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:

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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:

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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:

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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;
}
