OSG 实现曲线,赛贝尔曲线

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#include <osg/Program>
#include <osg/LineWidth>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>


static const char* vertSource = {
	"#version 120\n"
	"#extension GL_EXT_geometry_shader4 : enable\n"
	"void main()\n"
	"{ gl_Position = ftransform(); }\n"
};

static const char* geomSource = {
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
"uniform int segments;\n"
"void main(void)\n"
"{\n"
" float delta = 1.0 / float(segments);\n"
" vec4 v;\n"
" for ( int i=0; i<=segments; ++i )\n"
" {\n"
" float t = delta * float(i);\n"
" float t2 = t * t;\n"
" float one_minus_t = 1.0 - t;\n"
" float one_minus_t2 = one_minus_t * one_minus_t;\n"
" v = gl_PositionIn[0] * one_minus_t2 * one_minus_t+ \n"
" gl_PositionIn[1] * 3.0 * t * one_minus_t2 +\n"
" gl_PositionIn[2] * 3.0 * t2 * one_minus_t +\n"
" gl_PositionIn[3] * t2 * t;\n"
" gl_Position = v;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
"}\n"
};

int main(int argc, char** argv)
{
	osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
	vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
	vertices->push_back(osg::Vec3(1.0f, 1.0f, 1.0f));
	vertices->push_back(osg::Vec3(2.0f, 1.0f, -1.0f));
	vertices->push_back(osg::Vec3(3.0f, 0.0f, 0.0f));
	osg::ref_ptr<osg::Geometry> controlPoints = new osg::Geometry;
	controlPoints->setVertexArray(vertices.get());
	controlPoints->addPrimitiveSet(new osg::DrawArrays(GL_LINES_ADJACENCY_EXT, 0, 4));

	osg::ref_ptr<osg::Geode> geode = new osg::Geode;
	geode->addDrawable(controlPoints.get());

	int segments = 10;
	osg::ref_ptr<osg::Program> program = new osg::Program;
	program->addShader(new osg::Shader(osg::Shader::VERTEX, vertSource));
	program->addShader(new osg::Shader(osg::Shader::GEOMETRY, geomSource));
	program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, segments + 1);
	program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT,GL_LINES_ADJACENCY_EXT);
	program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT,GL_LINE_STRIP);

	osg::ref_ptr<osg::LineWidth> lineWidth = new osg::LineWidth;
	lineWidth->setWidth(2.0f);

	osg::StateSet* stateset = geode->getOrCreateStateSet();
	stateset->setAttributeAndModes(program.get());
	stateset->setAttribute(lineWidth.get());
	stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
	stateset->addUniform(new osg::Uniform("segments", segments));

	osgViewer::Viewer viewer;

	viewer.setSceneData(geode.get());
	return viewer.run();

}

根据点实现的曲线,点越多,曲线越圆润

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在 OpenSceneGraph 中,可以使用 `osg::Geometry` 类来绘制曲线。 以下是一个简单的示例代码,用于绘制一条二次贝塞尔曲线: ``` osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array; vertices->push_back(osg::Vec3(0, 0, 0)); // 起点 vertices->push_back(osg::Vec3(1, 2, 0)); // 控制点 vertices->push_back(osg::Vec3(2, 0, 0)); // 终点 osg::ref_ptr<osg::Geometry> geom = new osg::Geometry; geom->setVertexArray(vertices); osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0, 1.0, 1.0, 1.0)); // 曲线颜色 geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); osg::ref_ptr<osg::DrawArrays> drawArrays = new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP, 0, 100); geom->addPrimitiveSet(drawArrays); osg::ref_ptr<osg::Geode> geode = new osg::Geode; geode->addDrawable(geom); osgViewer::Viewer viewer; viewer.setSceneData(geode); viewer.realize(); viewer.run(); ``` 在这个示例中,我们首先创建了包含曲线顶点的 `osg::Vec3Array` 对象,然后将其设置为几何体的顶点数组。接着,我们创建了一个 `osg::Vec4Array` 对象来设置曲线的颜色,并将其绑定到几何体上。最后,我们创建了一个 `osg::DrawArrays` 对象来设置绘制方式,并将其添加到几何体的原语集合中。最后,我们将几何体添加到 `osg::Geode` 中,并将其设置为场景图的根节点。 你可以根据需要修改这个示例代码来绘制不同类型的曲线

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