52ae3582a2
Replace compiler/preprocessor/platform macro "WIN32" with "_WIN32". Replace "WIN32" in text and documentation with "Windows". Replace "MSWindows" with "Windows". To do: README.Windows.txt (and maybe other documentation as well) needs updates. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.4@12655 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
534 lines
14 KiB
C++
534 lines
14 KiB
C++
/*
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* fractviewer.cxx [from agviewer.c (version 1.0)]
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*
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* AGV: a glut viewer. Routines for viewing a 3d scene w/ glut
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*
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* See agv_example.c and agviewer.h comments within for more info.
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*
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* I welcome any feedback or improved versions!
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*
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* Philip Winston - 4/11/95
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* pwinston@hmc.edu
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* http://www.cs.hmc.edu/people/pwinston
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*/
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#include <config.h>
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#if HAVE_GL && HAVE_GL_GLU_H
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# include <FL/glut.H>
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# include <FL/glu.h>
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# include <stdio.h>
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# include <stdlib.h>
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# include <math.h>
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# include <sys/types.h>
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# include <time.h>
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# if !defined(_WIN32)
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# include <sys/time.h>
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# endif // !_WIN32
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# include "fracviewer.h"
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/* Some <math.h> files do not define M_PI... */
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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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/***************************************************************/
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/************************** SETTINGS ***************************/
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/***************************************************************/
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/* Initial polar movement settings */
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#define INIT_POLAR_AZ 0.0
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#define INIT_POLAR_EL 30.0
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#define INIT_DIST 4.0
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#define INIT_AZ_SPIN 0.5
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#define INIT_EL_SPIN 0.0
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/* Initial flying movement settings */
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#define INIT_EX 0.0
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#define INIT_EY -2.0
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#define INIT_EZ -2.0
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#define INIT_MOVE 0.01
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#define MINMOVE 0.001
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/* Start in this mode */
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#define INIT_MODE POLAR
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/* Controls: */
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/* map 0-9 to an EyeMove value when number key is hit in FLYING mode */
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#define SPEEDFUNCTION(x) ((x)*(x)*0.001)
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/* Multiply EyeMove by (1+-MOVEFRACTION) when +/- hit in FLYING mode */
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#define MOVEFRACTION 0.25
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/* What to multiply number of pixels mouse moved by to get rotation amount */
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#define EL_SENS 0.5
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#define AZ_SENS 0.5
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/* What to multiply number of pixels mouse moved by for movement amounts */
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#define DIST_SENS 0.01
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#define E_SENS 0.01
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/* Minimum spin to allow in polar (lower forced to zero) */
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#define MIN_AZSPIN 0.1
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#define MIN_ELSPIN 0.1
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/* Factors used in computing dAz and dEl (which determine AzSpin, ElSpin) */
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#define SLOW_DAZ 0.90
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#define SLOW_DEL 0.90
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#define PREV_DAZ 0.80
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#define PREV_DEL 0.80
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#define CUR_DAZ 0.20
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#define CUR_DEL 0.20
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/***************************************************************/
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/************************** GLOBALS ****************************/
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/***************************************************************/
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int MoveMode = INIT_MODE; /* FLYING or POLAR mode? */
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GLfloat Ex = INIT_EX, /* flying parameters */
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Ey = INIT_EY,
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Ez = INIT_EZ,
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EyeMove = INIT_MOVE,
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EyeDist = INIT_DIST, /* polar params */
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AzSpin = INIT_AZ_SPIN,
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ElSpin = INIT_EL_SPIN,
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EyeAz = INIT_POLAR_AZ, /* used by both */
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EyeEl = INIT_POLAR_EL;
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int agvMoving; /* Currently moving? */
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int downx, downy, /* for tracking mouse position */
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lastx, lasty,
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downb = -1; /* and button status */
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GLfloat downDist, downEl, downAz, /* for saving state of things */
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downEx, downEy, downEz, /* when button is pressed */
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downEyeMove;
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GLfloat dAz, dEl, lastAz, lastEl; /* to calculate spinning w/ polar motion */
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int AdjustingAzEl = 0;
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int AllowIdle, RedisplayWindow;
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/* If AllowIdle is 1 it means AGV will install its own idle which
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* will update the viewpoint as needed and send glutPostRedisplay() to the
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* window RedisplayWindow which was set in agvInit(). AllowIdle of 0
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* means AGV won't install an idle funciton, and something like
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* "if (agvMoving) agvMove()" should exist at the end of the running
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* idle function.
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*/
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#define MAX(x,y) (((x) > (y)) ? (x) : (y))
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#define TORAD(x) ((M_PI/180.0)*(x))
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#define TODEG(x) ((180.0/M_PI)*(x))
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/***************************************************************/
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/************************ PROTOTYPES ***************************/
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/***************************************************************/
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/*
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* these are functions meant for internal use only
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* the other prototypes are in agviewer.h
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*/
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void PolarLookFrom(GLfloat dist, GLfloat elevation, GLfloat azimuth);
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void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z,
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GLfloat az, GLfloat el);
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int ConstrainEl(void);
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void MoveOn(int v);
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void SetMove(float newmove);
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static void normalize(GLfloat v[3]);
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void ncrossprod(float v1[3], float v2[3], float cp[3]);
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/***************************************************************/
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/************************ agvInit ******************************/
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/***************************************************************/
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void agvInit(int window)
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{
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glutMouseFunc(agvHandleButton);
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glutMotionFunc(agvHandleMotion);
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glutKeyboardFunc(agvHandleKeys);
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RedisplayWindow = glutGetWindow();
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agvSetAllowIdle(window);
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}
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/***************************************************************/
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/************************ VIEWPOINT STUFF **********************/
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/***************************************************************/
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/*
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* viewing transformation modified from page 90 of red book
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*/
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void PolarLookFrom(GLfloat dist, GLfloat elevation, GLfloat azimuth)
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{
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glTranslatef(0, 0, -dist);
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glRotatef(elevation, 1, 0, 0);
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glRotatef(azimuth, 0, 1, 0);
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}
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/*
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* I took the idea of tracking eye position in absolute
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* coords and direction looking in Polar form from denis
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*/
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void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z, GLfloat az, GLfloat el)
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{
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float lookat[3], perp[3], up[3];
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lookat[0] = sin(TORAD(az))*cos(TORAD(el));
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lookat[1] = sin(TORAD(el));
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lookat[2] = -cos(TORAD(az))*cos(TORAD(el));
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normalize(lookat);
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perp[0] = lookat[2];
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perp[1] = 0;
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perp[2] = -lookat[0];
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normalize(perp);
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ncrossprod(lookat, perp, up);
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gluLookAt(x, y, z,
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x+lookat[0], y+lookat[1], z+lookat[2],
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up[0], up[1], up[2]);
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}
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/*
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* Call viewing transformation based on movement mode
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*/
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void agvViewTransform(void)
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{
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switch (MoveMode) {
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case FLYING:
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FlyLookFrom(Ex, Ey, Ez, EyeAz, EyeEl);
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break;
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case POLAR:
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PolarLookFrom(EyeDist, EyeEl, EyeAz);
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break;
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}
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}
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/*
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* keep them vertical; I think this makes a lot of things easier,
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* but maybe it wouldn't be too hard to adapt things to let you go
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* upside down
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*/
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int ConstrainEl(void)
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{
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if (EyeEl <= -90) {
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EyeEl = -89.99;
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return 1;
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} else if (EyeEl >= 90) {
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EyeEl = 89.99;
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return 1;
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}
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return 0;
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}
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/*
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* Idle Function - moves eyeposition
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*/
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void agvMove(void)
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{
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switch (MoveMode) {
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case FLYING:
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Ex += EyeMove*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
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Ey += EyeMove*sin(TORAD(EyeEl));
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Ez -= EyeMove*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
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break;
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case POLAR:
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EyeEl += ElSpin;
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EyeAz += AzSpin;
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if (ConstrainEl()) { /* weird spin thing to make things look */
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ElSpin = -ElSpin; /* look better when you are kept from going */
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/* upside down while spinning - Isn't great */
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if (fabs(ElSpin) > fabs(AzSpin))
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AzSpin = fabs(ElSpin) * ((AzSpin > 0) ? 1 : -1);
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}
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break;
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}
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if (AdjustingAzEl) {
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dAz *= SLOW_DAZ;
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dEl *= SLOW_DEL;
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}
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if (AllowIdle) {
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glutSetWindow(RedisplayWindow);
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glutPostRedisplay();
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}
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}
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/*
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* Don't install agvMove as idle unless we will be updating the view
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* and we've been given a RedisplayWindow
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*/
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void MoveOn(int v)
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{
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if (v && ((MoveMode == FLYING && EyeMove != 0) ||
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(MoveMode == POLAR &&
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(AzSpin != 0 || ElSpin != 0 || AdjustingAzEl)))) {
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agvMoving = 1;
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if (AllowIdle)
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glutIdleFunc(agvMove);
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} else {
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agvMoving = 0;
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if (AllowIdle)
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glutIdleFunc(NULL);
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}
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}
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/*
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* set new redisplay window. If <= 0 it means we are not to install
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* an idle function and will rely on whoever does install one to
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* put statement like "if (agvMoving) agvMove();" at end of it
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*/
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void agvSetAllowIdle(int allowidle)
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{
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if ((AllowIdle = allowidle))
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MoveOn(1);
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}
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/*
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* when moving to flying we stay in the same spot, moving to polar we
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* reset since we have to be looking at the origin (though a pivot from
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* current position to look at origin might be cooler)
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*/
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void agvSwitchMoveMode(int move)
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{
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switch (move) {
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case FLYING:
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if (MoveMode == FLYING) return;
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Ex = -EyeDist*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
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Ey = EyeDist*sin(TORAD(EyeEl));
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Ez = EyeDist*(cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
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EyeEl = -EyeEl;
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EyeMove = INIT_MOVE;
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break;
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case POLAR:
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EyeDist = INIT_DIST;
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EyeAz = INIT_POLAR_AZ;
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EyeEl = INIT_POLAR_EL;
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AzSpin = INIT_AZ_SPIN;
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ElSpin = INIT_EL_SPIN;
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break;
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}
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MoveMode = move;
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MoveOn(1);
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glutPostRedisplay();
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}
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/***************************************************************/
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/******************* MOUSE HANDLING ***********************/
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/***************************************************************/
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void agvHandleButton(int button, int state, int x, int y)
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{
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// deal with mouse wheel events, that fltk sends as buttons 3 or 4
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//if (button > GLUT_RIGHT_BUTTON)return;
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if ((state == GLUT_DOWN) && ((button == 3) || (button == 4))) {
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// attempt to process scrollwheel as zoom in/out
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float deltay = 0.25;
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if (button == 3) {
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deltay = (-0.25);
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}
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downb = -1;
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downDist = EyeDist;
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downEx = Ex;
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downEy = Ey;
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downEz = Ez;
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downEyeMove = EyeMove;
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EyeMove = 0;
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EyeDist = downDist + deltay;
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Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
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Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl));
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Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
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EyeMove = downEyeMove;
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glutPostRedisplay();
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return;
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}
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else if (button > GLUT_RIGHT_BUTTON)return; // ignore any other button...
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if (state == GLUT_DOWN && downb == -1) {
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lastx = downx = x;
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lasty = downy = y;
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downb = button;
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switch (button) {
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case GLUT_LEFT_BUTTON:
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lastEl = downEl = EyeEl;
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lastAz = downAz = EyeAz;
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AzSpin = ElSpin = dAz = dEl = 0;
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AdjustingAzEl = 1;
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MoveOn(1);
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break;
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case GLUT_MIDDLE_BUTTON:
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downDist = EyeDist;
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downEx = Ex;
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downEy = Ey;
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downEz = Ez;
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downEyeMove = EyeMove;
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EyeMove = 0;
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}
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} else if (state == GLUT_UP && button == downb) {
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downb = -1;
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switch (button) {
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case GLUT_LEFT_BUTTON:
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if (MoveMode != FLYING) {
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AzSpin = -dAz;
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if (AzSpin < MIN_AZSPIN && AzSpin > -MIN_AZSPIN)
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AzSpin = 0;
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ElSpin = -dEl;
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if (ElSpin < MIN_ELSPIN && ElSpin > -MIN_ELSPIN)
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ElSpin = 0;
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}
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AdjustingAzEl = 0;
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MoveOn(1);
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break;
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case GLUT_MIDDLE_BUTTON:
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EyeMove = downEyeMove;
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}
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}
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}
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/*
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* change EyeEl and EyeAz and position when mouse is moved w/ button down
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*/
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void agvHandleMotion(int x, int y)
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{
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int deltax = x - downx, deltay = y - downy;
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switch (downb) {
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case GLUT_LEFT_BUTTON:
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EyeEl = downEl + EL_SENS * deltay;
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ConstrainEl();
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EyeAz = downAz + AZ_SENS * deltax;
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dAz = PREV_DAZ*dAz + CUR_DAZ*(lastAz - EyeAz);
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dEl = PREV_DEL*dEl + CUR_DEL*(lastEl - EyeEl);
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lastAz = EyeAz;
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lastEl = EyeEl;
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break;
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case GLUT_MIDDLE_BUTTON:
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EyeDist = downDist + DIST_SENS*deltay;
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Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
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Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl));
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Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
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break;
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}
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glutPostRedisplay();
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}
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/***************************************************************/
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/********************* KEYBOARD HANDLING ***********************/
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/***************************************************************/
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/*
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* set EyeMove (current speed) for FLYING mode
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*/
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void SetMove(float newmove)
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{
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if (newmove > MINMOVE) {
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EyeMove = newmove;
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MoveOn(1);
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} else {
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EyeMove = 0;
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MoveOn(0);
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}
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}
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/*
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* 0->9 set speed, +/- adjust current speed -- in FLYING mode
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*/
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void agvHandleKeys(unsigned char key, int, int) {
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if (MoveMode != FLYING)
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return;
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if (key >= '0' && key <= '9')
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SetMove(SPEEDFUNCTION((key-'0')));
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else
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switch(key) {
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case '+':
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if (EyeMove == 0)
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SetMove(MINMOVE);
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else
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SetMove(EyeMove *= (1 + MOVEFRACTION));
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break;
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case '-':
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SetMove(EyeMove *= (1 - MOVEFRACTION));
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break;
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}
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}
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/***************************************************************/
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/*********************** VECTOR STUFF **************************/
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/***************************************************************/
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/* normalizes v */
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static void normalize(GLfloat v[3])
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{
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GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
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if (d == 0)
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fprintf(stderr, "Zero length vector in normalize\n");
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else {
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v[0] /= d; v[1] /= d; v[2] /= d;
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}
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}
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/* calculates a normalized crossproduct to v1, v2 */
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void ncrossprod(float v1[3], float v2[3], float cp[3])
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{
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cp[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cp[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cp[2] = v1[0]*v2[1] - v1[1]*v2[0];
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normalize(cp);
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}
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/***************************************************************/
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/**************************** AXES *****************************/
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/***************************************************************/
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/* draw axes -- was helpful to debug/design things */
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void agvMakeAxesList(int displaylistnum)
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{
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int i,j;
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GLfloat axes_ambuse[] = { 0.5, 0.0, 0.0, 1.0 };
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glNewList(displaylistnum, GL_COMPILE);
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glPushAttrib(GL_LIGHTING_BIT);
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glMatrixMode(GL_MODELVIEW);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, axes_ambuse);
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glBegin(GL_LINES);
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glVertex3f(15, 0, 0); glVertex3f(-15, 0, 0);
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glVertex3f(0, 15, 0); glVertex3f(0, -15, 0);
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glVertex3f(0, 0, 15); glVertex3f(0, 0, -15);
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glEnd();
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for (i = 0; i < 3; i++) {
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glPushMatrix();
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glTranslatef(-10*(i==0), -10*(i==1), -10*(i==2));
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for (j = 0; j < 21; j++) {
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// glutSolidCube(0.1);
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glTranslatef(i==0, i==1, i==2);
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|
}
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|
glPopMatrix();
|
|
}
|
|
glPopAttrib();
|
|
glEndList();
|
|
}
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|
|
|
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#endif // HAVE_GL && HAVE_GL_GLU_H
|