这就是我将环面(卫星)放置在球体上,然后围绕球体旋转的方式:
int satellite_1_1_step = 0;
int &r_satellite_1_1_step = satellite_1_1_step;
float satellite_1_1_divider = 300;
float satellite_1_1_theta = 6.5;
float satellite_1_1_phi = 1;
float satellite_1_1_theta_increment = 20/satellite_1_1_divider;
float satellite_1_1_phi_increment = 20/satellite_1_1_divider;
void satellite_1_1 ()
{
float satellite_1_1_theta_math = (satellite_1_1_theta-(satellite_1_1_theta_increment * r_satellite_1_1_step))/10.0*M_PI;
float satellite_1_1_phi_math = (satellite_1_1_phi-(satellite_1_1_phi_increment * r_satellite_1_1_step))/10.0*2*M_PI;
r_satellite_1_1_x = radius_exodus_pos * sin(satellite_1_1_theta_math) * cos(satellite_1_1_phi_math);
r_satellite_1_1_y = radius_exodus_pos * sin(satellite_1_1_theta_math) * sin(satellite_1_1_phi_math);
r_satellite_1_1_z = radius_exodus_pos * cos(satellite_1_1_theta_math);
glPushMatrix();
glTranslatef(r_satellite_1_1_x,r_satellite_1_1_y,r_satellite_1_1_z);
glColor3f(1,0,0);
glutSolidTorus(0.04, 0.2, 10, 100);
glEnd();
glPopMatrix();
}
这就是我更新和增加其位置的方式:
void satellite_1_1_increment()
{
if (r_satellite_1_1_step < satellite_1_1_divider)
{
++(r_satellite_1_1_step);
}
if (r_satellite_1_1_step >= satellite_1_1_divider)
{
r_satellite_1_1_step = 1;
}
}
所以,我的圆环(卫星)围绕球体移动,最终回到起始位置,然后再次继续——这很棒。然而,它所走的路径在两极(我认为)周围摇摆不定——而不是简单地环绕球体。
是否可以对我的数学进行改进,使卫星以更圆形的路径环绕球体?