548 lines
16 KiB
C++
548 lines
16 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_OPENGL2_ROTATE_WIDGET_H
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#define IGL_OPENGL2_ROTATE_WIDGET_H
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#include "../material_colors.h"
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#include <Eigen/Geometry>
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#include <Eigen/Core>
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#include <vector>
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namespace igl
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{
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namespace opengl2
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{
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// 3D Rotate tool widget similar to Maya's. Works best if field of view angle
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// is less than ~25.
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class RotateWidget
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{
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// If a is true then use A else use desaturated A
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static inline void glColor4fv(const bool a, const Eigen::Vector4f & A);
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public:
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inline static Eigen::Quaterniond axis_q(const int a);
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inline static Eigen::Vector3d view_direction(const int x, const int y);
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inline static Eigen::Vector3d view_direction(const Eigen::Vector3d & pos);
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Eigen::Vector3d pos;
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Eigen::Quaterniond rot,down_rot;
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Eigen::Vector2d down_xy,drag_xy,down_dir;
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Eigen::Vector3d udown,udrag;
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double outer_radius_on_screen;
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double outer_over_inner;
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bool m_is_enabled;
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enum DownType
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{
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DOWN_TYPE_X = 0,
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DOWN_TYPE_Y = 1,
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DOWN_TYPE_Z = 2,
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DOWN_TYPE_OUTLINE = 3,
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DOWN_TYPE_TRACKBALL = 4,
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DOWN_TYPE_NONE = 5,
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NUM_DOWN_TYPES = 6
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} down_type, selected_type;
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inline RotateWidget();
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// Vector from origin to mouse click "Unprojected" onto plane with depth of
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// origin and scale to so that outer radius is 1
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//
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// Inputs:
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// x mouse x position
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// y mouse y position
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// Returns vector
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inline Eigen::Vector3d unproject_onto(const int x, const int y) const;
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// Shoot ray from mouse click to sphere
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//
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// Inputs:
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// x mouse x position
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// y mouse y position
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// Outputs:
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// hit position of hit
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// Returns true only if there was a hit
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inline bool intersect(
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const int x,
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const int y,
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Eigen::Vector3d & hit) const;
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inline double unprojected_inner_radius() const;
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inline bool down(const int x, const int y);
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inline bool drag(const int x, const int y);
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inline bool up(const int x, const int y);
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inline bool is_down() const;
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inline void draw() const;
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inline void draw_guide() const;
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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};
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}
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}
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// Implementation
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#include "../PI.h"
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#include "../EPS.h"
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#include "../ray_sphere_intersect.h"
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#include "../mat_to_quat.h"
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#include "../trackball.h"
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#include "gl.h"
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#include "project.h"
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#include "unproject.h"
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#include <iostream>
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#include <cassert>
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inline void igl::opengl2::RotateWidget::glColor4fv(
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const bool a,
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const Eigen::Vector4f & A)
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{
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if(a)
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{
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::glColor4fv(A.data());
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}else
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{
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Eigen::Vector4f B;
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const double f = 0.95; // desaturate by 95%
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const double L = 0.3*A(0) + 0.6*A(1) + 0.1*A(2);
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B.head(3) = A.head(3).array() + f*(L-A.head(3).array());
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B(3) = A(3);
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::glColor4fv(B.data());
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}
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}
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inline Eigen::Quaterniond igl::opengl2::RotateWidget::axis_q(const int a)
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{
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assert(a<3 && a>=0);
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const Eigen::Quaterniond axes[3] = {
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Eigen::Quaterniond(Eigen::AngleAxisd(igl::PI*0.5,Eigen::Vector3d(0,1,0))),
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Eigen::Quaterniond(Eigen::AngleAxisd(igl::PI*0.5,Eigen::Vector3d(1,0,0))),
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Eigen::Quaterniond::Identity()};
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return axes[a];
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}
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inline Eigen::Vector3d igl::opengl2::RotateWidget::view_direction(const int x, const int y)
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{
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using namespace Eigen;
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const Vector3d win_s(x,y,0), win_d(x,y,1);
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const Vector3d s = unproject(win_s);
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const Vector3d d = unproject(win_d);
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return d-s;
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}
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inline Eigen::Vector3d igl::opengl2::RotateWidget::view_direction(const Eigen::Vector3d & pos)
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{
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using namespace Eigen;
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const Vector3d ppos = project(pos);
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return view_direction(ppos(0),ppos(1));
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}
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inline igl::opengl2::RotateWidget::RotateWidget():
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pos(0,0,0),
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rot(Eigen::Quaterniond::Identity()),
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down_rot(rot),
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down_xy(-1,-1),drag_xy(-1,-1),
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outer_radius_on_screen(91.),
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outer_over_inner(1.13684210526),
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m_is_enabled(true),
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down_type(DOWN_TYPE_NONE),
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selected_type(DOWN_TYPE_NONE)
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{
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}
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inline Eigen::Vector3d igl::opengl2::RotateWidget::unproject_onto(
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const int x,
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const int y) const
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{
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using namespace Eigen;
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// KNOWN BUG: This projects to same depths as pos. I think what we actually
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// want is The intersection with the plane perpendicular to the view
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// direction at pos. If the field of view angle is small then this difference
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// is negligible.
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//const Vector3d ppos = project(pos);
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//const Vector3d uxy = unproject( Vector3d(x,y,ppos(2)));
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// http://en.wikipedia.org/wiki/Line-plane_intersection
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//
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// Hrrmmm. There's still something wrong here if the ball's in the corner of
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// the screen. Am I somehow not accounting for perspective correctly?
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//
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// Q: What about just projecting the circle's equation and solving for the
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// distance?
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const Vector3d l0 = unproject(Vector3d(x,y,0));
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const Vector3d l = unproject(Vector3d(x,y,1))-l0;
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const Vector3d n = view_direction(pos);
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const double t = (pos-l0).dot(n)/l.dot(n);
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const Vector3d uxy = l0+t*l;
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return (uxy-pos)/unprojected_inner_radius()*outer_over_inner*outer_over_inner;
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}
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inline bool igl::opengl2::RotateWidget::intersect(
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const int x,
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const int y,
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Eigen::Vector3d & hit) const
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{
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using namespace Eigen;
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Vector3d view = view_direction(x,y);
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const Vector3d ppos = project(pos);
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Vector3d uxy = unproject(Vector3d(x,y,ppos(2)));
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double t0,t1;
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if(!ray_sphere_intersect(uxy,view,pos,unprojected_inner_radius(),t0,t1))
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{
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return false;
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}
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hit = uxy+t0*view;
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return true;
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}
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inline double igl::opengl2::RotateWidget::unprojected_inner_radius() const
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{
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using namespace Eigen;
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Vector3d off,ppos,ppos_off,pos_off;
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project(pos,ppos);
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ppos_off = ppos;
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ppos_off(0) += outer_radius_on_screen/outer_over_inner;
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unproject(ppos_off,pos_off);
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return (pos-pos_off).norm();
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}
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inline bool igl::opengl2::RotateWidget::down(const int x, const int y)
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{
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using namespace Eigen;
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using namespace std;
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if(!m_is_enabled)
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{
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return false;
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}
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down_type = DOWN_TYPE_NONE;
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selected_type = DOWN_TYPE_NONE;
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down_xy = Vector2d(x,y);
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drag_xy = down_xy;
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down_rot = rot;
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Vector3d ppos = project(pos);
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const double r = (ppos.head(2) - down_xy).norm();
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const double thresh = 3;
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if(fabs(r - outer_radius_on_screen)<thresh)
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{
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udown = unproject_onto(x,y);
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udrag = udown;
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down_type = DOWN_TYPE_OUTLINE;
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selected_type = DOWN_TYPE_OUTLINE;
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// project mouse to same depth as pos
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return true;
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}else if(r < outer_radius_on_screen/outer_over_inner+thresh*0.5)
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{
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Vector3d hit;
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const bool is_hit = intersect(down_xy(0),down_xy(1),hit);
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if(!is_hit)
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{
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//cout<<"~~~!is_hit"<<endl;
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}
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auto on_meridian = [&](
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const Vector3d & hit,
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const Quaterniond & rot,
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const Quaterniond & m,
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Vector3d & pl_hit) -> bool
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{
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// project onto rotate plane
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pl_hit = hit-pos;
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pl_hit = (m.conjugate()*rot.conjugate()*pl_hit).eval();
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pl_hit(2) = 0;
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pl_hit = (rot*m*pl_hit).eval();
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pl_hit.normalize();
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pl_hit *= unprojected_inner_radius();
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pl_hit += pos;
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return (project(pl_hit).head(2)-project(hit).head(2)).norm()<2*thresh;
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};
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udown = (hit-pos).normalized()/outer_radius_on_screen;
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udrag = udown;
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for(int a = 0;a<3;a++)
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{
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Vector3d pl_hit;
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if(on_meridian(hit,rot,Quaterniond(axis_q(a)),pl_hit))
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{
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udown = (pl_hit-pos).normalized()/outer_radius_on_screen;
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udrag = udown;
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down_type = DownType(DOWN_TYPE_X+a);
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selected_type = down_type;
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{
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Vector3d dir3 = axis_q(a).conjugate()*down_rot.conjugate()*(hit-pos);
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dir3 = AngleAxisd(-PI*0.5,Vector3d(0,0,1))*dir3;
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dir3 = (rot*axis_q(a)*dir3).eval();
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down_dir = (project((hit+dir3).eval())-project(hit)).head(2);
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down_dir.normalize();
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//// flip y because y coordinate is going to be given backwards in
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//// drag()
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//down_dir(1) *= -1;
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}
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return true;
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}
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}
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//assert(is_hit);
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down_type = DOWN_TYPE_TRACKBALL;
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selected_type = DOWN_TYPE_TRACKBALL;
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return true;
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}else
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{
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return false;
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}
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}
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inline bool igl::opengl2::RotateWidget::drag(const int x, const int y)
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{
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using namespace std;
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using namespace Eigen;
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if(!m_is_enabled)
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{
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return false;
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}
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drag_xy = Vector2d(x,y);
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switch(down_type)
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{
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case DOWN_TYPE_NONE:
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return false;
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default:
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{
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const Quaterniond & q = axis_q(down_type-DOWN_TYPE_X);
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const double dtheta = -(drag_xy - down_xy).dot(down_dir)/
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outer_radius_on_screen/outer_over_inner*PI/2.;
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Quaterniond dq(AngleAxisd(dtheta,down_rot*q*Vector3d(0,0,1)));
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rot = dq * down_rot;
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udrag = dq * udown;
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return true;
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}
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case DOWN_TYPE_OUTLINE:
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{
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Vector3d ppos = project(pos);
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// project mouse to same depth as pos
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udrag = unproject_onto(x,y);
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const Vector2d A = down_xy - ppos.head(2);
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const Vector2d B = drag_xy - ppos.head(2);
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const double dtheta = atan2(A(0)*B(1)-A(1)*B(0),A(0)*B(0)+A(1)*B(1));
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Vector3d n = view_direction(pos).normalized();
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Quaterniond dq(AngleAxisd(dtheta,-n));
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//Vector3d n = udrag.cross(udown).normalized();
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//Quaterniond dq(AngleAxisd(fabs(dtheta),-n));
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rot = dq * down_rot;
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}
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return true;
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case DOWN_TYPE_TRACKBALL:
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{
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Vector3d ppos = project(pos);
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const double r = (double)outer_radius_on_screen/outer_over_inner*2.0;
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//const int h = w;
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Vector4i vp;
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glGetIntegerv(GL_VIEWPORT,vp.data());
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const int h = vp(3);
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Quaterniond dq;
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trackball(
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r,r,
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1,
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Quaterniond::Identity(),
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double( down_xy(0)-ppos(0) )+r/2.,
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double((h-down_xy(1))-(h-ppos(1)))+r/2.,
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double( x-ppos(0) )+r/2.,
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double( (h-y)-(h-ppos(1)))+r/2.,
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dq);
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// We've computed change in rotation according to this view:
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// R = mv * r, R' = rot * (mv * r)
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// But we only want new value for r:
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// R' = mv * r'
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// mv * r' = rot * (mv * r)
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// r' = mv* * rot * mv * r
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Matrix4d mv;
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glGetDoublev(GL_MODELVIEW_MATRIX,mv.data());
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Quaterniond scene_rot;
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// Convert modelview matrix to quaternion
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mat4_to_quat(mv.data(),scene_rot.coeffs().data());
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scene_rot.normalize();
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rot = scene_rot.conjugate() * dq * scene_rot * down_rot;
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}
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return true;
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}
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}
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inline bool igl::opengl2::RotateWidget::up(const int /*x*/, const int /*y*/)
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{
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// even if disabled process up
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down_type = DOWN_TYPE_NONE;
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return false;
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}
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inline bool igl::opengl2::RotateWidget::is_down() const
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{
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return down_type != DOWN_TYPE_NONE;
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}
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inline void igl::opengl2::RotateWidget::draw() const
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{
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using namespace Eigen;
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using namespace std;
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glPushAttrib(GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT | GL_LINE_BIT);
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glDisable(GL_CLIP_PLANE0);
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glLineWidth(2.0);
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double r = unprojected_inner_radius();
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Vector3d view = view_direction(pos).normalized();
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auto draw_circle = [&](const bool cull)
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{
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Vector3d view = view_direction(pos).normalized();
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glBegin(GL_LINES);
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const double th_step = (2.0*igl::PI/100.0);
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for(double th = 0;th<2.0*igl::PI+th_step;th+=th_step)
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{
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Vector3d a(cos(th),sin(th),0.0);
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Vector3d b(cos(th+th_step),sin(th+th_step),0.0);
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if(!cull || (0.5*(a+b)).dot(view)<FLOAT_EPS)
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{
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glVertex3dv(a.data());
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glVertex3dv(b.data());
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}
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}
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glEnd();
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};
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glPushMatrix();
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glTranslated(pos(0),pos(1),pos(2));
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glScaled(r,r,r);
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// Draw outlines
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{
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glPushMatrix();
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glColor4fv(m_is_enabled,MAYA_GREY);
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Quaterniond q;
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q.setFromTwoVectors(Vector3d(0,0,1),view);
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glMultMatrixd(Affine3d(q).matrix().data());
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draw_circle(false);
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glScaled(outer_over_inner,outer_over_inner,outer_over_inner);
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if(selected_type == DOWN_TYPE_OUTLINE)
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{
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glColor4fv(m_is_enabled,MAYA_YELLOW);
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}else
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{
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glColor4fv(m_is_enabled,MAYA_CYAN);
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}
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draw_circle(false);
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glPopMatrix();
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}
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// Draw quartiles
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{
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glPushMatrix();
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glMultMatrixd(Affine3d(rot).matrix().data());
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if(selected_type == DOWN_TYPE_Z)
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{
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glColor4fv(m_is_enabled,MAYA_YELLOW);
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}else
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{
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glColor4fv(m_is_enabled,MAYA_BLUE);
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}
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draw_circle(true);
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if(selected_type == DOWN_TYPE_Y)
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{
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glColor4fv(m_is_enabled,MAYA_YELLOW);
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}else
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{
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glColor4fv(m_is_enabled,MAYA_GREEN);
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}
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glRotated(90.0,1.0,0.0,0.0);
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draw_circle(true);
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if(selected_type == DOWN_TYPE_X)
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{
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glColor4fv(m_is_enabled,MAYA_YELLOW);
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}else
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{
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glColor4fv(m_is_enabled,MAYA_RED);
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}
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glRotated(90.0,0.0,1.0,0.0);
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draw_circle(true);
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glPopMatrix();
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}
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glColor4fv(m_is_enabled,MAYA_GREY);
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draw_guide();
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glPopMatrix();
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glPopAttrib();
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};
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inline void igl::opengl2::RotateWidget::draw_guide() const
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{
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using namespace Eigen;
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using namespace std;
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glPushAttrib(
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GL_DEPTH_BUFFER_BIT |
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GL_ENABLE_BIT |
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GL_POLYGON_BIT |
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GL_POINT_BIT |
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GL_TRANSFORM_BIT |
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GL_STENCIL_BUFFER_BIT |
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GL_LIGHTING_BIT);
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// http://www.codeproject.com/Articles/23444/A-Simple-OpenGL-Stipple-Polygon-Example-EP_OpenGL_
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const GLubyte halftone[] = {
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
|
|
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
|
|
|
|
|
|
switch(down_type)
|
|
{
|
|
case DOWN_TYPE_NONE:
|
|
case DOWN_TYPE_TRACKBALL:
|
|
goto finish;
|
|
case DOWN_TYPE_OUTLINE:
|
|
glScaled(outer_over_inner,outer_over_inner,outer_over_inner);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
{
|
|
const Vector3d nudown(udown.normalized()),
|
|
nudrag(udrag.normalized());
|
|
glPushMatrix();
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_POINT_SMOOTH);
|
|
glPointSize(5.);
|
|
glBegin(GL_POINTS);
|
|
glVertex3dv(nudown.data());
|
|
glVertex3d(0,0,0);
|
|
glVertex3dv(nudrag.data());
|
|
glEnd();
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex3dv(nudown.data());
|
|
glVertex3d(0,0,0);
|
|
glVertex3dv(nudrag.data());
|
|
glEnd();
|
|
glEnable(GL_POLYGON_STIPPLE);
|
|
glPolygonStipple(halftone);
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
glVertex3d(0,0,0);
|
|
Quaterniond dq = rot * down_rot.conjugate();
|
|
//dq.setFromTwoVectors(nudown,nudrag);
|
|
for(double t = 0;t<1;t+=0.1)
|
|
{
|
|
const Vector3d p = Quaterniond::Identity().slerp(t,dq) * nudown;
|
|
glVertex3dv(p.data());
|
|
}
|
|
glVertex3dv(nudrag.data());
|
|
glEnd();
|
|
glPopMatrix();
|
|
}
|
|
finish:
|
|
glPopAttrib();
|
|
}
|
|
|
|
#endif
|