-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathhypercube_demo.cpp
615 lines (493 loc) · 17.8 KB
/
hypercube_demo.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
// Copyright Regents of the University of Minnesota and Brown
// University, 2010-2014. All rights are reserved.
/*
* \author Daniel Keefe (dfk)
*
* \file vrg3d-chess.cpp
*
* Adapted from vrg3d_demo.cpp.
*/
#include <vrg3d/VRG3D.h>
#include <GL/glut.h>
using namespace G3D;
// ControlSpace class
#include "ControlSpace.h"
// 4D object classes
#include "Torus.h"
#include "Hopf.h"
#include "Hypercube.h"
// Interactor classes
//#include "FlyNavInt.h"
//#include "SimpleInt.h"
typedef enum{
DRAW_HYPERCUBE=0,
DRAW_HYPERCUBE_TORUS,
DRAW_HYPERCUBE_TORUS_HOPF,
DRAW_TORUS_HOPF,
DRAW_TORUS,
DRAW_HOPF,
} DRAW_MODE;
//extern void draw_pieces(), init_pieces();
/** This is a port of the inspace-2.0 version of hypercube **/
class MyVRApp : public VRApp
{
private:
// GFontRef _font;
ControlSpace *control;
Torus *torus;
Hypercube *hypercube;
Hopf *hopf;
// SimpleInt *wandInt;
char wall_text[128];
DRAW_MODE draw_mode;
public:
MyVRApp(const std::string &mySetup) : VRApp()
{
// initialize the VRApp
Log *demoLog = new Log("demo-log.txt");
init(mySetup, demoLog);
_mouseToTracker = new MouseToTracker(getCamera(), 2);
// Initialize the coordinate frame for the display.
_virtualToRoomSpace = CoordinateFrame();
// Set initial viewpoint to be nice for hypercube
_virtualToRoomSpace = (CoordinateFrame(Vector3(0,1.5,-5))
* _virtualToRoomSpace);
// This is the background -- the color that appears where there is
// nothing to render, and we'll use a nice soothing blue.
_clearColor = Color3(0.25, 0.25, 0.55);
// initialize hypercube app
torus = new Torus();
hypercube = new Hypercube();
hopf = new Hopf();
// control = new ControlSpace(torus, hypercube, hopf);
control = new ControlSpace();
// control->set_position(0,2,0); // john huffman's original position in YURT
control->set_position(0,1,-1.5);
// wandInt = new SimpleInt(control, this);
draw_mode = DRAW_HYPERCUBE_TORUS_HOPF;
#if 0
// TODO: figure out how interaction is done in VRG3D....
// default inspace interactors for the world and objects
new WorldInt();
new ObjectInt();
// new FlyNavInt();
new IVRFlyGrab();
#endif
}
virtual ~MyVRApp() {
if (torus)
delete torus;
if (hypercube)
delete hypercube;
if (hopf)
delete hopf;
// if (wandInt)
// delete wandInt;
if (control)
delete control;
}
void doUserInput(Array<VRG3D::EventRef> &events)
{
// MouseToTracker is a really helpful class for testing out VR
// interactions from the desktop. This call makes it respond to
// mouse events and generate new events as if it were a 6DOF
// tracking device. We add the new events to the event queue and
// process them as usual.
static double joystick_x = 0.0;
static double joystick_y = 0.0;
Array<VRG3D::EventRef> newEvents;
_mouseToTracker->doUserInput(events, newEvents);
events.append(newEvents);
for (int i = 0; i < events.size(); i++) {
if (events[i]->getName() == "kbd_ESC_down") {
// Exit the program.
while(glGetError() != GL_NO_ERROR) {
std::cout<<"Flushing gl errors"<<std::endl;
}
exit(0);
}
// Save all the tracker events that come in so we can use them
// in the doGraphics routine
else if (endsWith(events[i]->getName(), "_Tracker"))
{
if (_trackerFrames.containsKey(events[i]->getName()))
{
_trackerFrames[events[i]->getName()] = events[i]->getCoordinateFrameData();
}
else
{ _trackerFrames.set( events[i]->getName(),
events[i]->getCoordinateFrameData() );
}
}
// Respond to events to do some simple navigation
else if (events[i]->getName() == "kbd_LEFT_down")
{ _virtualToRoomSpace = CoordinateFrame(Matrix3::fromAxisAngle(Vector3(0,1,0), toRadians(5.0))) * _virtualToRoomSpace;
}
else if (events[i]->getName() == "kbd_RIGHT_down")
{ _virtualToRoomSpace = CoordinateFrame(Matrix3::fromAxisAngle(Vector3(0,1,0), toRadians(-5.0))) * _virtualToRoomSpace;
}
else if (events[i]->getName() == "kbd_UP_down")
{ _virtualToRoomSpace = CoordinateFrame(Matrix3::fromAxisAngle(Vector3(1,0,0), toRadians(5.0))) * _virtualToRoomSpace;
}
else if (events[i]->getName() == "kbd_DOWN_down")
{ _virtualToRoomSpace = CoordinateFrame(Matrix3::fromAxisAngle(Vector3(1,0,0), toRadians(-5.0))) * _virtualToRoomSpace;
}
else if (events[i]->getName() == "kbd_SHIFT_LEFT_down")
{ _virtualToRoomSpace = CoordinateFrame(Vector3(-0.1,0,0)) * _virtualToRoomSpace;
}
else if (events[i]->getName() == "kbd_SHIFT_RIGHT_down")
{ _virtualToRoomSpace = CoordinateFrame(Vector3(0.1,0,0)) * _virtualToRoomSpace;
}
else if (events[i]->getName() == "kbd_SHIFT_UP_down")
{ _virtualToRoomSpace = CoordinateFrame(Vector3(0,0.1,0)) * _virtualToRoomSpace;
}
else if (events[i]->getName() == "kbd_SHIFT_DOWN_down")
{ _virtualToRoomSpace = CoordinateFrame(Vector3(0,-0.1,0)) * _virtualToRoomSpace;
}
// Some printouts for other events, just to show how to access other types of event data
else if (events[i]->getName() == "kbd_SPACE_down")
{ cout << "Pressed the space key." << endl;
}
else if (events[i]->getName() == "Wand_Btn1_down")
{ cout << "Wand btn 1 pressed." << endl;
}
else if (events[i]->getName() == "Wand_Btn2_down")
{ cout << "Wand btn 2 pressed." << endl;
}
else if (events[i]->getName() == "Wand_Btn3_down")
{ cout << "Wand btn 3 pressed." << endl;
}
else if (events[i]->getName() == "Wand_Btn4_down")
{ cout << "Wand btn 4 pressed." << endl;
}
else if (events[i]->getName() == "Wand_Btn6_down")
{ cout << "Wand btn 6 pressed." << endl;
}
else if (events[i]->getName() == "Wand_Btn5_down")
{ cout << "Wand joystick btn pressed." << endl;
}
else if (events[i]->getName() == "Wand_Btn6_down")
{ cout << "Wand trigger btn pressed." << endl;
}
else if (events[i]->getName() == "Wand_Joystick_X")
{ //cout << "Wand Joystick X = " << events[i]->get1DData() << endl;
joystick_x = events[i]->get1DData();
}
else if (events[i]->getName() == "Wand_Joystick_Y")
{ //cout << "Wand Joystick Y = " << events[i]->get1DData() << endl;
// since only wand joystick available, getting creative to spread that
// functionality around. here's how it works:
// joystick up = fly forward (turn wand around to fly backward)
// joystick down = toggle draw mode
// joystick left/right = rotate world around user
double value = events[i]->get1DData();
value = -value;
if (value > 0)
joystick_y = value;
else {
joystick_y = 0;
static int is_pressed = false;
const double threshold = 0.75;
if (!is_pressed && value < -threshold) {
is_pressed = true;
toggle_drawmode();
} else if (is_pressed && value > -threshold) {
is_pressed =false;
}
}
}
else if (events[i]->getName() == "Mouse_Pointer")
{ static Vector2 lastPos;
if (events[i]->get2DData() != lastPos)
{ // cout << "New mouse position = " << events[i]->get2DData() << endl;
lastPos = events[i]->get2DData();
}
}
else if (events[i]->getName() == "Mouse_Left_Btn_down")
{ cout << "Mouse left btn pressed at position " << events[i]->get2DData() << endl;
}
else if (beginsWith(events[i]->getName(), "kbd_"))
{ cout << "Keyboard event 1: " << events[i]->getName() << endl;
cout << getCamera()->getHeadFrame() << endl;
cout << _virtualToRoomSpace << endl;
}
else if (events[i]->getName() == "SpaceNav_Trans")
{ cout << "Keyboard event 2: " << events[i]->getName()<< events[i]->get3DData() << endl;
}
else if (events[i]->getName() == "SpaceNav_Rot")
{ cout << "Keyboard event 3: " << events[i]->getName()<< events[i]->get3DData() << endl;
}
else if (beginsWith(events[i]->getName(), "TNG_An"))
{ cout << events[i]->getName() << " " << events[i]->get1DData() << endl;
}
else if (events[i]->getName() == "SynchedTime")
{ continue;
}
else
{ // This will print out the names of all events, but can be too
// much if you are getting several tracker updates per frame.
// Uncomment this to see everything..
cout << events[i]->getName() << endl;
}
// For debugging tracker coordinate systems, it can be useful to print out
// tracker positions, like this:
//
if (events[i]->getName() == "Test_Tracker")
{ cout << events[i]->getName() << " " << events[i]->getCoordinateFrameData().translation << endl;
}
// Rotate
if (fabs(joystick_x) > 0.01) {
//fprintf(stderr, "Joystick x: %lf\n", joystick_x);
double angle = M_PI/180.0*joystick_x;
angle /= 20.0;
CoordinateFrame rotation = CoordinateFrame(Matrix3::fromEulerAnglesXYZ(0,angle,0));
_virtualToRoomSpace = rotation*_virtualToRoomSpace;
}
// Translate
if (fabs(joystick_y) > 0.0 && _trackerFrames.containsKey("Wand_Tracker") == true) {
_virtualToRoomSpace.translation -= .005f*joystick_y*_trackerFrames[string("Wand_Tracker")].lookVector();
}
}
Array<std::string> trackerNames = _trackerFrames.getKeys();
for (int i=0;i<trackerNames.size();i++)
{ CoordinateFrame trackerFrame = _trackerFrames[trackerNames[i]];
// Draw laser pointer.
if (trackerNames[i] == "Wand_Tracker") {
Vector3 lookVector = trackerFrame.lookVector();
control->do_intersection(trackerFrame.translation, trackerFrame.translation+(1*lookVector));
}
}
}
void doGraphics(RenderDevice *rd)
{
// Load a font for the fps display, findVRG3DDataFile looks first
// in the current directory and then in $G/src/VRG3D/share/
//
while(glGetError() != GL_NO_ERROR)
{ //std::cout<<"Flushing gl errors"<<std::endl;
}
if (_font.isNull())
{ std::string fontfile = VRApp::findVRG3DDataFile("eurostyle.fnt");
if ( FileSystem::exists( fontfile ))
{ std::cout << fontfile << std::endl;
_font = GFont::fromFile( fontfile );
}
}
if (_font.notNull())
{
// This draws the position of the tracker on the screen
rd->pushState();
rd->disableLighting();
float font_size = 0.1;
float angle = 80;
CoordinateFrame rot = CoordinateFrame(Matrix3::fromAxisAngle(Vector3(0,1,0), toRadians(angle)));
_font->draw3D(rd,
"Touch end of line from wand to wireframe sphere to change rendering parameters",
(rot * CoordinateFrame(Vector3(0,-3.5,-8))),
font_size,
Color3::white());
_font->draw3D(rd,
"Joystick left/right - rotate model",
(rot * CoordinateFrame(Vector3(0,-3,-8))),
font_size,
Color3::white());
_font->draw3D(rd,
"Joystick up - fly in direction wand is pointing",
(rot * CoordinateFrame(Vector3(0,-2.5,-8))),
font_size,
Color3::white());
_font->draw3D(rd,
"Joystick down - toggle render mode",
(rot * CoordinateFrame(Vector3(0,-2,-8))),
font_size,
Color3::white());
rd->popState();
}
Array<std::string> trackerNames = _trackerFrames.getKeys();
for (int i=0;i<trackerNames.size();i++)
{ CoordinateFrame trackerFrame = _trackerFrames[trackerNames[i]];
// Draw laser pointer.
if (trackerNames[i] == "Wand_Tracker") {
Vector3 lookVector = trackerFrame.lookVector();
glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
// glLineWidth(4.0f);
// glColor4f(1.0f,0.0f,0.0f,1.0f);
glLineWidth(10.0f); // YURT is high res-- made this thicker..
glColor4f(1.0f,1.0f,0.0f,1.0f); // yellow is easier to see than red..
glBegin(GL_LINES);
glVertex3f(trackerFrame.translation.x,
trackerFrame.translation.y,
trackerFrame.translation.z);
glVertex3f(trackerFrame.translation.x + 1 * lookVector.x,
trackerFrame.translation.y + 1 * lookVector.y,
trackerFrame.translation.z + 1 * lookVector.z);
glEnd();
glPopAttrib();
}
}
// The tracker frames above are drawn with the object to world
// matrix set to the identity because tracking data comes into the
// system in the Room Space coordinate system. Room Space is tied
// to the dimensions of the room and the projection screen within
// the room, thus it never changes as your program runs. However,
// it is often convenient to move objects around in a virtual
// space that can change relative to the screen. For these
// objects, we put a virtual to room space transform on the OpenGL
// matrix stack before drawing them, as is done here..
//
rd->disableLighting();
rd->pushState();
rd->setObjectToWorldMatrix(_virtualToRoomSpace);
/* Paramters for our light, including color and position */
GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat position[] = {0.0, 3.0, 3.0, 0.0};
GLfloat lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat local_view[] = {0.0};
glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv (GL_LIGHT0, GL_POSITION, position);
glLightModelfv (GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv (GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
/* These functions change how the object gets drawn */
glEnable (GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glDisable(GL_CULL_FACE);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
// Use these if you plan to scale an object
//glEnable (GL_AUTO_NORMAL);
//glEnable (GL_NORMALIZE);
// If you want to do alpha blending:
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// This draws a simple piece of geometry using G3D::Draw at the
// origin of Virtual Space.
//
// Draw::axes( CoordinateFrame(), rd,
// Color3::red(), Color3::green(), Color3::blue(), 0.25 );
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glDisable( GL_COLOR_MATERIAL );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable(GL_LIGHTING);
// BEGIN Hypercube draw
update_geometry();
draw_text();
// wandInt->drawWand();
switch(draw_mode) {
case DRAW_HYPERCUBE:
hypercube->draw();
break;
case DRAW_HYPERCUBE_TORUS:
hypercube->draw();
torus->draw();
break;
case DRAW_HYPERCUBE_TORUS_HOPF:
hypercube->draw();
torus->draw();
hopf->draw();
break;
case DRAW_TORUS_HOPF:
torus->draw();
hopf->draw();
break;
case DRAW_TORUS:
torus->draw();
break;
case DRAW_HOPF:
hopf->draw();
break;
default:
break;
}
// END hypercube draw
rd->popState();
rd->pushState();
// glTranslatef(0.0, 2.0, 0.0);
control->draw();
rd->popState();
}
void update_geometry() {
double a,b,c;
control->get_abc(a, b, c);
// go over all the geometry objects
torus->update_geometry(a,b,c);
hypercube->update_geometry(a,b,c);
hopf->update_geometry(a,b,c);
sprintf(wall_text, "a=%4.2f b=%4.2f c=%4.2f", a,b,c);
}
void draw_text()
{
//std::cerr << "hypercube_demo.cpp: draw_text not implemented..." << std::endl;
#if 0
Wtransf myMat = Wtransf::align(Wpt(0,0,0),Wvec(1,0,0),Wvec(0,1,0),
Wpt(0,0,0),Wvec(1,0,0),Wvec(0,-1,0))*
Wtransf::scaling(Wvec(0.08,0.08,0.08));
glPushMatrix();
// glMultMatrixd((Wtransf::translation(Wvec(-2.3,-1.9,0)) *
// myMat).matrix());
glMultMatrixd((Wtransf::translation(Wvec(-3.5,-3.8,4.0)) *
myMat).matrix());
FONTMGR::render(wall_text, 0.0,0.0,0.0);
glPopMatrix();
#endif
}
void toggle_drawmode() {
switch(draw_mode) {
case DRAW_HYPERCUBE:
draw_mode = DRAW_HYPERCUBE_TORUS;
break;
case DRAW_HYPERCUBE_TORUS:
draw_mode = DRAW_HYPERCUBE_TORUS_HOPF;
break;
case DRAW_HYPERCUBE_TORUS_HOPF:
draw_mode = DRAW_TORUS_HOPF;
break;
case DRAW_TORUS_HOPF:
draw_mode = DRAW_TORUS;
break;
case DRAW_TORUS:
draw_mode = DRAW_HOPF;
break;
case DRAW_HOPF:
draw_mode = DRAW_HYPERCUBE;
break;
default:
draw_mode = DRAW_HYPERCUBE;
break;
}
}
protected:
Table<std::string, CoordinateFrame> _trackerFrames;
GFontRef _font;
MouseToTrackerRef _mouseToTracker;
CoordinateFrame _virtualToRoomSpace;
};
int main( int argc, char **argv )
{
// The first argument to the program tells us which of the known VR
// setups to start
std::string setupStr;
MyVRApp *app;
if (argc >= 2)
{ setupStr = std::string(argv[1]);
}
// This opens up the graphics window, and starts connections to
// input devices, but doesn't actually start rendering yet.
app = new MyVRApp(setupStr);
// This starts the rendering/input processing loop
app->run();
return 0;
}
//
//////////////////// end common/vrg3d/demo/vrg3d_demo.cpp ///////////////////