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+// Small GLUT application to test different scene rotation paradigms
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+//
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+
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+#include <igl/readOBJ.h>
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+#include <igl/writeOBJ.h>
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+#include <igl/writeOFF.h>
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+#include <igl/readWRL.h>
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+#include <igl/report_gl_error.h>
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+#include <igl/triangulate.h>
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+#include <igl/readOFF.h>
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+#include <igl/readMESH.h>
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+#include <igl/draw_mesh.h>
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+#include <igl/draw_floor.h>
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+#include <igl/pathinfo.h>
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+#include <igl/list_to_matrix.h>
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+#include <igl/quat_to_mat.h>
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+#include <igl/per_face_normals.h>
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+#include <igl/material_colors.h>
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+#include <igl/trackball.h>
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+#include <igl/snap_to_canonical_view_quat.h>
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+#include <igl/REDRUM.h>
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+#include <igl/Camera.h>
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+#include <igl/ReAntTweakBar.h>
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+#include <igl/PI.h>
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+#define IGL_HEADER_ONLY
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+#include <igl/lens_flare.h>
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+
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+#include <Eigen/Core>
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+#include <Eigen/Geometry>
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+
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+#include <GLUT/glut.h>
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+
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+#include <Carbon/Carbon.h>
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+
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+#include <string>
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+#include <vector>
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+#include <stack>
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+#include <iostream>
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+
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+bool eyes_visible = true;
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+double x=6,y=232,z=61;
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+
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+std::vector<igl::Flare> flares;
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+std::vector<GLuint> shine_ids;
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+std::vector<GLuint> flare_ids;
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+int shine_tic;
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+
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+Eigen::MatrixXd V,N;
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+Eigen::VectorXd Vmid,Vmin,Vmax;
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+double bbd = 1.0;
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+Eigen::MatrixXi F;
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+struct State
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+{
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+ igl::Camera camera;
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+} s;
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+
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+// See README for descriptions
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+enum ROTATION_TYPE
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+{
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+ ROTATION_TYPE_IGL_TRACKBALL = 0,
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+ ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
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+ NUM_ROTATION_TYPES = 2,
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+} rotation_type;
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+
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+std::stack<State> undo_stack;
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+std::stack<State> redo_stack;
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+
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+bool is_rotating = false;
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+int down_x,down_y;
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+igl::Camera down_camera;
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+
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+int width,height;
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+Eigen::Vector4f light_pos(-0.1,-0.1,0.9,0);
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+
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+#define REBAR_NAME "temp.rbr"
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+igl::ReTwBar rebar;
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+
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+// No-op setter, does nothing
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+void TW_CALL no_op(const void * /*value*/, void * /*clientData*/)
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+{
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+}
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+
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+void TW_CALL get_camera_rotation(void * value, void *clientData)
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+{
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+ using namespace std;
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+ // case current value to double
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+ double * quat = (double *)(value);
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+ std::copy(s.camera.rotation,s.camera.rotation+4,quat);
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+}
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+
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+void push_undo()
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+{
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+ undo_stack.push(s);
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+ // Clear
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+ redo_stack = std::stack<State>();
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+}
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+
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+void reshape(int width, int height)
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+{
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+ ::width = width;
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+ ::height = height;
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+ glViewport(0,0,width,height);
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+ // Send the new window size to AntTweakBar
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+ TwWindowSize(width, height);
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+}
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+
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+void push_scene()
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+{
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+ using namespace igl;
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+ using namespace std;
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+ const double angle = s.camera.angle;
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+ glMatrixMode(GL_PROJECTION);
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+ glPushMatrix();
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+ glLoadIdentity();
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+ double zNear = 1e-2;
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+ double zFar = 100;
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+ double aspect = ((double)width)/((double)height);
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+ // Amount of scaling needed to "fix" perspective z-shift
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+ double z_fix = 1.0;
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+ // 5 is far enough to see unit "things" well
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+ const double camera_z = 2;
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+ // Test if should be using true orthographic projection
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+ if(angle == 0)
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+ {
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+ glOrtho(
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+ -0.5*camera_z*aspect,
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+ 0.5*camera_z*aspect,
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+ -0.5*camera_z,
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+ 0.5*camera_z,
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+ zNear,
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+ zFar);
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+ }else
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+ {
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+ // Make sure aspect is sane
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+ aspect = aspect < 0.01 ? 0.01 : aspect;
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+ gluPerspective(angle,aspect,zNear,zFar);
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+ z_fix = 2.*tan(angle/2./360.*2.*M_PI);
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+ }
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+
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+ glMatrixMode(GL_MODELVIEW);
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+ glPushMatrix();
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+ glLoadIdentity();
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+ gluLookAt(0,0,camera_z,0,0,0,0,1,0);
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+ // Adjust scale to correct perspective
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+ glScaled(z_fix,z_fix,z_fix);
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+ // scale, pan
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+ glScaled( s.camera.zoom, s.camera.zoom, s.camera.zoom);
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+ double mat[4*4];
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+ quat_to_mat(s.camera.rotation,mat);
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+ glMultMatrixd(mat);
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+}
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+
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+void push_object()
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+{
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+ using namespace igl;
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+ glPushMatrix();
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+ glScaled(2./bbd,2./bbd,2./bbd);
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+ glTranslated(-Vmid(0),-Vmid(1),-Vmid(2));
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+}
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+
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+void pop_object()
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+{
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+ glPopMatrix();
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+}
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+
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+void pop_scene()
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+{
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+ glMatrixMode(GL_PROJECTION);
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+ glPopMatrix();
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+ glMatrixMode(GL_MODELVIEW);
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+ glPopMatrix();
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+}
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+
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+// Set up double-sided lights
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+void lights()
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+{
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+ using namespace std;
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+ using namespace Eigen;
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+ glEnable(GL_LIGHTING);
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+ glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
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+ glEnable(GL_LIGHT0);
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+ glEnable(GL_LIGHT1);
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+ float WHITE[4] = {0.8,0.8,0.8,1.};
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+ float GREY[4] = {0.4,0.4,0.4,1.};
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+ float BLACK[4] = {0.,0.,0.,1.};
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+ Vector4f pos = light_pos;
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+ glLightfv(GL_LIGHT0,GL_AMBIENT,GREY);
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+ glLightfv(GL_LIGHT0,GL_DIFFUSE,WHITE);
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+ glLightfv(GL_LIGHT0,GL_SPECULAR,BLACK);
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+ glLightfv(GL_LIGHT0,GL_POSITION,pos.data());
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+ pos(0) *= -1;
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+ pos(1) *= -1;
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+ pos(2) *= -1;
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+ glLightfv(GL_LIGHT1,GL_AMBIENT,GREY);
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+ glLightfv(GL_LIGHT1,GL_DIFFUSE,WHITE);
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+ glLightfv(GL_LIGHT1,GL_SPECULAR,BLACK);
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+ glLightfv(GL_LIGHT1,GL_POSITION,pos.data());
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+}
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+
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+void init_flare()
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+{
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+}
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+
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+void draw_flare()
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+{
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+ using namespace igl;
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+ using namespace Eigen;
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+ glPushMatrix();
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+ glScaled(bbd*0.5,bbd*0.5,bbd*0.5);
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+ Vector3f light(0,0.1,0);
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+ lens_flare_draw(flares,shine_ids,flare_ids,light,1.0,shine_tic);
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+ glPopMatrix();
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+}
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+
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+void draw_eyes()
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+{
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+ using namespace Eigen;
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+ using namespace std;
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+ using namespace igl;
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+#define NUM_LEDS 2
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+ Vector3d LED_pos[NUM_LEDS];
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+ LED_pos[0] = Vector3d( x,y,z);
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+ LED_pos[1] = Vector3d(-x,y,z);
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+ enum LEDMethod
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+ {
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+ LED_METHOD_COLORED_CIRCLE = 0,
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+ LED_METHOD_OUTLINED_CIRCLE = 1,
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+ LED_METHOD_TEXTURE_FLARE = 2
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+ } method = LED_METHOD_TEXTURE_FLARE;
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+
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+
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+ for(int l = 0;l<NUM_LEDS;l++)
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+ {
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+ glPushMatrix();
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+ glTranslated(LED_pos[l](0), LED_pos[l](1), LED_pos[l](2));
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+ const double r = 2.0;
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+ const float color[4] = {1,0,0,1};
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+ glScaled(r,r,r);
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+ switch(method)
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+ {
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+ case LED_METHOD_COLORED_CIRCLE:
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+ {
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+ glEnable(GL_COLOR_MATERIAL);
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+ glColorMaterial(GL_FRONT,GL_AMBIENT);
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+ glColor4fv(color);
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+ glBegin(GL_TRIANGLE_FAN);
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+ glVertex3d(0,0,0);
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+ for(double theta = 0;theta<2.*PI;theta+=2.*PI/15.)
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+ {
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+ glVertex3d(cos(theta),sin(theta),0);
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+ }
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+ glEnd();
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+ break;
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+ }
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+ case LED_METHOD_OUTLINED_CIRCLE:
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+ {
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+ glEnable(GL_COLOR_MATERIAL);
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+ glDisable(GL_LIGHTING);
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+ glColorMaterial(GL_FRONT,GL_DIFFUSE);
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+ glBegin(GL_TRIANGLE_FAN);
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+ glColor4fv(color);
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+ glVertex3d(0,0,0);
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+ glColor4f(0,0,0,1);
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+ for(double theta = 0;theta<2.*PI;theta+=2.*PI/15.)
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+ {
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+ glVertex3d(cos(theta),sin(theta),0);
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+ }
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+ glEnd();
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+ break;
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+ }
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+ case LED_METHOD_TEXTURE_FLARE:
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+ {
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+ draw_flare();
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+ break;
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+ }
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+ }
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+ glPopMatrix();
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+ }
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+}
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+
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+void display()
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+{
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+ using namespace igl;
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+ using namespace std;
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+ glClearColor(0,0,0,0);
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+
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+ glEnable(GL_DEPTH_TEST);
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+ glEnable(GL_BLEND);
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+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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+ glEnable(GL_NORMALIZE);
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+ lights();
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+ push_scene();
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+ push_object();
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+
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+ // Set material properties
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+ glDisable(GL_COLOR_MATERIAL);
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+ const float NEAR_BLACK[4] = {0.1,0.1,0.1,1.0};
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+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, NEAR_BLACK);
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+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MIDNIGHT_BLUE_DIFFUSE);
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+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SILVER_SPECULAR);
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+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
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+
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+
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+ draw_mesh(V,F,N);
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+ if(eyes_visible)
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+ {
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+ draw_eyes();
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+ }
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+ pop_object();
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+
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+ // Draw a nice floor
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+ glPushMatrix();
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+ const double floor_offset =
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+ -2./bbd*(V.col(1).maxCoeff()-Vmid(1));
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+ glTranslated(0,floor_offset,0);
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+ const float GREY[4] = {0.5,0.5,0.6,1.0};
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+ const float DARK_GREY[4] = {0.2,0.2,0.3,1.0};
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+ draw_floor(GREY,DARK_GREY);
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+ glPopMatrix();
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+
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+ pop_scene();
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+
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+ report_gl_error();
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+
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+ TwDraw();
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+ glutSwapBuffers();
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+ glutPostRedisplay();
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+}
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+
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+void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
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+{
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+ using namespace std;
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+ push_undo();
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+ if(wheel == 0)
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+ {
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+ static double mouse_scroll_y = 0;
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+ const double delta_y = 0.125*direction;
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+ mouse_scroll_y += delta_y;
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+ // absolute scale difference when changing zooms (+1)
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+ const double z_diff = 0.01;
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+ GLint viewport[4];
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+ glGetIntegerv(GL_VIEWPORT,viewport);
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+ if(TwMouseMotion(mouse_x, viewport[3] - mouse_y))
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+ {
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+ TwMouseWheel(mouse_scroll_y);
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+ }else
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+ {
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+ s.camera.zoom *= (1.0+double(direction)*z_diff);
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+ const double min_zoom = 0.01;
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+ const double max_zoom = 10.0;
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+ s.camera.zoom = min(max_zoom,max(min_zoom,s.camera.zoom));
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+ }
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+ }else
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+ {
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+ if(!is_rotating)
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+ {
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+ // Change viewing angle (reshape will take care of adjust zoom)
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+ const double a_diff = 1.0;
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+ s.camera.angle += double(direction)*a_diff;
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+ const double min_angle = 15.0;
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+ s.camera.angle =
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+ min(90.0,max(min_angle,s.camera.angle));
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+ }
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+ }
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+}
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+
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+void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
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+{
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+ using namespace std;
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+ using namespace Eigen;
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+ using namespace igl;
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+ bool tw_using = TwEventMouseButtonGLUT(glutButton,glutState,mouse_x,mouse_y);
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+ switch(glutButton)
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+ {
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+ case GLUT_RIGHT_BUTTON:
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+ case GLUT_LEFT_BUTTON:
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+ {
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+ switch(glutState)
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+ {
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+ case 1:
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+ // up
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+ glutSetCursor(GLUT_CURSOR_INHERIT);
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+ is_rotating = false;
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+ break;
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+ case 0:
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+ if(!tw_using)
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+ {
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+ push_undo();
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+ glutSetCursor(GLUT_CURSOR_CYCLE);
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+ // collect information for trackball
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+ is_rotating = true;
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+ down_camera = s.camera;
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+ down_x = mouse_x;
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+ down_y = mouse_y;
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+ }
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+ break;
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+ }
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+ break;
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+ }
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+ // Scroll down
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+ case 3:
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+ {
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+ mouse_wheel(0,-1,mouse_x,mouse_y);
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+ break;
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+ }
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+ // Scroll up
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+ case 4:
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+ {
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+ mouse_wheel(0,1,mouse_x,mouse_y);
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+ break;
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+ }
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+ // Scroll left
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+ case 5:
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+ {
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+ mouse_wheel(1,-1,mouse_x,mouse_y);
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+ break;
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+ }
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+ // Scroll right
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+ case 6:
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+ {
|
|
|
+ mouse_wheel(1,1,mouse_x,mouse_y);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void mouse_drag(int mouse_x, int mouse_y)
|
|
|
+{
|
|
|
+ using namespace igl;
|
|
|
+ using namespace std;
|
|
|
+ using namespace Eigen;
|
|
|
+
|
|
|
+ if(is_rotating)
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_CYCLE);
|
|
|
+ switch(rotation_type)
|
|
|
+ {
|
|
|
+ case ROTATION_TYPE_IGL_TRACKBALL:
|
|
|
+ {
|
|
|
+ // Rotate according to trackball
|
|
|
+ igl::trackball<double>(
|
|
|
+ width,
|
|
|
+ height,
|
|
|
+ 2.0,
|
|
|
+ down_camera.rotation,
|
|
|
+ down_x,
|
|
|
+ down_y,
|
|
|
+ mouse_x,
|
|
|
+ mouse_y,
|
|
|
+ s.camera.rotation);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
|
|
|
+ {
|
|
|
+ Quaterniond down_q;
|
|
|
+ copy(down_camera.rotation,down_camera.rotation+4,down_q.coeffs().data());
|
|
|
+ Vector3d axis(0,1,0);
|
|
|
+ const double speed = 2.0;
|
|
|
+ Quaterniond q;
|
|
|
+ q = down_q *
|
|
|
+ Quaterniond(
|
|
|
+ AngleAxisd(
|
|
|
+ M_PI*((double)(mouse_x-down_x))/(double)width*speed/2.0,
|
|
|
+ axis.normalized()));
|
|
|
+ q.normalize();
|
|
|
+ {
|
|
|
+ Vector3d axis(1,0,0);
|
|
|
+ const double speed = 2.0;
|
|
|
+ if(axis.norm() != 0)
|
|
|
+ {
|
|
|
+ q =
|
|
|
+ Quaterniond(
|
|
|
+ AngleAxisd(
|
|
|
+ M_PI*(mouse_y-down_y)/(double)width*speed/2.0,
|
|
|
+ axis.normalized())) * q;
|
|
|
+ q.normalize();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ copy(q.coeffs().data(),q.coeffs().data()+4,s.camera.rotation);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void init_relative()
|
|
|
+{
|
|
|
+ using namespace Eigen;
|
|
|
+ using namespace igl;
|
|
|
+ using namespace std;
|
|
|
+ per_face_normals(V,F,N);
|
|
|
+ Vmax = V.colwise().maxCoeff();
|
|
|
+ Vmin = V.colwise().minCoeff();
|
|
|
+ Vmid = 0.5*(Vmax + Vmin);
|
|
|
+ bbd = (Vmax-Vmin).norm();
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+KeyMap keyStates ;
|
|
|
+bool IS_KEYDOWN( uint16_t vKey )
|
|
|
+{
|
|
|
+ uint8_t index = vKey / 32 ;
|
|
|
+ uint8_t shift = vKey % 32 ;
|
|
|
+ return keyStates[index].bigEndianValue & (1 << shift) ;
|
|
|
+}
|
|
|
+
|
|
|
+void undo()
|
|
|
+{
|
|
|
+ using namespace std;
|
|
|
+ if(!undo_stack.empty())
|
|
|
+ {
|
|
|
+ redo_stack.push(s);
|
|
|
+ s = undo_stack.top();
|
|
|
+ undo_stack.pop();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void redo()
|
|
|
+{
|
|
|
+ using namespace std;
|
|
|
+ if(!redo_stack.empty())
|
|
|
+ {
|
|
|
+ undo_stack.push(s);
|
|
|
+ s = redo_stack.top();
|
|
|
+ redo_stack.pop();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void key(unsigned char key, int mouse_x, int mouse_y)
|
|
|
+{
|
|
|
+ using namespace std;
|
|
|
+ GetKeys(keyStates);
|
|
|
+ const bool command_down = IS_KEYDOWN(kVK_Command);
|
|
|
+ const bool shift_down = IS_KEYDOWN(kVK_Shift);
|
|
|
+ switch(key)
|
|
|
+ {
|
|
|
+ // ESC
|
|
|
+ case char(27):
|
|
|
+ rebar.save(REBAR_NAME);
|
|
|
+ // ^C
|
|
|
+ case char(3):
|
|
|
+ exit(0);
|
|
|
+ case 'z':
|
|
|
+ case 'Z':
|
|
|
+ if(command_down)
|
|
|
+ {
|
|
|
+ if(shift_down)
|
|
|
+ {
|
|
|
+ redo();
|
|
|
+ }else
|
|
|
+ {
|
|
|
+ undo();
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }else
|
|
|
+ {
|
|
|
+ push_undo();
|
|
|
+ igl::snap_to_canonical_view_quat<double>(
|
|
|
+ s.camera.rotation,
|
|
|
+ 1.0,
|
|
|
+ s.camera.rotation);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
|
|
|
+ {
|
|
|
+ cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+int main(int argc, char * argv[])
|
|
|
+{
|
|
|
+ using namespace std;
|
|
|
+ using namespace Eigen;
|
|
|
+ using namespace igl;
|
|
|
+ string filename = "../shared/beast.obj";
|
|
|
+ if(argc < 2)
|
|
|
+ {
|
|
|
+ cerr<<"Usage:"<<endl<<" ./example input.obj"<<endl;
|
|
|
+ cout<<endl<<"Opening default mesh..."<<endl;
|
|
|
+ }else
|
|
|
+ {
|
|
|
+ // Read and prepare mesh
|
|
|
+ filename = argv[1];
|
|
|
+ }
|
|
|
+
|
|
|
+ // print key commands
|
|
|
+ cout<<"[Click] and [drag] Rotate model using trackball."<<endl;
|
|
|
+ cout<<"[Z,z] Snap rotation to canonical view."<<endl;
|
|
|
+ cout<<"[⌘ Z] Undo."<<endl;
|
|
|
+ cout<<"[⇧ ⌘ Z] Redo."<<endl;
|
|
|
+ cout<<"[^C,ESC] Exit."<<endl;
|
|
|
+
|
|
|
+ // dirname, basename, extension and filename
|
|
|
+ string d,b,ext,f;
|
|
|
+ pathinfo(filename,d,b,ext,f);
|
|
|
+ // Convert extension to lower case
|
|
|
+ transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
|
|
|
+ vector<vector<double > > vV,vN,vTC;
|
|
|
+ vector<vector<int > > vF,vFTC,vFN;
|
|
|
+ if(ext == "obj")
|
|
|
+ {
|
|
|
+ // Convert extension to lower case
|
|
|
+ if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
|
|
|
+ {
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+ }else if(ext == "off")
|
|
|
+ {
|
|
|
+ // Convert extension to lower case
|
|
|
+ if(!igl::readOFF(filename,vV,vF,vN))
|
|
|
+ {
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+ }else if(ext == "wrl")
|
|
|
+ {
|
|
|
+ // Convert extension to lower case
|
|
|
+ if(!igl::readWRL(filename,vV,vF))
|
|
|
+ {
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+ //}else
|
|
|
+ //{
|
|
|
+ // // Convert extension to lower case
|
|
|
+ // MatrixXi T;
|
|
|
+ // if(!igl::readMESH(filename,V,T,F))
|
|
|
+ // {
|
|
|
+ // return 1;
|
|
|
+ // }
|
|
|
+ // //if(F.size() > T.size() || F.size() == 0)
|
|
|
+ // {
|
|
|
+ // boundary_faces(T,F);
|
|
|
+ // }
|
|
|
+ }
|
|
|
+ if(vV.size() > 0)
|
|
|
+ {
|
|
|
+ if(!list_to_matrix(vV,V))
|
|
|
+ {
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+ triangulate(vF,F);
|
|
|
+ }
|
|
|
+
|
|
|
+ init_relative();
|
|
|
+
|
|
|
+ // Init glut
|
|
|
+ glutInit(&argc,argv);
|
|
|
+ if( !TwInit(TW_OPENGL, NULL) )
|
|
|
+ {
|
|
|
+ // A fatal error occured
|
|
|
+ fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+ // Create a tweak bar
|
|
|
+ rebar.TwNewBar("TweakBar");
|
|
|
+ rebar.TwAddVarCB("camera_rotation", TW_TYPE_QUAT4D, no_op,get_camera_rotation, NULL, "open readonly=true");
|
|
|
+ TwEnumVal RotationTypesEV[NUM_ROTATION_TYPES] =
|
|
|
+ {
|
|
|
+ {ROTATION_TYPE_IGL_TRACKBALL,"igl trackball"},
|
|
|
+ {ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP,"two a... fixed up"},
|
|
|
+ };
|
|
|
+ TwType RotationTypeTW =
|
|
|
+ ReTwDefineEnum(
|
|
|
+ "RotationType",
|
|
|
+ RotationTypesEV,
|
|
|
+ NUM_ROTATION_TYPES);
|
|
|
+ rebar.TwAddVarRW( "rotation_type", RotationTypeTW, &rotation_type,"keyIncr=] keyDecr=[");
|
|
|
+ rebar.TwAddVarRW( "x",TW_TYPE_DOUBLE, &x,"");
|
|
|
+ rebar.TwAddVarRW( "y",TW_TYPE_DOUBLE, &y,"");
|
|
|
+ rebar.TwAddVarRW( "z",TW_TYPE_DOUBLE, &z,"");
|
|
|
+ rebar.TwAddVarRW( "eyes_visible",TW_TYPE_BOOLCPP, &eyes_visible,"key=e");
|
|
|
+ rebar.load(REBAR_NAME);
|
|
|
+
|
|
|
+
|
|
|
+ // Init antweakbar
|
|
|
+ glutInitDisplayString( "rgba depth double samples>=8 ");
|
|
|
+ glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)/2.0);
|
|
|
+ glutCreateWindow("upright");
|
|
|
+ glutDisplayFunc(display);
|
|
|
+ glutReshapeFunc(reshape);
|
|
|
+ glutKeyboardFunc(key);
|
|
|
+ glutMouseFunc(mouse);
|
|
|
+ glutMotionFunc(mouse_drag);
|
|
|
+ glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
|
|
|
+ // Init flares
|
|
|
+ lens_flare_load_textures(shine_ids,flare_ids);
|
|
|
+ const float RED[3] = {1,0,0};
|
|
|
+ const float GREEN[3] = {0,1,0};
|
|
|
+ const float BLUE[3] = {0,0,1};
|
|
|
+ lens_flare_create(RED,GREEN,BLUE,flares);
|
|
|
+
|
|
|
+ glutMainLoop();
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|