双三次Bezier曲面c语音实现
时间: 2023-08-26 07:05:31 浏览: 97
三次Bezier曲线反算的C语言实现.pdf
很抱歉,我的上一条回答中有一部分代码没有完整地显示出来。以下是完整的双三次Bezier曲面算法的C语言实现:
```c
#include <stdio.h>
#include <math.h>
#define MAX_CONTROL_POINTS 10
int nControlPoints; //控制点数量
int nDivisions; //细分数
float delta; //细分间隔
typedef struct tagPOINT
{
float x, y, z;
} POINT;
POINT controlPoints[MAX_CONTROL_POINTS][MAX_CONTROL_POINTS]; //控制点
POINT CalculateBezierPoint(float u, float v)
{
POINT p = {0, 0, 0};
for(int i = 0; i < nControlPoints; i++)
{
for(int j = 0; j < nControlPoints; j++)
{
float coefficient = pow(u, i) * pow(1 - u, nControlPoints - i - 1) * pow(v, j) * pow(1 - v, nControlPoints - j - 1);
p.x += coefficient * controlPoints[i][j].x;
p.y += coefficient * controlPoints[i][j].y;
p.z += coefficient * controlPoints[i][j].z;
}
}
return p;
}
void DrawBezierSurface()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
for(int i = 0; i < nDivisions; i++)
{
for(int j = 0; j < nDivisions; j++)
{
float u1 = i * delta;
float v1 = j * delta;
float u2 = (i + 1) * delta;
float v2 = (j + 1) * delta;
POINT p1 = CalculateBezierPoint(u1, v1);
POINT p2 = CalculateBezierPoint(u2, v1);
POINT p3 = CalculateBezierPoint(u2, v2);
POINT p4 = CalculateBezierPoint(u1, v2);
glNormal3f(p1.x, p1.y, p1.z);
glVertex3f(p1.x, p1.y, p1.z);
glNormal3f(p2.x, p2.y, p2.z);
glVertex3f(p2.x, p2.y, p2.z);
glNormal3f(p3.x, p3.y, p3.z);
glVertex3f(p3.x, p3.y, p3.z);
glNormal3f(p4.x, p4.y, p4.z);
glVertex3f(p4.x, p4.y, p4.z);
}
}
glEnd();
}
int main()
{
//设置控制点
nControlPoints = 4;
controlPoints[0][0] = (POINT){0, 0, 0};
controlPoints[0][1] = (POINT){0, 2, 0};
controlPoints[0][2] = (POINT){0, 4, 0};
controlPoints[0][3] = (POINT){0, 6, 0};
controlPoints[1][0] = (POINT){2, 0, 0};
controlPoints[1][1] = (POINT){2, 2, 6};
controlPoints[1][2] = (POINT){2, 4, 6};
controlPoints[1][3] = (POINT){2, 6, 0};
controlPoints[2][0] = (POINT){4, 0, 0};
controlPoints[2][1] = (POINT){4, 2, 6};
controlPoints[2][2] = (POINT){4, 4, 6};
controlPoints[2][3] = (POINT){4, 6, 0};
controlPoints[3][0] = (POINT){6, 0, 0};
controlPoints[3][1] = (POINT){6, 2, 0};
controlPoints[3][2] = (POINT){6, 4, 0};
controlPoints[3][3] = (POINT){6, 6, 0};
//设置细分数
nDivisions = 50;
delta = 1.0 / nDivisions;
//绘制曲面
DrawBezierSurface();
return 0;
}
```
这个例子定义了一个4x4的控制网格,使它呈现出一个平面曲面,然后细分曲面并在屏幕上绘制。你可以根据需要修改控制点的坐标和细分数来创建不同形状的曲面。
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