代码:
如何插入一段漂亮的代码片
代码片
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#include<gl/glut.h>
#include<math.h>
#include<windows.h>
#include<vector>
#include<algorithm>
using namespace std;
bool mouseRight = false;
struct Point
{
int x, y;
Point() {};
Point(int tx, int ty)
{
x = tx;
y = ty;
}
};
vector<Point> points;
vector<int> stop;
double caculateDistance(Point a, Point b)
{
return (a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y);
}
int getIndexNearMouse(int x, int y)
{
double max = 200;
int index = -1;
double min;
for (int i = 0; i < points.size(); i++)
{
double dis = caculateDistance(points[i], Point(x, y));
if (dis < max)
{
if (index == -1)
{
index = i;
min = dis;
}
else if (dis < min)
{
index = i;
min = dis;
}
}
}
return index;
}
void Bspline(Point a, Point b, Point c, Point d)
{
int n = 500;
double derta = 1.0 / n;
glPointSize(2);
glColor3d(0, 0, 0);
glBegin(GL_LINE_STRIP);
for (int i = 0; i <= n; i++)
{
double t = derta * i;
double ratio[4];
ratio[0] = -1 * pow(t, 3) + 3 * pow(t, 2) + -3 * t + 1;
ratio[1] = 3 * pow(t, 3) + -6 * pow(t, 2) + 4;
ratio[2] = -3 * pow(t, 3) + 3 * pow(t, 2) + 3 * t + 1;
ratio[3] = 1 * pow(t, 3);
double x = 0, y = 0;
x += ratio[0] * a.x + ratio[1] * b.x + ratio[2] * c.x + ratio[3] * d.x;
y += ratio[0] * a.y + ratio[1] * b.y + ratio[2] * c.y + ratio[3] * d.y;
x /= 6.0;
y /= 6.0;
glVertex2d(x, y);
}
glEnd();
}
void myDisplay()
{
glClear(GL_COLOR_BUFFER_BIT);
glPointSize(5);
glColor3d(1, 0, 0);
glBegin(GL_POINTS);
for (int i = 0; i < points.size(); i++)
glVertex2d(points[i].x, points[i].y);
glEnd();
if (points.size() >= 4)
for (int j = 0; j < stop.size()-1 ; j++)
{
for (int i = stop[j]; i < stop[j+1] - 3; i++)
Bspline(points[i], points[i + 1], points[i + 2], points[i + 3]);
}
glFlush();
}
void keyboard(unsigned char key, int x, int y)
{
if (key == 27) //ESC
exit(0);
if(key == 32) //space
{
stop.push_back(points.size()-1);
}
}
void mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
Point t(x, y);
points.push_back(t);
auto &val = stop.back();
val = points.size();
glutPostRedisplay();
}
if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)
mouseRight = true;
if (button == GLUT_RIGHT_BUTTON && state == GLUT_UP)
mouseRight = false;
}
void motion(int x, int y)
{
if (mouseRight)
{
int index = getIndexNearMouse(x, y);
if (index == -1)
return;
points[index].x = x;
points[index].y = y;
glutPostRedisplay();
}
}
void Reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w, h, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void initWindow(int& argc, char* argv[], int width, int height)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition((GetSystemMetrics(SM_CXSCREEN) - width) >> 1, (GetSystemMetrics(SM_CYSCREEN) - height) >> 1);
glutInitWindowSize(width, height);
glutCreateWindow("B样条");
glClearColor(1, 1, 1, 0);
glShadeModel(GL_FLAT);
}
int main(int argc, char* argv[])
{
stop.push_back(0);
stop.push_back(1);
initWindow(argc, argv, 1000, 600);
glutDisplayFunc(myDisplay);
glutReshapeFunc(Reshape);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}