双三次bezier曲面片代码
时间: 2023-08-26 17:05:29 浏览: 148
opengl实现双三次Bezier曲面
以下是一个简单的双三次Bezier曲面片的实现代码示例:
```
#include <iostream>
using namespace std;
const int N = 4; // 控制点矩阵大小
struct Point {
float x, y, z;
};
Point controlPoints[N][N]; // 控制点矩阵
// 计算组合数
int binomialCoeff(int n, int k) {
int res = 1;
if (k > n - k)
k = n - k;
for (int i = 0; i < k; ++i) {
res *= (n - i);
res /= (i + 1);
}
return res;
}
// 计算Bezier曲线上的点
Point bezierCurvePoint(Point* points, int n, float t) {
Point res = { 0, 0, 0 };
for (int i = 0; i < n; i++) {
float coeff = binomialCoeff(n - 1, i) * pow(t, i) * pow(1 - t, n - 1 - i);
res.x += points[i].x * coeff;
res.y += points[i].y * coeff;
res.z += points[i].z * coeff;
}
return res;
}
// 计算Bezier曲面上的点
Point bezierSurfacePoint(Point points[N][N], float u, float v) {
Point uCurvePoints[N], vCurvePoints[N];
for (int i = 0; i < N; i++) {
Point rowPoints[N];
for (int j = 0; j < N; j++) {
rowPoints[j] = points[i][j];
}
uCurvePoints[i] = bezierCurvePoint(rowPoints, N, u);
}
for (int i = 0; i < N; i++) {
Point colPoints[N];
for (int j = 0; j < N; j++) {
colPoints[j] = points[j][i];
}
vCurvePoints[i] = bezierCurvePoint(colPoints, N, v);
}
return bezierCurvePoint(uCurvePoints, N, v);
}
int main() {
// 初始化控制点矩阵
for (int i = 0; i < N; i++) {
for (int j = 0; j < N; j++) {
controlPoints[i][j] = { i * 10.0f, j * 10.0f, i * j };
}
}
// 计算曲面上的点
Point point = bezierSurfacePoint(controlPoints, 0.3f, 0.6f);
cout << "Point on Bezier Surface: (" << point.x << ", " << point.y << ", " << point.z << ")" << endl;
return 0;
}
```
该代码示例中,我们定义了一个 `Point` 结构体来表示点,使用一个 `N*N` 的二维数组来存储控制点,其中 `N` 表示控制点矩阵的大小。`binomialCoeff` 函数用于计算组合数,`bezierCurvePoint` 函数用于计算Bezier曲线上的点,`bezierSurfacePoint` 函数用于计算Bezier曲面上的点。
在 `main` 函数中,我们首先初始化了控制点矩阵,然后调用 `bezierSurfacePoint` 函数计算曲面上的点,并输出结果。
阅读全文