vc实现bezier曲面,要求用不同颜色显 示曲面和曲面的控制网格,并且可以取消曲面控制网格的显示,允 许交互式地改变控制网格的定点位置,以观看曲面形状的改变;能 够通过对话框、菜单等方式设置曲面的配置参数(书写代码)
时间: 2024-06-07 16:11:54 浏览: 147
以下是一个简单的实现 Bezier 曲面的示例代码,包括控制网格的交互式修改和显示开关:
```cpp
#include <vector>
#include <iostream>
#include <GL/glut.h>
// 控制点列表
std::vector<std::vector<GLfloat>> controlPoints = {
{-1.5, -1.5, 4.0},
{-0.5, -1.5, 2.0},
{0.5, -1.5, -1.0},
{1.5, -1.5, 2.0},
{-1.5, -0.5, 1.0},
{-0.5, -0.5, 3.0},
{0.5, -0.5, 0.0},
{1.5, -0.5, -1.0},
{-1.5, 0.5, 4.0},
{-0.5, 0.5, 0.0},
{0.5, 0.5, 3.0},
{1.5, 0.5, 4.0},
{-1.5, 1.5, -2.0},
{-0.5, 1.5, -2.0},
{0.5, 1.5, 0.0},
{1.5, 1.5, -1.0}
};
// 曲面分辨率
const int resolution = 20;
// 控制网格显示开关
bool showControlGrid = true;
// 当前选中的控制点
int selectedPoint = -1;
// 曲面配置参数
float uMin = 0.0f, uMax = 1.0f, vMin = 0.0f, vMax = 1.0f;
// 绘制单个 Bezier 曲线
void drawBezierCurve(std::vector<GLfloat> points)
{
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_LINE_STRIP);
for (int i = 0; i <= resolution; ++i) {
float t = i / (float)resolution;
GLfloat x = 0, y = 0, z = 0;
for (int j = 0; j < points.size(); ++j) {
x += points[j] * pow(1 - t, points.size() - j - 1) * pow(t, j);
y += points[j + 1] * pow(1 - t, points.size() - j - 1) * pow(t, j);
z += points[j + 2] * pow(1 - t, points.size() - j - 1) * pow(t, j);
j += 2;
}
glVertex3f(x, y, z);
}
glEnd();
}
// 绘制 Bezier 曲面
void drawBezierSurface()
{
glColor3f(0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
for (int i = 0; i < resolution; ++i) {
for (int j = 0; j < resolution; ++j) {
float u1 = i / (float)resolution, u2 = (i + 1) / (float)resolution;
float v1 = j / (float)resolution, v2 = (j + 1) / (float)resolution;
std::vector<GLfloat> points = {
controlPoints[0][0], controlPoints[0][1], controlPoints[0][2],
controlPoints[4][0], controlPoints[4][1], controlPoints[4][2],
controlPoints[12][0], controlPoints[12][1], controlPoints[12][2],
controlPoints[3][0], controlPoints[3][1], controlPoints[3][2],
controlPoints[7][0], controlPoints[7][1], controlPoints[7][2],
controlPoints[15][0], controlPoints[15][1], controlPoints[15][2]
};
points.insert(points.end(), {
controlPoints[1][0], controlPoints[1][1], controlPoints[1][2],
controlPoints[5][0], controlPoints[5][1], controlPoints[5][2],
controlPoints[13][0], controlPoints[13][1], controlPoints[13][2],
controlPoints[2][0], controlPoints[2][1], controlPoints[2][2],
controlPoints[6][0], controlPoints[6][1], controlPoints[6][2],
controlPoints[14][0], controlPoints[14][1], controlPoints[14][2]
});
for (int k = 0; k < points.size(); k += 3) {
float u = u1 + (u2 - u1) * (points[k + 1] - v1) / (v2 - v1);
float x = 0, y = 0, z = 0;
for (int l = 0; l < points.size(); l += 3) {
x += points[l] * pow(1 - u, 2) * pow(u, l / 3);
y += points[l + 1] * pow(1 - u, 2) * pow(u, l / 3);
z += points[l + 2] * pow(1 - u, 2) * pow(u, l / 3);
}
glVertex3f(x, y, z);
}
points = {
controlPoints[4][0], controlPoints[4][1], controlPoints[4][2],
controlPoints[5][0], controlPoints[5][1], controlPoints[5][2],
controlPoints[6][0], controlPoints[6][1], controlPoints[6][2],
controlPoints[12][0], controlPoints[12][1], controlPoints[12][2],
controlPoints[13][0], controlPoints[13][1], controlPoints[13][2],
controlPoints[14][0], controlPoints[14][1], controlPoints[14][2]
};
for (int k = 0; k < points.size(); k += 3) {
float u = u1 + (u2 - u1) * (points[k + 1] - v1) / (v2 - v1);
float x = 0, y = 0, z = 0;
for (int l = 0; l < points.size(); l += 3) {
x += points[l] * pow(1 - u, 2) * pow(u, l / 3);
y += points[l + 1] * pow(1 - u, 2) * pow(u, l / 3);
z += points[l + 2] * pow(1 - u, 2) * pow(u, l / 3);
}
glVertex3f(x, y, z);
}
}
}
glEnd();
}
// 绘制控制点网格
void drawControlGrid()
{
glColor3f(0.5f, 0.5f, 0.5f);
glBegin(GL_LINES);
for (int i = 0; i < controlPoints.size(); ++i) {
for (int j = i + 1; j < controlPoints.size(); ++j) {
glVertex3fv(&controlPoints[i][0]);
glVertex3fv(&controlPoints[j][0]);
}
}
glEnd();
for (int i = 0; i < controlPoints.size(); ++i) {
if (i == selectedPoint)
glColor3f(1.0f, 0.0f, 1.0f);
else
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
glTranslatef(controlPoints[i][0], controlPoints[i][1], controlPoints[i][2]);
glutSolidSphere(0.05, 10, 10);
glPopMatrix();
}
}
// 鼠标点击事件处理
void onMouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
selectedPoint = -1;
float minDist = 0.05;
for (int i = 0; i < controlPoints.size(); ++i) {
float dist = sqrt(pow(controlPoints[i][0] - (2 * x / (float)glutGet(GLUT_WINDOW_WIDTH) - 1), 2) +
pow(controlPoints[i][1] - (2 * (glutGet(GLUT_WINDOW_HEIGHT) - y) / (float)glutGet(GLUT_WINDOW_HEIGHT) - 1), 2));
if (dist < minDist) {
selectedPoint = i;
break;
}
}
}
}
// 鼠标移动事件处理
void onMotion(int x, int y)
{
if (selectedPoint >= 0) {
controlPoints[selectedPoint][0] = 2 * x / (float)glutGet(GLUT_WINDOW_WIDTH) - 1;
controlPoints[selectedPoint][1] = 2 * (glutGet(GLUT_WINDOW_HEIGHT) - y) / (float)glutGet(GLUT_WINDOW_HEIGHT) - 1;
}
}
// 菜单事件处理
void onMenu(int value)
{
switch (value) {
case 1:
showControlGrid = !showControlGrid;
break;
case 2:
std::cout << "Enter uMin uMax vMin vMax: ";
std::cin >> uMin >> uMax >> vMin >> vMax;
break;
}
glutPostRedisplay();
}
// 主函数
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutCreateWindow("Bezier Surface");
glutDisplayFunc([]() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 1.0, 0.1, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
// 绘制曲面
drawBezierSurface();
// 绘制控制网格
if (showControlGrid) {
drawControlGrid();
}
glutSwapBuffers();
});
glutMouseFunc(onMouse);
glutMotionFunc(onMotion);
glutCreateMenu(onMenu);
glutAddMenuEntry("Toggle Control Grid", 1);
glutAddMenuEntry("Set Parameter Range", 2);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}
```
该示例代码使用 OpenGL 库实现了一个简单的 Bezier 曲面,包括控制网格的交互式修改和显示开关,以及通过菜单设置曲面的配置参数。其中,`controlPoints` 列表表示曲面控制点的坐标,`resolution` 表示曲面分辨率,`showControlGrid` 表示控制网格的显示开关,`selectedPoint` 表示当前选中的控制点,`uMin`、`uMax`、`vMin` 和 `vMax` 表示曲面的参数范围。在 `drawBezierCurve()` 函数中实现了单个 Bezier 曲线的绘制,而在 `drawBezierSurface()` 函数中则使用了嵌套循环计算并绘制整个 Bezier 曲面。在 `drawControlGrid()` 函数中绘制了控制点网格和控制点的球形表示。`onMouse()` 和 `onMotion()` 函数分别处理鼠标点击和移动事件,用于交互式修改控制点坐标。在 `onMenu()` 函数中实现了菜单事件的处理,用于切换控制网格显示和设置曲面的参数范围。最后,在 `main()` 函数中创建 OpenGL 窗口和菜单,并进入主循环等待事件。
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