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main.cc
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main.cc
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#include "Camera.h"
#include "OpenGL.h"
#include <Scenes/StrandDropScene.h>
#include <igl/writeOBJ.h>
#include <memory>
Eigen::Vector2i gMouseDiff;
Eigen::Vector2i gMouseLast;
Eigen::Vector2i gMouseCur;
Eigen::Vector2i gScreenSize(1000, 800);
bool gCameraRotating = false;
bool gCameraZooming = false;
bool gCameraPanning = false;
bool gAnimating = false;
bool gSingleStep = false;
bool gShowGrid = true;
bool gShowCenterAxes = true;
bool gSaveFrame = false;
// Gravity interactions
bool gAddPosYAxisPull = false;
bool gAddNegYAxisPull = false;
bool gAddPosXAxisPull = false;
bool gAddNegXAxisPull = false;
int gSteps = 0;
auto gCamera = std::make_shared<Camera<float>>();
// UNCOMMENT HERE FOR BUNNY SCENE
auto gScene = std::make_unique<DiscreteElasticRods>(gCamera);
// auto gScene = std::make_unique<CoarseBunnyExplicit>();
void GlutMotionFunc(int x, int y) {
gMouseCur[0] = x;
gMouseCur[1] = y;
Real xDiff = gMouseLast[0] - gMouseCur[0];
Real yDiff = gMouseLast[1] - gMouseCur[1];
if (gCameraPanning) {
gCamera->Pan(xDiff, yDiff);
}
if (gCameraRotating) {
gCamera->Rotate(xDiff, yDiff);
}
if (gCameraZooming) {
gCamera->Zoom(yDiff * 0.1);
}
gMouseLast[0] = gMouseCur[0];
gMouseLast[1] = gMouseCur[1];
glutPostRedisplay();
}
void GlutMouseFunc(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
gCameraRotating = true;
}
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
gCameraRotating = false;
}
if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
gCameraZooming = true;
}
if (button == GLUT_RIGHT_BUTTON && state == GLUT_UP) {
gCameraZooming = false;
}
if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) {
gCameraPanning = true;
}
if (button == GLUT_MIDDLE_BUTTON && state == GLUT_UP) {
gCameraPanning = false;
}
gMouseCur[0] = x;
gMouseCur[1] = y;
gMouseLast[0] = gMouseCur[0];
gMouseLast[1] = gMouseCur[1];
glutPostRedisplay();
}
void GlutReshapeFunc(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gCamera->Resize(width, height);
glMultMatrixf(gCamera->GetProjectionMatrix().data());
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutPostRedisplay();
}
static void KeyboardControls() {
std::cout << "Keyboard Controls:" << std::endl;
std::cout << " a: Toggle animation" << std::endl;
std::cout << " c: Print camera info" << std::endl;
std::cout << " g: Toggle grid mesh" << std::endl;
std::cout << " space: Single step of animation" << std::endl;
}
void GlutKeyboardFunc(unsigned char key, int x, int y) {
if (key == ' ') {
// Pause the animation too
if (gAnimating) {
gAnimating = false;
}
gSingleStep = !gSingleStep;
}
if (key == 'a') {
gAnimating = !gAnimating;
}
if (key == 'g') {
gShowGrid = !gShowGrid;
gShowCenterAxes = !gShowCenterAxes;
}
if (key == 'c') {
std::cout << gCamera->Parameters() << std::endl;
}
glutPostRedisplay();
}
void GlutSpecialInputFunc(int key, int x, int y) {
if (key == GLUT_KEY_UP) {
gAddPosYAxisPull = true;
}
if (key == GLUT_KEY_DOWN) {
gAddNegYAxisPull = true;
}
if (key == GLUT_KEY_LEFT) {
gAddNegXAxisPull = true;
}
if (key == GLUT_KEY_RIGHT) {
gAddPosXAxisPull = true;
}
glutPostRedisplay();
}
static void DrawGLGrid(int size, float spacing) {
glColor3f(0.5, 0.5, 0.5);
glBegin(GL_LINES);
for (float ii = -size; ii < size; ii += spacing) {
glVertex3f(ii, 0, -size);
glVertex3f(ii, 0, size);
glVertex3f(size, 0, ii);
glVertex3f(-size, 0, ii);
}
glEnd();
}
static void DrawText(const std::string &text, int windowWidth,
int windowHeight) {
// Set the current matrix mode to "projection"
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
// Set the viewport to cover the entire screen
glViewport(0, 0, windowWidth, windowHeight);
// Set the orthographic projection
glOrtho(0, windowWidth, 0, windowHeight, -1, 1);
// Set the current matrix mode to "modelview"
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Translate to the bottom right corner of the screen
int string_width = glutBitmapLength(GLUT_BITMAP_HELVETICA_18,
(const unsigned char *)text.c_str());
glTranslatef(windowWidth - (string_width + 10), 10, 0);
// Set the raster position to the bottom left corner of the screen
glRasterPos2i(0, 0);
// Loop through the characters in the string and draw them using
// glutBitmapCharacter
glColor3f(1, 1, 1);
for (const auto &c : text) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, c);
}
// Pop the modelview matrix
glPopMatrix();
// Pop the projection matrix
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Set the current matrix mode back to "modelview"
glMatrixMode(GL_MODELVIEW);
}
void Display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glMultMatrixf(gCamera->ToViewMatrix().data());
if (gShowCenterAxes) {
glBegin(GL_LINES);
// Red - X Axis
glColor3f(1, 0, 0);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
// Green - Y Axis
glColor3f(0, 1, 0);
glVertex3f(0, 0, 0);
glVertex3f(0, 1, 0);
// Blue - Z Axis
glColor3f(0, 0, 1);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 1);
glEnd();
}
// Show the frame number in the bottom right
DrawText("Frame: " + std::to_string(gScene->frame), gScreenSize.x(),
gScreenSize.y());
float density = 0.15;
float fogColor[4] = {0.15, 0.15, 0.15, 1.0};
float fogStart[1] = {0.0f};
float fogEnd[1] = {800.0f};
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_START, fogStart);
glFogfv(GL_FOG_END, fogEnd);
glFogfv(GL_FOG_COLOR, fogColor);
glFogf(GL_FOG_DENSITY, density);
glHint(GL_FOG_HINT, GL_NICEST);
if (gShowGrid) {
DrawGLGrid(100, 0.25);
}
gScene->Draw();
glPopMatrix();
glFlush();
}
static void GlutIdle() {
if (gAnimating || gSingleStep) {
Vec3<Real> gravity(0, -0.981, 0);
if (gAddPosYAxisPull) {
gravity += Vec3<Real>(0, 9, 0);
gAddPosYAxisPull = false;
}
if (gAddNegYAxisPull) {
gravity += Vec3<Real>(0, -9, 0);
gAddNegYAxisPull = false;
}
if (gAddPosXAxisPull) {
gravity += Vec3<Real>(9, 0, 0);
gAddPosXAxisPull = false;
}
if (gAddNegXAxisPull) {
gravity += Vec3<Real>(-9, 0, 0);
gAddNegXAxisPull = false;
}
gScene->StepScriptedScene(gravity);
++gSteps;
if (gSingleStep) {
gSingleStep = !gSingleStep;
}
}
if (gSteps % 50 == 0 && gAnimating) {
if (gSaveFrame) {
gScene->DumpFrame();
}
glutPostRedisplay();
++gScene->frame;
if (gScene->frame > 400) {
++gScene->sceneFrames;
}
}
}
auto main(int argc, char **argv) -> int {
if (argc > 1) {
gSaveFrame = strcmp(argv[1], "--save") == 0;
} else {
std::cout << "No Scene specified, defaulting to Scenes/CoarseBunnyExplicit"
<< std::endl;
}
KeyboardControls();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGBA);
glutInitWindowSize(gScreenSize.x(), gScreenSize.y());
glutCreateWindow("Simulator");
glutDisplayFunc(Display);
glutMouseFunc(GlutMouseFunc);
glutMotionFunc(GlutMotionFunc);
glutReshapeFunc(GlutReshapeFunc);
glutKeyboardFunc(GlutKeyboardFunc);
glutSpecialFunc(GlutSpecialInputFunc);
glutIdleFunc(GlutIdle);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glPointSize(4.0f);
glEnable(GL_DEPTH_TEST);
glClearColor(0.15, 0.15, 0.15, 1.0f);
GLfloat lightPosition[] = {0.0, 0.0, 0.0, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
glEnable(GL_FOG);
glutMainLoop();
}