示例#1
0
void mouse_drag(int mouse_x, int mouse_y)
{
  using namespace igl;
  using namespace std;
  using namespace Eigen;
  bool tw_using = TwMouseMotion(mouse_x,mouse_y);

  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;
    }
    switch(center_type)
    {
      default:
      case CENTER_TYPE_ORBIT:
        camera.orbit(q.conjugate());
        break;
      case CENTER_TYPE_FPS:
        camera.turn_eye(q.conjugate());
        break;
    }
  }
}
示例#2
0
/*! Get the position of the location relative to its body in 
 *  the J2000 ecliptic coordinate system.
 */
Vector3d Location::getPlanetocentricPosition(double t) const
{
    if (parent == NULL)
    {
        return position.cast<double>();
    }
    else
    {
        Quaterniond q = parent->getEclipticToBodyFixed(t);
        return q.conjugate() * position.cast<double>();
    }
}
示例#3
0
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();
}
示例#4
0
static void longLatLabel(const string& labelText,
                         double longitude,
                         double latitude,
                         const Vector3d& viewRayOrigin,
                         const Vector3d& viewNormal,
                         const Vector3d& bodyCenter,
                         const Quaterniond& bodyOrientation,
                         const Vector3f& semiAxes,
                         float labelOffset,
                         Renderer* renderer)
{
    double theta = degToRad(longitude);
    double phi = degToRad(latitude);
    Vector3d pos(cos(phi) * cos(theta) * semiAxes.x(),
                 sin(phi) * semiAxes.y(),
                 -cos(phi) * sin(theta) * semiAxes.z());

    float nearDist = renderer->getNearPlaneDistance();

    pos = pos * (1.0 + labelOffset);

    double boundingRadius = semiAxes.maxCoeff();

    // Draw the label only if it isn't obscured by the body ellipsoid
    double t = 0.0;
    if (testIntersection(Ray3d(viewRayOrigin, pos - viewRayOrigin), Ellipsoidd(semiAxes.cast<double>()), t) && t >= 1.0)
    {
        // Compute the position of the label
        Vector3d labelPos = bodyCenter +
                            bodyOrientation.conjugate() * pos * (1.0 + labelOffset);

        // Calculate the intersection of the eye-to-label ray with the plane perpendicular to
        // the view normal that touches the front of the objects bounding sphere
        double planetZ = viewNormal.dot(bodyCenter) - boundingRadius;
        if (planetZ < -nearDist * 1.001)
            planetZ = -nearDist * 1.001;
        double z = viewNormal.dot(labelPos);
        labelPos *= planetZ / z;

        renderer->addObjectAnnotation(NULL, labelText,
                                      Renderer::PlanetographicGridLabelColor,
                                      labelPos.cast<float>());
    }
}
示例#5
0
void key(unsigned char key, int mouse_x, int mouse_y)
{
  using namespace std;
  using namespace igl;
  using namespace Eigen;
  int mod = glutGetModifiers();
  const bool command_down = GLUT_ACTIVE_COMMAND & mod;
  const bool shift_down = GLUT_ACTIVE_SHIFT & mod;
  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();
        Quaterniond q;
        snap_to_canonical_view_quat(s.camera.m_rotation_conj,1.0,q);
        s.camera.orbit(q.conjugate());
      }
    default:
      if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
      {
        cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
      }
  }

}
示例#6
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_COLOR_MATERIAL);
    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*(VU.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();
  }
}
示例#7
0
void key(unsigned char key, int mouse_x, int mouse_y)
{
  using namespace std;
  using namespace Eigen;
  using namespace igl;
  int mod = glutGetModifiers();
  switch(key)
  {
    // ESC
    case char(27):
      rebar.save(REBAR_NAME);
    // ^C
    case char(3):
      exit(0);
    case 'I':
    case 'i':
      {
        push_undo();
        s.N *= -1.0;
        F = F.rowwise().reverse().eval();
        break;
      }
    case 'z':
    case 'Z':
      if(mod & GLUT_ACTIVE_COMMAND)
      {
        if(mod & GLUT_ACTIVE_SHIFT)
        {
          redo();
        }else
        {
          undo();
        }
      }else
      {
        push_undo();
        Quaterniond q;
        snap_to_canonical_view_quat(s.camera.m_rotation_conj,1.0,q);
        switch(center_type)
        {
          default:
          case CENTER_TYPE_ORBIT:
            s.camera.orbit(q.conjugate());
            break;
          case CENTER_TYPE_FPS:
            s.camera.turn_eye(q.conjugate());
            break;
        }
      }
      break;
    case 'u':
        mouse_wheel(0, 1,mouse_x,mouse_y);
        break;
    case 'j':
        mouse_wheel(0,-1,mouse_x,mouse_y);
        break;
    case 'n':
      cc_selected = (cc_selected + 1) % (CC.maxCoeff() + 2);
      cout << "selected cc: " << cc_selected << endl;
      glutPostRedisplay();
      break;
    default:
      if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
      {
        cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
      }
  }

}
示例#8
0
void display()
{
  using namespace igl;
  using namespace std;
  using namespace Eigen;
  glClearColor(1,1,1,0);
  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;
    }
    Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized();
    auto & camera = s.camera;
    switch(center_type)
    {
      default:
      case CENTER_TYPE_ORBIT:
        camera.orbit(q.conjugate());
        break;
      case CENTER_TYPE_FPS:
        camera.turn_eye(q.conjugate());
        break;
    }
  }

  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  lights();
  push_scene();
  push_object();

  // Set material properties
  glEnable(GL_COLOR_MATERIAL);
  glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
  if(wireframe_visible)
  {
    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
    if(fill_visible)
    {
      glColor3f(0,0,0);
      draw_mesh(V,F,s.N);
    }else
    {
      draw_mesh(V,F,s.N,s.C);
    }

    // visualize selected patch
    glLineWidth(10);
    glBegin(GL_TRIANGLES);
    glColor3d(0, 0, 0);
    // loop over faces
    for(int i = 0; i<F.rows();i++)
    {
      if (CC(i) != cc_selected) continue;
      // loop over corners of triangle
      for(int j = 0;j<3;j++)
      {
        glVertex3d(V(F(i,j),0),V(F(i,j),1),V(F(i,j),2));
      }
    }
    glEnd();
    glLineWidth(1);
    glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
    glBegin(GL_TRIANGLES);
    glColor3d(1, 0, 0);
    // loop over faces
    for(int i = 0; i<F.rows();i++)
    {
      if (CC(i) != cc_selected) continue;
      // loop over corners of triangle
      glNormal3d(s.N(i,0),s.N(i,1),s.N(i,2));
      for(int j = 0;j<3;j++)
      {
        glVertex3d(V(F(i,j),0),V(F(i,j),1),V(F(i,j),2));
      }
    }
    glEnd();
  }
  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  if(fill_visible)
  {
    glEnable(GL_POLYGON_OFFSET_FILL); // Avoid Stitching!
    glPolygonOffset(1.0, 0);
    draw_mesh(V,F,s.N,s.C);
  }

  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();
}
示例#9
0
文件: example.cpp 项目: dut09/libigl
void display()
{
  using namespace Eigen;
  using namespace igl;
  using namespace std;

  // Update
  update_arap();

  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_LESS);
  glEnable(GL_NORMALIZE);
  push_object();

  // Draw the model
  // 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);
  glEnable(GL_COLOR_MATERIAL);

  draw_mesh(U,F,N,C);
  glDisable(GL_COLOR_MATERIAL);

  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);
  draw_floor();
  glPopMatrix();

  pop_scene();

  report_gl_error();

  TwDraw();
  glutSwapBuffers();
  //if(is_animating)
  //{
    glutPostRedisplay();
  //}
}
示例#10
0
void key(unsigned char key, int mouse_x, int mouse_y)
{
  using namespace std;
  using namespace igl;
  using namespace Eigen;
  int mod = glutGetModifiers();
  const bool command_down = GLUT_ACTIVE_COMMAND & mod;
  const bool shift_down = GLUT_ACTIVE_SHIFT & mod;
  switch(key)
  {
    // ESC
    case char(27):
      rebar.save(REBAR_NAME);
    // ^C
    case char(3):
      exit(0);
    case char(127):
    {
      push_undo();
      // delete
      MatrixXi new_BE(s.BE.rows(),s.BE.cols());
      int count = 0;
      for(int b=0;b<s.BE.rows();b++)
      {
        bool selected = false;
        for(int si=0;si<s.sel.size();si++)
        {
          if(s.BE(b,0) == s.sel(si) || s.BE(b,1) == s.sel(si))
          {
            selected = true;
            break;
          }
        }
        if(!selected)
        {
          new_BE.row(count) = s.BE.row(b);
          count++;
        }
      }
      new_BE.conservativeResize(count,new_BE.cols());
      const auto old_C = s.C;
      VectorXi I;
      remove_unreferenced(old_C,new_BE,s.C,s.BE,I);
      s.sel.resize(0,1);
      break;
    }
    case 'A':
    case 'a':
    {
      push_undo();
      s.sel = colon<int>(0,s.C.rows()-1);
      break;
    }
    case 'C':
    case 'c':
    {
      push_undo();
      // snap close vertices
      SparseMatrix<double> A;
      adjacency_matrix(s.BE,A);
      VectorXi J = colon<int>(0,s.C.rows()-1);
      // stupid O(n²) version
      for(int c = 0;c<s.C.rows();c++)
      {
        for(int d = c+1;d<s.C.rows();d++)
        {
          if(
           A.coeff(c,d) == 0 &&  // no edge
           (s.C.row(c)-s.C.row(d)).norm() < 0.02*bbd //close
           )
          {
            // c < d
            J(d) = c;
          }
        }
      }
      for(int e = 0;e<s.BE.rows();e++)
      {
        s.BE(e,0) = J(s.BE(e,0));
        s.BE(e,1) = J(s.BE(e,1));
      }
      const auto old_BE = s.BE;
      const auto old_C = s.C;
      VectorXi I;
      remove_unreferenced(old_C,old_BE,s.C,s.BE,I);
      for(int i = 0;i<s.sel.size();i++)
      {
        s.sel(i) = J(s.sel(i));
      }
      VectorXi _;
      igl::unique(s.sel,s.sel,_,_);
      break;
    }
    case 'D':
    case 'd':
    {
      push_undo();
      s.sel.resize(0,1);
      break;
    }
    case 'P':
    case 'p':
    {
      // add bone to parents (should really only be one)
      push_undo();
      vector<int> new_sel;
      const int old_nbe = s.BE.rows();
      for(int si=0;si<s.sel.size();si++)
      {
        for(int b=0;b<old_nbe;b++)
        {
          if(s.BE(b,1) == s.sel(si))
          {
            // one new node
            s.C.conservativeResize(s.C.rows()+1,3);
            const int nc = s.C.rows();
            s.C.row(nc-1) = 0.5*(s.C.row(s.BE(b,1)) + s.C.row(s.BE(b,0)));
            // one new bone
            s.BE.conservativeResize(s.BE.rows()+1,2);
            s.BE.row(s.BE.rows()-1) = RowVector2i(nc-1,s.BE(b,1));
            s.BE(b,1) = nc-1;
            // select last node
            new_sel.push_back(nc-1);
          }
        }
      }
      list_to_matrix(new_sel,s.sel);
      break;
    }
    case 'R':
    case 'r':
    {
      // re-root try at first selected
      if(s.sel.size() > 0)
      {
        push_undo();
        // only use first
        s.sel.conservativeResize(1,1);
        // Ideally this should only effect the connected component of s.sel(0)
        const auto & C = s.C;
        auto & BE = s.BE;
        vector<bool> seen(C.rows(),false);
        // adjacency list
        vector<vector< int> > A;
        adjacency_list(BE,A,false);
        int e = 0;
        queue<int> Q;
        Q.push(s.sel(0));
        seen[s.sel(0)] = true;
        while(!Q.empty())
        {
          const int c = Q.front();
          Q.pop();
          for(const auto & d : A[c])
          {
            if(!seen[d])
            {
              BE(e,0) = c;
              BE(e,1) = d;
              e++;
              Q.push(d);
              seen[d] = true;
            }
          }
        }
        // only keep tree
        BE.conservativeResize(e,BE.cols());
      }
      break;
    }
    case 'S':
    case 's':
    {
      save();
      break;
    }
    case 'U':
    case 'u':
    {
      push_scene();
      push_object();
      for(int c = 0;c<s.C.rows();c++)
      {
        Vector3d P = project((Vector3d)s.C.row(c));
        Vector3d obj;
        int nhits = unproject_in_mesh(P(0),P(1),ei,obj);
        if(nhits > 0)
        {
          s.C.row(c) = obj;
        }
      }
      pop_object();
      pop_scene();
      break;
    }
    case 'Y':
    case 'y':
    {
      symmetrize();
      break;
    }
    case 'z':
    case 'Z':
      is_rotating = false;
      is_dragging = false;
      if(command_down)
      {
        if(shift_down)
        {
          redo();
        }else
        {
          undo();
        }
        break;
      }else
      {
        push_undo();
        Quaterniond q;
        snap_to_canonical_view_quat(camera.m_rotation_conj,1.0,q);
        camera.orbit(q.conjugate());
      }
      break;
    default:
      if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
      {
        cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
      }
  }

  glutPostRedisplay();
}
示例#11
0
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);
    Quaterniond q;
    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());
  }

  if(is_dragging)
  {
    push_scene();
    push_object();
    if(new_leaf_on_drag)
    {
      assert(s.C.size() >= 1);
      // one new node
      s.C.conservativeResize(s.C.rows()+1,3);
      const int nc = s.C.rows();
      assert(s.sel.size() >= 1);
      s.C.row(nc-1) = s.C.row(s.sel(0));
      // one new bone
      s.BE.conservativeResize(s.BE.rows()+1,2);
      s.BE.row(s.BE.rows()-1) = RowVector2i(s.sel(0),nc-1);
      // select just last node
      s.sel.resize(1,1);
      s.sel(0) = nc-1;
      // reset down_C
      down_C = s.C;
      new_leaf_on_drag = false;
    }
    if(new_root_on_drag)
    {
      // two new nodes
      s.C.conservativeResize(s.C.rows()+2,3);
      const int nc = s.C.rows();
      Vector3d obj;
      int nhits = unproject_in_mesh(mouse_x,height-mouse_y,ei,obj);
      if(nhits == 0)
      {
        Vector3d pV_mid = project(Vcen);
        obj = unproject(Vector3d(mouse_x,height-mouse_y,pV_mid(2)));
      }
      s.C.row(nc-2) = obj;
      s.C.row(nc-1) = obj;
      // select last node
      s.sel.resize(1,1);
      s.sel(0) = nc-1;
      // one new bone
      s.BE.conservativeResize(s.BE.rows()+1,2);
      s.BE.row(s.BE.rows()-1) = RowVector2i(nc-2,nc-1);
      // reset down_C
      down_C = s.C;
      new_root_on_drag = false;
    }
    double z = 0;
    Vector3d obj,win;
    int nhits = unproject_in_mesh(mouse_x,height-mouse_y,ei,obj);
    project(obj,win);
    z = win(2);

    for(int si = 0;si<s.sel.size();si++)
    {
      const int c = s.sel(si);
      Vector3d pc = project((RowVector3d) down_C.row(c));
      pc(0) += mouse_x-down_x;
      pc(1) += (height-mouse_y)-(height-down_y);
      if(nhits > 0)
      {
        pc(2) = z;
      }
      s.C.row(c) = unproject(pc);
    }
    pop_object();
    pop_scene();
  }

  glutPostRedisplay();
}
示例#12
0
void display()
{
  using namespace igl;
  using namespace std;
  using namespace Eigen;
  const float back[4] = {0.75, 0.75, 0.75,0};
  glClearColor(back[0],back[1],back[2],0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  static bool first = true;
  if(first)
  {
    sort();
    first = false;
  }

  if(is_animating)
  {
    double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION;
    if(t > 1)
    {
      t = 1;
      is_animating = false;
    }
    Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized();
    camera.orbit(q.conjugate());
  }

  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glEnable(GL_NORMALIZE);
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  lights();
  push_scene();

  // Draw a nice floor
  glEnable(GL_DEPTH_TEST);
  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};
  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  glEnable(GL_CULL_FACE);
  glCullFace(GL_BACK);
  draw_floor(GREY,DARK_GREY);
  glDisable(GL_CULL_FACE);
  glPopMatrix();

  push_object();

  const auto & draw_skeleton = []()
  {
    switch(skel_style)
    {
      default:
      case SKEL_STYLE_TYPE_3D:
      {
        MatrixXf colors = MAYA_VIOLET.transpose().replicate(s.BE.rows(),1);
        for(int si=0;si<s.sel.size();si++)
        {
          for(int b=0;b<s.BE.rows();b++)
          {
            if(s.BE(b,0) == s.sel(si) || s.BE(b,1) == s.sel(si))
            {
              colors.row(b) = MAYA_SEA_GREEN;
            }
          }
        }
        draw_skeleton_3d(s.C,s.BE,MatrixXd(),colors);
        break;
      }
      case SKEL_STYLE_TYPE_VECTOR_GRAPHICS:
        draw_skeleton_vector_graphics(s.C,s.BE);
        break;
    }
  };
  
  if(!skeleton_on_top)
  {
    draw_skeleton();
  }

  // Set material properties
  glDisable(GL_COLOR_MATERIAL);
  glMaterialfv(GL_FRONT, GL_AMBIENT,
    Vector4f(GOLD_AMBIENT[0],GOLD_AMBIENT[1],GOLD_AMBIENT[2],alpha).data());
  glMaterialfv(GL_FRONT, GL_DIFFUSE,
    Vector4f(GOLD_DIFFUSE[0],GOLD_DIFFUSE[1],GOLD_DIFFUSE[2],alpha).data());
  glMaterialfv(GL_FRONT, GL_SPECULAR,
    Vector4f(GOLD_SPECULAR[0],GOLD_SPECULAR[1],GOLD_SPECULAR[2],alpha).data());
  glMaterialf (GL_FRONT, GL_SHININESS, 128);
  glMaterialfv(GL_BACK, GL_AMBIENT,
    Vector4f(SILVER_AMBIENT[0],SILVER_AMBIENT[1],SILVER_AMBIENT[2],alpha).data());
  glMaterialfv(GL_BACK, GL_DIFFUSE,
    Vector4f(FAST_GREEN_DIFFUSE[0],FAST_GREEN_DIFFUSE[1],FAST_GREEN_DIFFUSE[2],alpha).data());
  glMaterialfv(GL_BACK, GL_SPECULAR,
    Vector4f(SILVER_SPECULAR[0],SILVER_SPECULAR[1],SILVER_SPECULAR[2],alpha).data());
  glMaterialf (GL_BACK, GL_SHININESS, 128);

  if(wireframe)
  {
    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  }
  glLineWidth(1.0);
  draw_mesh(V,sorted_F,sorted_N);
  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);

  if(skeleton_on_top)
  {
    glDisable(GL_DEPTH_TEST);
    draw_skeleton();
  }

  pop_object();
  pop_scene();

  report_gl_error();

  TwDraw();
  glutSwapBuffers();
  if(is_animating)
  {
    glutPostRedisplay();
  }
}
示例#13
0
void display()
{
  using namespace igl;
  using namespace std;
  using namespace Eigen;
  const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0};
  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;
    }
    Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized();
    auto & camera = s.camera;
    camera.orbit(q.conjugate());
  }

  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  lights();
  push_scene();

  // Draw a nice floor
  glEnable(GL_DEPTH_TEST);
  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};
  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  draw_floor(GREY,DARK_GREY);
  glPopMatrix();

  push_object();

  // Set material properties
  glDisable(GL_COLOR_MATERIAL);
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,  SILVER_AMBIENT);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,  SILVER_DIFFUSE  );
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SILVER_SPECULAR);
  glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);

  typedef std::vector<
    Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
    RotationList;
  RotationList dQ(BE.rows(),Quaterniond::Identity()),vQ;
  vector<Vector3d> vT;
  Matrix3d A = Matrix3d::Identity();
  for(int e = 0;e<BE.rows();e++)
  {
    dQ[e] = AngleAxisd((sin(get_seconds()+e))*0.06*PI,A.col(e%3));
  }
  forward_kinematics(C,BE,P,dQ,vQ,vT);
  const int dim = C.cols();
  MatrixXd T(BE.rows()*(dim+1),dim);
  for(int e = 0;e<BE.rows();e++)
  {
    Affine3d a = Affine3d::Identity();
    a.translate(vT[e]);
    a.rotate(vQ[e]);
    T.block(e*(dim+1),0,dim+1,dim) =
      a.matrix().transpose().block(0,0,dim+1,dim);
  }

  if(wireframe)
  {
    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  }
  glLineWidth(1.0);
  MatrixXd U = M*T;
  per_face_normals(U,F,N);
  draw_mesh(U,F,N);
  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);

  if(skeleton_on_top)
  {
    glDisable(GL_DEPTH_TEST);
  }

  switch(skel_style)
  {
    default:
    case SKEL_STYLE_TYPE_3D:
      draw_skeleton_3d(C,BE,T,MAYA_VIOLET,bbd*0.5);
      break;
    case SKEL_STYLE_TYPE_VECTOR_GRAPHICS:
      draw_skeleton_vector_graphics(C,BE,T);
      break;
  }

  pop_object();

  pop_scene();

  report_gl_error();

  TwDraw();
  glutSwapBuffers();
  glutPostRedisplay();
}
示例#14
0
文件: example.cpp 项目: nixz/libigl
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_LESS);
    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);
    glColor3f(1,1,1);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D,tex_id);
    MatrixXd _d;
    MatrixXi _i;

    glMatrixMode(GL_TEXTURE);
    glPushMatrix();
    glLoadIdentity();
    if(flip_y)
    {
        glTranslated(0,1,0);
        glScaled(1,-1,1);
    }
    if(rotate_xy)
    {
        glRotated(90,0,0,1);
        glTranslated(-1,0,0);
    }
    glMatrixMode(GL_MODELVIEW);

    igl::opengl2::draw_mesh(V,F,N,MatrixXi(),MatrixXd(),TC,TF,MatrixXd(),0,MatrixXi(),0);

    glMatrixMode(GL_TEXTURE);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);

    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};

    glEnable(GL_POLYGON_OFFSET_FILL);
    glPolygonOffset(-1,1);
    glBegin(GL_QUADS);
    glNormal3d(0,1,0);
    glTexCoord2d(0,1);
    glVertex3d(-1,0,1);
    glTexCoord2d(1,1);
    glVertex3d(1,0,1);
    glTexCoord2d(1,0);
    glVertex3d(1,0,-1);
    glTexCoord2d(0,0);
    glVertex3d(-1,0,-1);
    glEnd();
    glDisable(GL_POLYGON_OFFSET_FILL);
    glDisable(GL_TEXTURE_2D);

    igl::opengl2::draw_floor(GREY,DARK_GREY);
    glPopMatrix();

    pop_scene();

    igl::opengl::report_gl_error();

    TwDraw();
    glutSwapBuffers();
    if(is_animating)
    {
        glutPostRedisplay();
    }
}