/* * fractviewer.c [from agviewer.c (version 1.0)] * * AGV: a glut viewer. Routines for viewing a 3d scene w/ glut * * See agv_example.c and agviewer.h comments within for more info. * * I welcome any feedback or improved versions! * * Philip Winston - 4/11/95 * pwinston@hmc.edu * http://www.cs.hmc.edu/people/pwinston */ #include #include #include #include #include "fracviewer.h" /* Some files do not define M_PI... */ #ifndef M_PI #define M_PI 3.14159265 #endif /***************************************************************/ /************************** SETTINGS ***************************/ /***************************************************************/ /* Initial polar movement settings */ #define INIT_POLAR_AZ 0.0 #define INIT_POLAR_EL 30.0 #define INIT_DIST 4.0 #define INIT_AZ_SPIN 0.5 #define INIT_EL_SPIN 0.0 /* Initial flying movement settings */ #define INIT_EX 0.0 #define INIT_EY -2.0 #define INIT_EZ -2.0 #define INIT_MOVE 0.01 #define MINMOVE 0.001 /* Start in this mode */ #define INIT_MODE POLAR /* Controls: */ /* map 0-9 to an EyeMove value when number key is hit in FLYING mode */ #define SPEEDFUNCTION(x) ((x)*(x)*0.001) /* Multiply EyeMove by (1+-MOVEFRACTION) when +/- hit in FLYING mode */ #define MOVEFRACTION 0.25 /* What to multiply number of pixels mouse moved by to get rotation amount */ #define EL_SENS 0.5 #define AZ_SENS 0.5 /* What to multiply number of pixels mouse moved by for movement amounts */ #define DIST_SENS 0.01 #define E_SENS 0.01 /* Minimum spin to allow in polar (lower forced to zero) */ #define MIN_AZSPIN 0.1 #define MIN_ELSPIN 0.1 /* Factors used in computing dAz and dEl (which determine AzSpin, ElSpin) */ #define SLOW_DAZ 0.90 #define SLOW_DEL 0.90 #define PREV_DAZ 0.80 #define PREV_DEL 0.80 #define CUR_DAZ 0.20 #define CUR_DEL 0.20 /***************************************************************/ /************************** GLOBALS ****************************/ /***************************************************************/ int MoveMode = INIT_MODE; /* FLYING or POLAR mode? */ GLfloat Ex = INIT_EX, /* flying parameters */ Ey = INIT_EY, Ez = INIT_EZ, EyeMove = INIT_MOVE, EyeDist = INIT_DIST, /* polar params */ AzSpin = INIT_AZ_SPIN, ElSpin = INIT_EL_SPIN, EyeAz = INIT_POLAR_AZ, /* used by both */ EyeEl = INIT_POLAR_EL; int agvMoving; /* Currently moving? */ int downx, downy, /* for tracking mouse position */ lastx, lasty, downb = -1; /* and button status */ GLfloat downDist, downEl, downAz, /* for saving state of things */ downEx, downEy, downEz, /* when button is pressed */ downEyeMove; GLfloat dAz, dEl, lastAz, lastEl; /* to calculate spinning w/ polar motion */ int AdjustingAzEl = 0; int AllowIdle, RedisplayWindow; /* If AllowIdle is 1 it means AGV will install its own idle which * will update the viewpoint as needed and send glutPostRedisplay() to the * window RedisplayWindow which was set in agvInit(). AllowIdle of 0 * means AGV won't install an idle funciton, and something like * "if (agvMoving) agvMove()" should exist at the end of the running * idle function. */ #define MAX(x,y) (((x) > (y)) ? (x) : (y)) #define TORAD(x) ((M_PI/180.0)*(x)) #define TODEG(x) ((180.0/M_PI)*(x)) /***************************************************************/ /************************ PROTOTYPES ***************************/ /***************************************************************/ /* * these are functions meant for internal use only * the other prototypes are in agviewer.h */ void PolarLookFrom(GLfloat dist, GLfloat elevation, GLfloat azimuth); void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z, GLfloat az, GLfloat el); int ConstrainEl(void); void MoveOn(int v); void SetMove(float newmove); static void normalize(GLfloat v[3]); static void ncrossprod(float v1[3], float v2[3], float cp[3]); /***************************************************************/ /************************ agvInit ******************************/ /***************************************************************/ void agvInit(int window) { glutMouseFunc(agvHandleButton); glutMotionFunc(agvHandleMotion); glutKeyboardFunc(agvHandleKeys); RedisplayWindow = glutGetWindow(); agvSetAllowIdle(window); } /***************************************************************/ /************************ VIEWPOINT STUFF **********************/ /***************************************************************/ /* * viewing transformation modified from page 90 of red book */ void PolarLookFrom(GLfloat dist, GLfloat elevation, GLfloat azimuth) { glTranslatef(0, 0, -dist); glRotatef(elevation, 1, 0, 0); glRotatef(azimuth, 0, 1, 0); } /* * I took the idea of tracking eye position in absolute * coords and direction looking in Polar form from denis */ void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z, GLfloat az, GLfloat el) { float lookat[3], perp[3], up[3]; lookat[0] = sin(TORAD(az))*cos(TORAD(el)); lookat[1] = sin(TORAD(el)); lookat[2] = -cos(TORAD(az))*cos(TORAD(el)); normalize(lookat); perp[0] = lookat[2]; perp[1] = 0; perp[2] = -lookat[0]; normalize(perp); ncrossprod(lookat, perp, up); gluLookAt(x, y, z, x+lookat[0], y+lookat[1], z+lookat[2], up[0], up[1], up[2]); } /* * Call viewing transformation based on movement mode */ void agvViewTransform(void) { switch (MoveMode) { case FLYING: FlyLookFrom(Ex, Ey, Ez, EyeAz, EyeEl); break; case POLAR: PolarLookFrom(EyeDist, EyeEl, EyeAz); break; } } /* * keep them vertical; I think this makes a lot of things easier, * but maybe it wouldn't be too hard to adapt things to let you go * upside down */ int ConstrainEl(void) { if (EyeEl <= -90) { EyeEl = -89.99; return 1; } else if (EyeEl >= 90) { EyeEl = 89.99; return 1; } return 0; } /* * Idle Function - moves eyeposition */ void agvMove(void) { switch (MoveMode) { case FLYING: Ex += EyeMove*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ey += EyeMove*sin(TORAD(EyeEl)); Ez -= EyeMove*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)); break; case POLAR: EyeEl += ElSpin; EyeAz += AzSpin; if (ConstrainEl()) { /* weird spin thing to make things look */ ElSpin = -ElSpin; /* look better when you are kept from going */ /* upside down while spinning - Isn't great */ if (fabs(ElSpin) > fabs(AzSpin)) AzSpin = fabs(ElSpin) * ((AzSpin > 0) ? 1 : -1); } break; } if (AdjustingAzEl) { dAz *= SLOW_DAZ; dEl *= SLOW_DEL; } if (AllowIdle) { glutSetWindow(RedisplayWindow); glutPostRedisplay(); } } /* * Don't install agvMove as idle unless we will be updating the view * and we've been given a RedisplayWindow */ void MoveOn(int v) { if (v && ((MoveMode == FLYING && EyeMove != 0) || (MoveMode == POLAR && (AzSpin != 0 || ElSpin != 0 || AdjustingAzEl)))) { agvMoving = 1; if (AllowIdle) glutIdleFunc(agvMove); } else { agvMoving = 0; if (AllowIdle) glutIdleFunc(NULL); } } /* * set new redisplay window. If <= 0 it means we are not to install * an idle function and will rely on whoever does install one to * put statement like "if (agvMoving) agvMove();" at end of it */ void agvSetAllowIdle(int allowidle) { if ((AllowIdle = allowidle)) MoveOn(1); } /* * when moving to flying we stay in the same spot, moving to polar we * reset since we have to be looking at the origin (though a pivot from * current position to look at origin might be cooler) */ void agvSwitchMoveMode(int move) { switch (move) { case FLYING: if (MoveMode == FLYING) return; Ex = -EyeDist*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ey = EyeDist*sin(TORAD(EyeEl)); Ez = EyeDist*(cos(TORAD(EyeAz))*cos(TORAD(EyeEl))); EyeAz = EyeAz; EyeEl = -EyeEl; EyeMove = INIT_MOVE; break; case POLAR: EyeDist = INIT_DIST; EyeAz = INIT_POLAR_AZ; EyeEl = INIT_POLAR_EL; AzSpin = INIT_AZ_SPIN; ElSpin = INIT_EL_SPIN; break; } MoveMode = move; MoveOn(1); glutPostRedisplay(); } /***************************************************************/ /******************* MOUSE HANDLING ***********************/ /***************************************************************/ void agvHandleButton(int button, int state, int x, int y) { if (state == GLUT_DOWN && downb == -1) { lastx = downx = x; lasty = downy = y; downb = button; switch (button) { case GLUT_LEFT_BUTTON: lastEl = downEl = EyeEl; lastAz = downAz = EyeAz; AzSpin = ElSpin = dAz = dEl = 0; AdjustingAzEl = 1; MoveOn(1); break; case GLUT_MIDDLE_BUTTON: downDist = EyeDist; downEx = Ex; downEy = Ey; downEz = Ez; downEyeMove = EyeMove; EyeMove = 0; } } else if (state == GLUT_UP && button == downb) { downb = -1; switch (button) { case GLUT_LEFT_BUTTON: if (MoveMode != FLYING) { AzSpin = -dAz; if (AzSpin < MIN_AZSPIN && AzSpin > -MIN_AZSPIN) AzSpin = 0; ElSpin = -dEl; if (ElSpin < MIN_ELSPIN && ElSpin > -MIN_ELSPIN) ElSpin = 0; } AdjustingAzEl = 0; MoveOn(1); break; case GLUT_MIDDLE_BUTTON: EyeMove = downEyeMove; } } } /* * change EyeEl and EyeAz and position when mouse is moved w/ button down */ void agvHandleMotion(int x, int y) { int deltax = x - downx, deltay = y - downy; switch (downb) { case GLUT_LEFT_BUTTON: EyeEl = downEl + EL_SENS * ((MoveMode == FLYING) ? -deltay : deltay); ConstrainEl(); EyeAz = downAz + AZ_SENS * deltax; dAz = PREV_DAZ*dAz + CUR_DAZ*(lastAz - EyeAz); dEl = PREV_DEL*dEl + CUR_DEL*(lastEl - EyeEl); lastAz = EyeAz; lastEl = EyeEl; break; case GLUT_MIDDLE_BUTTON: EyeDist = downDist + DIST_SENS*deltay; Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)); Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl)); Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)); break; } glutPostRedisplay(); } /***************************************************************/ /********************* KEYBOARD HANDLING ***********************/ /***************************************************************/ /* * set EyeMove (current speed) for FLYING mode */ void SetMove(float newmove) { if (newmove > MINMOVE) { EyeMove = newmove; MoveOn(1); } else { EyeMove = 0; MoveOn(0); } } /* * 0->9 set speed, +/- adjust current speed -- in FLYING mode */ void agvHandleKeys(unsigned char key, int, int) { if (MoveMode != FLYING) return; if (key >= '0' && key <= '9') SetMove(SPEEDFUNCTION((key-'0'))); else switch(key) { case '+': if (EyeMove == 0) SetMove(MINMOVE); else SetMove(EyeMove *= (1 + MOVEFRACTION)); break; case '-': SetMove(EyeMove *= (1 - MOVEFRACTION)); break; } } /***************************************************************/ /*********************** VECTOR STUFF **************************/ /***************************************************************/ /* normalizes v */ static void normalize(GLfloat v[3]) { GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); if (d == 0) fprintf(stderr, "Zero length vector in normalize\n"); else v[0] /= d; v[1] /= d; v[2] /= d; } /* calculates a normalized crossproduct to v1, v2 */ static void ncrossprod(float v1[3], float v2[3], float cp[3]) { cp[0] = v1[1]*v2[2] - v1[2]*v2[1]; cp[1] = v1[2]*v2[0] - v1[0]*v2[2]; cp[2] = v1[0]*v2[1] - v1[1]*v2[0]; normalize(cp); } /***************************************************************/ /**************************** AXES *****************************/ /***************************************************************/ /* draw axes -- was helpful to debug/design things */ void agvMakeAxesList(int displaylistnum) { int i,j; GLfloat axes_ambuse[] = { 0.5, 0.0, 0.0, 1.0 }; glNewList(displaylistnum, GL_COMPILE); glPushAttrib(GL_LIGHTING_BIT); glMatrixMode(GL_MODELVIEW); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, axes_ambuse); glBegin(GL_LINES); glVertex3f(15, 0, 0); glVertex3f(-15, 0, 0); glVertex3f(0, 15, 0); glVertex3f(0, -15, 0); glVertex3f(0, 0, 15); glVertex3f(0, 0, -15); glEnd(); for (i = 0; i < 3; i++) { glPushMatrix(); glTranslatef(-10*(i==0), -10*(i==1), -10*(i==2)); for (j = 0; j < 21; j++) { // glutSolidCube(0.1); glTranslatef(i==0, i==1, i==2); } glPopMatrix(); } glPopAttrib(); glEndList(); }