三个js从极坐标计算球体
Three js calculate sphere from polar coordinates
我正在使用 three.js 想要计算一个球体。我使用两个 for 循环,一个用于 theta,一个用于 phi,然后将极坐标转换为笛卡尔坐标。对于每个计算出的点,我都添加了一个点。结果不是球体。
这是嵌套的 for 循环:
const distance = 1000;
for (var i = 0; i < 360; i += 10) {
for (let j = 0; j < 360; j += 10) {
let theta = i * (Math.PI / 180);
let phi = j * (Math.PI / 180);
let x = Math.sin(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.sin(phi) * distance;
let z = distance * Math.sin(phi);
const lightSphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
lightSphere.position.set(x, y, z);
scn.add(lightSphere);
}
}
这里是完整的代码,包括结果:Link
j 必须在 [-90, 90] 9 范围内,而不是 [0, 260]。请注意,您正在创建从南极到北极 (180°) 的切片 (360°)。
您必须计算 sin(theta)
和 cos(theta)
并将两者与 cos(phi)
相乘:
let x = Math.sin(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.sin(phi) * distance;
let x = Math.cos(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.cos(phi) * distance;
完整算法:
const distance = 1000;
for (var i = 0; i < 360; i += 10) {
for (let j = -90; j < 90; j += 10) {
let theta = i * (Math.PI / 180);
let phi = j * (Math.PI / 180);
let x = Math.cos(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.cos(phi) * distance;
let z = distance * Math.sin(phi);
const lightSphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
lightSphere.position.set(x, y, z);
scn.add(lightSphere);
}
}
您使用 Polar coordinate (distance
, theta
). The Cartesian coordinate 创建圆(切片)可以通过以下方式获得:
xc = cos(theta) * distance
yc = sin(theta) * distance
最后你对球体做了类似的事情:
x = xc * cos(phi)
y = yc * cos(phi)
z = sin(phi) * distance
我正在使用 three.js 想要计算一个球体。我使用两个 for 循环,一个用于 theta,一个用于 phi,然后将极坐标转换为笛卡尔坐标。对于每个计算出的点,我都添加了一个点。结果不是球体。
这是嵌套的 for 循环:
const distance = 1000;
for (var i = 0; i < 360; i += 10) {
for (let j = 0; j < 360; j += 10) {
let theta = i * (Math.PI / 180);
let phi = j * (Math.PI / 180);
let x = Math.sin(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.sin(phi) * distance;
let z = distance * Math.sin(phi);
const lightSphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
lightSphere.position.set(x, y, z);
scn.add(lightSphere);
}
}
这里是完整的代码,包括结果:Link
j 必须在 [-90, 90] 9 范围内,而不是 [0, 260]。请注意,您正在创建从南极到北极 (180°) 的切片 (360°)。
您必须计算 sin(theta)
和 cos(theta)
并将两者与 cos(phi)
相乘:
let x = Math.sin(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.sin(phi) * distance;
let x = Math.cos(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.cos(phi) * distance;
完整算法:
const distance = 1000;
for (var i = 0; i < 360; i += 10) {
for (let j = -90; j < 90; j += 10) {
let theta = i * (Math.PI / 180);
let phi = j * (Math.PI / 180);
let x = Math.cos(theta) * Math.cos(phi) * distance;
let y = Math.sin(theta) * Math.cos(phi) * distance;
let z = distance * Math.sin(phi);
const lightSphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
lightSphere.position.set(x, y, z);
scn.add(lightSphere);
}
}
您使用 Polar coordinate (distance
, theta
). The Cartesian coordinate 创建圆(切片)可以通过以下方式获得:
xc = cos(theta) * distance
yc = sin(theta) * distance
最后你对球体做了类似的事情:
x = xc * cos(phi)
y = yc * cos(phi)
z = sin(phi) * distance