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6347b1db5b
it never made very precise sense. but now does it still make any?
142 lines
4.6 KiB
C++
142 lines
4.6 KiB
C++
// This file is part of Eigen, a lightweight C++ template library
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// for linear algebra.
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//
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// Copyright (C) 2008 Gael Guennebaud <g.gael@free.fr>
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//
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// Eigen is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 3 of the License, or (at your option) any later version.
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//
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// Alternatively, you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of
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// the License, or (at your option) any later version.
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//
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// Eigen is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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// FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License and a copy of the GNU General Public License along with
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// Eigen. If not, see <http://www.gnu.org/licenses/>.
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#include "gpuhelper.h"
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#include "icosphere.h"
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#include <GL/glu.h>
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// PLEASE don't look at this old code... ;)
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#include <fstream>
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#include <algorithm>
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GpuHelper gpu;
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GpuHelper::GpuHelper()
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{
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mVpWidth = mVpHeight = 0;
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mCurrentMatrixTarget = 0;
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mInitialized = false;
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}
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GpuHelper::~GpuHelper()
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{
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}
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void GpuHelper::pushProjectionMode2D(ProjectionMode2D pm)
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{
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// switch to 2D projection
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pushMatrix(Matrix4f::Identity(),GL_PROJECTION);
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if(pm==PM_Normalized)
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{
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//glOrtho(-1., 1., -1., 1., 0., 1.);
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}
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else if(pm==PM_Viewport)
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{
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GLint vp[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glOrtho(0., vp[2], 0., vp[3], -1., 1.);
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}
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pushMatrix(Matrix4f::Identity(),GL_MODELVIEW);
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}
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void GpuHelper::popProjectionMode2D(void)
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{
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popMatrix(GL_PROJECTION);
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popMatrix(GL_MODELVIEW);
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}
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void GpuHelper::drawVector(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect /* = 50.*/)
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{
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static GLUquadricObj *cylindre = gluNewQuadric();
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glColor4fv(color.data());
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float length = vec.norm();
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pushMatrix(GL_MODELVIEW);
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glTranslatef(position.x(), position.y(), position.z());
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Vector3f ax = Matrix3f::Identity().col(2).cross(vec);
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ax.normalize();
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Vector3f tmp = vec;
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tmp.normalize();
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float angle = 180.f/M_PI * acos(tmp.z());
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if (angle>1e-3)
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glRotatef(angle, ax.x(), ax.y(), ax.z());
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gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10);
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glTranslatef(0.0,0.0,0.8*length);
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gluCylinder(cylindre, 2.0*length/aspect, 0.0, 0.2*length, 10, 10);
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popMatrix(GL_MODELVIEW);
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}
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void GpuHelper::drawVectorBox(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect)
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{
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static GLUquadricObj *cylindre = gluNewQuadric();
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glColor4fv(color.data());
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float length = vec.norm();
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pushMatrix(GL_MODELVIEW);
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glTranslatef(position.x(), position.y(), position.z());
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Vector3f ax = Matrix3f::Identity().col(2).cross(vec);
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ax.normalize();
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Vector3f tmp = vec;
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tmp.normalize();
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float angle = 180.f/M_PI * acos(tmp.z());
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if (angle>1e-3)
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glRotatef(angle, ax.x(), ax.y(), ax.z());
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gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10);
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glTranslatef(0.0,0.0,0.8*length);
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glScalef(4.0*length/aspect,4.0*length/aspect,4.0*length/aspect);
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drawUnitCube();
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popMatrix(GL_MODELVIEW);
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}
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void GpuHelper::drawUnitCube(void)
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{
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static float vertices[][3] = {
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{-0.5,-0.5,-0.5},
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{ 0.5,-0.5,-0.5},
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{-0.5, 0.5,-0.5},
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{ 0.5, 0.5,-0.5},
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{-0.5,-0.5, 0.5},
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{ 0.5,-0.5, 0.5},
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{-0.5, 0.5, 0.5},
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{ 0.5, 0.5, 0.5}};
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glBegin(GL_QUADS);
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glNormal3f(0,0,-1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]);
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glNormal3f(0,0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]);
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glNormal3f(0,-1,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[5]); glVertex3fv(vertices[4]);
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glNormal3f(0, 1,0); glVertex3fv(vertices[2]); glVertex3fv(vertices[6]); glVertex3fv(vertices[7]); glVertex3fv(vertices[3]);
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glNormal3f(-1,0,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[4]); glVertex3fv(vertices[6]); glVertex3fv(vertices[2]);
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glNormal3f( 1,0,0); glVertex3fv(vertices[1]); glVertex3fv(vertices[3]); glVertex3fv(vertices[7]); glVertex3fv(vertices[5]);
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glEnd();
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}
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void GpuHelper::drawUnitSphere(int level)
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{
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static IcoSphere sphere;
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sphere.draw(level);
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}
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