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📄 main.cpp

📁 PQP is a library for performing three types of proximity queries on a pair of geometric models compo
💻 CPP
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/*************************************************************************\  Copyright 1999 The University of North Carolina at Chapel Hill.  All Rights Reserved.  Permission to use, copy, modify and distribute this software and its  documentation for educational, research and non-profit purposes, without  fee, and without a written agreement is hereby granted, provided that the  above copyright notice and the following three paragraphs appear in all  copies.  IN NO EVENT SHALL THE UNIVERSITY OF NORTH CAROLINA AT CHAPEL HILL BE  LIABLE TO ANY PARTY FOR DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR  CONSEQUENTIAL DAMAGES, INCLUDING LOST PROFITS, ARISING OUT OF THE  USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF THE UNIVERSITY  OF NORTH CAROLINA HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH  DAMAGES.  THE UNIVERSITY OF NORTH CAROLINA SPECIFICALLY DISCLAIM ANY  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF  MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE SOFTWARE  PROVIDED HEREUNDER IS ON AN "AS IS" BASIS, AND THE UNIVERSITY OF  NORTH CAROLINA HAS NO OBLIGATIONS TO PROVIDE MAINTENANCE, SUPPORT,  UPDATES, ENHANCEMENTS, OR MODIFICATIONS.  The authors may be contacted via:  US Mail:             E. Larsen                       Department of Computer Science                       Sitterson Hall, CB #3175                       University of N. Carolina                       Chapel Hill, NC 27599-3175  Phone:               (919)962-1749  EMail:               geom@cs.unc.edu\**************************************************************************/#include <stdio.h>#include <stdlib.h>#include <math.h>#include <GL/glut.h>#include "PQP.h"#include "model.h"#include "MatVec.h"PQP_Model bunny, torus;Model *bunny_to_draw, *torus_to_draw;int mode;double beginx, beginy;double dis = 10.0, azim = 0.0, elev = 0.0;double ddis = 0.0, dazim = 0.0, delev = 0.0;double rot1 = 0.0, rot2 = 0.0, rot3 = 0.0;int animate = 0;voidInitViewerWindow(){  GLfloat Ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f };    GLfloat Diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };    GLfloat Specular[] = { 0.2f, 0.2f, 0.2f, 1.0f };     GLfloat SpecularExp[] = { 50 };                GLfloat Emission[] = { 0.1f, 0.1f, 0.1f, 1.0f };  glMaterialfv(GL_FRONT, GL_AMBIENT, Ambient);  glMaterialfv(GL_FRONT, GL_DIFFUSE, Diffuse);  glMaterialfv(GL_FRONT, GL_SPECULAR, Specular);  glMaterialfv(GL_FRONT, GL_SHININESS, SpecularExp);  glMaterialfv(GL_FRONT, GL_EMISSION, Emission);  glMaterialfv(GL_BACK, GL_AMBIENT, Ambient);  glMaterialfv(GL_BACK, GL_DIFFUSE, Diffuse);  glMaterialfv(GL_BACK, GL_SPECULAR, Specular);  glMaterialfv(GL_BACK, GL_SHININESS, SpecularExp);  glMaterialfv(GL_BACK, GL_EMISSION, Emission);  glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);	  glEnable(GL_COLOR_MATERIAL);  GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };  glLightfv(GL_LIGHT0, GL_POSITION, light_position);  glEnable(GL_LIGHT0);  glEnable(GL_LIGHTING);  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);  glDepthFunc(GL_LEQUAL);  glEnable(GL_DEPTH_TEST);  glShadeModel(GL_FLAT);  glClearColor(0.0, 0.0, 0.0, 0.0);  glEnable(GL_CULL_FACE);  glCullFace(GL_BACK);  glEnable(GL_NORMALIZE);  glMatrixMode(GL_PROJECTION);  glLoadIdentity();  glFrustum(-0.004,0.004,-0.004,0.004,.01,100.0);  glMatrixMode(GL_MODELVIEW);}void KeyboardCB(unsigned char key, int x, int y) {  switch(key)   {  case 'q': delete bunny_to_draw; delete torus_to_draw; exit(0);   default: animate = 1 - animate;  }  glutPostRedisplay();}voidMouseCB(int _b, int _s, int _x, int _y){  if (_s == GLUT_UP)  {    dis += ddis;    azim += dazim;    elev += delev;    ddis = 0.0;    dazim = 0.0;    delev = 0.0;    return;  }  if (_b == GLUT_RIGHT_BUTTON)  {    mode = 0;    beginy = _y;    return;  }  else  {    mode = 1;    beginx = _x;    beginy = _y;  }}voidMotionCB(int _x, int _y){  if (mode == 0)  {    ddis = dis * (_y - beginy)/200.0;  }  else  {    dazim = (_x - beginx)/5.0;    delev = (_y - beginy)/5.0;        }    glutPostRedisplay();}inline void glVertex3v(float V[3]) { glVertex3fv(V); }inline void glVertex3v(double V[3]) { glVertex3dv(V); }voidBeginDraw(){  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  glLoadIdentity();    glTranslatef(0.0, 0.0, -(dis+ddis));  glRotated(elev+delev, 1.0, 0.0, 0.0);  glRotated(azim+dazim, 0.0, 1.0, 0.0);}voidEndDraw(){  glFlush();  glutSwapBuffers();}voidIdleCB() {  glutPostRedisplay();}voidDisplayCB(){  BeginDraw();  // set up model transformations  if (animate)   {    rot1 += .1;    rot2 += .2;    rot3 += .3;  }  PQP_REAL R1[3][3],R2[3][3],T1[3],T2[3];  PQP_REAL M1[3][3],M2[3][3],M3[3][3];  T1[0] = -1;  T1[1] =  0.0;  T1[2] =  0.0;  T2[0] =  1;  T2[1] =  0.0;  T2[2] =  0.0;  MRotX(M1,rot1);  MRotY(M2,rot2);  MxM(M3,M1,M2);  MRotZ(M1,rot3);  MxM(R1,M3,M1);  MRotX(M1,rot3);  MRotY(M2,rot1);  MxM(M3,M1,M2);  MRotZ(M1,rot2);  MxM(R2,M3,M1);  // perform distance query  PQP_REAL rel_err = 0.0;  PQP_REAL abs_err = 0.0;  PQP_DistanceResult res;  PQP_Distance(&res,R1,T1,&bunny,R2,T2,&torus,rel_err,abs_err);  // draw the models  glColor3d(0.0,0.0,1.0);  double oglm[16];  MVtoOGL(oglm,R1,T1);  glPushMatrix();  glMultMatrixd(oglm);  bunny_to_draw->Draw();  glPopMatrix();  glColor3d(0.0,1.0,0.0);  MVtoOGL(oglm,R2,T2);  glPushMatrix();  glMultMatrixd(oglm);  torus_to_draw->Draw();  glPopMatrix();  // draw the closest points as small spheres  glColor3d(1.0,0.0,0.0);  PQP_REAL P1[3],P2[3],V1[3],V2[3];  VcV(P1,res.P1());  VcV(P2,res.P2());  // each point is in the space of its model;  // transform to world space  MxVpV(V1,R1,P1,T1);  glPushMatrix();  glTranslated(V1[0],V1[1],V1[2]);  glutSolidSphere(.05,15,15);  glPopMatrix();  MxVpV(V2,R2,P2,T2);  glPushMatrix();  glTranslated(V2[0],V2[1],V2[2]);  glutSolidSphere(.05,15,15);  glPopMatrix();  // draw the line between the closest points  glDisable(GL_LIGHTING);  glBegin(GL_LINES);  glVertex3v(V1);  glVertex3v(V2);  glEnd();  glEnable(GL_LIGHTING);  EndDraw();}void main(int argc, char **argv){  glutInit(&argc, argv);  glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);  // create the window  glutCreateWindow("PQP Demo - Spinning");  // set OpenGL graphics state -- material props, perspective, etc.  InitViewerWindow();  // set the callbacks  glutDisplayFunc(DisplayCB);  glutIdleFunc(IdleCB);  glutMouseFunc(MouseCB);  glutMotionFunc(MotionCB);    glutKeyboardFunc(KeyboardCB);  // initialize the bunny  FILE *fp;  int i, ntris;  bunny_to_draw = new Model("bunny.tris");  fp = fopen("bunny.tris","r");  if (fp == NULL) { fprintf(stderr,"Couldn't open bunny.tris\n"); exit(-1); }  fscanf(fp,"%d",&ntris);  bunny.BeginModel();  for (i = 0; i < ntris; i++)  {    double p1x,p1y,p1z,p2x,p2y,p2z,p3x,p3y,p3z;    fscanf(fp,"%lf %lf %lf %lf %lf %lf %lf %lf %lf",            &p1x,&p1y,&p1z,&p2x,&p2y,&p2z,&p3x,&p3y,&p3z);    PQP_REAL p1[3],p2[3],p3[3];    p1[0] = (PQP_REAL)p1x; p1[1] = (PQP_REAL)p1y; p1[2] = (PQP_REAL)p1z;    p2[0] = (PQP_REAL)p2x; p2[1] = (PQP_REAL)p2y; p2[2] = (PQP_REAL)p2z;    p3[0] = (PQP_REAL)p3x; p3[1] = (PQP_REAL)p3y; p3[2] = (PQP_REAL)p3z;    bunny.AddTri(p1,p2,p3,i);  }  bunny.EndModel();  fclose(fp);  // initialize the torus  torus_to_draw = new Model("torus.tris");  fp = fopen("torus.tris","r");  if (fp == NULL) { fprintf(stderr,"Couldn't open torus.tris\n"); exit(-1); }  fscanf(fp,"%d",&ntris);  torus.BeginModel();  for (i = 0; i < ntris; i++)  {    double p1x,p1y,p1z,p2x,p2y,p2z,p3x,p3y,p3z;    fscanf(fp,"%lf %lf %lf %lf %lf %lf %lf %lf %lf",            &p1x,&p1y,&p1z,&p2x,&p2y,&p2z,&p3x,&p3y,&p3z);    PQP_REAL p1[3],p2[3],p3[3];    p1[0] = (PQP_REAL)p1x; p1[1] = (PQP_REAL)p1y; p1[2] = (PQP_REAL)p1z;    p2[0] = (PQP_REAL)p2x; p2[1] = (PQP_REAL)p2y; p2[2] = (PQP_REAL)p2z;    p3[0] = (PQP_REAL)p3x; p3[1] = (PQP_REAL)p3y; p3[2] = (PQP_REAL)p3z;    torus.AddTri(p1,p2,p3,i);  }  torus.EndModel();  fclose(fp);  // print instructions  printf("PQP Demo - Spinning:\n"         "Press 'q' to quit.\n"         "Press any other key to toggle animation.\n"         "Left-drag left & right to change angle of view.\n"         "Left-drag up & down to change elevation of view.\n"         "Right-drag up & down to change distance of view.\n");  // Enter the main loop.  glutMainLoop();}

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