vc实现bezier曲面鼠标交互的代码
时间: 2023-10-26 16:10:37 浏览: 76
opengl实现bezier曲面的纹理贴图、鼠标交互与光照
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以下是基于MFC的Bezier曲面鼠标交互代码:
首先,需要定义Bezier曲面的控制点数组和曲面网格数组,以及当前鼠标所选中的控制点索引:
```cpp
#define MAX_ORDER 20 // 最大阶数
CPoint m_ControlPts[MAX_ORDER][MAX_ORDER]; // 控制点数组
int m_nOrderU, m_nOrderV; // 控制点阶数
int m_nGridU, m_nGridV; // 曲面网格数
vector<CPoint> m_SurfaceGrids; // 曲面网格数组
int m_nSelectedCtrlPt = -1; // 当前选中的控制点索引
```
在初始化函数中,可以初始化控制点阶数、曲面网格数、以及控制点数组的初始值:
```cpp
void CMyView::Init()
{
// 初始化控制点阶数和曲面网格数
m_nOrderU = 4;
m_nOrderV = 4;
m_nGridU = 30;
m_nGridV = 30;
// 初始化控制点数组
int cxClient = GetClientRect().Width();
int cyClient = GetClientRect().Height();
int nMargin = 50;
int nCtrlPtSize = 10;
int nCtrlPtGap = (cxClient - nMargin * 2) / (m_nOrderU - 1);
int nCtrlPtX = nMargin;
int nCtrlPtY = nMargin;
for (int i = 0; i < m_nOrderU; i++)
{
for (int j = 0; j < m_nOrderV; j++)
{
m_ControlPts[i][j] = CPoint(nCtrlPtX, nCtrlPtY);
nCtrlPtY += nCtrlPtGap;
}
nCtrlPtX += nCtrlPtGap;
nCtrlPtY = nMargin;
}
}
```
在OnLButtonDown函数中,可以判断当前鼠标是否选中了某个控制点,并记录下当前选中的控制点索引:
```cpp
void CMyView::OnLButtonDown(UINT nFlags, CPoint point)
{
CPoint ptClient = point;
ScreenToClient(&ptClient);
// 判断当前鼠标是否选中了某个控制点
for (int i = 0; i < m_nOrderU; i++)
{
for (int j = 0; j < m_nOrderV; j++)
{
CRect rcCtrlPt(m_ControlPts[i][j], CSize(10, 10));
if (rcCtrlPt.PtInRect(ptClient))
{
m_nSelectedCtrlPt = i * m_nOrderV + j;
return;
}
}
}
CView::OnLButtonDown(nFlags, point);
}
```
在OnMouseMove函数中,可以根据当前选中的控制点索引来更新该控制点的位置,并重新生成曲面网格数组:
```cpp
void CMyView::OnMouseMove(UINT nFlags, CPoint point)
{
if (m_nSelectedCtrlPt >= 0)
{
CPoint ptClient = point;
ScreenToClient(&ptClient);
// 更新当前选中的控制点位置
int i = m_nSelectedCtrlPt / m_nOrderV;
int j = m_nSelectedCtrlPt % m_nOrderV;
m_ControlPts[i][j] = ptClient;
// 重新生成曲面网格数组
GenerateSurfaceGrids();
Invalidate(FALSE);
}
CView::OnMouseMove(nFlags, point);
}
```
最后,实现GenerateSurfaceGrids函数来生成曲面网格数组,该函数使用De Casteljau算法计算Bezier曲面在每个网格上的坐标,并将结果保存在曲面网格数组中:
```cpp
void CMyView::GenerateSurfaceGrids()
{
m_SurfaceGrids.clear();
// 计算Bezier曲面在每个网格上的坐标
double uStep = 1.0 / m_nGridU;
double vStep = 1.0 / m_nGridV;
for (int i = 0; i <= m_nGridU; i++)
{
double u = i * uStep;
for (int j = 0; j <= m_nGridV; j++)
{
double v = j * vStep;
CPoint pt(0, 0);
for (int k = 0; k < m_nOrderU; k++)
{
for (int l = 0; l < m_nOrderV; l++)
{
double coeff = Bernstein(m_nOrderU - 1, k, u) * Bernstein(m_nOrderV - 1, l, v);
pt += CPoint(coeff * m_ControlPts[k][l].x, coeff * m_ControlPts[k][l].y);
}
}
m_SurfaceGrids.push_back(pt);
}
}
}
double CMyView::Bernstein(int n, int i, double t)
{
double coeff = 1.0;
for (int j = 1; j <= i; j++)
{
coeff *= (double)(n - j + 1) / j;
}
for (int j = 1; j <= n - i; j++)
{
coeff *= t;
}
for (int j = 1; j <= i; j++)
{
coeff *= (1 - t);
}
return coeff;
}
```
最后,在OnDraw函数中,可以根据曲面网格数组绘制Bezier曲面:
```cpp
void CMyView::OnDraw(CDC* pDC)
{
// 绘制控制点
for (int i = 0; i < m_nOrderU; i++)
{
for (int j = 0; j < m_nOrderV; j++)
{
pDC->Ellipse(m_ControlPts[i][j].x - 5, m_ControlPts[i][j].y - 5,
m_ControlPts[i][j].x + 5, m_ControlPts[i][j].y + 5);
}
}
// 绘制曲面网格
CPen pen(PS_SOLID, 1, RGB(0, 0, 0));
CPen* pOldPen = pDC->SelectObject(&pen);
for (int i = 0; i < m_nGridU; i++)
{
for (int j = 0; j < m_nGridV; j++)
{
int idx1 = i * (m_nGridV + 1) + j;
int idx2 = i * (m_nGridV + 1) + j + 1;
int idx3 = (i + 1) * (m_nGridV + 1) + j;
int idx4 = (i + 1) * (m_nGridV + 1) + j + 1;
pDC->MoveTo(m_SurfaceGrids[idx1].x, m_SurfaceGrids[idx1].y);
pDC->LineTo(m_SurfaceGrids[idx2].x, m_SurfaceGrids[idx2].y);
pDC->LineTo(m_SurfaceGrids[idx4].x, m_SurfaceGrids[idx4].y);
pDC->LineTo(m_SurfaceGrids[idx3].x, m_SurfaceGrids[idx3].y);
pDC->LineTo(m_SurfaceGrids[idx1].x, m_SurfaceGrids[idx1].y);
}
}
pDC->SelectObject(pOldPen);
}
```
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