To create a trimmed NURBS surface with OpenGL, start as if you were creating an untrimmed surface. After calling gluBeginSurface() and gluNurbsSurface() but before calling gluEndSurface(), start a trim by calling gluBeginTrim(). You can create two kinds of trimming curves, a piecewise linear curve with gluPwlCurve() or a NURBS curve with gluNurbsCurve(). A piecewise linear curve doesn't look like what's conventionally called a curve, because it's a series of straight lines. A NURBS curve for trimming must lie within the unit square of parametric (u, v) space. The type for a NURBS trimming curve is usually GLU_MAP1_TRIM2. Less often, the type is GLU_MAP1_TRIM3, where the curve is described in a two-dimensional homogeneous space (u', v', w') by (u, v) = (u'/w', v'/w'). void gluPwlCurve (GLUnurbsObj *nobj, GLint count, GLfloat *array, GLint stride, GLenum type);
Describes a piecewise linear trimming curve for the NURBS object nobj. There are count points on the curve, and they're given by array. The type can be either GLU_MAP1_TRIM_2 (the most common) or GLU_MAP1_TRIM_3 ((u, v, w) homogeneous parameter space). The type affects whether stride, the number of floating-point values to the next vertex, is 2 or 3.
You need to consider the orientation of trimming curves - that is, whether they're counterclockwise or clockwise - to make sure you include the desired part of the surface. If you imagine walking along a curve, everything to the left is included and everything to the right is trimmed away. For example, if your trim consists of a single counterclockwise loop, everything inside the loop is included. If the trim consists of two nonintersecting counterclockwise loops with nonintersecting interiors, everything inside either of them is included. If it consists of a counterclockwise loop with two clockwise loops inside it, the trimming region has two holes in it. The outermost trimming curve must be counterclockwise. Often, you run a trimming curve around the entire unit square to include everything within it, which is what you get by default by not specifying any trimming curves.
Trimming curves must be closed and nonintersecting. You can combine trimming curves, so long as the endpoints of the trimming curves meet to form a closed curve. You can nest curves, creating islands that float in space. Be sure to get the curve orientations right. For example, an error results if you specify a trimming region with two counterclockwise curves, one enclosed within another: The region between the curves is to the left of one and to the right of the other, so it must be both included and excluded, which is impossible. Figure 11-5 illustrates a few valid possibilities.
![[IMAGE]](figures/fig11-5.gif)
Figure 11-5 : Parametric Trimming Curves
Figure 11-6 shows the same small hill as in Figure 11-4 , this time with a trimming curve that's a combination of a piecewise linear curve and a NURBS curve. The program that creates this figure is similar to that shown in Example 11-5 ; the differences are in the routines shown in Example 11-6 .
![[IMAGE]](figures/trim.both.gif)
Figure 11-6 : A Trimmed NURBS Surface
Example 11-6 : Trimming a NURBS Surface: trim.c
void myinit(void)
{
GLfloat mat_diffuse[] = { 0.6, 0.6, 0.6, 1.0 };
GLfloat mat_specular[] = { 0.9, 0.9, 0.9, 1.0 };
GLfloat mat_shininess[] = { 128.0 };
glClearColor (0.0, 0.0, 0.0, 1.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
init_surface();
theNurb = gluNewNurbsRenderer();
gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 50.0);
gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_FILL);
}
void display(void)
{
GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0};
GLfloat edgePt[5][2] = /* counter clockwise */
{{0.0, 0.0}, {1.0, 0.0}, {1.0, 1.0}, {0.0, 1.0},
{0.0, 0.0}};
GLfloat curvePt[4][2] = /* clockwise */
{{0.25, 0.5}, {0.25, 0.75}, {0.75, 0.75}, {0.75, 0.5}};
GLfloat curveKnots[8] =
{0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0};
GLfloat pwlPt[4][2] = /* clockwise */
{{0.75, 0.5}, {0.5, 0.25}, {0.25, 0.5}};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(330.0, 1.,0.,0.);
glScalef (0.5, 0.5, 0.5);
gluBeginSurface(theNurb);
gluNurbsSurface(theNurb,
8, knots,
8, knots,
4 * 3,
3,
&ctlpoints[0][0][0],
4, 4,
GL_MAP2_VERTEX_3);
gluBeginTrim (theNurb);
gluPwlCurve(theNurb, 5, &edgePt[0][0], 2,
GLU_MAP1_TRIM_2);
gluEndTrim (theNurb);
gluBeginTrim (theNurb);
gluNurbsCurve(theNurb, 8, curveKnots, 2,
&curvePt[0][0], 4, GLU_MAP1_TRIM_2);
gluPwlCurve (theNurb, 3, &pwlPt[0][0], 2,
GLU_MAP1_TRIM_2);
gluEndTrim (theNurb);
gluEndSurface(theNurb);
glPopMatrix();
glFlush();
}
In Example 11-6 , gluBeginTrim() and gluEndTrim() bracket each trimming curve. The first trim, with vertices defined by the array edgePt[][], goes counterclockwise around the entire unit square of parametric space. This ensures that everything is drawn, provided it isn't removed by a clockwise trimming curve inside of it. The second trim is a combination of a NURBS trimming curve and a piecewise linear trimming curve. The NURBS curve ends at the points (0.9, 0.5) and (0.1, 0.5), where it is met by the piecewise linear curve, forming a closed clockwise curve.
OpenGL Programming Guide