vs实现b样条曲面,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: 2024-02-03 11:12:27 浏览: 159
B样条曲线的实现代码
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实现B样条曲面需要使用OpenGL图形库和GLUT工具包。以下是一个简单的实现代码,其中包括了控制点的交互式修改、曲面的显示和控制网格的显示/隐藏等功能。
```cpp
#include <GL/glut.h>
#include <vector>
// 控制点结构体
struct Point {
float x, y, z;
};
// B样条曲面的控制点
std::vector<Point> controlPoints = {
{-1, -1, 0}, {-1, 0, 1}, {-1, 1, 0},
{0, -1, -1}, {0, 0, 2}, {0, 1, -1},
{1, -1, 0}, {1, 0, 1}, {1, 1, 0}
};
// B样条曲面的阶数
const int degree = 3;
// B样条曲面的参数范围
const float uMin = 0, uMax = 1, vMin = 0, vMax = 1;
// 控制网格的颜色
const float gridColor[] = {0.5, 0.5, 0.5};
// 曲面的颜色
const float surfaceColor[] = {1, 0, 0};
// 控制网格是否可见
bool showGrid = true;
// 计算B样条基函数
float basis(int i, int k, float t, const std::vector<float>& knots) {
if (k == 0) {
if (t >= knots[i] && t < knots[i+1]) {
return 1;
} else {
return 0;
}
} else {
float w1 = 0, w2 = 0;
if (knots[i+k] != knots[i]) {
w1 = (t - knots[i]) / (knots[i+k] - knots[i]) * basis(i, k-1, t, knots);
}
if (knots[i+k+1] != knots[i+1]) {
w2 = (knots[i+k+1] - t) / (knots[i+k+1] - knots[i+1]) * basis(i+1, k-1, t, knots);
}
return w1 + w2;
}
}
// 计算B样条曲面上的点
Point eval(float u, float v, const std::vector<Point>& points,
const std::vector<float>& uknots, const std::vector<float>& vknots) {
Point p = {0, 0, 0};
int n = points.size() - 1;
int m = n + degree + 1;
for (int i = 0; i <= n; i++) {
for (int j = 0; j <= n; j++) {
float bu = basis(i, degree, u, uknots);
float bv = basis(j, degree, v, vknots);
float w = bu * bv;
p.x += points[i*(n+1)+j].x * w;
p.y += points[i*(n+1)+j].y * w;
p.z += points[i*(n+1)+j].z * w;
}
}
return p;
}
// 显示B样条曲面和控制网格
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 设置投影矩阵和模型视图矩阵
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 5, 0, 0, 0, 0, 1, 0);
// 绘制曲面
glColor3fv(surfaceColor);
glBegin(GL_QUADS);
int n = controlPoints.size() - 1;
std::vector<float> uknots(n+degree+2);
std::vector<float> vknots(n+degree+2);
for (int i = 0; i < uknots.size(); i++) {
uknots[i] = uMin + (uMax - uMin) * i / (uknots.size() - 1);
vknots[i] = vMin + (vMax - vMin) * i / (vknots.size() - 1);
}
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
Point p1 = eval(uknots[i+degree], vknots[j+degree], controlPoints, uknots, vknots);
Point p2 = eval(uknots[i+degree+1], vknots[j+degree], controlPoints, uknots, vknots);
Point p3 = eval(uknots[i+degree+1], vknots[j+degree+1], controlPoints, uknots, vknots);
Point p4 = eval(uknots[i+degree], vknots[j+degree+1], controlPoints, uknots, vknots);
glVertex3f(p1.x, p1.y, p1.z);
glVertex3f(p2.x, p2.y, p2.z);
glVertex3f(p3.x, p3.y, p3.z);
glVertex3f(p4.x, p4.y, p4.z);
}
}
glEnd();
// 绘制控制网格
if (showGrid) {
glColor3fv(gridColor);
glLineWidth(1);
glBegin(GL_LINES);
for (int i = 0; i <= n; i++) {
for (int j = 0; j <= n; j++) {
glVertex3f(controlPoints[i*(n+1)+j].x, controlPoints[i*(n+1)+j].y, controlPoints[i*(n+1)+j].z);
if (i < n) {
glVertex3f(controlPoints[(i+1)*(n+1)+j].x, controlPoints[(i+1)*(n+1)+j].y, controlPoints[(i+1)*(n+1)+j].z);
}
if (j < n) {
glVertex3f(controlPoints[i*(n+1)+j+1].x, controlPoints[i*(n+1)+j+1].y, controlPoints[i*(n+1)+j+1].z);
}
}
}
glEnd();
}
glutSwapBuffers();
}
// 处理鼠标事件
void mouse(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
// 将鼠标坐标从窗口坐标系转换为OpenGL坐标系
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
float winX = x, winY = viewport[3] - y;
float winZ;
glReadPixels(x, (int)winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ);
double objX, objY, objZ;
gluUnProject(winX, winY, winZ, GL_MODELVIEW_MATRIX, GL_PROJECTION_MATRIX, viewport, &objX, &objY, &objZ);
// 查找最近的控制点
int n = controlPoints.size() - 1;
int nearest = -1;
float minDist = FLT_MAX;
for (int i = 0; i <= n; i++) {
for (int j = 0; j <= n; j++) {
float dist = sqrt(pow(controlPoints[i*(n+1)+j].x - objX, 2)
+ pow(controlPoints[i*(n+1)+j].y - objY, 2)
+ pow(controlPoints[i*(n+1)+j].z - objZ, 2));
if (dist < minDist) {
minDist = dist;
nearest = i*(n+1)+j;
}
}
}
// 如果距离最近的控制点足够近,则将其作为当前控制点
if (minDist < 0.1) {
glutSetCursor(GLUT_CURSOR_CROSSHAIR);
glutMotionFunc([](int x, int y) {
// 将鼠标坐标从窗口坐标系转换为OpenGL坐标系
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
float winX = x, winY = viewport[3] - y;
float winZ;
glReadPixels(x, (int)winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ);
double objX, objY, objZ;
gluUnProject(winX, winY, winZ, GL_MODELVIEW_MATRIX, GL_PROJECTION_MATRIX, viewport, &objX, &objY, &objZ);
// 更新控制点位置
controlPoints[nearest].x = objX;
controlPoints[nearest].y = objY;
controlPoints[nearest].z = objZ;
glutPostRedisplay();
});
}
} else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
glutMotionFunc(nullptr);
}
}
// 处理菜单事件
void menu(int value) {
switch (value) {
case 1:
showGrid = !showGrid;
break;
}
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutCreateWindow("B-spline Surface");
glutDisplayFunc(display);
glutMouseFunc(mouse);
// 创建菜单
glutCreateMenu(menu);
glutAddMenuEntry("Show/Hide Grid", 1);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
```
在该程序中,B样条曲面的控制点保存在`controlPoints`数组中,可以通过鼠标交互式地修改它们的位置。曲面的阶数保存在`degree`变量中,参数范围保存在`uMin`、`uMax`、`vMin`和`vMax`变量中。
在`display`函数中,首先计算出B样条曲面上的所有点,然后使用OpenGL的`glBegin`和`glVertex`函数绘制出曲面。如果需要显示控制网格,则使用`glBegin`和`glVertex`函数绘制出所有控制点之间的连线。
在`mouse`函数中,处理鼠标事件并根据最近的控制点更新`controlPoints`数组。如果鼠标位置距离最近的控制点足够近,则将其作为当前控制点,并将鼠标形状改为十字架。在鼠标拖动时,更新当前控制点的位置,并调用`glutPostRedisplay`函数触发重绘操作。当鼠标释放时,将鼠标形状改回箭头。
在`menu`函数中,处理菜单事件。当用户选择“Show/Hide Grid”菜单项时,将`showGrid`变量取反,并调用`glutPostRedisplay`函数触发重绘操作。
最后,在`main`函数中,初始化OpenGL和GLUT,并创建菜单。调用`glutMainLoop`函数进入主循环,等待用户事件的发生。
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