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igl/examples/intersections/example.cpp
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#include <igl/OpenGL_convenience.h>
#include <igl/per_face_normals.h>
#include <igl/two_axis_valuator_fixed_up.h>
#include <igl/normalize_row_lengths.h>
#include <igl/draw_mesh.h>
#include <igl/draw_floor.h>
#include <igl/quat_to_mat.h>
#include <igl/report_gl_error.h>
#include <igl/readOBJ.h>
#include <igl/readDMAT.h>
#include <igl/readOFF.h>
#include <igl/readMESH.h>
#include <igl/jet.h>
#include <igl/readWRL.h>
#include <igl/trackball.h>
#include <igl/list_to_matrix.h>
#include <igl/snap_to_canonical_view_quat.h>
#include <igl/snap_to_fixed_up.h>
#include <igl/polygon_mesh_to_triangle_mesh.h>
#include <igl/material_colors.h>
#include <igl/barycenter.h>
#include <igl/matlab_format.h>
#include <igl/ReAntTweakBar.h>
#include <igl/pathinfo.h>
#include <igl/Camera.h>
#include <igl/get_seconds.h>
#include <igl/cgal/selfintersect.h>
#include <igl/cgal/intersect_other.h>
#ifdef __APPLE__
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
#include <Eigen/Core>
#include <vector>
#include <iostream>
#include <algorithm>
struct State
{
igl::Camera camera;
} s;
enum RotationType
{
ROTATION_TYPE_IGL_TRACKBALL = 0,
ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
NUM_ROTATION_TYPES = 2,
} rotation_type;
bool is_rotating = false;
int down_x,down_y;
igl::Camera down_camera;
bool is_animating = false;
double animation_start_time = 0;
double ANIMATION_DURATION = 0.5;
Eigen::Quaterniond animation_from_quat;
Eigen::Quaterniond animation_to_quat;
// Use vector for range-based `for`
std::vector<State> undo_stack;
std::vector<State> redo_stack;
void push_undo()
{
undo_stack.push_back(s);
// Clear
redo_stack = std::vector<State>();
}
void undo()
{
using namespace std;
if(!undo_stack.empty())
{
redo_stack.push_back(s);
s = undo_stack.front();
undo_stack.pop_back();
}
}
void redo()
{
using namespace std;
if(!redo_stack.empty())
{
undo_stack.push_back(s);
s = redo_stack.front();
redo_stack.pop_back();
}
}
void TW_CALL set_rotation_type(const void * value, void * clientData)
{
using namespace Eigen;
using namespace std;
using namespace igl;
const RotationType old_rotation_type = rotation_type;
rotation_type = *(const RotationType *)(value);
if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
{
push_undo();
animation_from_quat = s.camera.m_rotation_conj;
snap_to_fixed_up(animation_from_quat,animation_to_quat);
// start animation
animation_start_time = get_seconds();
is_animating = true;
}
}
void TW_CALL get_rotation_type(void * value, void *clientData)
{
RotationType * rt = (RotationType *)(value);
*rt = rotation_type;
}
// Width and height of window
int width,height;
// Position of light
float light_pos[4] = {0.1,0.1,-0.9,0};
// V,U Vertex positions
// C,D Colors
// N,W Normals
// mid combined "centroid"
Eigen::MatrixXd V,N,C,Z,mid,U,W,D;
// F,G faces
Eigen::MatrixXi F,G;
bool has_other = false;
bool show_A = true;
bool show_B = true;
int selected_col = 0;
// Bounding box diagonal length
double bbd;
// Running ambient occlusion
Eigen::VectorXd S;
int tot_num_samples = 0;
#define REBAR_NAME "temp.rbr"
igl::ReTwBar rebar; // Pointer to the tweak bar
void reshape(int width,int height)
{
using namespace std;
// Save width and height
::width = width;
::height = height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0,0,width,height);
// Send the new window size to AntTweakBar
TwWindowSize(width, height);
// Set aspect for all cameras
s.camera.m_aspect = (double)width/(double)height;
for(auto & s : undo_stack)
{
s.camera.m_aspect = (double)width/(double)height;
}
for(auto & s : redo_stack)
{
s.camera.m_aspect = (double)width/(double)height;
}
}
void push_scene()
{
using namespace igl;
using namespace std;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
auto & camera = s.camera;
gluPerspective(camera.m_angle,camera.m_aspect,camera.m_near,camera.m_far);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(
camera.eye()(0), camera.eye()(1), camera.eye()(2),
camera.at()(0), camera.at()(1), camera.at()(2),
camera.up()(0), camera.up()(1), camera.up()(2));
}
void pop_scene()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void pop_object()
{
glPopMatrix();
}
// Scale and shift for object
void push_object()
{
glPushMatrix();
glScaled(2./bbd,2./bbd,2./bbd);
glTranslated(-mid(0,0),-mid(0,1),-mid(0,2));
}
// Set up double-sided lights
void lights()
{
using namespace std;
glEnable(GL_LIGHTING);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
float amb[4];
amb[0] = amb[1] = amb[2] = 0;
amb[3] = 1.0;
float diff[4] = {0.0,0.0,0.0,0.0};
diff[0] = diff[1] = diff[2] = (1.0 - 0/0.4);;
diff[3] = 1.0;
float zeros[4] = {0.0,0.0,0.0,0.0};
float pos[4];
copy(light_pos,light_pos+4,pos);
glLightfv(GL_LIGHT0,GL_AMBIENT,amb);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diff);
glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
glLightfv(GL_LIGHT0,GL_POSITION,pos);
pos[0] *= -1;
pos[1] *= -1;
pos[2] *= -1;
glLightfv(GL_LIGHT1,GL_AMBIENT,amb);
glLightfv(GL_LIGHT1,GL_DIFFUSE,diff);
glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
glLightfv(GL_LIGHT1,GL_POSITION,pos);
}
const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0};
void display()
{
using namespace Eigen;
using namespace igl;
using namespace std;
glClearColor(back[0],back[1],back[2],0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(is_animating)
{
double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION;
if(t > 1)
{
t = 1;
is_animating = false;
}
const Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized();
s.camera.orbit(q.conjugate());
}
glDisable(GL_LIGHTING);
lights();
push_scene();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
push_object();
// Draw the model
// Set material properties
glEnable(GL_COLOR_MATERIAL);
const auto draw = [](
const MatrixXd & V,
const MatrixXi & F,
const MatrixXd & N,
const MatrixXd & C)
{
glEnable(GL_POLYGON_OFFSET_FILL); // Avoid Stitching!
glPolygonOffset(1.0,1);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
draw_mesh(V,F,N,C);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glDisable(GL_COLOR_MATERIAL);
const float black[4] = {0,0,0,1};
glColor4fv(black);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_DIFFUSE, black);
glLineWidth(1.0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
draw_mesh(V,F,N,C);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_COLOR_MATERIAL);
};
if(show_A)
{
draw(V,F,N,C);
}
if(show_B)
{
draw(U,G,W,D);
}
pop_object();
// Draw a nice floor
glPushMatrix();
const double floor_offset =
-2./bbd*(V.col(1).maxCoeff()-mid(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();
if(is_animating)
{
glutPostRedisplay();
}
}
void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
{
using namespace std;
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;
TwMouseWheel(mouse_scroll_y);
return;
}
push_undo();
auto & camera = s.camera;
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);
}else
{
// Dolly zoom:
camera.dolly_zoom((double)direction*1.0);
}
}
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_LEFT_ARROW);
is_rotating = false;
break;
case 0:
// down
if(!tw_using)
{
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;
}
}
glutPostRedisplay();
}
void mouse_drag(int mouse_x, int mouse_y)
{
using namespace igl;
using namespace Eigen;
if(is_rotating)
{
glutSetCursor(GLUT_CURSOR_CYCLE);
Quaterniond q;
auto & camera = s.camera;
switch(rotation_type)
{
case ROTATION_TYPE_IGL_TRACKBALL:
{
// Rotate according to trackball
igl::trackball<double>(
width,
height,
2.0,
down_camera.m_rotation_conj.coeffs().data(),
down_x,
down_y,
mouse_x,
mouse_y,
q.coeffs().data());
break;
}
case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
{
// Rotate according to two axis valuator with fixed up vector
two_axis_valuator_fixed_up(
width, height,
2.0,
down_camera.m_rotation_conj,
down_x, down_y, mouse_x, mouse_y,
q);
break;
}
default:
break;
}
camera.orbit(q.conjugate());
}else
{
TwEventMouseMotionGLUT(mouse_x, mouse_y);
}
glutPostRedisplay();
}
void color_selfintersections(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
Eigen::MatrixXd & C)
{
using namespace igl;
using namespace Eigen;
MatrixXd SV;
MatrixXi SF,IF;
VectorXi J,IM;
SelfintersectParam params;
params.detect_only = true;
selfintersect(V,F,params,SV,SF,IF,J,IM);
C.resize(F.rows(),3);
C.col(0).setConstant(0.4);
C.col(1).setConstant(0.8);
C.col(2).setConstant(0.3);
for(int f = 0;f<IF.rows();f++)
{
C.row(IF(f,0)) = RowVector3d(1,0.4,0.4);
C.row(IF(f,1)) = RowVector3d(1,0.4,0.4);
}
}
void color_intersections(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
const Eigen::MatrixXd & U,
const Eigen::MatrixXi & G,
Eigen::MatrixXd & C,
Eigen::MatrixXd & D)
{
using namespace igl;
using namespace Eigen;
MatrixXi IF;
const bool first_only = false;
intersect_other(V,F,U,G,first_only,IF);
C.resize(F.rows(),3);
C.col(0).setConstant(0.4);
C.col(1).setConstant(0.8);
C.col(2).setConstant(0.3);
D.resize(G.rows(),3);
D.col(0).setConstant(0.4);
D.col(1).setConstant(0.3);
D.col(2).setConstant(0.8);
for(int f = 0;f<IF.rows();f++)
{
C.row(IF(f,0)) = RowVector3d(1,0.4,0.4);
D.row(IF(f,1)) = RowVector3d(0.8,0.7,0.3);
}
}
void key(unsigned char key, int mouse_x, int mouse_y)
{
using namespace std;
switch(key)
{
// ESC
case char(27):
rebar.save(REBAR_NAME);
// ^C
case char(3):
exit(0);
default:
if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
{
cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
}
}
glutPostRedisplay();
}
int main(int argc, char * argv[])
{
using namespace Eigen;
using namespace igl;
using namespace std;
// init mesh
string filename = "../shared/truck.obj";
string filename_other = "";
switch(argc)
{
case 3:
// Read and prepare mesh
filename_other = argv[2];
has_other=true;
// fall through
case 2:
// Read and prepare mesh
filename = argv[1];
break;
default:
cerr<<"Usage:"<<endl<<" ./example input.obj [other.obj]"<<endl;
cout<<endl<<"Opening default mesh..."<<endl;
}
const auto read = []
(const string & filename, MatrixXd & V, MatrixXi & F, MatrixXd & N) -> bool
{
// 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 false;
}
}else if(ext == "off")
{
// Convert extension to lower case
if(!igl::readOFF(filename,vV,vF,vN))
{
return false;
}
}else if(ext == "wrl")
{
// Convert extension to lower case
if(!igl::readWRL(filename,vV,vF))
{
return false;
}
//}else
//{
// // Convert extension to lower case
// MatrixXi T;
// if(!igl::readMESH(filename,V,T,F))
// {
// return false;
// }
// //if(F.size() > T.size() || F.size() == 0)
// {
// boundary_facets(T,F);
// }
}
if(vV.size() > 0)
{
if(!list_to_matrix(vV,V))
{
return false;
}
polygon_mesh_to_triangle_mesh(vF,F);
}
// Compute normals, centroid, colors, bounding box diagonal
per_face_normals(V,F,N);
return true;
};
if(!read(filename,V,F,N))
{
return 1;
}
if(has_other)
{
if(!read(argv[2],U,G,W))
{
return 1;
}
mid = 0.25*(V.colwise().maxCoeff() + V.colwise().minCoeff()) +
0.25*(U.colwise().maxCoeff() + U.colwise().minCoeff());
bbd = max(
(V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff(),
(U.colwise().maxCoeff() - U.colwise().minCoeff()).maxCoeff());
color_intersections(V,F,U,G,C,D);
}else
{
mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
bbd = (V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff();
color_selfintersections(V,F,C);
}
// 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.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D,
s.camera.m_rotation_conj.coeffs().data(), "open readonly=true");
s.camera.push_away(3);
s.camera.dolly_zoom(25-s.camera.m_angle);
TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType",
"igl_trackball,two-a...-fixed-up");
rebar.TwAddVarCB( "rotation_type", RotationTypeTW,
set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=[");
if(has_other)
{
rebar.TwAddVarRW("show_A",TW_TYPE_BOOLCPP,&show_A, "key=a",false);
rebar.TwAddVarRW("show_B",TW_TYPE_BOOLCPP,&show_B, "key=b",false);
}
rebar.load(REBAR_NAME);
glutInitDisplayString("rgba depth double samples>=8 ");
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
glutCreateWindow("mesh-intersections");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutPassiveMotionFunc(
[](int x, int y)
{
TwEventMouseMotionGLUT(x,y);
glutPostRedisplay();
});
static std::function<void(int)> timer_bounce;
auto timer = [] (int ms) {
timer_bounce(ms);
};
timer_bounce = [&] (int ms) {
glutTimerFunc(ms, timer, ms);
glutPostRedisplay();
};
glutTimerFunc(500, timer, 500);
glutMainLoop();
return 0;
}