Shapes-Procedural

本文介绍了一个简单的形状绘制程序,使用Objective-C编写。程序定义了不同类型的形状及其颜色,并通过一系列函数来绘制圆形、矩形、椭球及三角形。示例展示了如何创建多个形状并调用函数来绘制它们。

新建一个工程名为“Shapes-Procedural2”,为上篇代码增加描述三角形。修改代码如下:

//
//  main.m
//  Shapes-Procedural
//
//  Created by cloud on 13-3-7.
//  Copyright (c) 2013年 cloud. All rights reserved.
//

#import <Foundation/Foundation.h>

typedef enum {
    kCircle,
    kRectangle,
    kOblateSpheroid,
    kTriangle
} ShapeType;

typedef enum{
    kRedColor,
    KGreenColor,
    kBlueColor
} ShapeColor;

typedef struct {
    int x,y,width,height;
} ShapeRect;

typedef struct {
    ShapeType type;
    ShapeColor fillColor;
    ShapeRect bounds;
}Shape;

NSString *colorName(ShapeColor colorName)
{
    switch (colorName) {
        case kRedColor:
                return @"red";
            break;
        case KGreenColor:
            return @"green";
            break;
        case kBlueColor:
            return @"blue";
            break;
        default:
            return @"no clue";
            break;
    }
}
void drawCircle(ShapeRect bounds,
                ShapeColor fillColor)
{
    NSLog(@"drawing a circle at(%d %d %d %d)in %@",
          bounds.x,bounds.y,
          bounds.width,bounds.height,
          colorName(fillColor));
}

void drawTriangle(ShapeRect bounds,ShapeColor fillColor)
{
    NSLog(@"drawing a triangle at(%d %d %d %d)in %@",
          bounds.x,bounds.y,
          bounds.width,bounds.height,
          colorName(fillColor));
}

void drawRectangle(ShapeRect bounds,
                ShapeColor fillColor)
{
    NSLog(@"drawing a rectangle at(%d %d %d %d)in %@",
          bounds.x,bounds.y,
          bounds.width,bounds.height,
          colorName(fillColor));
}

void drawEgg(ShapeRect bounds,
                   ShapeColor fillColor)
{
    NSLog(@"drawing a egg at(%d %d %d %d)in %@",
          bounds.x,bounds.y,
          bounds.width,bounds.height,
          colorName(fillColor));
}

void drawShapes(Shape shapes[],int count)
{
    int i;
    for(i=0;i<count;i++)
    {
        switch (shapes[i].type) {
            case kCircle:
                drawCircle(shapes[i].bounds, shapes[i].fillColor);
                break;
            case kRectangle:
                drawRectangle(shapes[i].bounds, shapes[i].fillColor);
                break;
            case kOblateSpheroid:
                drawEgg(shapes[i].bounds, shapes[i].fillColor);
                break;
            case kTriangle:
                drawTriangle(shapes[i].bounds, shapes[i].fillColor);
	     break;
            default:
                break;
        }
    
    }
}

int main(int argc, const char * argv[])
{

    @autoreleasepool {
        
        // insert code here...
        Shape shapes[4];
        ShapeRect rect0={0,0,10,30};
        shapes[0].type=kCircle;
        shapes[0].fillColor=kRedColor;
        shapes[0].bounds=rect0;
        
        ShapeRect rect1={30,40,50,60};
        shapes[1].type=kRectangle;
        shapes[1].fillColor=KGreenColor;
        shapes[1].bounds=rect1;
        
        ShapeRect rect2={15,18,37,29};
        shapes[2].type=kOblateSpheroid;
        shapes[2].fillColor=kBlueColor;
        shapes[2].bounds=rect2;
        
        ShapeRect rect3={47,32,80,50};
        shapes[3].type=kTriangle;
        shapes[3].fillColor=kRedColor;
        shapes[3].bounds=rect3;

        
        drawShapes(shapes,4);
        
    }
    return 0;
}

运行结果如下:



### Procedural Mesh Generation in Game Development and 3D Modeling In the context of game development and 3D modeling, procedural mesh generation refers to algorithms that automatically generate geometric shapes or entire meshes based on predefined rules or parameters. This approach contrasts with manually creating each model by hand. Procedural methods offer several advantages including reduced production time, increased flexibility for rapid iteration during design phases, and potential performance benefits through optimized geometry creation at runtime rather than storing large pre-built models[^1]. For instance, within Anim8or—a comprehensive toolset supporting both basic primitive objects like spheres and advanced features such as spline manipulation—users can leverage scripting capabilities alongside its core functionalities to implement custom procedural techniques for generating complex structures dynamically. Moreover, integrating mathematical concepts into these processes enables developers to craft highly detailed environments efficiently without overwhelming system resources. An example would be utilizing Gaussian distribution-based representations (as seen in some cutting-edge research) where statistical properties define surface characteristics instead of traditional polygonal approximations[^2]. Additionally, applications specialized in natural object simulation, such as Arbaro and ngPlant, demonstrate how specific domains benefit from tailored procedural approaches when it comes to organic forms like plants and trees[^3]. These tools employ sophisticated algorithms designed explicitly around biological growth patterns ensuring realistic outcomes while maintaining computational efficiency suitable for real-time rendering contexts found commonly within interactive media platforms. ```csharp // Example C# code snippet demonstrating simple cube vertex definition programmatically. Vector3[] vertices = new Vector3[] { new Vector3(-0.5f, -0.5f, -0.5f), new Vector3( 0.5f, -0.5f, -0.5f), new Vector3( 0.5f, 0.5f, -0.5f), // ... remaining points ... }; ```
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