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@@ -0,0 +1,549 @@
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+#include <igl/OpenGL_convenience.h>
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+#include <igl/per_face_normals.h>
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+#include <igl/read.h>
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+#include <igl/normalize_row_lengths.h>
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+#include <igl/draw_mesh.h>
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+#include <igl/unproject.h>
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+#include <igl/quat_to_mat.h>
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+#include <igl/trackball.h>
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+#include <igl/report_gl_error.h>
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+#include <igl/canonical_quaternions.h>
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+#include <igl/snap_to_canonical_view_quat.h>
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+#include <igl/unproject_to_zero_plane.h>
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+#include <igl/Camera.h>
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+#include <igl/STR.h>
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+#include <igl/draw_beach_ball.h>
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+#include <igl/Viewport.h>
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+#include <igl/project.h>
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+#include <igl/EPS.h>
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+
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+#ifdef __APPLE__
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+# include <OpenGL/gl.h>
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+# include <OpenGL/glu.h>
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+# include <GLUT/glut.h>
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+#else
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+# include <GL/glut.h>
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+#endif
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+#include <Eigen/Core>
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+
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+#include <vector>
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+#include <iostream>
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+#include <string>
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+#include <algorithm>
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+#define IGL_HEADER_ONLY
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+#include <igl/draw_floor.h>
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+
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+#define NUM_VIEWPORTS 4
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+class AugViewport : public igl::Viewport
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+{
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+ public:
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+ igl::Camera camera;
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+} viewports[NUM_VIEWPORTS];
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+double horiz = 0.5;
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+double vert = 0.5;
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+bool horiz_on = false, vert_on = false;
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+
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+// Width and height of window
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+int width,height;
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+// information at mouse down
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+igl::Camera down_camera;
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+bool trackball_on = false;
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+int down_mouse_x,down_mouse_y,move_x,move_y;
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+int down_vp;
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+// Position of light
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+float light_pos[4] = {0.1,0.1,-0.9,0};
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+// Vertex positions, normals, colors and centroid
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+Eigen::MatrixXd V,N,C,mean;
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+// Bounding box diagonal length
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+double bbd;
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+// Faces
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+Eigen::MatrixXi F;
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+Eigen::Vector3d ball;
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+
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+
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+void init_viewports()
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+{
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+ using namespace igl;
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+ using namespace std;
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+ for(auto & vp : viewports)
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+ {
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+ vp.camera.push_away(5.);
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+ }
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+ viewports[0].camera.dolly_zoom(0.-viewports[0].camera.m_angle);
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+ viewports[1].camera.dolly_zoom(0.-viewports[1].camera.m_angle);
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+ viewports[2].camera.dolly_zoom(0.-viewports[2].camera.m_angle);
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+ viewports[3].camera.dolly_zoom(25.-viewports[3].camera.m_angle);
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+ // Above view
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+ double XZ_PLANE_QUAT_D_FLIP[4];
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+ copy(XZ_PLANE_QUAT_D,XZ_PLANE_QUAT_D+4,XZ_PLANE_QUAT_D_FLIP);
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+ XZ_PLANE_QUAT_D_FLIP[0] *= -1.0;
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+ // Straight on
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+ copy(
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+ XZ_PLANE_QUAT_D_FLIP,
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+ XZ_PLANE_QUAT_D_FLIP+4,
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+ viewports[0].camera.m_rotation_conj.coeffs().data());
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+ // Left side view
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+ copy(
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+ XY_PLANE_QUAT_D,
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+ XY_PLANE_QUAT_D+4,
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+ viewports[1].camera.m_rotation_conj.coeffs().data());
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+ copy(
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+ CANONICAL_VIEW_QUAT_D[14],
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+ CANONICAL_VIEW_QUAT_D[14]+4,
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+ viewports[2].camera.m_rotation_conj.coeffs().data());
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+ // Straight on
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+ copy(
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+ XY_PLANE_QUAT_D,
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+ XY_PLANE_QUAT_D+4,
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+ viewports[3].camera.m_rotation_conj.coeffs().data());
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+}
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+
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+const double BAR_THICKNESS = 3.0;
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+void clamp(const double horiz, const double vert, double & eff_h, double & eff_v)
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+{
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+ eff_h = horiz;
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+ eff_v = vert;
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+ const double MIN_H = (BAR_THICKNESS/2.0)/(double)height;
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+ const double MIN_V = (BAR_THICKNESS/2.0)/(double)width;
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+ eff_h = eff_h < MIN_H ? MIN_H : eff_h;
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+ eff_v = eff_v < MIN_V ? MIN_V : eff_v;
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+ eff_h = eff_h > (1.0-MIN_H) ? (1.0-MIN_H) : eff_h;
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+ eff_v = eff_v > (1.0-MIN_V) ? (1.0-MIN_V) : eff_v;
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+}
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+
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+// Viewports are arranged like planar quadrants (CCW)
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+// /-----.-----\
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+// | 1 | 0 |
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+// -------------
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+// | 2 | 3 |
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+// \-----.-----/
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+void reshape_viewports()
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+{
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+ // Make horiz and vert sane
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+ horiz = (horiz < 0 ? 0 : horiz);
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+ vert = (vert < 0 ? 0 : vert);
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+ horiz = (horiz > 1 ? 1 : horiz);
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+ vert = (vert > 1 ? 1 : vert);
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+ // Make effective horiz and vert even saner
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+ double eff_h,eff_v;
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+ clamp(horiz,vert,eff_h,eff_v);
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+ viewports[0].reshape(eff_v*width,eff_h*height,(1.-eff_v)*width,(1.-eff_h)*height);
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+ viewports[1].reshape( 0,eff_h*height, eff_v*width,(1.-eff_h)*height);
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+ viewports[2].reshape( 0, 0, eff_v*width,eff_h*height);
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+ viewports[3].reshape(eff_v*width, 0,(1.-eff_v)*width,eff_h*height);
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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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+ using namespace std;
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+ // Save width and height
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+ ::width = width;
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+ ::height = height;
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+ reshape_viewports();
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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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+ 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 ones[4] = {1.0,1.0,1.0,1.0};
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+ float zeros[4] = {0.0,0.0,0.0,0.0};
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+ float pos[4];
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+ copy(light_pos,light_pos+4,pos);
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+ glLightfv(GL_LIGHT0,GL_AMBIENT,zeros);
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+ glLightfv(GL_LIGHT0,GL_DIFFUSE,ones);
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+ glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
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+ glLightfv(GL_LIGHT0,GL_POSITION,pos);
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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,zeros);
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+ glLightfv(GL_LIGHT1,GL_DIFFUSE,ones);
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+ glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
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+ glLightfv(GL_LIGHT1,GL_POSITION,pos);
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+}
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+
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+// Set up projection and model view of scene
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+void push_scene(const AugViewport & vp)
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+{
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+ using namespace igl;
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+ using namespace std;
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+ glMatrixMode(GL_PROJECTION);
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+ glPushMatrix();
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+ glLoadIdentity();
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+ auto & camera = vp.camera;
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+ glMultMatrixd(camera.projection().data());
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+ glMatrixMode(GL_MODELVIEW);
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+ glPushMatrix();
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+ glLoadIdentity();
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+ gluLookAt(
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+ camera.eye()(0), camera.eye()(1), camera.eye()(2),
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+ camera.at()(0), camera.at()(1), camera.at()(2),
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+ camera.up()(0), camera.up()(1), camera.up()(2));
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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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+// Scale and shift for object
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+void push_object()
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+{
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+ glPushMatrix();
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+ glScaled(2./bbd,2./bbd,2./bbd);
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+ glTranslated(-mean(0,0),-mean(0,1),-mean(0,2));
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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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+const float back[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
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+void display()
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+{
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+ using namespace Eigen;
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+ using namespace igl;
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+ using namespace std;
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+ glClearColor(back[0],back[1],back[2],0);
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+ // All smooth points
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+ glEnable( GL_POINT_SMOOTH );
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+
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+ // Flash lights
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+ lights();
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+ for(int vp = 0;vp<NUM_VIEWPORTS;vp++)
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+ {
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+ if(
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+ viewports[vp].width <= 0 ||
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+ viewports[vp].height <= 0)
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+ {
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+ continue;
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+ }
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+ glViewport(
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+ viewports[vp].x,
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+ viewports[vp].y,
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+ viewports[vp].width,
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+ viewports[vp].height);
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+ push_scene(viewports[vp]);
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+ glEnable(GL_DEPTH_TEST);
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+ glDepthFunc(GL_LEQUAL);
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+ glEnable(GL_NORMALIZE);
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+ glEnable(GL_COLOR_MATERIAL);
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+ glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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+ push_object();
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+ // Draw the model
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+ glEnable(GL_LIGHTING);
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+ draw_mesh(V,F,N,C);
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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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+ glCullFace(GL_BACK);
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+ glEnable(GL_CULL_FACE);
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+ glEnable(GL_LIGHTING);
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+ glTranslated(0,-1,0);
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+ if(project(Vector3d(0,0,0))(2) - project(Vector3d(0,1,0))(2) > -FLOAT_EPS)
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+ {
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+ draw_floor_outline();
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+ }
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+ draw_floor();
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+ glPopMatrix();
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+ glDisable(GL_CULL_FACE);
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+
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+ // Draw a ball at the mouse
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+ if(!horiz_on && !vert_on && !trackball_on)
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+ {
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+ glPushMatrix();
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+ glTranslated(ball(0),ball(1),ball(2));
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+ glScaled(0.1,0.1,0.1);
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+ draw_beach_ball();
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+ glPopMatrix();
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+ }
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+
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+ pop_scene();
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+ }
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+
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+ // Screen space
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+ glDisable(GL_DEPTH_TEST);
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+ glDisable(GL_LIGHTING);
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+ glViewport(0,0,width,height);
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+ glMatrixMode(GL_PROJECTION);
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+ glLoadIdentity();
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+ gluOrtho2D(0,width,0,height);
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+ glMatrixMode(GL_MODELVIEW);
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+ glLoadIdentity();
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+
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+ // Display mouse position at cursor
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+ string str;
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+ void * font = GLUT_BITMAP_HELVETICA_18;
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+ glColor3f(1,0,0);
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+ glRasterPos2d(move_x+18,height-move_y+18);
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+ str = STR("("<<move_x<<","<<move_y<<")");
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+ for_each(str.begin(),str.end(),bind1st(ptr_fun(&glutBitmapCharacter),font));
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+ glColor3f(0,0,1);
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+ glRasterPos2d(move_x+18,height-move_y-1.5*18);
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+ for_each(str.begin(),str.end(),bind1st(ptr_fun(&glutBitmapCharacter),font));
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+
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+ double eff_h,eff_v;
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+ clamp(horiz,vert,eff_h,eff_v);
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+ glLineWidth(BAR_THICKNESS);
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+ glColor3f(0.5,0.5,0.5);
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+ glBegin(GL_LINES);
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+ glVertex2f(0,eff_h*height);
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+ glVertex2f(width,eff_h*height);
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+ glVertex2f(eff_v*width,0);
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+ glVertex2f(eff_v*width,height);
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+ glEnd();
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+
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+ glLineWidth(BAR_THICKNESS/3.0);
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+ glColor3f(0.8,0.8,0.8);
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+ glBegin(GL_LINES);
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+ glVertex2f(0,eff_h*height);
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+ glVertex2f(width,eff_h*height);
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+ glVertex2f(eff_v*width,0);
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+ glVertex2f(eff_v*width,height);
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+ glEnd();
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+
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+
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+ report_gl_error();
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+
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+ glutSwapBuffers();
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+ glutPostRedisplay();
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+}
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+
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+// Initialize colors to a boring green
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+void init_C()
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+{
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+ C.col(0).setConstant(0.4);
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+ C.col(1).setConstant(0.8);
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+ C.col(2).setConstant(0.3);
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+}
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+
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+int in_viewport(const int x, const int y)
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+{
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+ int down_vp = -1;
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+ for(int vp = 0;vp<NUM_VIEWPORTS;vp++)
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+ {
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+ if(
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+ x >= viewports[vp].x &&
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+ y >= viewports[vp].y &&
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+ x < viewports[vp].x+viewports[vp].width &&
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+ y < viewports[vp].y+viewports[vp].height)
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+ {
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+ down_vp = vp;
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+ break;
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+ }
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+ }
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+ return down_vp;
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+}
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+
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+const double SNAP_DIST = 10;
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+void mouse_move(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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+ using namespace std;
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+ move_x = mouse_x;
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+ move_y = mouse_y;
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+ const int in_vp = in_viewport(mouse_x,height-mouse_y);
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+ if(in_vp >= 0)
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+ {
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+ if(
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+ viewports[in_vp].width > 0 &&
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+ viewports[in_vp].height > 0)
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+ {
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+ glViewport(
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+ viewports[in_vp].x,
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+ viewports[in_vp].y,
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+ viewports[in_vp].width,
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+ viewports[in_vp].height);
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+ push_scene(viewports[in_vp]);
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+ Vector3d screen_ball(mouse_x,height-mouse_y,0);
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+ unproject_to_zero_plane(screen_ball,ball);
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+ pop_scene();
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+ }
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+ }
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+ if( (fabs((height-mouse_y) - horiz*height) < 2.*SNAP_DIST)
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+ && (fabs(mouse_x - vert*width) < 2.*SNAP_DIST))
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+ {
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+ glutSetCursor(GLUT_CURSOR_TOP_LEFT_CORNER);
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+ } else if( fabs((height-mouse_y) - horiz*height) < SNAP_DIST)
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+ {
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+ glutSetCursor(GLUT_CURSOR_UP_DOWN);
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+ } else if( fabs(mouse_x - vert*width) < SNAP_DIST)
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+ {
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+ glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
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+ } else
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+ {
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+ glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
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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)
|
|
|
+{
|
|
|
+ using namespace std;
|
|
|
+ using namespace Eigen;
|
|
|
+ using namespace igl;
|
|
|
+ switch(glutState)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ // up
|
|
|
+ glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
|
|
|
+ trackball_on = false;
|
|
|
+ break;
|
|
|
+ case 0:
|
|
|
+ horiz_on = vert_on = false;
|
|
|
+ if( (fabs((height-mouse_y) - horiz*height) < 2.*SNAP_DIST)
|
|
|
+ && (fabs(mouse_x - vert*width) < 2.*SNAP_DIST))
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_TOP_LEFT_CORNER);
|
|
|
+ horiz_on = vert_on = true;
|
|
|
+ } else if( fabs((height-mouse_y) - horiz*height) < SNAP_DIST)
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_UP_DOWN);
|
|
|
+ horiz_on = true;
|
|
|
+ } else if( fabs(mouse_x - vert*width) < SNAP_DIST)
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
|
|
|
+ vert_on = true;
|
|
|
+ } else
|
|
|
+ {
|
|
|
+ down_vp = in_viewport(mouse_x,height-mouse_y);
|
|
|
+ // down
|
|
|
+ if(down_vp >= 0)
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_CYCLE);
|
|
|
+ // collect information for trackball
|
|
|
+ trackball_on = true;
|
|
|
+ down_camera = viewports[down_vp].camera;
|
|
|
+ down_mouse_x = mouse_x;
|
|
|
+ down_mouse_y = mouse_y;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void mouse_drag(int mouse_x, int mouse_y)
|
|
|
+{
|
|
|
+ using namespace igl;
|
|
|
+ mouse_move(mouse_x,mouse_y);
|
|
|
+
|
|
|
+ if(horiz_on)
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_UP_DOWN);
|
|
|
+ horiz = (double)(height-mouse_y)/(double)height;
|
|
|
+ reshape_viewports();
|
|
|
+ }
|
|
|
+ if(vert_on)
|
|
|
+ {
|
|
|
+ if(horiz_on)
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_TOP_LEFT_CORNER);
|
|
|
+ }else
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
|
|
|
+ }
|
|
|
+ vert = (double)mouse_x/(double)width;
|
|
|
+ reshape_viewports();
|
|
|
+ }
|
|
|
+ if(trackball_on)
|
|
|
+ {
|
|
|
+ glutSetCursor(GLUT_CURSOR_CYCLE);
|
|
|
+ // Rotate according to trackball
|
|
|
+ trackball<double>(
|
|
|
+ viewports[down_vp].width,
|
|
|
+ viewports[down_vp].height,
|
|
|
+ 2.0,
|
|
|
+ down_camera.m_rotation_conj.coeffs().data(),
|
|
|
+ viewports[down_vp].mouse_x(down_mouse_x),
|
|
|
+ viewports[down_vp].mouse_y(down_mouse_y,height),
|
|
|
+ viewports[down_vp].mouse_x(mouse_x),
|
|
|
+ viewports[down_vp].mouse_y(mouse_y,height),
|
|
|
+ viewports[down_vp].camera.m_rotation_conj.coeffs().data());
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void key(unsigned char key, int mouse_x, int mouse_y)
|
|
|
+{
|
|
|
+ using namespace std;
|
|
|
+ switch(key)
|
|
|
+ {
|
|
|
+ // Ctrl-c and esc exit
|
|
|
+ case char(3):
|
|
|
+ case char(27):
|
|
|
+ exit(0);
|
|
|
+ case 'Z':
|
|
|
+ {
|
|
|
+ const int in_vp = in_viewport(mouse_x,height-mouse_y);
|
|
|
+ if(in_vp >= 0)
|
|
|
+ {
|
|
|
+ igl::snap_to_canonical_view_quat(
|
|
|
+ viewports[in_vp].camera.m_rotation_conj.coeffs().data(),
|
|
|
+ 1.0,
|
|
|
+ viewports[in_vp].camera.m_rotation_conj.coeffs().data());
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+int main(int argc, char * argv[])
|
|
|
+{
|
|
|
+ using namespace Eigen;
|
|
|
+ using namespace igl;
|
|
|
+ using namespace std;
|
|
|
+
|
|
|
+ // init mesh
|
|
|
+ string filename = "/usr/local/igl/libigl/examples/shared/decimated-knight.obj" ;
|
|
|
+ if(argc > 1)
|
|
|
+ {
|
|
|
+ filename = argv[1];
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!read(filename,V,F))
|
|
|
+ {
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+ // Compute normals, centroid, colors, bounding box diagonal
|
|
|
+ per_face_normals(V,F,N);
|
|
|
+ normalize_row_lengths(N,N);
|
|
|
+ mean = V.colwise().mean();
|
|
|
+ C.resize(F.rows(),3);
|
|
|
+ init_C();
|
|
|
+ bbd =
|
|
|
+ (V.colwise().maxCoeff() -
|
|
|
+ V.colwise().minCoeff()).maxCoeff();
|
|
|
+
|
|
|
+
|
|
|
+ // Init viewports
|
|
|
+ init_viewports();
|
|
|
+
|
|
|
+ // Init glut
|
|
|
+ glutInit(&argc,argv);
|
|
|
+ glutInitDisplayString( "rgba depth double samples>=8 ");
|
|
|
+ glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
|
|
|
+ glutCreateWindow("multi-viewport");
|
|
|
+ glutDisplayFunc(display);
|
|
|
+ glutReshapeFunc(reshape);
|
|
|
+ glutKeyboardFunc(key);
|
|
|
+ glutMouseFunc(mouse);
|
|
|
+ glutMotionFunc(mouse_drag);
|
|
|
+ glutPassiveMotionFunc(mouse_move);
|
|
|
+ glutMainLoop();
|
|
|
+ return 0;
|
|
|
+}
|