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blender-archive/intern/iksolver/test/ik_glut_test/intern/ChainDrawer.h

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/**
* $Id$
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef NAN_INCLUDED_ChainDrawer_h
#define NAN_INCLUDED_ChainDrawer_h
#include "../common/GlutDrawer.h"
#include "MyGlutMouseHandler.h"
#include "MyGlutKeyHandler.h"
#include "MT_Transform.h"
# include "IK_Qsolver.h"
# include "../intern/IK_QChain.h"
# include "../intern/IK_QSolver_Class.h"
#include <GL/glut.h>
class ChainDrawer : public GlutDrawer
{
public :
static
ChainDrawer *
New(
) {
return new ChainDrawer();
}
void
SetMouseHandler(
MyGlutMouseHandler *mouse_handler
) {
m_mouse_handler = mouse_handler;
}
void
SetKeyHandler (
MyGlutKeyHandler *key_handler
) {
m_key_handler = key_handler;
}
void
SetChain(
IK_Chain_ExternPtr *chains,int chain_num
) {
m_chain_num = chain_num;
m_chains = chains;
}
// inherited from GlutDrawer
void
Draw(
) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPopMatrix();
glPushMatrix();
glRotatef(m_mouse_handler->AngleX(), 0.0, 1.0, 0.0);
glRotatef(m_mouse_handler->AngleY(), 1.0, 0.0, 0.0);
DrawScene();
glutSwapBuffers();
}
~ChainDrawer(
){
// nothing to do
};
private :
void
DrawScene(
){
// draw a little cross at the position of the key handler
// coordinates
MT_Vector3 line_x(4,0,0);
MT_Vector3 line_y(0.0,4,0);
MT_Vector3 line_z(0.0,0.0,4);
MT_Vector3 cross_origin = m_mouse_handler->Position();
MT_Vector3 temp;
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glColor3f (1.0f,1.0f,1.0f);
temp = cross_origin - line_x;
glVertex3f(temp[0],temp[1],temp[2]);
temp = cross_origin + line_x;
glVertex3f(temp[0],temp[1],temp[2]);
temp = cross_origin - line_y;
glVertex3f(temp[0],temp[1],temp[2]);
temp = cross_origin + line_y;
glVertex3f(temp[0],temp[1],temp[2]);
temp = cross_origin - line_z;
glVertex3f(temp[0],temp[1],temp[2]);
temp = cross_origin + line_z;
glVertex3f(temp[0],temp[1],temp[2]);
glEnd();
glEnable(GL_LIGHTING);
IK_Chain_ExternPtr chain;
int chain_num;
for (chain_num = 0; chain_num < m_chain_num; chain_num++) {
chain = m_chains[chain_num];
IK_Segment_ExternPtr segs = chain->segments;
IK_Segment_ExternPtr seg_start = segs;
const IK_Segment_ExternPtr seg_end = segs + chain->num_segments;
float ogl_matrix[16];
glColor3f (0.0f,1.0f,0.0f);
MT_Vector3 previous_origin(0,0,0);
MT_Transform global_transform;
global_transform.setIdentity();
for (; seg_start != seg_end; ++seg_start) {
glPushMatrix();
// fill ogl_matrix with zeros
std::fill(ogl_matrix,ogl_matrix + 16,float(0));
// we have to do a bit of work here to compute the chain's
// bone values
// first compute all the matrices we need
MT_Transform translation;
translation.setIdentity();
translation.translate(MT_Vector3(0,seg_start->length,0));
MT_Matrix3x3 seg_rot(
seg_start->basis_change[0],seg_start->basis_change[1],seg_start->basis_change[2],
seg_start->basis_change[3],seg_start->basis_change[4],seg_start->basis_change[5],
seg_start->basis_change[6],seg_start->basis_change[7],seg_start->basis_change[8]
);
seg_rot.transpose();
MT_Matrix3x3 seg_pre_rot(
seg_start->basis[0],seg_start->basis[1],seg_start->basis[2],
seg_start->basis[3],seg_start->basis[4],seg_start->basis[5],
seg_start->basis[6],seg_start->basis[7],seg_start->basis[8]
);
MT_Transform seg_t_pre_rot(
MT_Point3(
seg_start->seg_start[0],
seg_start->seg_start[1],
seg_start->seg_start[2]
),
seg_pre_rot
);
// start of the bone is just the current global transform
// multiplied by the seg_start vector
MT_Transform seg_t_rot(MT_Point3(0,0,0),seg_rot);
MT_Transform seg_local = seg_t_pre_rot * seg_t_rot * translation;
MT_Vector3 bone_start = global_transform *
MT_Point3(
seg_start->seg_start[0],
seg_start->seg_start[1],
seg_start->seg_start[2]
);
global_transform = global_transform * seg_local;
global_transform.getValue(ogl_matrix);
MT_Vector3 bone_end = global_transform.getOrigin();
glMultMatrixf(ogl_matrix);
// glutSolidSphere(0.5,5,5);
glPopMatrix();
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
// draw lines of the principle axis of the local transform
MT_Vector3 x_axis(1,0,0);
MT_Vector3 y_axis(0,1,0);
MT_Vector3 z_axis(0,0,1);
x_axis = global_transform.getBasis() * x_axis * 5;
y_axis = global_transform.getBasis() * y_axis * 5;
z_axis = global_transform.getBasis() * z_axis * 5;
x_axis = x_axis + bone_start;
y_axis = y_axis + bone_start;
z_axis = z_axis + bone_start;
glColor3f(1,0,0);
glVertex3f(x_axis.x(),x_axis.y(),x_axis.z());
glVertex3f(
bone_start.x(),
bone_start.y(),
bone_start.z()
);
glColor3f(0,1,0);
glVertex3f(y_axis.x(),y_axis.y(),y_axis.z());
glVertex3f(
bone_start.x(),
bone_start.y(),
bone_start.z()
);
glColor3f(0,1,1);
glVertex3f(z_axis.x(),z_axis.y(),z_axis.z());
glVertex3f(
bone_start.x(),
bone_start.y(),
bone_start.z()
);
glColor3f(0,0,1);
glVertex3f(
bone_start.x(),
bone_start.y(),
bone_start.z()
);
glVertex3f(bone_end[0],bone_end[1],bone_end[2]);
glEnd();
glEnable(GL_LIGHTING);
}
#if 0
// draw jacobian column vectors
// hack access to internals
IK_Solver_Class * internals = static_cast<IK_Solver_Class *>(chain->intern);
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
const TNT::Matrix<MT_Scalar> & jac = internals->Chain().TransposedJacobian();
int i = 0;
for (i=0; i < jac.num_rows(); i++) {
glColor3f(1,1,1);
previous_origin = internals->Chain().Segments()[i/3].GlobalSegmentStart();
glVertex3f(previous_origin[0],previous_origin[1],previous_origin[2]);
glVertex3f(jac[i][0] + previous_origin[0],jac[i][1] + previous_origin[1],jac[i][2] + previous_origin[2]);
}
glEnd();
glEnable(GL_LIGHTING);
#endif
}
glColor3f(1.0,1.0,1.0);
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
MT_Scalar cube_size = 50;
glVertex3f(cube_size,cube_size,cube_size);
glVertex3f(-cube_size,cube_size,cube_size);
glVertex3f(cube_size,-cube_size,cube_size);
glVertex3f(-cube_size,-cube_size,cube_size);
glVertex3f(cube_size,cube_size,-cube_size);
glVertex3f(-cube_size,cube_size,-cube_size);
glVertex3f(cube_size,-cube_size,-cube_size);
glVertex3f(-cube_size,-cube_size,-cube_size);
glVertex3f(-cube_size,cube_size,cube_size);
glVertex3f(-cube_size,-cube_size,cube_size);
glVertex3f(cube_size,cube_size,-cube_size);
glVertex3f(cube_size,-cube_size,-cube_size);
glVertex3f(cube_size,cube_size,cube_size);
glVertex3f(cube_size,-cube_size,cube_size);
glVertex3f(-cube_size,cube_size,-cube_size);
glVertex3f(-cube_size,-cube_size,-cube_size);
glVertex3f(cube_size,cube_size,cube_size);
glVertex3f(cube_size,cube_size,-cube_size);
glVertex3f(cube_size,-cube_size,cube_size);
glVertex3f(cube_size,-cube_size,-cube_size);
glVertex3f(-cube_size,cube_size,cube_size);
glVertex3f(-cube_size,cube_size,-cube_size);
glVertex3f(-cube_size,-cube_size,cube_size);
glVertex3f(-cube_size,-cube_size,-cube_size);
glEnd();
glEnable(GL_LIGHTING);
};
private :
MyGlutMouseHandler * m_mouse_handler;
MyGlutKeyHandler *m_key_handler;
IK_Chain_ExternPtr *m_chains;
int m_chain_num;
ChainDrawer (
) : m_chains (NULL),
m_mouse_handler (NULL),
m_chain_num (0)
{
};
};
#endif