369 lines
12 KiB
C++
369 lines
12 KiB
C++
/****************************************************************************
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* MeshLab o o *
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* A versatile mesh processing toolbox o o *
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* _ O _ *
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* Copyright(C) 2008 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.7 2008/02/26 18:22:42 benedetti
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corrected after quaternion/similarity/trackball changes
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Revision 1.6 2008/02/22 20:34:35 benedetti
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corrected typo
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Revision 1.5 2008/02/22 20:04:02 benedetti
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many user interface improvements, cleaned up a little
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Revision 1.4 2008/02/17 20:52:53 benedetti
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some generalization made
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Revision 1.3 2008/02/16 14:12:30 benedetti
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first version
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****************************************************************************/
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#include <GL/glew.h>
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#include <wrap/gl/math.h>
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#include <wrap/gl/space.h>
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#include <wrap/gl/addons.h>
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#include "coordinateframe.h"
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using namespace vcg;
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CoordinateFrame::CoordinateFrame(float s)
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:basecolor(Color4b::White),xcolor(Color4b::Red)
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,ycolor(Color4b::Green),zcolor(Color4b::Blue),size(s),linewidth(2.0)
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,font(),drawaxis(true),drawlabels(true),drawvalues(false)
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{
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font.setFamily("Helvetica");
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}
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void CoordinateFrame::Render(QGLWidget* glw)
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{
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assert( glw!= NULL);
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glLineWidth(linewidth);
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glPointSize(linewidth*1.5);
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Point3d o(0,0,0);
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Point3d a(size,0,0);
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Point3d b(0,size,0);
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Point3d c(0,0,size);
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// Get gl state values
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double mm[16],mp[16];
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GLint vp[4];
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glGetDoublev(GL_MODELVIEW_MATRIX,mm);
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glGetDoublev(GL_PROJECTION_MATRIX,mp);
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glGetIntegerv(GL_VIEWPORT,vp);
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float slope_a=calcSlope(-a,a,2*size,10,mm,mp,vp);
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float slope_b=calcSlope(-b,b,2*size,10,mm,mp,vp);
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float slope_c=calcSlope(-c,c,2*size,10,mm,mp,vp);
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float scalefactor = size*0.02f;
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if(drawaxis){
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glBegin(GL_LINES);
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glColor(xcolor);
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glVertex(-a); glVertex(a);
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glColor(ycolor);
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glVertex(-b); glVertex(b);
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glColor(zcolor);
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glVertex(-c); glVertex(c);
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glEnd();
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glColor(basecolor);
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// assi positivi
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drawTickedLine(o,a,size,slope_a,linewidth); // Draws x axis
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drawTickedLine(o,b,size,slope_b,linewidth); // Draws y axis
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drawTickedLine(o,c,size,slope_c,linewidth); // Draws z axis
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//assi negativi
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drawTickedLine(o,-a,size,slope_a,linewidth); // Draws x axis
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drawTickedLine(o,-b,size,slope_b,linewidth); // Draws y axis
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drawTickedLine(o,-c,size,slope_c,linewidth); // Draws z axis
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glPushMatrix();
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glTranslate(a);
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glScalef(scalefactor,scalefactor,scalefactor);
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Add_Ons::Cone(10,linewidth*1.5,linewidth*0.5,true);
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glPopMatrix();
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glPushMatrix();
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glTranslate(b);
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glRotatef(90,0,0,1);
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glScalef(scalefactor,scalefactor,scalefactor);
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Add_Ons::Cone(10,linewidth*1.5,linewidth*0.5,true);
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glPopMatrix();
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glPushMatrix();
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glTranslate(c);
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glRotatef(-90,0,1,0);
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glScalef(scalefactor,scalefactor,scalefactor);
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Add_Ons::Cone(10,linewidth*1.5,linewidth*0.5,true);
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glPopMatrix();
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}
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if(drawlabels){
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font.setBold(true);
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font.setPixelSize(12);
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float d=size+scalefactor*linewidth*1.5;
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glColor(xcolor);
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glw->renderText(d,0,0,QString("X"),font);
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glColor(ycolor);
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glw->renderText(0,d,0,QString("Y"),font);
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glColor(zcolor);
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glw->renderText(0,0,d,QString("Z"),font);
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}
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if(drawvalues){
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font.setBold(false);
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font.setPixelSize(8);
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float i;
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glColor(Color4b::LightGray);
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for(i=slope_a;i<size;i+=slope_a){
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glw->renderText( i,0,0,QString(" %1").arg(i,3,'f',1),font);
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glw->renderText(-i,0,0,QString("-%1").arg(i,3,'f',1),font);
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}
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for(i=slope_b;i<size;i+=slope_b){
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glw->renderText(0, i,0,QString(" %1").arg(i,3,'f',1),font);
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glw->renderText(0,-i,0,QString("-%1").arg(i,3,'f',1),font);
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}
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for(i=slope_c;i<size;i+=slope_c){
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glw->renderText(0,0, i,QString(" %1").arg(i,3,'f',1),font);
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glw->renderText(0,0,-i,QString("-%1").arg(i,3,'f',1),font);
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}
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}
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glPopAttrib();
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assert(!glGetError());
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}
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void CoordinateFrame::drawTickedLine(const Point3d &a,const Point3d &b, float dim,float tickDist,float linewidth)
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{
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Point3d v(b-a);
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v = v /dim; // normalize without computing square roots and powers
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glBegin(GL_POINTS);
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float i;
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for(i=tickDist;i<dim;i+=tickDist)
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glVertex3f(a[0] + i*v[0],a[1] + i*v[1],a[2] + i*v[2]);
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glEnd();
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glPushAttrib(GL_POINT_BIT);
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glPointSize(linewidth*3);
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glBegin(GL_POINTS);
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glVertex3f(a[0] + dim*v[0],a[1] + dim*v[1],a[2] + dim*v[2]);
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glEnd();
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glPopAttrib();
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}
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float CoordinateFrame::calcSlope(const Point3d &a,const Point3d &b,float dim,int spacing,double *mm,double *mp,GLint *vp)
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{
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Point3d p1,p2;
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gluProject(a[0],a[1],a[2],mm,mp,vp,&p1[0],&p1[1],&p1[2]);
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gluProject(b[0],b[1],b[2],mm,mp,vp,&p2[0],&p2[1],&p2[2]);
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p1[2]=p2[2]=0;
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float tickNum = spacing/Distance(p2,p1);// pxl spacing
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float slope = dim*tickNum;
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float nslope = math::Min(
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math::Min(niceRound(slope), 0.5f*niceRound(2.0f*slope)),
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0.2f*niceRound(5.0f*slope));
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nslope = math::Max<float>(niceRound(dim*.001f),nslope); // prevent too small slope
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return nslope;
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}
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float CoordinateFrame::niceRound(float val)
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{
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return powf(10.f,ceil(log10(val)));
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}
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MovableCoordinateFrame::MovableCoordinateFrame(float size)
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:CoordinateFrame(size),position(0,0,0),rotation(0,Point3f(1,0,0))
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{
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// nothing here
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}
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void MovableCoordinateFrame::Render(QGLWidget* gla)
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{
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glPushMatrix();
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glTranslate(position);
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Matrix44f mrot;
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rotation.ToMatrix(mrot);
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glMultMatrix(Inverse(mrot));
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CoordinateFrame::Render(gla);
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glPopMatrix();
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}
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void MovableCoordinateFrame::GetTransform(Matrix44f & transform)
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{
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// costruisco la matrice che porta le coordinate in spazio di mondo
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// resetto la trasf
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transform.SetIdentity();
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// ruoto
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Matrix44f rot;
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rotation.ToMatrix(rot);
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transform = Inverse(rot) * transform ;
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// sposto in posizione
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Matrix44f pos;
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pos.SetTranslate(position);
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transform = pos * transform;
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}
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void MovableCoordinateFrame::Reset(bool reset_position,bool reset_alignment)
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{
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if(reset_position)
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position = Point3f(0,0,0);
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if(reset_alignment)
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rotation = Quaternionf(0,Point3f(1,0,0));
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}
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void MovableCoordinateFrame::SetPosition(const Point3f newpos)
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{
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position = newpos;
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}
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void MovableCoordinateFrame::SetRotation(const Quaternionf newrot)
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{
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rotation = newrot;
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}
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Point3f MovableCoordinateFrame::GetPosition()
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{
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return position;
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}
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Quaternionf MovableCoordinateFrame::GetRotation()
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{
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return rotation;
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}
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void MovableCoordinateFrame::Rot(float angle_deg,const Point3f axis)
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{
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Similarityf s;
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s.SetRotate(angle_deg*M_PI/180.0f,(rotation).Rotate(axis));
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Move(s);
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}
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void MovableCoordinateFrame::AlignWith(const Point3f pri,const Point3f secondary,const char c1, const char c2)
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{
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const float EPSILON=1e-6;
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Point3f primary=pri;
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if( primary.Norm() < EPSILON*size )
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return;
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primary.Normalize(); // ho l'asse primario, lo normalizzo
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Plane3f plane(0,primary); // piano di proiezione per la seconda rotazione
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Point3f x(1,0,0),y(0,1,0),z(0,0,1);
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Point3f first(0,0,0),second(0,0,0),third(0,0,0);
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if(c1=='X'){ first = x;
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if((c2=='Y')||(c2==' ')){ second = y; third = z; }
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else if(c2=='Z'){ second = z; third = y; }
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else assert (0);
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} else if(c1=='Y'){ first = y;
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if((c2=='Z')||(c2==' ')){ second = z; third = x; }
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else if(c2=='X'){ second = x; third = z; }
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else assert (0);
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} else if(c1=='Z'){ first = z;
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if((c2=='X')||(c2==' ')){ second = x; third = y; }
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else if(c2=='Y'){ second = y; third = x; }
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else assert (0);
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} else assert (0);
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Point3f old_first = Inverse(rotation).Rotate(first); // l'asse 1
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Point3f old_second_pro = plane.Projection(Inverse(rotation).Rotate(second)); //la proiezione dell'asse 2
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Point3f old_third_pro = plane.Projection(Inverse(rotation).Rotate(third)); //la proiezione dell'asse 3
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// allinea l'asse 1 corrente all'asse primary
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RotateToAlign(old_first,primary); // prima rotazione
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Point3f secondary_pro = plane.Projection(secondary); // la proiezione di secondary
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Point3f new_second_pro = plane.Projection(Inverse(rotation).Rotate(second)); // la proiezione dell'asse 2 dopo la prima rotazione
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// se c'e` un asse secondary e la sua proiezione non e` 0
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if( secondary.Norm() > EPSILON*size && secondary_pro.Norm() > EPSILON ){
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// allinea la proiezione dell'asse 2 dopo la prima rotazione alla proiezione dell'asse secondary
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secondary_pro.Normalize();
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RotateToAlign(new_second_pro,secondary_pro);
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return;
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}
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// creco di riallineare l'asse 2
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if ( old_second_pro.Norm() > EPSILON ) {
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// allinea la proiezione dell'asse 2 dopo la prima rotazione alla proiezione dell'asse 2
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old_second_pro.Normalize();
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RotateToAlign(new_second_pro,old_second_pro);
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return;
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}
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// cerco di riallineare l'asse 3
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Point3f new_third_pro = plane.Projection(Inverse(rotation).Rotate(third)); //la proiezione dell'asse 3 dopo la prima rotazione
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assert(old_third_pro.Norm() > EPSILON ); // la proiezione dell'asse 3 non dovrebbe essere 0
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// allinea la proiezione dell'asse 3 dopo la prima rotazione alla proiezione dell'asse 3
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old_third_pro.Normalize();
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RotateToAlign(new_third_pro,old_third_pro);
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}
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void MovableCoordinateFrame::Move(const Similarityf track)
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{
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position = position + track.tra;
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rotation = rotation * Inverse(track.rot);
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}
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void MovableCoordinateFrame::RotateToAlign(const Point3f source, const Point3f dest)
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{
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const float EPSILON=1e-6;
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// source e dest devono essere versori
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assert( math::Abs(source.Norm() - 1) < EPSILON);
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assert( math::Abs(dest.Norm() - 1) < EPSILON);
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Point3f axis = dest ^ source;
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float sinangle = axis.Norm();
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float cosangle = dest * source;
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float angle = math::Atan2(sinangle,cosangle);
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if( math::Abs(angle) < EPSILON )
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return; // angolo ~ 0, annullo
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if( math::Abs(math::Abs(angle)-M_PI) < EPSILON){
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// devo trovare un asse su cui flippare
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Plane3f plane(0,source);
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axis=plane.Projection(Point3f(1,0,0)); // proietto un punto a caso sul piano normale a source
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if(axis.Norm() < EPSILON){ // source era ~ [1,0,0]...
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axis=plane.Projection(Point3f(0,1,0));
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assert(axis.Norm() > EPSILON); // quest'altro punto deve andare bene
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}
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}
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rotation = rotation * Quaternionf(angle,axis);
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}
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