// 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.
// Copyright 2007, Daniel Fontijne, University of Amsterdam -- fontijne@science.uva.nl
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <vector>
#include <libgasandbox/h3ga.h>
#include <libgasandbox/h3ga_draw.h>
#include <libgasandbox/h3ga_util.h>
#include <libgasandbox/gl_util.h>
#include <libgasandbox/glut_util.h>
#include <libgasandbox/timing.h>
using namespace h3ga;
using namespace mv_draw;
const char *WINDOW_TITLE = "Geometric Algebra, Chapter 11, Example 1: Working with Points";
// GLUT state information
int g_viewportWidth = 800;
int g_viewportHeight = 600;
// mouse position on last call to MouseButton() / MouseMotion()
h3ga::vector g_prevMousePos;
// when true, MouseMotion() will rotate the model
bool g_rotateModel = false;
bool g_rotateModelOutOfPlane = false;
// what point to drag (or -1 for none)
int g_dragPoint = -1;
float g_dragDistance = -1.0f;
// rotation of the model
h3ga::rotor g_modelRotor(_rotor(1.0f));
const int NB_POINTS = 3;
const int NB_NORMALIZED_POINTS = 3;
// the regular points:
point g_points[NB_POINTS] = {
// note that we deliberately give weights to the points (1.0, 2.0, 3.0)
_point(1.0f * (e1 + e2 + e0)),
_point(2.0f * (2.0f * e1 + 0.5f * e2 + e0)),
_point(3.0f * (e1 + 0.5f * e3 + e0)),
};
// the normalized points:
normalizedPoint g_normalizedPoints[NB_NORMALIZED_POINTS] = {
// note the hack here: because normalizedPoints have a
// constant 'e0' coordinate, no need to do '+ e0' for each point.
// You can initialize a normalizedPoint straight for a '3D vector'
_normalizedPoint(-e1 + e2),
_normalizedPoint(-1.5f * e1 + 0.5f * e2),
_normalizedPoint(-e1 + 0.5f * e3),
};
void display() {
doIntelWarning(); // warn for possible problems with pciking on Intel graphics chipsets
// setup projection & transform for the vectors:
glViewport(0, 0, g_viewportWidth, g_viewportHeight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
const float screenWidth = 1600.0f;
glLoadIdentity();
pickLoadMatrix();
GLpick::g_frustumWidth = 2.0 * (double)g_viewportWidth / screenWidth;
GLpick::g_frustumHeight = 2.0 * (double)g_viewportHeight / screenWidth;
glFrustum(
-GLpick::g_frustumWidth / 2.0, GLpick::g_frustumWidth / 2.0,
-GLpick::g_frustumHeight / 2.0, GLpick::g_frustumHeight / 2.0,
GLpick::g_frustumNear, GLpick::g_frustumFar);
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0f, 0.0f, -8.0f);
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT, GL_FILL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glLineWidth(2.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
rotorGLMult(g_modelRotor);
// draw points
glColor3fm(1.0f, 0.0f, 0.0f);
for (int i = 0; i < NB_POINTS; i++) {
if (GLpick::g_pickActive) glLoadName(i);
draw(g_points[i]);
}
// draw normalized points
glColor3fm(0.0f, 1.0f, 0.0f);
for (int i = 0; i < NB_NORMALIZED_POINTS; i++) {
if (GLpick::g_pickActive) glLoadName(NB_POINTS + i);
draw(g_normalizedPoints[i]);
}
if (!GLpick::g_pickActive) {
// draw loops through the points:
glDisable(GL_LIGHTING);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_LINE_LOOP);
for (int i = 0; i < NB_POINTS; i++) {
const point &P = g_points[i];
glVertex4fv(P.getC(point_e1_e2_e3_e0));
// or:
// glVertex4f(P.e1(), P.e2(), P.e3(), P.e0());
}
glEnd();
// draw loops through the normalized points:
glBegin(GL_LINE_LOOP);
for (int i = 0; i < NB_NORMALIZED_POINTS; i++) {
const normalizedPoint &P = g_normalizedPoints[i];
glVertex3fv(P.getC(normalizedPoint_e1_e2_e3_e0f1_0)); //note e0 'fixed' at 1.0
// or:
// glVertex3f(P.e1(), P.e2(), P.e3());
}
glEnd();
}
glPopMatrix();
if (!GLpick::g_pickActive) {
glViewport(0, 0, g_viewportWidth, g_viewportHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, g_viewportWidth, 0, g_viewportHeight, -100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glColor3f(1.0f, 1.0f, 1.0f);
void *font = GLUT_BITMAP_HELVETICA_12;
renderBitmapString(20, 40, font, "This simple example demonstrates using (normalized) points with OpenGL.");
renderBitmapString(20, 20, font, "Use the mouse buttons to drag the red/green points.");
}
if (!GLpick::g_pickActive) {
glutSwapBuffers();
}
}
void reshape(GLint width, GLint height) {
g_viewportWidth = width;
g_viewportHeight = height;
// redraw viewport
glutPostRedisplay();
}
h3ga::vector vectorAtDepth(double depth, const h3ga::vector &v2d) {
if ((GLpick::g_frustumWidth <= 0) || (GLpick::g_frustumHeight <= 0) ||
(GLpick::g_frustumNear <= 0) || (GLpick::g_frustumFar <= 0)) {
return h3ga::vector();
}
return _vector((depth * (double)v2d.e1() * GLpick::g_frustumWidth) / (g_viewportWidth * GLpick::g_frustumNear) * e1 +
(depth * (double)v2d.e2() * GLpick::g_frustumHeight) / (g_viewportHeight * GLpick::g_frustumNear) * e2);
}
h3ga::vector mousePosToVector(int x, int y) {
x -= g_viewportWidth / 2;
y -= g_viewportHeight / 2;
return h3ga::_vector((float)x * h3ga::e1 - (float)y * h3ga::e2);
}
void MouseButton(int button, int state, int x, int y) {
g_rotateModel = false;
g_prevMousePos = mousePosToVector(x, y);
g_dragPoint = pick(x, g_viewportHeight - y, display, &g_dragDistance);
if (g_dragPoint < 0) {
h3ga::vector mousePos = mousePosToVector(x, y);
g_rotateModel = true;
if ((_Float(norm_e(mousePos)) / _Float(norm_e(g_viewportWidth * e1 + g_viewportHeight * e2))) < 0.2)
g_rotateModelOutOfPlane = true;
else g_rotateModelOutOfPlane = false;
}
}
void MouseMotion(int x, int y) {
// get mouse position, motion
h3ga::vector mousePos = mousePosToVector(x, y);
h3ga::vector motion = _vector(mousePos - g_prevMousePos);
if (g_rotateModel) {
// update rotor
if (g_rotateModelOutOfPlane)
g_modelRotor = _rotor(h3ga::exp(0.005f * (motion ^ h3ga::e3)) * g_modelRotor);
else g_modelRotor = _rotor(h3ga::exp(0.00001f * (motion ^ mousePos)) * g_modelRotor);
}
else if (g_dragPoint >= 0) {
h3ga::vector T = vectorAtDepth(g_dragDistance, motion);
T = _vector(inverse(g_modelRotor) * T * g_modelRotor);
// printf("T = %s\n", T.c_str());
if (g_dragPoint < NB_POINTS) {
int idx = g_dragPoint;
g_points[idx] = _point(g_points[idx] + (T ^ (e0 << g_points[idx])));
}
else {
int idx = g_dragPoint - NB_POINTS;
g_normalizedPoints[idx] =
_normalizedPoint(g_normalizedPoints[idx] + (T ^ (e0 << g_normalizedPoints[idx])));
}
}
// remember mouse pos for next motion:
g_prevMousePos = mousePos;
// redraw viewport
glutPostRedisplay();
}
int main(int argc, char*argv[]) {
// profiling for Gaigen 2:
h3ga::g2Profiling::init();
// GLUT Window Initialization:
glutInit (&argc, argv);
glutInitWindowSize(g_viewportWidth, g_viewportHeight);
glutInitDisplayMode( GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(WINDOW_TITLE);
// Register callbacks:
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(MouseButton);
glutMotionFunc(MouseMotion);
glutMainLoop();
return 0;
}