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igl/examples/scene-rotation/example.cpp
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644 lines
15 KiB
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// Small GLUT application to test different scene rotation paradigms
//
#include "trackball.h"
#include <igl/readOBJ.h>
#include <igl/writeOBJ.h>
#include <igl/writeOFF.h>
#include <igl/readWRL.h>
#include <igl/report_gl_error.h>
#include <igl/triangulate.h>
#include <igl/readOFF.h>
#include <igl/readMESH.h>
#include <igl/draw_mesh.h>
#include <igl/draw_floor.h>
#include <igl/pathinfo.h>
#include <igl/list_to_matrix.h>
#include <igl/quat_to_mat.h>
#include <igl/per_face_normals.h>
#include <igl/material_colors.h>
#include <igl/trackball.h>
#include <igl/snap_to_canonical_view_quat.h>
#include <igl/REDRUM.h>
#include <igl/Camera.h>
#include <igl/ReAntTweakBar.h>
#include <Eigen/Core>
#include <Eigen/Geometry>
#include <GLUT/glut.h>
#include <Carbon/Carbon.h>
#include <string>
#include <vector>
#include <stack>
#include <iostream>
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<State> undo_stack;
std::stack<State> 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<State>();
}
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<double>(
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<double>(
s.camera.rotation,
1.0,
s.camera.rotation);
break;
}
default:
if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
{
cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
}
}
}
int main(int argc, char * argv[])
{
using namespace std;
using namespace Eigen;
using namespace igl;
string filename = "../shared/cheburashka.obj";
if(argc < 2)
{
cerr<<"Usage:"<<endl<<" ./example input.obj"<<endl;
cout<<endl<<"Opening default mesh..."<<endl;
}else
{
// Read and prepare mesh
filename = argv[1];
}
// print key commands
cout<<"[Click] and [drag] Rotate model using trackball."<<endl;
cout<<"[Z,z] Snap rotation to canonical view."<<endl;
cout<<"[⌘ Z] Undo."<<endl;
cout<<"[⇧ ⌘ Z] Redo."<<endl;
cout<<"[^C,ESC] Exit."<<endl;
// dirname, basename, extension and filename
string d,b,ext,f;
pathinfo(filename,d,b,ext,f);
// Convert extension to lower case
transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
vector<vector<double > > vV,vN,vTC;
vector<vector<int > > vF,vFTC,vFN;
if(ext == "obj")
{
// Convert extension to lower case
if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
{
return 1;
}
}else if(ext == "off")
{
// Convert extension to lower case
if(!igl::readOFF(filename,vV,vF,vN))
{
return 1;
}
}else if(ext == "wrl")
{
// Convert extension to lower case
if(!igl::readWRL(filename,vV,vF))
{
return 1;
}
//}else
//{
// // Convert extension to lower case
// MatrixXi T;
// if(!igl::readMESH(filename,V,T,F))
// {
// return 1;
// }
// //if(F.size() > T.size() || F.size() == 0)
// {
// boundary_faces(T,F);
// }
}
if(vV.size() > 0)
{
if(!list_to_matrix(vV,V))
{
return 1;
}
triangulate(vF,F);
}
init_relative();
// Init glut
glutInit(&argc,argv);
if( !TwInit(TW_OPENGL, NULL) )
{
// A fatal error occured
fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
return 1;
}
// Create a tweak bar
rebar.TwNewBar("TweakBar");
rebar.TwAddVarCB("camera_rotation", TW_TYPE_QUAT4D, no_op,get_camera_rotation, NULL, "open readonly=true");
TwEnumVal RotationTypesEV[NUM_ROTATION_TYPES] =
{
{ROTATION_TYPE_IGL_TRACKBALL,"igl trackball"},
{ROTATION_TYPE_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;
}