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/*
* Copyright (c) 2009 Samit Basu
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include <QtGui>
#include <QtOpenGL>
#include <math.h>
#include "GLWindow.hpp"
#include "Array.hpp"
#include "HandleList.hpp"
#include "trackball.h"
class GLNode {
public:
QString material;
QVector<double> points;
};
class GLLines {
public:
QVector<double> points;
double color[3];
};
class GLClump {
public:
QVector<double> points;
};
class GLPart {
public:
QString name;
Array transform;
};
class GLAssembly {
public:
QVector<GLPart> parts;
};
class GLMaterial {
public:
float ambient[4];
float diffuse[4];
float specular[4];
float shininess;
};
QMap<QString,GLMaterial> material_dictionary;
QMap<QString,GLAssembly> assemblymap;
QMap<QString,GLNode> nodemap;
QMap<QString,GLClump> clumpmap;
QMap<QString,GLLines> linesmap;
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent) {
}
GLWidget::~GLWidget() {
}
QSize GLWidget::minimumSizeHint() const {
return QSize(50, 50);
}
QSize GLWidget::sizeHint() const {
return QSize(400, 400);
}
GLfloat LightAmbient[] = {.2,.2,.2,1};
GLfloat LightDiffuse[] = {1,1,1,1};
GLfloat LightSpecular[] = {1,1,1,1};
GLfloat LightPosition[] = {2,2,0,1};
void GLWidget::initializeGL() {
qglClearColor(Qt::lightGray);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
// glEnable(GL_CULL_FACE);
trackball(curquat, 0, 0, 0, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, LightSpecular);
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
glEnable(GL_LIGHT1);
}
void getNormal(double p1[3], double p2[3], double p3[3], double pn[3]) {
double a[3];
double b[3];
for (int i=0;i<3;i++) {
a[i] = p1[i] - p2[i];
b[i] = p3[i] - p2[i];
}
pn[0] = -(a[1] * b[2] - a[2] * b[1]);
pn[1] = -(a[2] * b[0] - a[0] * b[2]);
pn[2] = -(a[0] * b[1] - a[1] * b[0]);
double len = sqrt(pn[0]*pn[0] + pn[1]*pn[1] + pn[2]*pn[2]);
if (len) {
pn[0] /= len;
pn[1] /= len;
pn[2] /= len;
}
}
void GLWidget::paintAssembly(QString aname) {
// qDebug() << "drawing assembly " << aname;
// Render this assembly
GLAssembly &asy(assemblymap[aname]);
for (int i=0;i<asy.parts.size();i++) {
GLfloat m[4][4];
const GLPart &t = asy.parts[i];
Array transform = t.transform;
for (int j=0;j<4;j++) {
for (int k=0;k<4;k++) {
m[j][k] = float(transform.get(NTuple(j+1,k+1)).asDouble());
}
}
glPushMatrix();
glMultMatrixf(&m[0][0]);
if (nodemap.contains(t.name))
paintNode(t.name);
else if (clumpmap.contains(t.name))
paintClump(t.name);
else if (linesmap.contains(t.name))
paintLines(t.name);
else
paintAssembly(t.name);
glPopMatrix();
}
}
void GLWidget::paintLines(QString aname) {
GLLines &node(linesmap[aname]);
int n=0;
float color[4];
color[0] = node.color[0];
color[1] = node.color[1];
color[2] = node.color[2];
color[3] = 1.0f;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
while (n<node.points.size()) {
int pcount = int(node.points[n++]);
glBegin(GL_LINE_STRIP);
for (int i=0;i<pcount;i++) {
double x = node.points[n++];
double y = node.points[n++];
double z = node.points[n++];
glVertex3d(x,y,z);
}
glEnd();
}
}
void GLWidget::paintClump(QString aname) {
GLClump &node(clumpmap[aname]);
int n=0;
double p1[3];
double p2[3];
double p3[3];
double pn[3];
float color[4];
while (n<node.points.size()) {
color[0] = node.points[n++];
color[1] = node.points[n++];
color[2] = node.points[n++];
color[3] = 1;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
int pcount = int(node.points[n++]);
glBegin(GL_TRIANGLES);
for (int i=0;i<pcount;i+=9) {
p1[0] = node.points[n++]; p1[1] = node.points[n++]; p1[2] = node.points[n++];
p2[0] = node.points[n++]; p2[1] = node.points[n++]; p2[2] = node.points[n++];
p3[0] = node.points[n++]; p3[1] = node.points[n++]; p3[2] = node.points[n++];
getNormal(p1,p2,p3,pn);
glNormal3d(pn[0],pn[1],pn[2]);
glVertex3d(p1[0],p1[1],p1[2]);
glVertex3d(p2[0],p2[1],p2[2]);
glVertex3d(p3[0],p3[1],p3[2]);
}
glEnd();
}
}
void GLWidget::paintNode(QString aname) {
GLNode &node(nodemap[aname]);
double p1[3];
double p2[3];
double p3[3];
double pn[3];
glBegin(GL_TRIANGLES);
GLMaterial mat = material_dictionary.value(node.material);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat.ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat.diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat.specular);
glMaterialf(GL_FRONT, GL_SHININESS, mat.shininess*128.0);
for (int i=0;i<node.points.size();i+=9) {
p1[0] = node.points[i]; p1[1] = node.points[i+1]; p1[2] = node.points[i+2];
p2[0] = node.points[i+3]; p2[1] = node.points[i+4]; p2[2] = node.points[i+5];
p3[0] = node.points[i+6]; p3[1] = node.points[i+7]; p3[2] = node.points[i+8];
getNormal(p1,p2,p3,pn);
glNormal3d(pn[0],pn[1],pn[2]);
glVertex3d(p1[0],p1[1],p1[2]);
glVertex3d(p2[0],p2[1],p2[2]);
glVertex3d(p3[0],p3[1],p3[2]);
}
glEnd();
}
void GLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
GLfloat m[4][4];
build_rotmatrix(m,curquat);
glTranslated(0.0, 0.0, -10.0);
glMultMatrixf(&m[0][0]);
glScaled(1.0/scale,1.0/scale,1.0/scale);
paintAssembly(name);
}
void GLWidget::resizeGL(int width, int height) {
W = width;
H = height;
int side = qMin(width, height);
glViewport((width - side) / 2, (height - side) / 2, side, side);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
glMatrixMode(GL_MODELVIEW);
}
void GLWidget::mousePressEvent(QMouseEvent *event) {
lastPos = event->pos();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event) {
trackball(lastquat,
(2.0*lastPos.x() - W)/W,
(2.0*lastPos.y() - H)/H,
(2.0*event->x() - W)/W,
(2.0*event->y() - H)/H);
add_quats(lastquat, curquat, curquat);
updateGL();
lastPos = event->pos();
}
HandleList<GLWidget*> glHandles;
//!
//@Module GLDEFMATERIAL Defines a GL Material
//@@Section GLWIN
//@@Usage
//Define a material. The syntax for its use is
//@[
// gldefmaterial(name,ambient,diffuse,specular,shininess)
//@]
//where @|name| is the name of the material, and @|ambient|
//is a @|4 x 1| vector containing the ambient component of
//the material property, and @|diffuse| is a @|4 x 1| vector
//and @|specular| is a @|4 x 1| vector containing the specular
//component of the material properties and @|shininess| is
//the exponent that governs the shinines of the material.
//@@Signature
//gfunction gldefmaterial GLDefMaterialFunction
//input name ambient diffuse specular shininess
//output none
//!
ArrayVector GLDefMaterialFunction(int nargout, const ArrayVector& arg) {
if (arg.size() < 5)
throw Exception("gldefmaterial requires 5 parameters");
QString name = arg[0].asString();
Array ambient = arg[1].toClass(Double);
if (arg[1].length() != 4)
throw Exception("ambient parameter must be length 4");
Array diffuse = arg[2].toClass(Double);
if (arg[2].length() != 4)
throw Exception("diffuse parameter must be length 4");
Array specular = arg[3].toClass(Double);
if (arg[3].length() != 4)
throw Exception("specular parameter must be length 4");
double shininess = arg[4].asDouble();
GLMaterial mat;
mat.shininess = shininess;
for (int i=0;i<4;i++) {
mat.ambient[i] = ambient.get((index_t)(i+1)).asDouble();
mat.diffuse[i] = diffuse.get((index_t)(i+1)).asDouble();
mat.specular[i] = specular.get((index_t)(i+1)).asDouble();
}
material_dictionary[name] = mat;
return ArrayVector();
}
//!
//@Module GLLINES Create a GL Lineset
//@@Section GLWIN
//@@Usage
//Defines a set of lines that can be treated as a node.
//A GL Lines is defined by a vector consisting of the
//following elements:
//@[
// [m1 x1 y1 z1 ... xn yn zn m2 x1 y1 z1 .... ]
//@]
//i.e., a point count followed by that number of triplets.
//The usage of this function is
//@[
// gllines(name,vector,color)
//@]
//where @|name| is the name of the lineset and @|vector|
//is the aforementioned vector of points.
//@@Signature
//gfunction gllines GLLinesFunction
//inputs name vector color
//outputs none
//!
ArrayVector GLLinesFunction(int nargout, const ArrayVector& arg) {
if (arg.size() < 3) throw Exception("gllines requires three arguments: the object name, the vector and color");
QString name = arg[0].asString();
Array p = arg[1].toClass(Double).asDenseArray();
const BasicArray<double> &p_rp(p.constReal<double>());
GLLines lines;
for (index_t i=1;i<=p.length();i++) {
lines.points.push_back(p_rp[NTuple(i,1)]);
}
Array color = arg[2].toClass(Double).asDenseArray();
const BasicArray<double> &color_rp(color.constReal<double>());
lines.color[0] = color_rp[NTuple(1,1)];
lines.color[1] = color_rp[NTuple(2,1)];
lines.color[2] = color_rp[NTuple(3,1)];
linesmap[name] = lines;
return ArrayVector();
}
//!
//@Module GLCLUMP Create a GL Clump
//@@Section GLWIN
//@@Usage
//Defines an aggregate clump of objects that can be treated
//as a node. A GL Clump is defined by a vector consisting
//of the following elements:
//@[
// [r1 g1 b1 n1 p1 p2 p3 ... r2 g2 b2 n2 p1 p2 p3 ... ]
//@]
//i.e., an RGB color spec, followed by a point count @|ni|, followed
//by a length @|ni| vector of coordinates that are @|x,y,z| triplets.
//The usage of this function is
//@[
// glclump(name,vector)
//@]
//where @|name| is the name of the clump and @|vector| is the aforementioned
//vector of points.
//@@Signature
//gfunction glclump GLClumpFunction
//inputs name vector
//outputs none
//!
ArrayVector GLClumpFunction(int nargout, const ArrayVector& arg) {
if (arg.size() < 2) throw Exception("glclump requires two arguments: the object name and the clump vector");
QString name = arg[0].asString();
Array p = arg[1].toClass(Double).asDenseArray();
const BasicArray<double> &p_rp(p.constReal<double>());
GLClump clump;
for (index_t i=1;i<=p.length();i++) {
clump.points.push_back(p_rp[NTuple(i,1)]);
}
clumpmap[name] = clump;
return ArrayVector();
}
//!
//@Module GLASSEMBLY Create a GL Assembly
//@@Section GLWIN
//@@Usage
//Define a GL Assembly. A GL Assembly consists of one or more
//GL Nodes or GL Assemblies that are placed relative to the
//coordinate system of the assembly. For example, if we have
//@|glnode| definitions for @|'bread'| and @|'cheese'|, then
//a @|glassembly| of sandwich would consist of placements of
//two @|'bread'| nodes with a @|'cheese'| node in between.
//Furthermore, a @|'lunch'| assembly could consist of a @|'sandwich'|
//a @|'chips'| and @|'soda'|. Hopefully, you get the idea. The
//syntax for the @|glassembly| command is
//@[
// glassembly(name,part1,transform1,part2,transform2,...)
//@]
//where @|part1| is the name of the first part, and could be
//either a @|glnode| or itself be another @|glassembly|.
//Here @|transform1| is the @|4 x 4 matrix| that transforms
//the part into the local reference coordinate system.
//
//WARNING!! Currently FreeMat does not detect or gracefully handle
//self-referential assemblies (i.e, if you try to make a @|sandwich|
//contain a @|sandwich|, which you can do by devious methods that I
//refuse to explain). Do not do this! You have been warned.
//!
//@@Signature
//gfunction glassembly GLAssemblyFunction
//inputs name varargin
//outputs none
//
ArrayVector GLAssemblyFunction(int nargout, const ArrayVector& arg) {
if (arg.size() == 0) return ArrayVector();
QString name = arg[0].asString();
if (arg.size() % 2 == 0)
throw Exception("glassembly expects a name followed by object name and transform pairs");
GLAssembly assembly;
for (int i=1;i<arg.size();i+=2) {
QString objectname = arg[i].asString();
if (!assemblymap.contains(objectname) && !nodemap.contains(objectname)
&& !clumpmap.contains(objectname) && !linesmap.contains(objectname))
throw Exception(QString("Object ") + objectname + " is not defined");
Array transform = arg[i+1].toClass(Double);
if ((transform.rows() != 4) || (transform.cols() != 4))
throw Exception("transforms must be 4 x 4 matrices");
GLPart part;
part.name = objectname;
part.transform = transform;
assembly.parts.push_back(part);
}
assemblymap[name] = assembly;
return ArrayVector();
}
//!
//@Module GLNODE Create a GL Node
//@@Section GLWIN
//@@Usage
//Define a GL Node. A GL Node is an object that can be displayed
//in a GL Window. It is defined by a triangular mesh of vertices.
//It must also have a material that defines its appearance (i.e.
//color, shininess, etc.). The syntax for the @|glnode| command
//is
//@[
// glnode(name,material,pointset)
//@]
//where @|material| is the name of a material that has already been
//defined with @|gldefmaterial|, @|pointset| is a @|3 x N| matrix
//of points that define the geometry of the object. Note that the points
//are assumed to be connected in triangular facts, with the points
//defined counter clock-wise as seen from the outside of the facet.
//@|FreeMat| will compute the normals. The @|name| argument must
//be unique. If you want multiple instances of a given @|glnode|
//in your GLWindow, that is fine, as instances of a @|glnode| are
//created through a @|glassembly|.
//@@Signature
//gfunction glnode GLNodeFunction
//input name material pointset
//output none
//!
ArrayVector GLNodeFunction(int nargout, const ArrayVector& arg) {
if (arg.size() < 3) throw Exception("glnode requires four arguments");
QString name = arg[0].asString();
QString material = arg[1].asString();
Array pointset = arg[2].toClass(Double);
const BasicArray<double> &points_rp(pointset.constReal<double>());
if (pointset.rows() != 3)
throw Exception("pointset argument must be a 3 x N matrix");
GLNode p;
if (!material_dictionary.contains(material))
throw Exception(QString("material '") + material + QString("' is not defined"));
p.material = material;
for (index_t i=1;i<=pointset.cols();i++) {
p.points.push_back(points_rp[NTuple(1,i)]);
p.points.push_back(points_rp[NTuple(2,i)]);
p.points.push_back(points_rp[NTuple(3,i)]);
}
nodemap[name] = p;
return ArrayVector();
}
//!
//@Module GLSHOW Show a GL Assembly in a GL Window
//@@Section HANDLE
//@@Usage
//Shows a GL Assembly in a GL Window. The syntax for its
//use is
//@[
// glshow(name,scale)
//@]
//which shows the @|glassembly| named @|name| in a new GL
//window, with the scale set to @|scale|. Roughly speaking
//@|scale| should represent the radial size of the object
//that you want to see in the window.
//@@Signature
//gfunction glshow GLShowFunction
//input name scale
//output none
//!
ArrayVector GLShowFunction(int nargout, const ArrayVector& arg) {
if (arg.size() < 1) return ArrayVector();
QString name = arg[0].asString();
double scale;
if (arg.size() < 2)
scale = 1;
else
scale = arg[1].asDouble();
if (!assemblymap.contains(name))
throw Exception(QString("Assembly named ") + name + " could not be found");
GLWidget *t = new GLWidget;
t->setWindowIcon(QPixmap(":/images/freemat_figure_small_mod_64.png"));
t->setWindowTitle(QString("GL Assembly %1").arg(name));
t->scale = scale;
t->name = name;
t->show();
return ArrayVector();
}
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