【发布时间】:2009-11-04 01:27:45
【问题描述】:
我正在做一个正在进行的项目,我想对齐链条的链接,使其遵循贝塞尔曲线的轮廓。我目前正在执行以下步骤。
- 绘制曲线。
- 使用显示列表创建链中的一个链接。
- 使用 FOR 循环重复调用一个函数,该函数计算曲线上两点之间的角度,返回角度和链接应围绕其旋转的轴。
- 旋转角度“a”并平移到新位置,将链接放置在新位置。
编辑:我还应该说两个半环的中心必须位于贝塞尔曲线上。 另外我知道我用来绘制环面的方法很繁琐,我稍后会使用 TRIANGLE_FAN 或 QUAD_STRIP 以更有效的方式绘制环面。
虽然乍一看这个逻辑看起来可以正确渲染链条,但最终结果并不是我想象的那样。这是链条的样子。
我读到您必须在旋转之前将对象转换为原点?我可以直接调用 glTranslate(0,0,0) 然后按照上面的步骤 4 进行操作吗?
我已经包含了我迄今为止所做的相关代码,如果有任何建议可以让我的代码正常工作,我将不胜感激。
/* this function calculates the angle between two vectors oldPoint and new point contain the x,y,z coordinates of the two points,axisOfRot is used to return the x,y,z coordinates of the rotation axis*/
double getAxisAngle(pointType oldPoint[],
pointType newPoint[],pointType axisOfRot[]){
float tmpPoint[3];
float normA = 0.0,normB = 0.0,AB = 0.0,angle=0.0;
int i;
axisOfRot->x= oldPoint->y * newPoint->z - oldPoint->z * newPoint->y;
axisOfRot->y= oldPoint->z * newPoint->x - oldPoint->x * newPoint->z;
axisOfRot->z= oldPoint->x * newPoint->y - oldPoint->y * newPoint->x;
normA=sqrt(oldPoint->x * oldPoint->x + oldPoint->y * oldPoint->y + oldPoint->z *
oldPoint->z);
normB=sqrt(newPoint->x * newPoint->x + newPoint->y * newPoint->y + newPoint->z *
newPoint->z);
tmpPoint[0] = oldPoint->x * newPoint->x;
tmpPoint[1] = oldPoint->y * newPoint->y;
tmpPoint[2] = oldPoint->z * newPoint->z;
for(i=0;i<=2;i++)
AB+=tmpPoint[i];
AB /= (normA * normB);
return angle = (180/PI)*acos(AB);
}
/* this function calculates and returns the next point on the curve give the 4 initial points for the curve, t is the tension of the curve */
void bezierInterpolation(float t,pointType cPoints[],
pointType newPoint[]){
newPoint->x = pow(1 - t, 3) * cPoints[0].x +3 * pow(1 - t , 2) * t * cPoints[1].x + 3
* pow(1 - t, 1) * pow(t, 2) * cPoints[2].x + pow(t, 3) * cPoints[3].x;
newPoint->y = pow(1 - t, 3) * cPoints[0].y +3 * pow(1 - t , 2) * t * cPoints[1].y + 3
* pow(1 - t, 1) * pow(t, 2) * cPoints[2].y + pow(t, 3) * cPoints[3].y;
newPoint->z = pow(1 - t, 3) * cPoints[0].z +3 * pow(1 - t , 2) * t * cPoints[1].z + 3
* pow(1 - t, 1) * pow(t, 2) * cPoints[2].z + pow(t, 3) * cPoints[3].z;
}
/* the two lists below are used to create a single link in a chain, I realize that creating a half torus using cylinders is a bad idea, I will use GL_STRIP or TRIANGLE_FAN once I get the alignment right
*/
torusList=glGenLists(1);
glNewList(torusList,GL_COMPILE);
for (i=0; i<=180; i++)
{
degInRad = i*DEG2RAD;
glPushMatrix();
glTranslatef(cos(degInRad)*radius,sin(degInRad)*radius,0);
glRotated(90,1,0,0);
gluCylinder(quadric,Diameter/2,Diameter/2,Height/5,10,10);
glPopMatrix();
}
glEndList();
/*! create a list for the link , 2 half torus and 2 columns */
linkList = glGenLists(1);
glNewList(linkList, GL_COMPILE);
glPushMatrix();
glCallList(torusList);
glRotatef(90,1,0,0);
glTranslatef(radius,0,0);
gluCylinder(quadric, Diameter/2, Diameter/2, Height,10,10);
glTranslatef(-(radius*2),0,0);
gluCylinder(quadric, Diameter/2, Diameter/2, Height,10,10);
glTranslatef(radius,0, Height);
glRotatef(90,1,0,0);
glCallList(torusList);
glPopMatrix();
glEndList();
最后是创建链中三个链接的代码
t=0.031;
bezierInterpolation(t,cPoints,newPoint);
a=getAxisAngle(oldPoint,newPoint,axisOfRot);
glTranslatef(newPoint->x,newPoint->y,newPoint->z);
glRotatef(a,axisOfRot->x,axisOfRot->y,axisOfRot->z);
glCallList(DLid);
glRotatef(-a,axisOfRot->x,axisOfRot->y,axisOfRot->z);
glTranslatef(-newPoint->x,-newPoint->y,-newPoint->z);
oldPoint[0]=newPoint[0];
bezierInterpolation(t+=GAP,cPoints,newPoint);
a=getAxisAngle(oldPoint,newPoint,axisOfRot);
glTranslatef(newPoint->x,newPoint->y,newPoint->z);
glRotatef(90,0,1,0);
glRotatef(a,axisOfRot->x,axisOfRot->y,axisOfRot->z);
glCallList(DLid);
glRotatef(-a,axisOfRot->x,axisOfRot->y,axisOfRot->z);
glRotatef(90,0,1,0);
glTranslatef(-newPoint->x,-newPoint->y,-newPoint->z);
oldPoint[0]=newPoint[0];
bezierInterpolation(t+=GAP,cPoints,newPoint);
a=getAxisAngle(oldPoint,newPoint,axisOfRot);
glTranslatef(newPoint->x,newPoint->y,newPoint->z);
glRotatef(-a,axisOfRot->x,axisOfRot->y,axisOfRot->z);
glCallList(DLid);
glRotatef(a,axisOfRot->x,axisOfRot->y,axisOfRot->z);
glTranslatef(-newPoint->x,-newPoint->y,newPoint->z);
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标签: opengl