今天我們來介紹三次Bezier曲線,這曲線網上資料非常多,我這里只是簡單介紹下原理。
在二維空間中(三維也類似),給定n+1個點P0、P1、... 、Pn。參數t的n次的Bezier曲線是:
圖1
我們根據上面式子可以推出一次、二次、三次貝塞爾曲線,下面是一次貝塞爾曲線:
圖2
下面是二次貝塞爾曲線,表示的是從P0P1線段取Q0,P1P2線段取Q1,每一個Q0Q1都是曲線的切向量:
圖3
下面是三次貝塞爾曲線,表示的是從P0P1線段取Q0,P1P2線段取Q1,P2P3線段取Q2,再從Q0Q1取R0,Q1Q2取R1,每一個R0R1都是曲線的切向量:
圖4
這樣就給出了公式,下面貼出三次Beizer曲線的代碼,同樣可以手動調節參數,大家參考一下。
#include <math.h> #include <gl/glut.h> #include <iostream> using namespace std; int xCoord[4], yCoord[4]; int num = 0; bool finishBeizer = false; bool mouseLeftDown = false; bool mouseRightDown = false; /*計算Bezier曲線*/ void Bezier(int n) { float f1, f2, f3, f4; float deltaT = 1.0 / n; float T; glBegin(GL_LINE_STRIP); for (int i = 0; i <= n; i++) { T = i * deltaT; f1 = (1-T) *(1- T) * (1-T); f2 = 3 * T * (1-T) * (1- T); f3 = 3 * T * T * (1-T); f4 = T * T * T; glVertex2f( f1*xCoord[0] + f2*xCoord[1] + f3*xCoord[2] + f4*xCoord[3], f1*yCoord[0] + f2*yCoord[1] + f3*yCoord[2] + f4*yCoord[3]); } glEnd(); } /*用鼠標進行繪制,完成后可改變控制點,拖動即可*/ void display(){ glClear(GL_COLOR_BUFFER_BIT); glLineWidth(1.5); glColor3f (1.0, 0.0, 0.0); glBegin(GL_LINE_STRIP); for (int i = 0; i < num; i++) glVertex3f (xCoord[i], yCoord[i], 0.0); glEnd(); glColor3f (0.0, 0.0, 1.0); if (num == 4) Bezier(20); glPointSize(10.0f); glBegin(GL_POINTS); glVertex2f(xCoord[0], yCoord[0]); glVertex2f(xCoord[1], yCoord[1]); glVertex2f(xCoord[2], yCoord[2]); glVertex2f(xCoord[3], yCoord[3]); glEnd(); glFlush(); glutSwapBuffers(); } void init() { glClearColor(1.0, 1.0, 1.0, 0.0); glShadeModel(GL_FLAT); } void myReshape(int w, int h) { glViewport(0, 0, (GLsizei)w, (GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, (GLsizei)w, (GLsizei)h, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse(int button, int state, int x, int y) { if (!finishBeizer) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { xCoord[num] = x; yCoord[num] = y; num++; if (num == 4) finishBeizer = true; glutPostRedisplay(); } } else { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { mouseLeftDown = true; } if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) { mouseLeftDown = false; } if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { mouseRightDown = true; } if (button == GLUT_RIGHT_BUTTON && state == GLUT_UP) { mouseRightDown = false; } } } double distance(int x1, int y1, int x2, int y2) { return sqrt((x1-x2) * (x1 -x2) + (y1-y2) * (y1-y2)); } void motion(int x, int y) { if (mouseLeftDown) { if (distance(xCoord[1], yCoord[1], x, y) < 20) { xCoord[1] = x; yCoord[1] = y; } if (distance(xCoord[2], yCoord[2], x, y) < 20) { xCoord[2] = x; yCoord[2] = y; } } glutPostRedisplay(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB ); glutInitWindowSize (450, 450); glutInitWindowPosition (200, 200); glutCreateWindow ("hello"); init (); glutDisplayFunc(display); glutReshapeFunc(myReshape); glutMouseFunc(mouse); glutMotionFunc(motion); glutMainLoop(); return 0; }