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https://github.com/lsw9021/DexterousManipulation
13 October 2021, 00:36:27 UTC
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  • GLfunctions.cpp
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Tip revision: 11269e20e5283c3f31b6ce1ea9a4805c8bdeecac authored by Lee Seung Hwan on 07 October 2021, 05:40:43 UTC
Create LICENSE
Tip revision: 11269e2
GLfunctions.cpp
#include "GLfunctions.h"
#include <assimp/cimport.h>
#include <iostream>
#include <GL/gl.h>
#include <GL/glu.h>
#include "GL/glut.h"

static GLUquadricObj *quadObj;
static void initQuadObj(void)
{
    quadObj = gluNewQuadric();
    if(!quadObj)
        // DART modified error output
        std::cerr << "OpenGL: Fatal Error in DART: out of memory." << std::endl;
}
#define QUAD_OBJ_INIT { if(!quadObj) initQuadObj(); }
void
GUI::
DrawSphere(double r)
{
    QUAD_OBJ_INIT;
    gluQuadricDrawStyle(quadObj, GLU_FILL);
    gluQuadricNormals(quadObj, GLU_SMOOTH);

    gluSphere(quadObj, r, 16, 16);
}
void
GUI::
DrawCube(const Eigen::Vector3d& _size)
{
    glScaled(_size(0), _size(1), _size(2));

    // Code taken from glut/lib/glut_shapes.c
    static GLfloat n[6][3] =
    {
        {-1.0, 0.0, 0.0},
        {0.0, 1.0, 0.0},
        {1.0, 0.0, 0.0},
        {0.0, -1.0, 0.0},
        {0.0, 0.0, 1.0},
        {0.0, 0.0, -1.0}
    };
    static GLint faces[6][4] =
    {
        {0, 1, 2, 3},
        {3, 2, 6, 7},
        {7, 6, 5, 4},
        {4, 5, 1, 0},
        {5, 6, 2, 1},
        {7, 4, 0, 3}
    };
    GLfloat v[8][3];
    GLint i;
    GLfloat size = 1;

    v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
    v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
    v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
    v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
    v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
    v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;

    for (i = 5; i >= 0; i--) {
        glBegin(GL_QUADS);
        glNormal3fv(&n[i][0]);
        glVertex3fv(&v[faces[i][0]][0]);
        glVertex3fv(&v[faces[i][1]][0]);
        glVertex3fv(&v[faces[i][2]][0]);
        glVertex3fv(&v[faces[i][3]][0]);
        glEnd();
    }
}
void
GUI::
DrawTetrahedron(const Eigen::Vector3d& p0,const Eigen::Vector3d& p1,const Eigen::Vector3d& p2,const Eigen::Vector3d& p3,const Eigen::Vector3d& color)
{
	DrawTriangle(p0,p1,p2,color);
	DrawTriangle(p0,p1,p3,color);
	DrawTriangle(p0,p2,p3,color);
	DrawTriangle(p1,p2,p3,color);
}
void
GUI::
DrawTriangle(const Eigen::Vector3d& p0,const Eigen::Vector3d& p1,const Eigen::Vector3d& p2,const Eigen::Vector3d& color)
{
	glColor3f(color[0],color[1],color[2]);
	glBegin(GL_TRIANGLES);
	glVertex3f(p0[0],p0[1],p0[2]);
	glVertex3f(p1[0],p1[1],p1[2]);
	glVertex3f(p2[0],p2[1],p2[2]);
	glEnd();
}
void
GUI::
DrawLine(const Eigen::Vector3d& p0,const Eigen::Vector3d& p1,const Eigen::Vector3d& color)
{
	glColor3f(color[0],color[1],color[2]);
	glBegin(GL_LINES);
	glVertex3f(p0[0],p0[1],p0[2]);
	glVertex3f(p1[0],p1[1],p1[2]);
	glEnd();
}
void
GUI::
DrawPoint(const Eigen::Vector3d& p0,const Eigen::Vector3d& color)
{
	glColor3f(color[0],color[1],color[2]);
	glBegin(GL_POINTS);
	glVertex3f(p0[0],p0[1],p0[2]);
	glEnd();
}
void
GUI::
DrawArrow3D(const Eigen::Vector3d& _pt, const Eigen::Vector3d& _dir,
            const double _length, const double _thickness,const Eigen::Vector3d& color,
            const double _arrowThickness)
{
    glColor3f(color[0],color[1],color[2]);
    Eigen::Vector3d normDir = _dir;
  normDir.normalize();

  double arrowLength;
  if (_arrowThickness == -1)
    arrowLength = 4*_thickness;
  else
    arrowLength = 2*_arrowThickness;

  // draw the arrow body as a cylinder
  GLUquadricObj *c;
  c = gluNewQuadric();
  gluQuadricDrawStyle(c, GLU_FILL);
  gluQuadricNormals(c, GLU_SMOOTH);

  glPushMatrix();
  glTranslatef(_pt[0], _pt[1], _pt[2]);
  glRotated(acos(normDir[2])*180/M_PI, -normDir[1], normDir[0], 0);
  gluCylinder(c, _thickness, _thickness, _length-arrowLength, 16, 16);

  // draw the arrowhed as a cone
  // glPushMatrix();
  // glTranslatef(0, 0, _length-arrowLength);
  // gluCylinder(c, arrowLength*0.5, 0.0, arrowLength, 10, 10);
  // glPopMatrix();

  glPopMatrix();

  gluDeleteQuadric(c);
}

void recursiveRender(const struct aiScene *sc, const struct aiNode* nd) {
    unsigned int i;
    unsigned int n = 0, t;
    aiMatrix4x4 m = nd->mTransformation;

    // update transform
    aiTransposeMatrix4(&m);
    glPushMatrix();
    glMultMatrixf((float*)&m);

    // draw all meshes assigned to this node
    for (; n < nd->mNumMeshes; ++n) {
        const struct aiMesh* mesh = sc->mMeshes[nd->mMeshes[n]];

        glPushAttrib(GL_POLYGON_BIT | GL_LIGHTING_BIT);  // for applyMaterial()

        if(mesh->mNormals == nullptr) { glDisable(GL_LIGHTING);
        } else {
            glEnable(GL_LIGHTING);
        }

        for (t = 0; t < mesh->mNumFaces; ++t) {
            const struct aiFace* face = &mesh->mFaces[t];
            GLenum face_mode;

            switch(face->mNumIndices) {
                case 1: face_mode = GL_POINTS; break;
                case 2: face_mode = GL_LINES; break;
                case 3: face_mode = GL_TRIANGLES; break;
                default: face_mode = GL_POLYGON; break;
            }

            glBegin(face_mode);

            for (i = 0; i < face->mNumIndices; i++) {
                int index = face->mIndices[i];
                if(mesh->mColors[0] != nullptr)
                    glColor4fv((GLfloat*)&mesh->mColors[0][index]);
                if(mesh->mNormals != nullptr)
                    glNormal3fv(&mesh->mNormals[index].x);
                glVertex3fv(&mesh->mVertices[index].x);
            }

            glEnd();
        }

        glPopAttrib();  // for applyMaterial()
    }

    // draw all children
    for (n = 0; n < nd->mNumChildren; ++n) {
        recursiveRender(sc, nd->mChildren[n]);
    }

    glPopMatrix();
}
// void
// GUI::
// drawCylinder(double _radius, double _height,const Eigen::Vector3d& color, int slices, int stacks)
// {
//   glColor3f(color[0],color[1],color[2]);
//   glPushMatrix();

//   // Graphics assumes Cylinder is centered at CoM
//   // gluCylinder places base at z = 0 and top at z = height
//   glTranslated(0.0, 0.0, -0.5*height);

//   // Code taken from glut/lib/glut_shapes.c
//   QUAD_OBJ_INIT;
//   gluQuadricDrawStyle(quadObj, GLU_FILL);
//   gluQuadricNormals(quadObj, GLU_SMOOTH);
//   //gluQuadricTexture(quadObj, GL_TRUE);

//   // glut/lib/glut_shapes.c
//   gluCylinder(quadObj, _radius, _radius, _height, slices, stacks);
//   glPopMatrix();
//   glPushMatrix();
//   glTranslated(0.0, 0.0, 0.5*height);
//   DrawSphere(radius*2);
//   glPopMatrix();
//   glPushMatrix();
//   glTranslated(0.0, 0.0, -0.5*height);
//   DrawSphere(radius*2);
//   glPopMatrix();
// }
void
GUI::
DrawBezierCurve(
    const Eigen::Vector3d& p0,
    const Eigen::Vector3d& p1,
    const Eigen::Vector3d& p2,
    const Eigen::Vector3d& color)
{
    glColor3f(color[0],color[1],color[2]);
    glBegin(GL_LINE_STRIP);
    for(double s = 0;s<=1.0;s+=0.05)
    {
        Eigen::Vector3d p = 
            p0*(1-s)*(1-s)+
            p1*2*s*(1-s)+
            p2*s*s;

        glVertex3f(p[0],p[1],p[2]);
    }
    glEnd();
}

void
GUI::
DrawMesh(const Eigen::Vector3d& scale, const aiScene* mesh,const Eigen::Vector3d& color)
{
 if (!mesh)
    return;
  glColor3f(color[0],color[1],color[2]);
  glPushMatrix();

  glScaled(scale[0], scale[1], scale[2]);
  recursiveRender(mesh, mesh->mRootNode);

  glPopMatrix();
}


void
GUI::
DrawStringOnScreen(float _x, float _y, const std::string& _s,bool _bigFont,const Eigen::Vector3d& color)
{
    glColor3f(color[0],color[1],color[2]);
	
    // draws text on the screen
    GLint oldMode;
    glGetIntegerv(GL_MATRIX_MODE, &oldMode);
    glMatrixMode(GL_PROJECTION);

    glPushMatrix();
    glLoadIdentity();
    gluOrtho2D(0.0, 1.0, 0.0, 1.0);

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glRasterPos2f(_x, _y);
    unsigned int length = _s.length();
    for (unsigned int c = 0; c < length; c++) {
    if (_bigFont)
      glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, _s.at(c) );
    else
      glutBitmapCharacter(GLUT_BITMAP_HELVETICA_10, _s.at(c) );
    }  
    glPopMatrix();

    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(oldMode);
}

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