// 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>
// not sure whether this should be <opencv/cxcore.h> or just <cxcore.h>
//#include <cxcore.h>
#include <opencv/cxcore.h>
#include <vector>
#include <libgasandbox/c3ga.h>
#include <libgasandbox/c3ga_draw.h>
#include <libgasandbox/c3ga_util.h>
#include <libgasandbox/gl_util.h>
#include <libgasandbox/glut_util.h>
#include <libgasandbox/timing.h>
#include <libgasandbox/mv_analyze.h>
using namespace c3ga;
using namespace mv_draw;
const char *WINDOW_TITLE = "Geometric Algebra, Chapter 14, Example 4: Fitting a Sphere";
// GLUT state information
int g_viewportWidth = 800;
int g_viewportHeight = 600;
int g_GLUTmenu;
// mouse position on last call to MouseButton() / MouseMotion()
vectorE2GA g_prevMousePos;
// when true, MouseMotion() will rotate the model
bool g_rotateModel = false;
bool g_rotateModelOutOfPlane = false;
const float g_modelDistance = -16.0f;
const int FLATTEN = -2;
const int NONE = -1;
const int MODE_DRAG = 0;
const int MODE_CREATE_POINTS = 1;
const char *g_modeName[] = {
"Drag points",
"Create points (no scene orbit available)",
};
int g_mouseMode = MODE_DRAG;
// what point to drag (or -1 for none)
int g_dragPoint = -1;
float g_dragDistance = 4.0f;
// rotation of the model
rotor g_modelRotor(_rotor(1.0f));
// the points:
std::vector<point> g_points;
vectorE3GA vectorAtDepth(double depth, const vectorE2GA &v2d);
dualSphere fitSphere(const std::vector<point> &points) {
float P[5 * 5];
{ // compute matrix P = sum_i (points[i] . points[i]^T)
// first clear all entries:
for (int i = 0; i < 5 * 5; i++) P[i] = 0.0f;
// fill the matrix:
for (unsigned int p = 0; p < points.size(); p++) {
// get coordinates of point 'p':
const mv::Float *pc = points[p].getC(point_no_e1_e2_e3_ni);
for (int i = 0; i < 5; i++)
for (int j = i; j < 5; j++) {
P[i * 5 + j] += pc[i] * pc[j];
P[j * 5 + i] = P[i * 5 + j];
}
}
}
// initialize the metric matrix:
float M[5 * 5] = {
// no e1 e2 e3 ni
0.0f, 0.0f, 0.0f, 0.0f, -1.0f, // no
0.0f, 1.0f, 0.0f, 0.0f, 0.0f, // e1
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // e2
0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // e3
-1.0f, 0.0f, 0.0f, 0.0f, 0.0f // ni
};
// construct OpenCV matrices (on stack)
CvMat matrixP = cvMat(5, 5, CV_32F, P);
CvMat matrixM = cvMat(5, 5, CV_32F, M);
// use OpenCV to multiply matrices
float PM[5 * 5];
CvMat matrixPM = cvMat(5, 5, CV_32F, PM); // create matrix P * M (on stack)
cvMatMul(&matrixP, &matrixM, &matrixPM);
// use OpenCV to compute SVD
float S[5 * 5], U[5 * 5], V[5 * 5];
CvMat matrixS = cvMat(5, 5, CV_32F, S); // create matrix S (on stack)
CvMat matrixU = cvMat(5, 5, CV_32F, U); // create matrix U (on stack)
CvMat matrixV = cvMat(5, 5, CV_32F, V); // create matrix V (on stack)
int flags = 0;
cvSVD(&matrixPM, &matrixS, &matrixU, &matrixV, flags); // compute SVD
// extract last column of V (coordinates of dual sphere);
dualSphere DS(dualSphere_no_e1_e2_e3_ni,
V[0 * 5 + 4], V[1 * 5 + 4], V[2 * 5 + 4], V[3 * 5 + 4], V[4 * 5 + 4]);
return DS;
}
void display() {
doIntelWarning(); // warn for possible problems with pciking on Intel graphics chipsets
dualSphere DS = fitSphere(g_points);
// 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, g_modelDistance);
glClearColor(1.0f, 1.0f, 1.0f, 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);
// we collect all lines and planes in this list:
std::vector<mv> primitives;
// draw the points
glColor3fm(1.0f, 0.0f, 0.0f);
g_drawState.m_pointSize = 0.1f;
for (unsigned int i = 0; i < g_points.size(); i++) {
if (GLpick::g_pickActive) glLoadName(i);
draw(g_points[i]);
}
if (GLpick::g_pickActive) glLoadName((GLuint)-1);
g_drawState.pushDrawModeOff(OD_ORIENTATION);
g_drawState.pushDrawModeOff(OD_MAGNITUDE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4fm(0.0f, 0.0f, 1.0f, 0.5f);
draw(dual(DS));
glDisable(GL_BLEND);
g_drawState.popDrawMode();
g_drawState.popDrawMode();
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(0.0f, 0.0f, 0.0f);
void *font = GLUT_BITMAP_HELVETICA_12;
{
char buf[256];
sprintf(buf, "MODE: %s\n", g_modeName[g_mouseMode]);
renderBitmapString(20, g_viewportHeight - 20, font, buf);
}
renderBitmapString(20, 60, font, "Use the left mouse button to manipulate the scene, and to orbit it.");
renderBitmapString(20, 40, font, "Use the other mouse buttons to access the popup menu, and select different manipulation modes.");
renderBitmapString(20, 20, font, "The intersections of the primitives are drawn in light grey.");
}
if (!GLpick::g_pickActive) {
glutSwapBuffers();
}
}
void reshape(GLint width, GLint height) {
g_viewportWidth = width;
g_viewportHeight = height;
// redraw viewport
glutPostRedisplay();
}
vectorE3GA vectorAtDepth(double depth, const vectorE2GA &v2d) {
if ((GLpick::g_frustumWidth <= 0) || (GLpick::g_frustumHeight <= 0) ||
(GLpick::g_frustumNear <= 0) || (GLpick::g_frustumFar <= 0)) {
return c3ga::vectorE3GA();
}
return _vectorE3GA((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);
}
vectorE2GA mousePosToVector(int x, int y) {
x -= g_viewportWidth / 2;
y -= g_viewportHeight / 2;
return _vectorE2GA((float)x * e1 - (float)y * e2);
}
void MouseButton(int button, int state, int x, int y) {
if (state != GLUT_DOWN) return; // don't respond when button goes up . . .
g_rotateModel = false;
g_prevMousePos = mousePosToVector(x, y);
if (g_mouseMode == MODE_DRAG) {
g_dragPoint = pick(x, g_viewportHeight - y, display, &g_dragDistance);
g_rotateModel = (g_dragPoint < 0);
}
else if (g_mouseMode == MODE_CREATE_POINTS) {
// get modelview matrix (as used for drawing the scene) from OpenGL:
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0.0f, 0.0f, g_modelDistance);
rotorGLMult(g_modelRotor);
mv::Float modelviewMatrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelviewMatrix);
glPopMatrix();
// convert modelview matrix to versor:
bool transpose = true;
TRversor V = _TRversor(matrix4x4ToVersorPS(modelviewMatrix, transpose));
// create a new point at g_dragDistance from camera
float dis = g_dragDistance;
if (dis > 20.0) dis = 20.0;
point pt = _point(c3gaPoint(_vectorE3GA(vectorAtDepth(dis, g_prevMousePos) - e3 * dis)));
// use OpenGL transform to create a point at the right location (`under' the mouse)
pt = inverse(V) * pt * V;
// add point to list:
g_points.push_back(pt); // c3gaPoint(_vectorE3GA(-no << fpt))));
g_dragPoint = (int)g_points.size()-1;
}
if (g_rotateModel) {
vectorE2GA mousePos = mousePosToVector(x, y);
g_rotateModel = true;
if ((_Float(norm_e(mousePos)) / _Float(norm_e(g_viewportWidth * e1 + g_viewportHeight * e2))) < 0.2f)
g_rotateModelOutOfPlane = true;
else g_rotateModelOutOfPlane = false;
}
// redraw viewport
glutPostRedisplay();
}
void MouseMotion(int x, int y) {
// get mouse position, motion
vectorE2GA mousePos = mousePosToVector(x, y);
vectorE2GA motion = _vectorE2GA(mousePos - g_prevMousePos);
if (g_rotateModel) {
// update rotor
if (g_rotateModelOutOfPlane)
g_modelRotor = _rotor(c3ga::exp(0.005f * (motion ^ e3)) * g_modelRotor);
else g_modelRotor = _rotor(c3ga::exp(0.00001f * (motion ^ mousePos)) * g_modelRotor);
}
else if (g_dragPoint >= 0) {
vectorE3GA t = vectorAtDepth(g_dragDistance, motion);
t = _vectorE3GA(inverse(g_modelRotor) * t * g_modelRotor);
normalizedTranslator T = exp(_freeVector(-0.5f * (t ^ ni)));
// note the hack required here (repeated application of translators turns points into spheres, at least, with 32-bit floats :( )
g_points[g_dragPoint] =
_point(c3gaPoint(_vectorE3GA(T * g_points[g_dragPoint] * inverse(T))));
}
// remember mouse pos for next motion:
g_prevMousePos = mousePos;
// redraw viewport
glutPostRedisplay();
}
void PassiveMouseMotion(int x, int y) {
// remember mouse pos for next motion:
g_prevMousePos = mousePosToVector(x, y);
}
void menuCallback(int value) {
if (value >= 0) {
g_mouseMode = value;
}
else if (value == FLATTEN) {
// project all onto e3:
for (unsigned int i = 0; i < g_points.size(); i++) {
g_points[i] = _point(c3gaPoint(g_points[i].e1(), g_points[i].e2(), 0.0f));
}
}
// redraw viewport
glutPostRedisplay();
}
int main(int argc, char*argv[]) {
// profiling for Gaigen 2:
c3ga::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);
glutPassiveMotionFunc(PassiveMouseMotion);
g_GLUTmenu = glutCreateMenu(menuCallback);
glutAddMenuEntry(g_modeName[MODE_DRAG], MODE_DRAG);
glutAddMenuEntry(g_modeName[MODE_CREATE_POINTS], MODE_CREATE_POINTS);
glutAddMenuEntry("--------------------------------------------", NONE);
glutAddMenuEntry("Project points onto the plane dual(e3)", FLATTEN);
glutAttachMenu(GLUT_MIDDLE_BUTTON);
glutAttachMenu(GLUT_RIGHT_BUTTON);
// create the initial points
g_points.push_back(_point(c3gaPoint(1.0f, 1.0f, 0.0f)));
g_points.push_back(_point(c3gaPoint(-1.0f, 1.0f, 0.0f)));
g_points.push_back(_point(c3gaPoint(1.0f, 0.0f, 0.0f)));
g_points.push_back(_point(c3gaPoint(0.0f, 1.0f, 2.0f)));
glutMainLoop();
return 0;
}