camera example working and interactive.
This commit is contained in:
+412
-111
@@ -2,9 +2,11 @@
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#include <igl/report_gl_error.h>
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#include <igl/ReAntTweakBar.h>
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#include <igl/trackball.h>
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#include <igl/two_axis_valuator_fixed_up.h>
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#include <igl/PI.h>
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#include <igl/EPS.h>
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#include <igl/get_seconds.h>
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#include <igl/draw_floor.h>
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#include <Eigen/Core>
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#include <Eigen/Geometry>
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@@ -23,41 +25,71 @@ class Camera
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{
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public:
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// m_zoom Zoom of camera lens {1}
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// m_angle Field of view angle in degrees {15}
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// m_angle Field of view angle in degrees {45}
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// m_aspect Aspect ratio {1}
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// m_near near clipping plane {1e-2}
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// m_far far clipping plane {100}
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// m_rotation Rotation part of rigid transformation of camera {identity}
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// m_at_dist distance of looking at point {1}
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// m_rotation Rotation part of rigid transformation of camera {identity}.
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// Note that this seems to the inverse of what's stored in the old
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// igl::Camera class.
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// m_translation Translation part of rigid transformation of camera
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// {(0,0,1)}
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double m_zoom, m_angle, m_aspect, m_near, m_far;
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double m_zoom, m_angle, m_aspect, m_near, m_far, m_at_dist;
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Eigen::Quaterniond m_rotation;
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Eigen::Vector3d m_translation;
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Camera():
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m_zoom(1), m_angle(15.0), m_aspect(1), m_near(1e-2), m_far(100),
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m_zoom(1),m_angle(45.0),m_aspect(1),m_near(1e-2),m_far(100),m_at_dist(1),
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m_rotation(1,0,0,0),
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m_translation(0,0,1)
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{
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}
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// Return projection matrix that takes relative camera coordinates and
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// transforms it to viewport coordinates
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Eigen::Matrix4d projection() const
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{
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Eigen::Matrix4d P;
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using namespace std;
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using namespace igl;
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// http://stackoverflow.com/a/3738696/148668
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const double yScale = tan(PI*0.5 - 0.5*m_angle*PI/180.);
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// http://stackoverflow.com/a/14975139/148668
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const double xScale = yScale/m_aspect;
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P<<
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xScale, 0, 0, 0,
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0, yScale, 0, 0,
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0, 0, -(m_far+m_near)/(m_far-m_near), -1,
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0, 0, -2.*m_near*m_far/(m_far-m_near), 0;
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return P.transpose();
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}
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// Return an Affine transformation that takes a world 3d coordinate and
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// transforms it into the relative camera coordinates.
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Eigen::Affine3d affine() const
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{
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using namespace Eigen;
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Affine3d t = Affine3d::Identity();
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t.rotate(m_rotation);
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t.translate(m_translation);
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return t;
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}
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// Returns world coordinates position of center or "eye" of camera.
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Eigen::Vector3d eye() const
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{
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using namespace Eigen;
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Affine3d t = Affine3d::Identity();
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t.rotate(m_rotation);
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t.translate(m_translation);
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return t * Vector3d(0,0,0);
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return affine() * Vector3d(0,0,0);
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}
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// Returns world coordinate position of a point "eye" is looking at.
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Eigen::Vector3d at() const
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{
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using namespace Eigen;
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Affine3d t = Affine3d::Identity();
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t.rotate(m_rotation);
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t.translate(m_translation);
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return t * Vector3d(0,0,-1);
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return affine() * (Vector3d(0,0,-1)*m_at_dist);
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}
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// Returns world coordinate unit vector of "up" vector
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Eigen::Vector3d up() const
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{
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using namespace Eigen;
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@@ -66,13 +98,79 @@ class Camera
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return t * Vector3d(0,1,0);
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}
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void dolly(const double d)
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// Move dv in the relative coordinate frame of the camera (move the FPS)
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//
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// Inputs:
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// dv (x,y,z) displacement vector
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//
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void dolly(const Eigen::Vector3d & dv)
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{
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using namespace Eigen;
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Vector3d dv(0,0,d);
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m_translation += m_rotation.conjugate() * dv;
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m_translation += dv;
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}
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// "Scale zoom": Move `eye`, but leave `at`
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//
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// Input:
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// s amount to scale distance to at
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void push_away(const double s)
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{
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using namespace Eigen;
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#ifndef NDEBUG
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Vector3d old_at = camera.at();
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#endif
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const double old_at_dist = m_at_dist;
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m_at_dist = old_at_dist * s;
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dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
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assert((old_at-camera.at()).squaredNorm() < DOUBLE_EPS);
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}
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// Aka "Hitchcock", "Vertigo", "Spielberg" or "Trombone" zoom:
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// simultaneously dolly while changing angle so that `at` not only stays
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// put in relative coordinates but also projected coordinates. That is
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//
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// Inputs:
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// da change in angle in degrees
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void dolly_zoom(const double da)
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{
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using namespace std;
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using namespace Eigen;
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#ifndef NDEBUG
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Vector3d old_at = camera.at();
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#endif
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const double old_angle = m_angle;
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m_angle += da;
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m_angle = min(89.,max(5.,m_angle));
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const double s =
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(2.*tan(old_angle/2./180.*M_PI)) /
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(2.*tan(m_angle/2./180.*M_PI)) ;
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const double old_at_dist = m_at_dist;
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m_at_dist = old_at_dist * s;
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dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
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assert((old_at-camera.at()).squaredNorm() < DOUBLE_EPS);
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}
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// Return top right corner of unit plane in relative coordinates, that is
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// (w/2,h/2,1)
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Eigen::Vector3d unit_plane() const
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{
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using namespace igl;
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// Distance of center pixel to eye
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const double d = 1.0;
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const double a = m_aspect;
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const double theta = m_angle*PI/180.;
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const double w =
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2.*sqrt(-d*d/(a*a*pow(tan(0.5*theta),2.)-1.))*a*tan(0.5*theta);
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const double h = w/a;
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return Eigen::Vector3d(w*0.5,h*0.5,-d);
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}
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// Rotate and translate so that camera is situated at "eye" looking at "at"
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// with "up" pointing up.
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//
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// Inputs:
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// eye (x,y,z) coordinates of eye position
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// at (x,y,z) coordinates of at position
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// up (x,y,z) coordinates of up vector
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void look_at(
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const Eigen::Vector3d & eye,
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const Eigen::Vector3d & at,
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@@ -83,7 +181,9 @@ class Camera
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using namespace igl;
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// http://www.opengl.org/sdk/docs/man2/xhtml/gluLookAt.xml
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// Normalize vector from at to eye
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const Vector3d F = (eye-at).normalized();
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Vector3d F = eye-at;
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m_at_dist = F.norm();
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F.normalize();
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// Project up onto plane orthogonal to F and normalize
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const Vector3d proj_up = (up-(up.dot(F))*F).normalized();
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Quaterniond a,b;
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@@ -92,7 +192,9 @@ class Camera
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m_rotation = a*b;
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m_translation = m_rotation.conjugate() * eye;
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assert( (eye-this->eye()).squaredNorm() < DOUBLE_EPS);
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assert((F-(this->eye()-this->at())).squaredNorm() < DOUBLE_EPS);
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assert((F-(this->eye()-this->at()).normalized()).squaredNorm() <
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DOUBLE_EPS);
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assert( (at-this->at()).squaredNorm() < DOUBLE_EPS);
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assert( (proj_up-this->up()).squaredNorm() < DOUBLE_EPS);
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}
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@@ -105,6 +207,13 @@ enum RotationType
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NUM_ROTATION_TYPES = 2,
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} rotation_type = ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP;
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enum CenterType
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{
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CENTER_TYPE_ORBIT = 0,
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CENTER_TYPE_FPS = 1,
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NUM_CENTER_TYPES = 2,
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} center_type = CENTER_TYPE_ORBIT;
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int width,height;
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#define REBAR_NAME "temp.rbr"
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igl::ReTwBar rebar;
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@@ -112,8 +221,16 @@ struct State
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{
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int viewing_camera;
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std::vector<Camera> cameras;
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State():viewing_camera(0),cameras(2){}
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std::vector<GLuint> tex_ids;
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std::vector<GLuint> fbo_ids;
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std::vector<GLuint> dfbo_ids;
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State():viewing_camera(0),cameras(4),
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tex_ids(cameras.size()),
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fbo_ids(cameras.size()),
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dfbo_ids(cameras.size())
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{}
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} s;
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const Eigen::Vector4d back(1,1,1,1);
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std::stack<State> undo_stack;
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bool is_rotating = false;
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Camera down_camera;
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@@ -167,11 +284,68 @@ void init_cameras()
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Vector3d(0,0,1),
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Vector3d(0,0,0),
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Vector3d(0,1,0));
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print(s.cameras[0]);
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//s.cameras[1].look_at(
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// Vector3d(0,0,-1),
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// Vector3d(0,0,0),
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// Vector3d(0,1,0));
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s.cameras[1].look_at(
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Vector3d(0,0,-1),
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Vector3d(0,0,0),
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Vector3d(0,1,0));
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s.cameras[2].look_at(
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Vector3d(-2,0,0),
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Vector3d(0,0,0),
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Vector3d(0,1,0));
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s.cameras[3].look_at(
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Vector3d(3,0,0),
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Vector3d(0,0,0),
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Vector3d(0,1,0));
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}
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bool init_render_to_texture(
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const int width,
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const int height,
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GLuint & tex_id,
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GLuint & fbo_id,
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GLuint & dfbo_id)
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{
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using namespace igl;
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using namespace std;
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// Set up a "render-to-texture" frame buffer and texture combo
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glDeleteTextures(1,&tex_id);
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glDeleteFramebuffersEXT(1,&fbo_id);
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glDeleteFramebuffersEXT(1,&dfbo_id);
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// http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//NULL means reserve texture memory, but texels are undefined
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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//-------------------------
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glGenFramebuffersEXT(1, &fbo_id);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
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//Attach 2D texture to this FBO
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
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glGenRenderbuffersEXT(1, &dfbo_id);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
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//-------------------------
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//Attach depth buffer to FBO
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
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//-------------------------
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//Does the GPU support current FBO configuration?
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GLenum status;
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status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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switch(status)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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default:
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return false;
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}
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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return true;
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}
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void reshape(int width, int height)
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@@ -184,61 +358,130 @@ void reshape(int width, int height)
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}
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void display()
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void draw_scene(const Camera & v_camera,
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const bool render_to_texture,
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const GLuint & v_tex_id,
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const GLuint & v_fbo_id,
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const GLuint & v_dfbo_id)
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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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// Update aspect ratios (may have changed since undo/redo)
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const double aspect = (double)width/(double)height;
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for(auto & camera : s.cameras)
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if(render_to_texture)
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{
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camera.m_aspect = aspect;
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// render to framebuffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, v_fbo_id);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, v_dfbo_id);
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glClearColor(back(0),back(1),back(2),1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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//camera.m_rotation *= Quaterniond(AngleAxisd(0.01,Vector3d(0,1,0)));
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auto & camera = s.cameras[s.viewing_camera];
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const double theta = cos(2.0*PI*get_seconds()*0.1)*PI*0.05;
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const Quaterniond R(AngleAxisd(theta,Vector3d(0,1,0)));
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//// Orbit
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//camera.look_at(
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// R*Vector3d(0,0,1),
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// Vector3d(0,0,0),
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// Vector3d(0,1,0));
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// First person, head rotate
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//camera.look_at(
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// Vector3d(0,0,1),
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// Vector3d(0,0,1)-R*Vector3d(0,0,1),
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// Vector3d(0,1,0));
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluPerspective(camera.m_angle,camera.m_aspect,camera.m_near,camera.m_far);
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//gluPerspective(v_camera.m_angle,v_camera.m_aspect,v_camera.m_near,v_camera.m_far);
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glMultMatrixd(v_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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v_camera.eye()(0), v_camera.eye()(1), v_camera.eye()(2),
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v_camera.at()(0), v_camera.at()(1), v_camera.at()(2),
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v_camera.up()(0), v_camera.up()(1), v_camera.up()(2));
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for(int c = 0;c<(int)s.cameras.size();c++)
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{
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auto & camera = s.cameras[c];
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if(&v_camera == &camera)
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{
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continue;
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}
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// draw camera
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glPushMatrix();
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glMultMatrixd(camera.affine().matrix().data());
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// eye
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glColor4f(0,0,0,1);
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glPointSize(10.f);
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glBegin(GL_POINTS);
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glVertex3f(0,0,0);
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glEnd();
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// frustrum
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const Vector3d u = camera.unit_plane();
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glBegin(GL_LINES);
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for(int x = -1;x<=1;x+=2)
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{
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for(int y = -1;y<=1;y+=2)
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{
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glVertex3f(0,0,0);
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glVertex3f(x*u(0),y*u(1),u(2));
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}
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}
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glEnd();
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const Vector3d n = u*(camera.m_near-FLOAT_EPS);
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glBegin(GL_QUADS);
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glVertex3f( n(0),-n(1),n(2));
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glVertex3f(-n(0),-n(1),n(2));
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glVertex3f(-n(0), n(1),n(2));
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glVertex3f( n(0), n(1),n(2));
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glEnd();
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for(int pass = 0;pass<2;pass++)
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{
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switch(pass)
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{
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case 1:
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glColor4f(1,1,1,0.5);
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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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_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D,s.tex_ids[c]);
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break;
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default:
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case 0:
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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glColor4f(0,0,0,1);
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break;
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}
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glBegin(GL_QUADS);
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glTexCoord2d(1,0);
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glVertex3f( 0.5*u(0),-0.5*u(1),0.5*u(2));
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glTexCoord2d(0,0);
|
||||
glVertex3f(-0.5*u(0),-0.5*u(1),0.5*u(2));
|
||||
glTexCoord2d(0,1);
|
||||
glVertex3f(-0.5*u(0), 0.5*u(1),0.5*u(2));
|
||||
glTexCoord2d(1,1);
|
||||
glVertex3f( 0.5*u(0), 0.5*u(1),0.5*u(2));
|
||||
glEnd();
|
||||
switch(pass)
|
||||
{
|
||||
case 1:
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glLineWidth(3.f);
|
||||
glColor4f(0,0,0,1);
|
||||
glColor4f(1,0,1,1);
|
||||
glutWireCube(0.25);
|
||||
glColor4f(1,0.5,0.5,1);
|
||||
glutWireSphere(0.125,20,20);
|
||||
//glutWireSphere(0.125,20,20);
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslated(0,-1,0);
|
||||
draw_floor();
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// Axes
|
||||
for(int d = 0;d<3;d++)
|
||||
{
|
||||
@@ -253,38 +496,94 @@ void display()
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
|
||||
report_gl_error();
|
||||
|
||||
if(render_to_texture)
|
||||
{
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void display()
|
||||
{
|
||||
using namespace igl;
|
||||
using namespace std;
|
||||
using namespace Eigen;
|
||||
glClearColor(back(0),back(1),back(2),0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Update aspect ratios (may have changed since undo/redo)
|
||||
{
|
||||
const double aspect = (double)width/(double)height;
|
||||
for(int c = 0;c<(int)s.cameras.size();c++)
|
||||
{
|
||||
auto & camera = s.cameras[c];
|
||||
auto & tex_id = s.tex_ids[c];
|
||||
auto & fbo_id = s.fbo_ids[c];
|
||||
auto & dfbo_id = s.dfbo_ids[c];
|
||||
if(aspect != camera.m_aspect)
|
||||
{
|
||||
cout<<"Initializing camera #"<<c<<"..."<<endl;
|
||||
camera.m_aspect = aspect;
|
||||
bool ret = init_render_to_texture(width,height,tex_id,fbo_id,dfbo_id);
|
||||
assert(ret);
|
||||
}
|
||||
draw_scene(camera,true,tex_id,fbo_id,dfbo_id);
|
||||
}
|
||||
}
|
||||
{
|
||||
auto & camera = s.cameras[s.viewing_camera];
|
||||
draw_scene(camera,false,0,0,0);
|
||||
}
|
||||
|
||||
|
||||
TwDraw();
|
||||
glutSwapBuffers();
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
|
||||
void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
|
||||
{
|
||||
using namespace std;
|
||||
if(wheel == 0)
|
||||
using namespace igl;
|
||||
using namespace Eigen;
|
||||
GLint viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT,viewport);
|
||||
if(wheel == 0 && TwMouseMotion(mouse_x, viewport[3] - mouse_y))
|
||||
{
|
||||
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
|
||||
{
|
||||
auto & camera = s.cameras[s.viewing_camera];
|
||||
camera.dolly(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
|
||||
TwMouseWheel(mouse_scroll_y);
|
||||
}
|
||||
auto & camera = s.cameras[s.viewing_camera];
|
||||
switch(center_type)
|
||||
{
|
||||
case CENTER_TYPE_ORBIT:
|
||||
if(wheel==0)
|
||||
{
|
||||
// factor of zoom change
|
||||
double s = (1.-0.01*direction);
|
||||
//// FOV zoom: just widen angle. This is hardly ever appropriate.
|
||||
//camera.m_angle *= s;
|
||||
//camera.m_angle = min(max(camera.m_angle,1),89);
|
||||
camera.push_away(s);
|
||||
// Rotation should stay around at
|
||||
}else
|
||||
{
|
||||
// Dolly zoom:
|
||||
camera.dolly_zoom((double)direction*1.0);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
case CENTER_TYPE_FPS:
|
||||
// Move `eye` and `at`
|
||||
Vector3d diff = (wheel==0?Vector3d(0,0,1):Vector3d(-1,0,0))*0.1;
|
||||
camera.dolly(diff*direction);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -359,68 +658,64 @@ void mouse_drag(int mouse_x, int mouse_y)
|
||||
{
|
||||
glutSetCursor(GLUT_CURSOR_CYCLE);
|
||||
auto & camera = s.cameras[s.viewing_camera];
|
||||
Quaterniond q;
|
||||
switch(rotation_type)
|
||||
{
|
||||
case ROTATION_TYPE_IGL_TRACKBALL:
|
||||
{
|
||||
// Rotate according to trackball
|
||||
igl::trackball<double>(
|
||||
igl::trackball(
|
||||
width,
|
||||
height,
|
||||
2.0,
|
||||
down_camera.m_rotation.coeffs().data(),
|
||||
down_camera.m_rotation.conjugate(),
|
||||
down_x,
|
||||
down_y,
|
||||
mouse_x,
|
||||
mouse_y,
|
||||
camera.m_rotation.coeffs().data());
|
||||
q);
|
||||
break;
|
||||
}
|
||||
case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
|
||||
{
|
||||
Quaterniond down_q = down_camera.m_rotation;
|
||||
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();
|
||||
}
|
||||
}
|
||||
camera.m_rotation = q;
|
||||
two_axis_valuator_fixed_up(
|
||||
width,
|
||||
height,
|
||||
2.0,
|
||||
down_camera.m_rotation.conjugate(),
|
||||
down_x,
|
||||
down_y,
|
||||
mouse_x,
|
||||
mouse_y,
|
||||
q);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
const bool orbit = true;
|
||||
if(orbit)
|
||||
camera.m_rotation = q.conjugate();
|
||||
switch(center_type)
|
||||
{
|
||||
// at should be fixed
|
||||
// Undo rotation from translation part: translation along view (from
|
||||
// `at`)
|
||||
Vector3d t = down_camera.m_rotation * down_camera.m_translation;
|
||||
// Rotate to match new rotation
|
||||
camera.m_translation = camera.m_rotation * t;
|
||||
//assert((down_camera.at() - camera.at()).squaredNorm() < DOUBLE_EPS);
|
||||
}else
|
||||
{
|
||||
// eye should be fixed
|
||||
// flip rotation?
|
||||
default:
|
||||
case CENTER_TYPE_ORBIT:
|
||||
// at should be fixed
|
||||
//
|
||||
// at_1 = R_1 * t_1 - R_1 * z = at_0
|
||||
// t_1 = R_1' * (at_0 + R_1 * z)
|
||||
camera.m_translation =
|
||||
camera.m_rotation.conjugate() *
|
||||
(down_camera.at() +
|
||||
camera.m_rotation * Vector3d(0,0,1) * camera.m_at_dist);
|
||||
assert((down_camera.at() - camera.at()).squaredNorm() < DOUBLE_EPS);
|
||||
break;
|
||||
case CENTER_TYPE_FPS:
|
||||
// eye should be fixed
|
||||
//
|
||||
// eye_1 = R_1 * t_1 = eye_0
|
||||
// t_1 = R_1' * eye_0
|
||||
camera.m_translation = camera.m_rotation.conjugate() * down_camera.eye();
|
||||
assert((down_camera.eye() - camera.eye()).squaredNorm() < DOUBLE_EPS);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -481,6 +776,12 @@ int main(int argc, char * argv[])
|
||||
// Create a tweak bar
|
||||
rebar.TwNewBar("bar");
|
||||
TwDefine("bar label='camera' size='200 550' text=light alpha='200' color='68 68 68'");
|
||||
TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType","igl_trackball,two_axis_fixed_up");
|
||||
rebar.TwAddVarRW("rotation_type", RotationTypeTW,&rotation_type,
|
||||
"keyIncr=] keyDecr=[");
|
||||
TwType CenterTypeTW = ReTwDefineEnumFromString("CenterType","orbit,fps");
|
||||
rebar.TwAddVarRW("center_type", CenterTypeTW,¢er_type,
|
||||
"keyIncr={ keyDecr=}");
|
||||
rebar.load(REBAR_NAME);
|
||||
init_cameras();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user