// 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/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 15, Example 3: Euclidean Projections";
// 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;
// rotation of the model
rotor g_modelRotor(_rotor(1.0f));
// what point to drag (or -1 for none)
int g_dragPoint = -1;
float g_dragDistance = 0.0f;
// the points:
const int NB_POINTS = 6;
normalizedPoint g_points[NB_POINTS] = {
c3gaPoint(1, 2, 2),
c3gaPoint(-1, 2, 2),
c3gaPoint(1, -2, 2),
c3gaPoint(-1, -2, -2),
c3gaPoint(1, 2, -2),
c3gaPoint(-1, 2, -2)
};
const int MODE_LINE = 1;
const int MODE_CIRCLE = 2;
const int MODE_DRAW_PLUNGE = 4;
const int MODE_CIRCLE_WITH_SPHERE = MODE_CIRCLE | MODE_DRAW_PLUNGE;
const int MODE_LINE_WITH_PLANE = MODE_LINE | MODE_DRAW_PLUNGE;
int g_mode = MODE_CIRCLE;
vectorE3GA vectorAtDepth(double depth, const vectorE2GA &v2d);
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, -16.0f);
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);
// draw the points
glColor3fm(1.0f, 0.0f, 0.0f);
g_drawState.m_pointSize = 0.1f;
for (unsigned int i = 0; i < NB_POINTS; i++) {
if (GLpick::g_pickActive) glLoadName(i);
draw(g_points[i]);
}
if (GLpick::g_pickActive) glLoadName((GLuint)-1);
g_drawState.pushDrawModeOff(OD_MAGNITUDE);
if (!GLpick::g_pickActive) {
// compute circle or line, depending on mode
circle CL;
if (g_mode & MODE_CIRCLE)
CL =_circle(g_points[0] ^ g_points[1] ^ g_points[2]); // compute circle
else CL =_circle(g_points[0] ^ g_points[1] ^ ni); // compute line
// draw the circle or the line:
glColor3fm(0.0f, 1.0f, 0.0f);
draw(CL);
// compute the plane:
plane PL = _plane(g_points[3] ^ g_points[4] ^ g_points[5] ^ ni);
// draw the projected circle / line:
glColor3fm(0.0f, 1.0f, 1.0f);
draw((CL << inverse(PL)) << PL);
g_drawState.pushDrawModeOff(OD_ORIENTATION);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// compute/draw the plane:
glColor4fm(0.0f, 0.0f, 1.0f, 0.5f);
draw(PL);
if (g_mode & 4) {
// Draw the sphere (CL ^ PL*)
// That is: the sphere that contains both the circle and its projection.
glColor4fm(0.0f, 1.0f, 1.0f, 0.5f);
draw(CL ^ dual(PL));
}
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
g_drawState.popDrawMode();
}
g_drawState.popDrawMode();
glPopMatrix();
{
glViewport(0, 0, g_viewportWidth, g_viewportHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
pickLoadMatrix();
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;
if (!GLpick::g_pickActive) {
renderBitmapString(20, 40, font, "Use the left mouse button to manipulate the points, and to orbit the scene.");
renderBitmapString(20, 20, font, "Use the other mouse buttons to access the popup menu.");
}
}
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);
g_dragPoint = pick(x, g_viewportHeight - y, display, &g_dragDistance);
g_rotateModel = (g_dragPoint < 0);
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] =
c3gaPoint(_vectorE3GA(T * g_points[g_dragPoint] * inverse(T)));
}
// remember mouse pos for next motion:
g_prevMousePos = mousePos;
// redraw viewport
glutPostRedisplay();
}
void menuCallback(int value) {
g_mode = value;
// 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);
g_GLUTmenu = glutCreateMenu(menuCallback);
glutAddMenuEntry("line mode", MODE_LINE);
glutAddMenuEntry("circle mode", MODE_CIRCLE);
glutAddMenuEntry("line mode + plunge", MODE_LINE_WITH_PLANE);
glutAddMenuEntry("circle mode + plunge", MODE_CIRCLE_WITH_SPHERE);
glutAttachMenu(GLUT_MIDDLE_BUTTON);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}