// Small GLUT application to test different scene rotation paradigms // #include "trackball.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include Eigen::MatrixXd V,N; Eigen::VectorXd Vmid,Vmin,Vmax; double bbd = 1.0; Eigen::MatrixXi F; struct State { igl::Camera camera; } s; // See README for descriptions enum ROTATION_TYPE { ROTATION_TYPE_IGL_TRACKBALL = 0, ROTATION_TYPE_BELL_TRACKBALL = 1, ROTATION_TYPE_TWO_AXIS_VALUATOR = 2, ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 3, NUM_ROTATION_TYPES = 4, } rotation_type; std::stack undo_stack; std::stack redo_stack; bool is_rotating = false; int down_x,down_y; igl::Camera down_camera; int width,height; Eigen::Vector4f light_pos(-0.1,-0.1,0.9,0); #define REBAR_NAME "temp.rbr" igl::ReTwBar rebar; // No-op setter, does nothing void TW_CALL no_op(const void * /*value*/, void * /*clientData*/) { } void TW_CALL get_camera_rotation(void * value, void *clientData) { using namespace std; // case current value to double double * quat = (double *)(value); std::copy(s.camera.rotation,s.camera.rotation+4,quat); } void push_undo() { undo_stack.push(s); // Clear redo_stack = std::stack(); } void reshape(int width, int height) { ::width = width; ::height = height; glViewport(0,0,width,height); // Send the new window size to AntTweakBar TwWindowSize(width, height); } void push_scene() { using namespace igl; using namespace std; const double angle = s.camera.angle; glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); double zNear = 1e-2; double zFar = 100; double aspect = ((double)width)/((double)height); // Amount of scaling needed to "fix" perspective z-shift double z_fix = 1.0; // 5 is far enough to see unit "things" well const double camera_z = 2; // Test if should be using true orthographic projection if(angle == 0) { glOrtho( -0.5*camera_z*aspect, 0.5*camera_z*aspect, -0.5*camera_z, 0.5*camera_z, zNear, zFar); }else { // Make sure aspect is sane aspect = aspect < 0.01 ? 0.01 : aspect; gluPerspective(angle,aspect,zNear,zFar); z_fix = 2.*tan(angle/2./360.*2.*M_PI); } glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); gluLookAt(0,0,camera_z,0,0,0,0,1,0); // Adjust scale to correct perspective glScaled(z_fix,z_fix,z_fix); // scale, pan glScaled( s.camera.zoom, s.camera.zoom, s.camera.zoom); double mat[4*4]; quat_to_mat(s.camera.rotation,mat); glMultMatrixd(mat); } void push_object() { using namespace igl; glPushMatrix(); glScaled(2./bbd,2./bbd,2./bbd); glTranslated(-Vmid(0),-Vmid(1),-Vmid(2)); } void pop_object() { glPopMatrix(); } void pop_scene() { glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } // Set up double-sided lights void lights() { using namespace std; using namespace Eigen; glEnable(GL_LIGHTING); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); float WHITE[4] = {0.8,0.8,0.8,1.}; float GREY[4] = {0.4,0.4,0.4,1.}; float BLACK[4] = {0.,0.,0.,1.}; Vector4f pos = light_pos; glLightfv(GL_LIGHT0,GL_AMBIENT,GREY); glLightfv(GL_LIGHT0,GL_DIFFUSE,WHITE); glLightfv(GL_LIGHT0,GL_SPECULAR,BLACK); glLightfv(GL_LIGHT0,GL_POSITION,pos.data()); pos(0) *= -1; pos(1) *= -1; pos(2) *= -1; glLightfv(GL_LIGHT1,GL_AMBIENT,GREY); glLightfv(GL_LIGHT1,GL_DIFFUSE,WHITE); glLightfv(GL_LIGHT1,GL_SPECULAR,BLACK); glLightfv(GL_LIGHT1,GL_POSITION,pos.data()); } void display() { using namespace igl; using namespace std; glClearColor(1,1,1,0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); lights(); push_scene(); push_object(); // Set material properties glDisable(GL_COLOR_MATERIAL); glMaterialfv(GL_FRONT, GL_AMBIENT, GOLD_AMBIENT); glMaterialfv(GL_FRONT, GL_DIFFUSE, GOLD_DIFFUSE ); glMaterialfv(GL_FRONT, GL_SPECULAR, GOLD_SPECULAR); glMaterialf (GL_FRONT, GL_SHININESS, 128); glMaterialfv(GL_BACK, GL_AMBIENT, SILVER_AMBIENT); glMaterialfv(GL_BACK, GL_DIFFUSE, FAST_GREEN_DIFFUSE ); glMaterialfv(GL_BACK, GL_SPECULAR, SILVER_SPECULAR); glMaterialf (GL_BACK, GL_SHININESS, 128); draw_mesh(V,F,N); pop_object(); // Draw a nice floor glPushMatrix(); const double floor_offset = -2./bbd*(V.col(1).maxCoeff()-Vmid(1)); glTranslated(0,floor_offset,0); const float GREY[4] = {0.5,0.5,0.6,1.0}; const float DARK_GREY[4] = {0.2,0.2,0.3,1.0}; draw_floor(GREY,DARK_GREY); glPopMatrix(); pop_scene(); report_gl_error(); TwDraw(); glutSwapBuffers(); glutPostRedisplay(); } void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y) { using namespace std; push_undo(); if(wheel == 0) { static double mouse_scroll_y = 0; const double delta_y = 0.125*direction; mouse_scroll_y += delta_y; // absolute scale difference when changing zooms (+1) const double z_diff = 0.01; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); if(TwMouseMotion(mouse_x, viewport[3] - mouse_y)) { TwMouseWheel(mouse_scroll_y); }else { s.camera.zoom *= (1.0+double(direction)*z_diff); const double min_zoom = 0.01; const double max_zoom = 10.0; s.camera.zoom = min(max_zoom,max(min_zoom,s.camera.zoom)); } }else { if(!is_rotating) { // Change viewing angle (reshape will take care of adjust zoom) const double a_diff = 1.0; s.camera.angle += double(direction)*a_diff; const double min_angle = 15.0; s.camera.angle = min(90.0,max(min_angle,s.camera.angle)); } } } void mouse(int glutButton, int glutState, int mouse_x, int mouse_y) { using namespace std; using namespace Eigen; using namespace igl; bool tw_using = TwEventMouseButtonGLUT(glutButton,glutState,mouse_x,mouse_y); switch(glutButton) { case GLUT_RIGHT_BUTTON: case GLUT_LEFT_BUTTON: { switch(glutState) { case 1: // up glutSetCursor(GLUT_CURSOR_INHERIT); is_rotating = false; break; case 0: if(!tw_using) { push_undo(); glutSetCursor(GLUT_CURSOR_CYCLE); // collect information for trackball is_rotating = true; down_camera = s.camera; down_x = mouse_x; down_y = mouse_y; } break; } break; } // Scroll down case 3: { mouse_wheel(0,-1,mouse_x,mouse_y); break; } // Scroll up case 4: { mouse_wheel(0,1,mouse_x,mouse_y); break; } // Scroll left case 5: { mouse_wheel(1,-1,mouse_x,mouse_y); break; } // Scroll right case 6: { 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( width, height, 2.0, down_camera.rotation, down_x, down_y, mouse_x, mouse_y, s.camera.rotation); break; } case ROTATION_TYPE_BELL_TRACKBALL: { float down_quaternion[4]; copy(down_camera.rotation,down_camera.rotation+4,down_quaternion); float new_quaternion[4]; const float center_x = ((float)width)/2.0; const float center_y = ((float)height)/2.0; const double speed = 2.0f; const float half_width = ((float)width)/speed; const float half_height = ((float)height)/speed; ::trackball(new_quaternion, (float)(center_x-down_x)/half_width, (float)(down_y-center_y)/half_height, (float)(center_x-mouse_x)/half_width, (float)(mouse_y-center_y)/half_height); // I think we need to do this because we have z pointing out of the // screen rather than into the screen new_quaternion[2] = -new_quaternion[2]; float float_quat[4]; add_quats(down_quaternion,new_quaternion,float_quat); copy(float_quat,float_quat+4,s.camera.rotation); break; } case ROTATION_TYPE_TWO_AXIS_VALUATOR: { Quaterniond down_q; copy(down_camera.rotation,down_camera.rotation+4,down_q.coeffs().data()); Vector3d axis(mouse_y-down_y,mouse_x-down_x,0); const double speed = 2.0; if(axis.norm() != 0) { Quaterniond q; q = Quaterniond( AngleAxisd( M_PI*axis.norm()/(double)width*speed/2.0, axis.normalized())) * down_q; q.normalize(); copy(q.coeffs().data(),q.coeffs().data()+4,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; 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( s.camera.rotation, 1.0, s.camera.rotation); break; } default: if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y)) { cout<<"Unknown key command: "< > vV,vN,vTC; vector > 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_BELL_TRACKBALL,"bell trackball"}, {ROTATION_TYPE_TWO_AXIS_VALUATOR,"two axis valuator"}, {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.load(REBAR_NAME); // Init antweakbar glutInitDisplayString( "rgba depth double samples>=8 "); glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)); glutCreateWindow("upright"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(key); glutMouseFunc(mouse); glutMotionFunc(mouse_drag); glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT); glutMainLoop(); return 0; }