blender/intern/iksolver/test/ik_glut_test/intern/main.cpp

322 lines
7.8 KiB
C++

/**
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
*/
#include "MEM_SmartPtr.h"
#ifdef USE_QUATERNIONS
#include "IK_Qsolver.h"
#else
#include "IK_solver.h"
#endif
#include <GL/glut.h>
#include "MT_Vector3.h"
#include "MT_Quaternion.h"
#include "MT_Matrix3x3.h"
#include "MyGlutMouseHandler.h"
#include "MyGlutKeyHandler.h"
#include "ChainDrawer.h"
void init(MT_Vector3 min,MT_Vector3 max)
{
GLfloat light_diffuse0[] = {1.0, 0.0, 0.0, 1.0}; /* Red diffuse light. */
GLfloat light_position0[] = {1.0, 1.0, 1.0, 0.0}; /* Infinite light location. */
GLfloat light_diffuse1[] = {1.0, 1.0, 1.0, 1.0}; /* Red diffuse light. */
GLfloat light_position1[] = {1.0, 0, 0, 0.0}; /* Infinite light location. */
/* Enable a single OpenGL light. */
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
/* Use depth buffering for hidden surface elimination. */
glEnable(GL_DEPTH_TEST);
/* Setup the view of the cube. */
glMatrixMode(GL_PROJECTION);
// center of the box + 3* depth of box
MT_Vector3 center = (min + max) * 0.5;
MT_Vector3 diag = max - min;
float depth = diag.length();
float distance = 2;
gluPerspective(/* field of view in degree */ 40.0,
/* aspect ratio */ 1.0,
/* Z near */ 1.0,
/* Z far */ distance * depth * 2
);
glMatrixMode(GL_MODELVIEW);
gluLookAt(center.x(), center.y(), center.z() + distance*depth, /* eye is at (0,0,5) */
center.x(), center.y(), center.z(), /* center is at (0,0,0) */
0.0, 1.0, 0.); /* up is in positive Y direction */
glPushMatrix();
}
int main(int argc, char **argv)
{
const int seg_num = 5;
const MT_Scalar seg_length = 15;
const float seg_startA[3] = {0,0,0};
const float seg_startB[3] = {0,-20,0};
// create some segments to solve with
// First chain
//////////////
IK_Segment_ExternPtr const segmentsA = new IK_Segment_Extern[seg_num];
IK_Segment_ExternPtr const segmentsB = new IK_Segment_Extern[seg_num];
IK_Segment_ExternPtr seg_it = segmentsA;
IK_Segment_ExternPtr seg_itB = segmentsB;
{
// MT_Quaternion qmat(MT_Vector3(0,0,1),-3.141/2);
MT_Quaternion qmat(MT_Vector3(0,0,1),0);
MT_Matrix3x3 mat(qmat);
seg_it->seg_start[0] = seg_startA[0];
seg_it->seg_start[1] = seg_startA[1];
seg_it->seg_start[2] = seg_startA[2];
float temp[12];
mat.getValue(temp);
seg_it->basis[0] = temp[0];
seg_it->basis[1] = temp[1];
seg_it->basis[2] = temp[2];
seg_it->basis[3] = temp[4];
seg_it->basis[4] = temp[5];
seg_it->basis[5] = temp[6];
seg_it->basis[6] = temp[8];
seg_it->basis[7] = temp[9];
seg_it->basis[8] = temp[10];
seg_it->length = seg_length;
MT_Quaternion q;
q.setEuler(0,0,0);
MT_Matrix3x3 qrot(q);
seg_it->basis_change[0] = 1;
seg_it->basis_change[1] = 0;
seg_it->basis_change[2] = 0;
seg_it->basis_change[3] = 0;
seg_it->basis_change[4] = 1;
seg_it->basis_change[5] = 0;
seg_it->basis_change[6] = 0;
seg_it->basis_change[7] = 0;
seg_it->basis_change[8] = 1;
seg_it ++;
seg_itB->seg_start[0] = seg_startA[0];
seg_itB->seg_start[1] = seg_startA[1];
seg_itB->seg_start[2] = seg_startA[2];
seg_itB->basis[0] = temp[0];
seg_itB->basis[1] = temp[1];
seg_itB->basis[2] = temp[2];
seg_itB->basis[3] = temp[4];
seg_itB->basis[4] = temp[5];
seg_itB->basis[5] = temp[6];
seg_itB->basis[6] = temp[8];
seg_itB->basis[7] = temp[9];
seg_itB->basis[8] = temp[10];
seg_itB->length = seg_length;
seg_itB->basis_change[0] = 1;
seg_itB->basis_change[1] = 0;
seg_itB->basis_change[2] = 0;
seg_itB->basis_change[3] = 0;
seg_itB->basis_change[4] = 1;
seg_itB->basis_change[5] = 0;
seg_itB->basis_change[6] = 0;
seg_itB->basis_change[7] = 0;
seg_itB->basis_change[8] = 1;
seg_itB ++;
}
int i;
for (i=1; i < seg_num; ++i, ++seg_it,++seg_itB) {
MT_Quaternion qmat(MT_Vector3(0,0,1),0.3);
MT_Matrix3x3 mat(qmat);
seg_it->seg_start[0] = 0;
seg_it->seg_start[1] = 0;
seg_it->seg_start[2] = 0;
float temp[12];
mat.getValue(temp);
seg_it->basis[0] = temp[0];
seg_it->basis[1] = temp[1];
seg_it->basis[2] = temp[2];
seg_it->basis[3] = temp[4];
seg_it->basis[4] = temp[5];
seg_it->basis[5] = temp[6];
seg_it->basis[6] = temp[8];
seg_it->basis[7] = temp[9];
seg_it->basis[8] = temp[10];
seg_it->length = seg_length;
MT_Quaternion q;
q.setEuler(0,0,0);
MT_Matrix3x3 qrot(q);
seg_it->basis_change[0] = 1;
seg_it->basis_change[1] = 0;
seg_it->basis_change[2] = 0;
seg_it->basis_change[3] = 0;
seg_it->basis_change[4] = 1;
seg_it->basis_change[5] = 0;
seg_it->basis_change[6] = 0;
seg_it->basis_change[7] = 0;
seg_it->basis_change[8] = 1;
///////////////////////////////
seg_itB->seg_start[0] = 0;
seg_itB->seg_start[1] = 0;
seg_itB->seg_start[2] = 0;
seg_itB->basis[0] = temp[0];
seg_itB->basis[1] = temp[1];
seg_itB->basis[2] = temp[2];
seg_itB->basis[3] = temp[4];
seg_itB->basis[4] = temp[5];
seg_itB->basis[5] = temp[6];
seg_itB->basis[6] = temp[8];
seg_itB->basis[7] = temp[9];
seg_itB->basis[8] = temp[10];
seg_itB->length = seg_length;
seg_itB->basis_change[0] = 1;
seg_itB->basis_change[1] = 0;
seg_itB->basis_change[2] = 0;
seg_itB->basis_change[3] = 0;
seg_itB->basis_change[4] = 1;
seg_itB->basis_change[5] = 0;
seg_itB->basis_change[6] = 0;
seg_itB->basis_change[7] = 0;
seg_itB->basis_change[8] = 1;
}
// create the chains
const int num_chains = 2;
IK_Chain_ExternPtr chains[num_chains];
chains[0] = IK_CreateChain();
chains[1] = IK_CreateChain();
// load segments into chain
IK_LoadChain(chains[0],segmentsA,seg_num);
IK_LoadChain(chains[1],segmentsB,seg_num);
// make and install a mouse handler
MEM_SmartPtr<MyGlutMouseHandler> mouse_handler (MyGlutMouseHandler::New());
GlutMouseManager::Instance()->InstallHandler(mouse_handler);
mouse_handler->SetChain(chains,num_chains);
// make and install a keyhandler
MEM_SmartPtr<MyGlutKeyHandler> key_handler (MyGlutKeyHandler::New());
GlutKeyboardManager::Instance()->InstallHandler(key_handler);
// instantiate the drawing class
MEM_SmartPtr<ChainDrawer> drawer (ChainDrawer::New());
GlutDrawManager::Instance()->InstallDrawer(drawer);
drawer->SetMouseHandler(mouse_handler);
drawer->SetChain(chains,num_chains);
drawer->SetKeyHandler(key_handler);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("ik");
glutDisplayFunc(GlutDrawManager::Draw);
glutMouseFunc(GlutMouseManager::Mouse);
glutMotionFunc(GlutMouseManager::Motion);
glutKeyboardFunc(GlutKeyboardManager::HandleKeyboard);
init(MT_Vector3(-50,-50,-50),MT_Vector3(50,50,50));
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}