started shadow demo
This commit is contained in:
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// Small GLUT application to test shadow mapping for closed shapes
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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/get_seconds.h>
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#include <igl/jet.h>
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#include <igl/randperm.h>
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#include <igl/normalize_row_lengths.h>
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#include <igl/boost/components.h>
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#include <igl/boost/bfs_orient.h>
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#include <igl/orient_outward.h>
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#include <igl/embree/orient_outward_ao.h>
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#include <igl/unique_simplices.h>
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#include <igl/C_STR.h>
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#include <igl/write.h>
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#include <Eigen/Core>
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#include <Eigen/Geometry>
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#ifdef WIN32
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#include <GL/glut.h>
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#else
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#include <GLUT/glut.h>
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#endif
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#ifndef GLUT_WHEEL_UP
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#define GLUT_WHEEL_UP 3
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#define GLUT_WHEEL_DOWN 4
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#define GLUT_WHEEL_RIGHT 5
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#define GLUT_WHEEL_LEFT 6
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#define GLUT_ACTIVE_COMMAND 1
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#endif
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#include <ctime>
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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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struct Mesh
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{
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Eigen::MatrixXd V,N;
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Eigen::MatrixXi F;
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};
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std::vector<Mesh> meshes;
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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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// See README for descriptions
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enum RotationType
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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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std::stack<State> undo_stack;
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std::stack<State> redo_stack;
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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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bool is_animating = false;
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double animation_start_time = 0;
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double ANIMATION_DURATION = 0.5;
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Eigen::Quaterniond animation_from_quat;
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Eigen::Quaterniond animation_to_quat;
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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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#define REBAR_NAME "temp.rbr"
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igl::ReTwBar rebar;
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// Forward
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void init_mesh();
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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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void TW_CALL set_rotation_type(const void * value, void * clientData)
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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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const RotationType old_rotation_type = rotation_type;
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rotation_type = *(const RotationType *)(value);
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if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
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old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
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{
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push_undo();
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copy(s.camera.rotation,s.camera.rotation+4,animation_from_quat.coeffs().data());
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const Vector3d up = animation_from_quat.matrix() * Vector3d(0,1,0);
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Vector3d proj_up(0,up(1),up(2));
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if(proj_up.norm() == 0)
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{
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proj_up = Vector3d(0,1,0);
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}
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proj_up.normalize();
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Quaterniond dq;
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dq = Quaterniond::FromTwoVectors(up,proj_up);
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animation_to_quat = dq * animation_from_quat;
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// start animation
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animation_start_time = get_seconds();
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is_animating = true;
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}
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}
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void TW_CALL get_rotation_type(void * value, void *clientData)
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{
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RotationType * rt = (RotationType *)(value);
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*rt = rotation_type;
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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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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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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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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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// 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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float WHITE[4] = {1,1,1,1.};
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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,BLACK);
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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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}
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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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using namespace Eigen;
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glClearColor(1,1,1,0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(is_animating)
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{
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double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION;
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if(t > 1)
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{
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t = 1;
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is_animating = false;
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}
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Quaterniond q;
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q.coeffs() =
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animation_to_quat.coeffs()*t + animation_from_quat.coeffs()*(1.-t);
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q.normalize();
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copy(q.coeffs().data(),q.coeffs().data()+4,s.camera.rotation);
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_NORMALIZE);
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lights();
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push_scene();
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for(auto & mesh : meshes)
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{
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// Set material properties
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glDisable(GL_COLOR_MATERIAL);
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glMaterialfv(GL_FRONT, GL_AMBIENT, GOLD_AMBIENT);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, GOLD_DIFFUSE );
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glMaterialfv(GL_FRONT, GL_SPECULAR, GOLD_SPECULAR);
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glMaterialf (GL_FRONT, GL_SHININESS, 128);
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glMaterialfv(GL_BACK, GL_AMBIENT, SILVER_AMBIENT);
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glMaterialfv(GL_BACK, GL_DIFFUSE, FAST_GREEN_DIFFUSE );
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glMaterialfv(GL_BACK, GL_SPECULAR, SILVER_SPECULAR);
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glMaterialf (GL_BACK, GL_SHININESS, 128);
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draw_mesh(mesh.V,mesh.F,mesh.N);
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}
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// Draw a nice floor
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glPushMatrix();
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{
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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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}
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glPopMatrix();
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pop_scene();
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report_gl_error();
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TwDraw();
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glutSwapBuffers();
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glutPostRedisplay();
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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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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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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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// Scroll down
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case GLUT_WHEEL_DOWN:
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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 GLUT_WHEEL_UP:
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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 GLUT_WHEEL_LEFT:
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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 GLUT_WHEEL_RIGHT:
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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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}
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}
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}
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void mouse_drag(int mouse_x, int mouse_y)
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{
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using namespace igl;
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using namespace std;
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using namespace Eigen;
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/*bool tw_using =*/ TwMouseMotion(mouse_x,mouse_y);
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if(is_rotating)
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{
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glutSetCursor(GLUT_CURSOR_CYCLE);
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switch(rotation_type)
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{
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case ROTATION_TYPE_IGL_TRACKBALL:
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{
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// Rotate according to trackball
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igl::trackball<double>(
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width,
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height,
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2.0,
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down_camera.rotation,
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down_x,
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down_y,
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mouse_x,
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mouse_y,
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s.camera.rotation);
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break;
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}
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case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
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{
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Quaterniond down_q;
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copy(down_camera.rotation,down_camera.rotation+4,down_q.coeffs().data());
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Vector3d axis(0,1,0);
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const double speed = 2.0;
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Quaterniond q;
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q = down_q *
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Quaterniond(
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AngleAxisd(
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M_PI*((double)(mouse_x-down_x))/(double)width*speed/2.0,
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axis.normalized()));
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q.normalize();
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{
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Vector3d axis(1,0,0);
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const double speed = 2.0;
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if(axis.norm() != 0)
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{
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q =
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Quaterniond(
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AngleAxisd(
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M_PI*(mouse_y-down_y)/(double)width*speed/2.0,
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axis.normalized())) * q;
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q.normalize();
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}
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}
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copy(q.coeffs().data(),q.coeffs().data()+4,s.camera.rotation);
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break;
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}
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default:
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break;
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}
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}
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}
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void init_mesh(Mesh & mesh)
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{
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using namespace Eigen;
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using namespace igl;
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per_face_normals(mesh.V,mesh.F,mesh.N);
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normalize_row_lengths(mesh.N,mesh.N);
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// Rescale so bounding box fits in unit ball
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Vector3d Vmax = mesh.V.colwise().maxCoeff();
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Vector3d Vmin = mesh.V.colwise().minCoeff();
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Vector3d Vmid = 0.5*(Vmax + Vmin);
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mesh.V.rowwise() -= Vmid.transpose();
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const double bbd = (Vmax-Vmin).norm();
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mesh.V /= (bbd*0.5);
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}
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void undo()
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{
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using namespace std;
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if(!undo_stack.empty())
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{
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redo_stack.push(s);
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s = undo_stack.top();
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undo_stack.pop();
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}
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}
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void redo()
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{
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using namespace std;
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if(!redo_stack.empty())
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{
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undo_stack.push(s);
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s = redo_stack.top();
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redo_stack.pop();
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}
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}
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void key(unsigned char key, int mouse_x, int mouse_y)
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{
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using namespace std;
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int mod = glutGetModifiers();
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switch(key)
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||||
{
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||||
// ESC
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||||
case char(27):
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rebar.save(REBAR_NAME);
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// ^C
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||||
case char(3):
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exit(0);
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||||
case 'z':
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||||
case 'Z':
|
||||
if(mod & GLUT_ACTIVE_COMMAND)
|
||||
{
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||||
if(mod & GLUT_ACTIVE_SHIFT)
|
||||
{
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||||
redo();
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||||
}else
|
||||
{
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||||
undo();
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||||
}
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||||
break;
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||||
}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;
|
||||
vector<string> filenames;
|
||||
switch(argc)
|
||||
{
|
||||
case 2:
|
||||
// Read and prepare meshes
|
||||
for(int a = 1;a<argc;a++)
|
||||
{
|
||||
filenames.push_back(argv[a]);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
case 1:
|
||||
cerr<<"Usage:"<<endl<<
|
||||
" ./example input1.obj input2.obj input3.obj ..."<<endl;
|
||||
cerr<<endl<<"Opening default mesh..."<<endl;
|
||||
string filename = "../shared/truck.obj";
|
||||
filenames.push_back(filename);
|
||||
break;
|
||||
}
|
||||
|
||||
// print key commands
|
||||
cout<<"[Click] and [drag] Rotate model using trackball."<<endl;
|
||||
cout<<"[Z,z] Snap rotation to canonical view."<<endl;
|
||||
cout<<"[Command+Z] Undo."<<endl;
|
||||
cout<<"[Shift+Command+Z] Redo."<<endl;
|
||||
cout<<"[^C,ESC] Exit."<<endl;
|
||||
|
||||
for(auto & filename : filenames)
|
||||
{
|
||||
meshes.push_back(Mesh());
|
||||
Mesh & mesh = meshes.back();
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
if(vV.size() > 0)
|
||||
{
|
||||
if(!list_to_matrix(vV,mesh.V))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
triangulate(vF,mesh.F);
|
||||
}
|
||||
init_mesh(mesh);
|
||||
}
|
||||
|
||||
// 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("bar");
|
||||
TwDefine("bar label='Shadow Mapping' size='200 550' text=light alpha='200' color='68 68 68'");
|
||||
rebar.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D,s.camera.rotation,"");
|
||||
TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType","igl_trackball,two_axis_fixed_up");
|
||||
rebar.TwAddVarCB( "rotation_type", RotationTypeTW,
|
||||
set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=[");
|
||||
rebar.load(REBAR_NAME);
|
||||
|
||||
animation_from_quat = Quaterniond(1,0,0,0);
|
||||
copy(s.camera.rotation,s.camera.rotation+4,animation_to_quat.coeffs().data());
|
||||
animation_start_time = get_seconds();
|
||||
|
||||
// Init antweakbar
|
||||
glutInitDisplayString( "rgba depth double samples>=8");
|
||||
// Top right corner
|
||||
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)/2.0);
|
||||
glutInitWindowPosition(glutGet(GLUT_SCREEN_WIDTH)/2.0,-1);
|
||||
glutCreateWindow("Shadow Mapping");
|
||||
glutDisplayFunc(display);
|
||||
glutReshapeFunc(reshape);
|
||||
glutKeyboardFunc(key);
|
||||
glutMouseFunc(mouse);
|
||||
glutMotionFunc(mouse_drag);
|
||||
glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
|
||||
glutMainLoop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user