// 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 <vector>
#include <libgasandbox/e3ga.h>
#include <libgasandbox/e3ga_draw.h>
#include <libgasandbox/e3ga_util.h>
#include <libgasandbox/gl_util.h>
#include <libgasandbox/glut_util.h>
using namespace e3ga;
using namespace mv_draw;
const char *WINDOW_TITLE = "Geometric Algebra, Chapter 3, Example 2: Implementing the Cross Product (SOLUTION)";
// GLUT state information
int g_viewportWidth = 800;
int g_viewportHeight = 600;
int g_GLUTmenu;
// mouse position on last call to MouseButton() / MouseMotion()
e3ga::vector g_prevMousePos;
// when true, MouseMotion() will rotate the model
bool g_rotateModel = false;
bool g_rotateModelOutOfPlane = false;
// rotation of the model
e3ga::rotor g_modelRotor(_rotor(1.0f));
// when dragging vectors: which one, and at what depth:
float g_dragDistance = -1.0f;
int g_dragObject = -1;
// the three vectors:
e3ga::vector g_vectors[3] = {
_vector(e1 - e2 - 0.3f * e3),
_vector(e1 + 0.3f * e2 - 0.1f * e3),
e3ga::vector()
};
// SPOILER WARNING: solution to Chapter 3, exercise 2 right below
/// returns a x b
e3ga::vector crossProduct(const e3ga::vector &a, const e3ga::vector &b) {
// exercise: compute the cross product, return it:
return _vector(dual(a ^ b));
}
void display() {
doIntelWarning(); // warn for possible problems with pciking on Intel graphics chipsets
// compute the 3rd vector as g_vectors[0] X g_vectors[1]
g_vectors[2] = crossProduct(g_vectors[0], g_vectors[1]);
// 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, -10.0f);
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);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
rotorGLMult(g_modelRotor);
glLineWidth(2.0);
// draw vector 1
if (GLpick::g_pickActive) glLoadName(1);
glColor3fm(1.0f, 0.0f, 0.0f);
draw(g_vectors[0]);
// draw vector 2
if (GLpick::g_pickActive) glLoadName(2);
glColor3fm(0.0f, 1.0f, 0.0f);
draw(g_vectors[1]);
// draw (vector 1) ^ (vector 2)
if (GLpick::g_pickActive) glLoadName((GLuint)-1);
glColor3fm(1.0f, 1.0f, 1.0f);
draw(g_vectors[0] ^ g_vectors[1]);
// draw vector 3
if (GLpick::g_pickActive) glLoadName(3);
glColor3fm(0.0f, 0.0f, 1.0f);
draw(g_vectors[2]);
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(1,1,1);
void *font = GLUT_BITMAP_HELVETICA_12;
renderBitmapString(10, 40, font, "-use left mouse button to drag red/green vectors and to orbit scene");
renderBitmapString(10, 20, font, "-the blue vector should always be orthogonal to the red and green vectors");
}
if (!GLpick::g_pickActive) {
glutSwapBuffers();
}
}
void reshape(GLint width, GLint height) {
g_viewportWidth = width;
g_viewportHeight = height;
// redraw viewport
glutPostRedisplay();
}
e3ga::vector vectorAtDepth(double depth, const e3ga::vector &v2d) {
if ((GLpick::g_frustumWidth <= 0) || (GLpick::g_frustumHeight <= 0) ||
(GLpick::g_frustumNear <= 0) || (GLpick::g_frustumFar <= 0)) {
return e3ga::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);
}
e3ga::vector mousePosToVector(int x, int y) {
x -= g_viewportWidth / 2;
y -= g_viewportHeight / 2;
return e3ga::_vector((float)x * e3ga::e1 - (float)y * e3ga::e2);
}
void MouseButton(int button, int state, int x, int y) {
g_rotateModel = false;
g_prevMousePos = mousePosToVector(x, y);
g_dragObject = pick(x, g_viewportHeight - y, display, &g_dragDistance);
if (g_dragObject < 0) {
e3ga::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
e3ga::vector mousePos = mousePosToVector(x, y);
e3ga::vector motion = _vector(mousePos - g_prevMousePos);
if (g_rotateModel) {
// update rotor
if (g_rotateModelOutOfPlane)
g_modelRotor = _rotor(e3ga::exp(0.005f * (motion ^ e3ga::e3)) * g_modelRotor);
else g_modelRotor = _rotor(e3ga::exp(0.00001f * (motion ^ mousePos)) * g_modelRotor);
}
else if ((g_dragObject >= 1) && (g_dragObject <= 2)) {
// add motion to vector:
e3ga::vector T = vectorAtDepth(g_dragDistance, motion);
T = _vector(inverse(g_modelRotor) * T * g_modelRotor);
g_vectors[g_dragObject-1] += T;
}
// remember mouse pos for next motion:
g_prevMousePos = mousePos;
// redraw viewport
glutPostRedisplay();
}
void Keyboard(unsigned char key, int x, int y) {
}
int main(int argc, char*argv[]) {
// profiling for Gaigen 2:
e3ga::g2Profiling::init();
// GLUT Window Initialization:
glutInit (&argc, argv);
glutInitWindowSize(g_viewportWidth, g_viewportHeight);
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(WINDOW_TITLE);
// Register callbacks:
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(Keyboard);
glutMouseFunc(MouseButton);
glutMotionFunc(MouseMotion);
glutMainLoop();
return 0;
}