1 package edu.berkeley.qfat;
5 import java.awt.event.*;
7 import javax.media.opengl.*;
8 import javax.media.opengl.glu.*;
9 import com.sun.opengl.util.*;
11 import edu.berkeley.qfat.geom.*;
12 import edu.berkeley.qfat.geom.Point;
14 public class MeshViewer extends Viewer {
19 protected HashSet<Mesh.T> safeTriangles = new HashSet<Mesh.T>();
21 public MeshViewer(JFrame f) { super(f); }
24 * Take care of initialization here.
26 public void init(GLAutoDrawable gld) {
28 gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
29 gl.glViewport(0, 0, 500, 300);
30 gl.glEnable(GL.GL_DEPTH_TEST);
32 gl.glDepthFunc(GL.GL_LEQUAL);
33 gl.glMatrixMode(GL.GL_PROJECTION);
35 gl.glMatrixMode(GL.GL_MODELVIEW);
37 float mat_specular[] = { 0.5f, 0.5f, 0.5f, 0.5f };
38 float mat_shininess[] = { 50.0f };
39 gl.glShadeModel(GL.GL_SMOOTH);
40 //gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_specular, 0);
41 //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
42 //gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 0.3f }, 0);
43 //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
44 gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { 1.0f, 4.0f, -10.0f, 0.0f }, 0);
45 gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, new float[] { -10.0f, 10.0f, 10.0f, 0.0f }, 0);
46 gl.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION, new float[] { 10.0f, -10.0f, 10.0f, 0.0f }, 0);
47 gl.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION, new float[] { 10.0f, 10.0f, -10.0f, 0.0f }, 0);
48 gl.glLightfv(GL.GL_LIGHT4, GL.GL_POSITION, new float[] { -10.0f, 10.0f, -10.0f, 0.0f }, 0);
49 gl.glLightfv(GL.GL_LIGHT5, GL.GL_POSITION, new float[] { 10.0f, -10.0f, -10.0f, 0.0f }, 0);
50 gl.glEnable(GL.GL_LIGHTING);
51 gl.glEnable(GL.GL_LIGHT0);
53 gl.glEnable(GL.GL_LIGHT1);
54 gl.glEnable(GL.GL_LIGHT2);
55 gl.glEnable(GL.GL_LIGHT3);
56 gl.glEnable(GL.GL_LIGHT4);
57 gl.glEnable(GL.GL_LIGHT5);
59 gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
60 gl.glEnable(GL.GL_COLOR_MATERIAL);
65 public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { }
66 public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { }
67 public void _display(GLAutoDrawable drawable, GL gl) {
69 if (transforms==null) return;
72 glcanvas.setSize(f.getWidth(), f.getHeight() - 100);
73 Graphics2D g = (Graphics2D)f.getGraphics();
74 g.setColor(Color.black);
75 g.fillRect(0, f.getHeight()-100, f.getWidth(), f.getHeight());
76 g.setColor(Color.red);
77 int top = f.getHeight()-70;
78 g.drawString("temperature: "+temps, 10, 30+top);
79 g.drawString("acceptance: "+accepts, 10, 50+top);
80 g.drawString("vertices: "+vertss, 10, 70+top);
81 g.fillRect(140, 25+top, temps, 10);
82 g.fillRect(140, 45+top, accepts, 10);
83 g.fillRect(140, 65+top, vertss, 10);
86 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
89 glu.gluPerspective(50, ((float)drawable.getWidth())/drawable.getHeight(), 0.5, 10);
90 glu.gluLookAt(0, 0, -((tz/10)-1), 0, 0, 0, 0, 1, 0);
91 gl.glRotatef(anglex/3, 0, 1, 0);
92 gl.glRotatef(-(angley/3), 1, 0, 0);
95 gl.glDisable(GL.GL_LIGHTING);
96 gl.glColor4f(1, 0, 0, 1);
97 gl.glBegin(GL.GL_LINES);
99 gl.glVertex3f(.3f,0,0);
101 gl.glColor4f(0, 1, 0, 1);
102 gl.glBegin(GL.GL_LINES);
103 gl.glVertex3f(0,0,0);
104 gl.glVertex3f(0,.3f,0);
106 gl.glColor4f(0, 0, 1, 1);
107 gl.glBegin(GL.GL_LINES);
108 gl.glVertex3f(0,0,0);
109 gl.glVertex3f(0,0,.3f);
111 gl.glEnable(GL.GL_LIGHTING);
114 gl.glBegin(GL.GL_TRIANGLES);
116 draw(gl, true, safeTriangles);
118 draw(gl, false, safeTriangles);
121 //draw(gl, false, tile);
123 gl.glBegin(GL.GL_TRIANGLES);
124 gl.glColor4f((float)0.5, (float)0.5, (float)0.5, (float)0.8);
126 draw(gl, false, goal);
131 //gl.glDisable(GL.GL_DEPTH_TEST);
132 gl.glColor4f(1,1,1,1);
133 for(Matrix m : transforms) {
135 gl.glColor4f(0, 1, 1, 1);
136 gl.glBegin(GL.GL_LINES);
137 new Point(0,0,0).glVertex(gl);
138 new Point(0,0,0).plus(m.getTranslationalComponent()).glVertex(gl);
140 gl.glEnable(GL.GL_LIGHTING);
142 //if (v1.z==0 && v1.y==0) continue;
144 if (neighborsWireOne && i!=whichNeighbor) continue;
147 Point p = new Point(0, 0, 0).times(m);
148 Vec v = new Vec(p.x, p.y, p.z);
149 v = v.times((float)1.04);
150 gl.glTranslatef(v.x, v.y, v.z);
152 if (neighbors) draw(gl, true, safeTriangles, m);
153 else if (neighborsWire || neighborsWireOne) draw(gl, false, safeTriangles, m);
155 gl.glTranslatef(-v.x, -v.y, -v.z);
158 //gl.glEnable(GL.GL_DEPTH_TEST);
160 gl.glDisable(GL.GL_LIGHTING);
161 gl.glShadeModel(GL.GL_FLAT);
162 if (closest != null) {
164 gl.glBegin(gl.GL_POINTS);
165 closest.getPoint().glVertex(gl);
168 Mesh.Vertex v2 = closest.hack(gl, getMouse());
169 gl.glBegin(GL.GL_LINES);
170 closest.getPoint().glVertex(gl);
171 if (v2 != null) v2.getPoint().glVertex(gl);
177 gl.glDrawBuffer(GL.GL_BACK);
178 gl.glReadBuffer( GL.GL_BACK );
179 gl.glPixelStorei( GL.GL_PACK_ALIGNMENT, 1);
181 gl.glDisable(GL.GL_LIGHTING);
182 gl.glShadeModel(GL.GL_FLAT);
184 IntBuffer buf = ByteBuffer.allocateDirect(9*4*4).order(ByteOrder.nativeOrder()).asIntBuffer();
186 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
187 double dist = Double.MAX_VALUE;
188 if (clickPoint==null) closest = null;
190 for(Mesh.T t : safeTriangles)
191 t.glTriangle(gl, null);
192 for(Mesh.Vertex v : tile.vertices()) {
193 Point p = v.getPoint();
195 gl.glBegin(gl.GL_POINTS);
200 Point projected = projection.times(p);
201 int x = (int)projected.x;
202 int y = (int)projected.y;
203 gl.glReadPixels(x-1, y-1, 3, 3, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, buf);
206 for(int j=0; j<9*4; j++) vis |= buf.get(j)!=0;
210 gl.glBegin(gl.GL_POINTS);
213 y = glcanvas.getHeight()-y;
214 if (clickPoint==null) {
215 if (closest==null || (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey) < dist) {
216 dist = (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey);
223 gl.glShadeModel(GL.GL_SMOOTH);
224 gl.glEnable(GL.GL_LIGHTING);
225 gl.glDrawBuffer(GL.GL_FRONT);
229 private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris) { draw(gl, triangles, tris, Matrix.ONE); }
230 private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris, Matrix m) {
235 for(Mesh.T t : tris) {
236 if (red < 0.15) red = 1.0f;
237 if (green < 0.15) green = 1.0f;
238 if (blue < 0.15) blue = 1.0f;
244 if (triangles) switch(t.color) {
245 case 0: gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3); break;
246 case 1: gl.glColor4f((float)0.25, (float)0.75, (float)0.25, (float)0.3); break;
247 case 2: gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3); break;
248 case 3: gl.glColor4f((float)0.50, (float)0.50, (float)0.50, (float)0.3); break;
249 case 4: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
250 case 5: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
251 case 6: gl.glColor4f((float)0.75, (float)0.25, (float)0.75, (float)0.3); break;
255 gl.glColor4f((float)(0.25+(0.05*t.color)),
256 (float)(0.25+(0.05*t.color)),
257 (float)(0.75+(0.05*t.color)),
259 //if (t.v1().visible && t.v2().visible && t.v3().visible) continue;
262 if (t.e1().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
263 else if (t.e2().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
264 else if (t.e3().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
265 else gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
267 //gl.glBegin(GL.GL_LINES);
272 gl.glDisable(GL.GL_LIGHTING);
273 gl.glBegin(GL.GL_LINES);
274 gl.glColor3f(1, 1, 1);
275 m.times(t.e1().p1.goodp).glVertex(gl);
276 m.times(t.e1().p2.goodp).glVertex(gl);
277 m.times(t.e2().p1.goodp).glVertex(gl);
278 m.times(t.e2().p2.goodp).glVertex(gl);
279 m.times(t.e3().p1.goodp).glVertex(gl);
280 m.times(t.e3().p2.goodp).glVertex(gl);
282 gl.glEnable(GL.GL_LIGHTING);
285 Point centroid = t.centroid();
286 gl.glBegin(GL.GL_LINES);
287 gl.glColor3f(1, 1, 1);
289 if (triangles && errorNormals)
290 for(Mesh.Vertex p : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
292 //gl.glDisable(GL.GL_LIGHTING);
293 gl.glBegin(GL.GL_LINES);
294 gl.glColor3f(1, 1, 1);
296 p.p.plus(p.norm().times((float)p.error()*10)).glVertex(gl);
297 //if (p.nearest_in_other_mesh != null) p.nearest_in_other_mesh.p.glVertex(gl);
298 //tile.nearest(p).centroid().glVertex(gl);
300 //gl.glEnable(GL.GL_LIGHTING);
309 public synchronized void dump() {
311 PrintWriter pw = new PrintWriter(new OutputStreamWriter(new FileOutputStream("dump.stl")));
312 pw.println("solid dump");
313 for(Mesh.T t : tile) {
314 Vec normal = t.norm();
315 pw.println("facet normal " + normal.x + " " + normal.y + " " + normal.z);
316 pw.println(" outer loop");
317 for(Mesh.Vertex v : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
318 pw.println(" vertex " + v.p.x + " " + v.p.y + " " + v.p.z);
320 pw.println(" endloop");
321 pw.println("endfacet");
323 pw.println("endsolid dump");
326 } catch (Exception e) { throw new RuntimeException(e); }
329 public void keyPressed(KeyEvent e) {
331 switch(e.getKeyCode()) {
332 case KeyEvent.VK_SPACE: breaks++; force = true; break;
333 case KeyEvent.VK_UP: temp = temp * 2; break;
334 case KeyEvent.VK_ENTER: temp = 10; break;
335 case KeyEvent.VK_LEFT: whichNeighbor--; break;
336 case KeyEvent.VK_RIGHT: whichNeighbor++; break;
337 case KeyEvent.VK_D: dump(); break;
338 case KeyEvent.VK_E: errorNormals = !errorNormals; break;
339 case KeyEvent.VK_A: hillclimb = false; anneal = !anneal; break;
340 case KeyEvent.VK_H: anneal = true; hillclimb = !hillclimb; break;
341 case KeyEvent.VK_N: neighbors = !neighbors; break;
342 case KeyEvent.VK_T: tileon = !tileon; break;
343 case KeyEvent.VK_G: goalon = !goalon; break;
344 case KeyEvent.VK_M: tilemeshon = !tilemeshon; break;