushMatrix();
rotateY( radians( 151 )); // Longtitude 151 degress East (positive)
rotateX( radians( -34 )); // Latitude 34 degrees South (negative)
translate( 0, 0, globeRadius * 0.6 );
box( 4, 4, 100 );
popMatrix();
// Seol
pushMatrix();
rotateY( radians( 127 )); // Longtitude 127 degress East (positive)
rotateX( radians( 37 )); // Latitude 37 degrees North (positive)
translate( 0, 0, globeRadius * 0.6 );
box( 4, 4, 100 );
popMatrix();
// Santiago
pushMatrix();
rotateY( radians( -70 )); // Longtitude 70 degress West (negative)
rotateX( radians( -33 )); // Latitude 33 degrees South (negative)
translate( 0, 0, globeRadius * 0.6 );
box( 4, 4, 100 );
popMatrix();
// Nairobi
pushMatrix();
rotateY( radians( 36 )); // Longtitude 36 degress East (positive)
rotateX( radians( -1 )); // Latitude 1 degrees South (negative)
translate( 0, 0, globeRadius * 0.6 );
box( 4, 4, 100 );
popMatrix();
popMatrix();
popMatrix();
rotationX += velocityX;
rotationY += velocityY;
velocityX *= 0.95;
velocityY *= 0.95;
// Implements mouse control
// interaction will be inverse when sphere is upside down
if( mousePressed )
{
velocityX += ( mouseY - pmouseY ) * 0.01;
velocityY -= ( mouseX - pmouseX ) * 0.01;
};
};
void initializeSphere( int res )
{
sinLUT = new float[SINCOS_LENGTH];
cosLUT = new float[SINCOS_LENGTH];
for( int i = 0; i < SINCOS_LENGTH; i ++ )
{
sinLUT[i] = (float) Math.sin( i * DEG_TO_RAD * SINCOS_PRECISION );
cosLUT[i] = (float) Math.cos( i * DEG_TO_RAD * SINCOS_PRECISION );
};
float delta = (float) SINCOS_LENGTH / res;
float[] cx = new float[ res ];
float[] cz = new float[ res ];
// Calc unit circle in XZ plane
for( int i = 0; i < res; i ++ )
{
cx[i] = -cosLUT[ (int) (i * delta) % SINCOS_LENGTH ];
cz[i] = sinLUT[ (int) (i * delta) % SINCOS_LENGTH ];
};
// Computing vertexlist vertexlist starts at south pole
int vertCount = res * (res - 1) + 2;
int currVert = 0;
// Re-initialize arrays to store vertices
sphereX = new float[ vertCount ];
sphereY = new float[ vertCount ];
sphereZ = new float[ vertCount ];
float angle_step = (SINCOS_LENGTH*0.5f)/res;
float angle = angle_step;
// Step along Y axis
for( int i = 1; i < res; i ++ )
{
float curradius = sinLUT[ (int) angle % SINCOS_LENGTH ];
float currY = -cosLUT[ (int) angle % SINCOS_LENGTH ];
for( int j = 0; j < res; j ++ )
{
sphereX[ currVert ] = cx[j] * curradius;
sphereY[ currVert ] = currY;
sphereZ[ currVert ++ ] = cz[j] * curradius;
};
angle += angle_step;
};
sDetail = res;
};
// Generic routine to draw textured sphere
void texturedSphere( float r, PImage t, int alpha, boolean showOutlines )
{
fill( 255, alpha );
int v1, v11, v2;
r = (r + 240) * 0.33;
beginShape( TRIANGLE_STRIP );
texture( t );
//tint(255,255,255,255);
if( showOutlines )
{
strokeWeight( 3 );
stroke( 255, 31 );
};
float iu = (float) (t.width - 1) / (sDetail);
float iv = (float) (t.height - 1) / (sDetail);
float u = 0, v = iv;
for( int i = 0; i < sDetail; i ++ )
{
vertex( 0, -r, 0, u, 0 );
vertex( sphereX[i]*r, sphereY[i]*r, sphereZ[i]*r, u, v );
u += iu;
};
vertex( 0, -r, 0, u, 0 );
vertex( sphereX[0]*r, sphereY[0]*r, sphereZ[0]*r, u, v );
endShape();
// Middle rings
int voff = 0;
for( int i = 2; i < sDetail; i ++ )
{
v1 = v11 = voff;
voff += sDetail;
v2 = voff;
u = 0;
beginShape( TRIANGLE_STRIP );
texture( t );
for( int j = 0; j < sDetail; j ++ )
{
vertex( sphereX[v1]*r, sphereY[v1]*r, sphereZ[v1++]*r, u, v );
vertex( sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2++]*r, u, v + iv );
u += iu;
};
// Close each ring
v1 = v11;
v2 = voff;
vertex( sphereX[v1]*r, sphereY[v1]*r, sphereZ[v1]*r, u, v );
vertex( sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2]*r, u, v + iv );
endShape();
v += iv;
}
u = 0;
// Add the northern cap
beginShape( TRIANGLE_STRIP );
texture( t );
for( int i = 0; i < sDetail; i ++ )
{
v2 = voff + i;
vertex( sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2]*r, u, v );
vertex( 0, r, 0, u, v + iv );
u += iu;
};
vertex( 0, r, 0,u, v + iv );
vertex( sphereX[voff]*r, sphereY[voff]*r, sphereZ[voff]*r, u, v );
endShape();
};