我正在尝试使用de casteljau算法找到生成贝塞尔曲线的方法,用于我的一项任务。我能够使用常规方法生成贝塞尔曲线,但无法使用上述算法开始生成。如果有人可以向我推荐正确的方向或分享您拥有的任何代码,那将是非常有帮助的。我不只是按原样问。我在它上面做了很多工作并自己编写了下面的代码来生成曲线。 我找到了一个确实需要的网络小程序。 (http://www2.mat.dtu.dk/people/J.Gravesen/cagd/decast.html)。建议我如何实现
#include <iostream>
using std::cerr;
using std::endl;
#include <stdlib.h>
//using std::exit;
#include <GL/glut.h> // GLUT stuff, includes OpenGL headers as well
#include <windows.h>
#include <math.h>
#include <gl/Gl.h>
#include <gl/Glu.h>
int SCREEN_HEIGHT = 480;
// Keep track of times clicked, on 3 clicks draw.
int NUMPOINTS = 0;
// Point class to keep it a little cleaner.
class Point {
public:
float x, y, z;
void setxy(float x2, float y2) { x = x2; y = y2; }
const Point & operator=(const Point &rPoint) {
x = rPoint.x;
y = rPoint.y;
z = rPoint.z;
return *this;
}
};
Point abc[4];
void myInit() {
glClearColor(0.0,0.0,0.0,0.0);
glColor3f(1.0,0.0,0.0);
glPointSize(4.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0,640.0,0.0,480.0);
}
void drawDot(int x, int y) {
glBegin(GL_POINTS);
glVertex2i(x,y);
glEnd();
glFlush();
}
void drawLine(Point p1, Point p2) {
glBegin(GL_LINES);
glVertex3f(p1.x, p1.y, p1.z);
glVertex3f(p2.x, p2.y, p2.z);
glEnd();
glFlush();
}
// Calculate the next bezier point.
Point drawBezier(Point A, Point B, Point C, Point D, double t) {
Point P;
P.x = pow((1 - t), 3) * A.x + 3 * t * pow((1 -t), 2) * B.x + 3 * (1-t) * pow(t, 2)* C.x + pow (t, 3)* D.x;
P.y = pow((1 - t), 3) * A.y + 3 * t * pow((1 -t), 2) * B.y + 3 * (1-t) * pow(t, 2)* C.y + pow (t, 3)* D.y;
P.z = pow((1 - t), 3) * A.z + 3 * t * pow((1 -t), 2) * B.z + 3 * (1-t) * pow(t, 2)* C.z + pow (t, 3)* D.z;
return P;
}
void myMouse(int button, int state, int x, int y) {
// If left button was clicked
if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
// Store where the user clicked, note Y is backwards.
abc[NUMPOINTS].setxy((float)x,(float)(SCREEN_HEIGHT - y));
NUMPOINTS++;
// Draw the red dot.
drawDot(x, SCREEN_HEIGHT - y);
// If 3 points are drawn do the curve.
if(NUMPOINTS == 4) {
glColor3f(1.0,1.0,1.0);
// Draw two legs of the triangle
drawLine(abc[0], abc[1]);
drawLine(abc[1], abc[2]);
drawLine(abc[2], abc[3]);
//drawLine(abc[3], abc[4]);
Point POld = abc[0];
/* Draw each segment of the curve. Make t increment in
smaller amounts for a more detailed curve. */
for(double t = 0.0;t <= 1.0; t += 0.1) {
Point P = drawBezier(abc[0], abc[1], abc[2], abc[3], t);
drawLine(POld, P);
POld = P;
}
glColor3f(1.0,0.0,0.0);
NUMPOINTS = 0;
}
}
}
void myDisplay() {
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(640,480);
glutInitWindowPosition(100,150);
glutCreateWindow("Bezier Curve");
glutMouseFunc(myMouse);
glutDisplayFunc(myDisplay);
myInit();
glutMainLoop();
return 0;
}
答案 0 :(得分:4)
对我有用,有什么问题?
我不会将此作为答案发布,但我无法在评论中发布图片
答案 1 :(得分:2)
关注this link,您可以找到交互式JavaScript实现。
请注意点AB
如何使用((1-t)*A + t*B)
进行计算,并了解其他点(BC
,CD
,ABC
,{{1}最后BCD
}同样计算。
您可以拖动ABCD
,A
,B
和C
以及点D
以查看构造的工作方式,具体取决于参数{{1 }}