g_Viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, g_ModelMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, g_ProjMatrix);
y = g_Viewport[3] - y;
gluUnProject( x, y, 0,
g_ModelMatrix, g_ProjMatrix, g_Viewport,
&vertex[0], &vertex[1], &vertex[2] );
if (button==GLUT_LEFT && state==GLUT_DOWN)
{
myBezier.mouseSynchro( BezierCurve::LButtonDown, vertex );
glutSetCursor( GLUT_CURSOR_RIGHT_ARROW );
}
else if (button == GLUT_LEFT && state == GLUT_UP)
{
myBezier.mouseSynchro( BezierCurve::LButtonUp, vertex );
}
glutPostRedisplay();
}
//////////////////////////////////////////////////////////////////////////
// 计算控制节点
void motion(int x, int y)
{
double vertex[3];
glutSetCursor( GLUT_CURSOR_CROSSHAIR );
y = g_Viewport[3] - y;
gluUnProject( x, y, 0,
g_ModelMatrix, g_ProjMatrix, g_Viewport,
&vertex[0], &vertex[1], &vertex[2] );
myBezier.mouseSynchro( BezierCurve::MouseMove, vertex );
glutPostRedisplay();
}
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