8c2dca813915396113125fc5946aebbf92f9efe6
[anneal.git] / src / edu / berkeley / qfat / MeshViewer.java
1 package edu.berkeley.qfat;
2 import java.io.*;
3 import java.nio.*;
4 import java.awt.*;
5 import java.awt.event.*;
6 import javax.swing.*;
7 import javax.media.opengl.*;
8 import javax.media.opengl.glu.*;
9 import com.sun.opengl.util.*;
10 import java.util.*;
11 import edu.berkeley.qfat.geom.*;
12 import edu.berkeley.qfat.geom.Point;
13
14 public class MeshViewer extends Viewer {
15
16     public int whichNeighbor = 1;
17
18     public double temp;
19     public boolean tileon = true;
20     public boolean tilemeshon = false;
21     public boolean goalon = true;
22     public boolean anneal = false;
23     public boolean hillclimb = false;
24     public boolean neighbors = false;
25     public boolean neighborsWire = false;
26     public boolean neighborsWireOne = false;
27     public boolean errorNormals = false;
28
29     public boolean force = false;
30     public Matrix[] transforms;
31     public Mesh.Vertex[] points;
32     public int breaks = 0;
33
34     public int temps;
35     public int accepts;
36     public    int vertss;
37     protected HashSet<Mesh.T> safeTriangles = new HashSet<Mesh.T>();
38
39     public MeshViewer(JFrame f) { super(f); }
40     /*
41     public void init(GLAutoDrawable gld) {
42         GL gl = gld.getGL();
43         gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
44         gl.glViewport(0, 0, 500, 300);
45         gl.glEnable(GL.GL_DEPTH_TEST);
46         gl.glClearDepth(1.0);
47         gl.glDepthFunc(GL.GL_LEQUAL);
48         gl.glMatrixMode(GL.GL_PROJECTION);
49         gl.glLoadIdentity();
50         gl.glMatrixMode(GL.GL_MODELVIEW);
51
52         float mat_specular[] = { 0.5f, 0.5f, 0.5f, 0.5f };
53         float mat_shininess[] = { 50.0f };
54         gl.glShadeModel(GL.GL_SMOOTH);
55         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_specular, 0);
56         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);  
57         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 0.3f }, 0);  
58         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
59         gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { 1.0f,    4.0f,  -10.0f, 0.0f }, 0);
60         gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, new float[] { -10.0f, 10.0f,   10.0f, 0.0f }, 0);
61         gl.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION, new float[] { 10.0f, -10.0f,   10.0f, 0.0f }, 0);
62         gl.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION, new float[] { 10.0f,  10.0f,  -10.0f, 0.0f }, 0);
63         gl.glLightfv(GL.GL_LIGHT4, GL.GL_POSITION, new float[] { -10.0f, 10.0f,  -10.0f, 0.0f }, 0);
64         gl.glLightfv(GL.GL_LIGHT5, GL.GL_POSITION, new float[] { 10.0f, -10.0f,  -10.0f, 0.0f }, 0);
65         gl.glEnable(GL.GL_LIGHTING);
66         gl.glEnable(GL.GL_LIGHT0);
67
68         //gl.glEnable(GL.GL_LIGHT1);
69         //gl.glEnable(GL.GL_LIGHT2);
70         //gl.glEnable(GL.GL_LIGHT3);
71         //gl.glEnable(GL.GL_LIGHT4);
72         //gl.glEnable(GL.GL_LIGHT5);
73
74         gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
75         gl.glEnable(GL.GL_COLOR_MATERIAL);
76
77         display(gld);
78     }
79         */
80     public void _display(GLAutoDrawable drawable, GL gl) {
81
82         if (transforms==null) return;
83         glcanvas.setSize(f.getWidth(), f.getHeight() - 100);
84         Graphics2D g = (Graphics2D)f.getGraphics();
85         g.setColor(Color.black);
86         g.fillRect(0, f.getHeight()-100, f.getWidth(), f.getHeight());
87         g.setColor(Color.red);
88         int top = f.getHeight()-70;
89         g.drawString("temperature: "+temps, 10, 30+top);
90         g.drawString("acceptance: "+accepts, 10, 50+top);
91         g.drawString("vertices: "+vertss, 10, 70+top);
92         g.fillRect(140, 25+top, temps, 10);
93         g.fillRect(140, 45+top, accepts, 10);
94         g.fillRect(140, 65+top, vertss, 10);
95
96         GLU glu = new GLU();
97         gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
98         gl.glPointSize(5.0f);
99         gl.glLoadIdentity();
100         glu.gluPerspective(50, ((float)drawable.getWidth())/drawable.getHeight(), 0.5, 10);
101         glu.gluLookAt(0, 0, -((tz/10)-1), 0, 0, 0, 0, 1, 0);
102         gl.glRotatef(anglex/3, 0, 1, 0);
103         gl.glRotatef(-(angley/3), 1, 0, 0);
104
105
106         gl.glDisable(GL.GL_LIGHTING);
107         gl.glColor4f(1, 0, 0, 1);
108         gl.glBegin(GL.GL_LINES);
109         gl.glVertex3f(0,0,0);
110         gl.glVertex3f(.3f,0,0);
111         gl.glEnd();
112         gl.glColor4f(0, 1, 0, 1);
113         gl.glBegin(GL.GL_LINES);
114         gl.glVertex3f(0,0,0);
115         gl.glVertex3f(0,.3f,0);
116         gl.glEnd();
117         gl.glColor4f(0, 0, 1, 1);
118         gl.glBegin(GL.GL_LINES);
119         gl.glVertex3f(0,0,0);
120         gl.glVertex3f(0,0,.3f);
121         gl.glEnd();
122         gl.glEnable(GL.GL_LIGHTING);
123
124
125         gl.glBegin(GL.GL_TRIANGLES);
126         if (tileon)
127             draw(gl, true, safeTriangles);
128         if (tilemeshon)
129             draw(gl, false, safeTriangles);
130         gl.glEnd();
131
132         //draw(gl, false, tile);
133
134         gl.glBegin(GL.GL_TRIANGLES);
135         gl.glColor4f((float)0.5, (float)0.5, (float)0.5, (float)0.8);
136         if (goalon)
137             draw(gl, false, goal);
138         gl.glEnd();
139
140
141         int i = 0;
142         //gl.glDisable(GL.GL_DEPTH_TEST);
143         gl.glColor4f(1,1,1,1);
144         for(Matrix m : transforms) {
145             /*
146               gl.glColor4f(0, 1, 1, 1);
147               gl.glBegin(GL.GL_LINES);
148               new Point(0,0,0).glVertex(gl);
149               new Point(0,0,0).plus(m.getTranslationalComponent()).glVertex(gl);
150               gl.glEnd();
151               gl.glEnable(GL.GL_LIGHTING);
152             */
153             //if (v1.z==0 && v1.y==0) continue;
154             i++;
155             if (neighborsWireOne && i!=whichNeighbor) continue;
156             //if (i>4) continue;
157             /*
158             Point p = new Point(0, 0, 0).times(m);
159             Vec v = new Vec(p.x, p.y, p.z);
160             v = v.times((float)1.04);
161             gl.glTranslatef(v.x, v.y, v.z);
162             */
163             if (neighbors) draw(gl, true, safeTriangles, m);
164             else if (neighborsWire || neighborsWireOne) draw(gl, false, safeTriangles, m);
165             /*
166             gl.glTranslatef(-v.x, -v.y, -v.z);
167             */
168         }
169         //gl.glEnable(GL.GL_DEPTH_TEST);
170
171         gl.glDisable(GL.GL_LIGHTING);
172         gl.glShadeModel(GL.GL_FLAT);
173         if (closest != null) {
174             gl.glColor3f(1,1,1);
175             gl.glBegin(gl.GL_POINTS);
176             closest.getPoint().glVertex(gl);
177             gl.glEnd();
178             /*
179             Mesh.Vertex v2 = closest.hack(gl, getMouse());
180             gl.glBegin(GL.GL_LINES);        
181             closest.getPoint().glVertex(gl);                                                                                                  
182             if (v2 != null) v2.getPoint().glVertex(gl);
183             gl.glEnd();
184             */
185         }
186
187         gl.glFlush();
188         gl.glDrawBuffer(GL.GL_BACK);
189         gl.glReadBuffer( GL.GL_BACK );
190         gl.glPixelStorei( GL.GL_PACK_ALIGNMENT, 1);
191         gl.glFlush();
192         gl.glDisable(GL.GL_LIGHTING);
193         gl.glShadeModel(GL.GL_FLAT);
194
195         IntBuffer buf = ByteBuffer.allocateDirect(9*4*4).order(ByteOrder.nativeOrder()).asIntBuffer();
196         gl.glColor3f(0,0,0);
197         gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
198         double dist = Double.MAX_VALUE;
199         if (clickPoint==null) closest = null;
200         synchronized(this) {
201             for(Mesh.T t : safeTriangles)
202                 t.glTriangle(gl, null);
203             for(Mesh.Vertex v : tile.vertices()) {
204                 Point p = v.getPoint();
205                 gl.glColor3f(1,1,1);
206                 gl.glBegin(gl.GL_POINTS);
207                 p.glVertex(gl);
208                 gl.glEnd();
209                 gl.glFlush();
210
211                 Point projected = projection.times(p);
212                 int x = (int)projected.x;
213                 int y = (int)projected.y;
214                 gl.glReadPixels(x-1, y-1, 3, 3, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, buf);
215
216                 boolean vis = false;
217                 for(int j=0; j<9*4; j++) vis |= buf.get(j)!=0;
218                 v.visible = vis;
219                 if (vis) {
220                     gl.glColor3f(0,0,0);
221                     gl.glBegin(gl.GL_POINTS);
222                     p.glVertex(gl);
223                     gl.glEnd();
224                     y = glcanvas.getHeight()-y;
225                     if (clickPoint==null) {
226                         if (closest==null || (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey) < dist) {
227                             dist = (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey);
228                             closest = v;
229                         }
230                     }
231                 }
232             }
233         }
234         gl.glShadeModel(GL.GL_SMOOTH);
235         gl.glEnable(GL.GL_LIGHTING);
236         gl.glDrawBuffer(GL.GL_FRONT);
237     }
238
239
240     private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris) { draw(gl, triangles, tris, Matrix.ONE); }
241     private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris, Matrix m) {
242         float red = 0.0f;
243         float green = 0.0f;
244         float blue = 0.0f;
245         synchronized(this) {
246         for(Mesh.T t : tris) {
247             if (red < 0.15) red = 1.0f;
248             if (green < 0.15) green = 1.0f;
249             if (blue < 0.15) blue = 1.0f;
250             red -= .09f;
251             green -= .12f;
252             blue -= .15f;
253
254             /*
255             if (triangles) switch(t.color) {
256                 case 0: gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3); break;
257                 case 1: gl.glColor4f((float)0.25, (float)0.75, (float)0.25, (float)0.3); break;
258                 case 2: gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3); break;
259                 case 3: gl.glColor4f((float)0.50, (float)0.50, (float)0.50, (float)0.3); break;
260                 case 4: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
261                 case 5: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
262                 case 6: gl.glColor4f((float)0.75, (float)0.25, (float)0.75, (float)0.3); break;
263             }
264             */
265             
266             gl.glColor4f((float)(0.25+(0.05*t.color)),
267                          (float)(0.25+(0.05*t.color)),
268                          (float)(0.75+(0.05*t.color)),
269                          (float)0.3); 
270             //if (t.v1().visible && t.v2().visible && t.v3().visible) continue;
271
272             /*
273             if (t.e1().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
274             else if (t.e2().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
275             else if (t.e3().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
276             else  gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
277             */
278             //gl.glBegin(GL.GL_LINES);
279
280             if (triangles) {
281                 t.glTriangle(gl, m);
282             } else {
283                 gl.glDisable(GL.GL_LIGHTING);
284                 gl.glBegin(GL.GL_LINES);
285                 gl.glColor3f(1, 1, 1);
286                 m.times(t.e1().p1.goodp).glVertex(gl);
287                 m.times(t.e1().p2.goodp).glVertex(gl);
288                 m.times(t.e2().p1.goodp).glVertex(gl);
289                 m.times(t.e2().p2.goodp).glVertex(gl);
290                 m.times(t.e3().p1.goodp).glVertex(gl);
291                 m.times(t.e3().p2.goodp).glVertex(gl);
292                 gl.glEnd();
293                 gl.glEnable(GL.GL_LIGHTING);
294             }
295
296             Point centroid = t.centroid();
297             gl.glBegin(GL.GL_LINES);
298             gl.glColor3f(1, 1, 1);
299
300             if (triangles && errorNormals)
301                 for(Mesh.Vertex p : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
302                     if (p.ok) {
303                         //gl.glDisable(GL.GL_LIGHTING);
304                         gl.glBegin(GL.GL_LINES);
305                         gl.glColor3f(1, 1, 1);
306                         p.p.glVertex(gl);
307                         p.p.plus(p.norm().times((float)p.error()*10)).glVertex(gl);
308                         //if (p.nearest_in_other_mesh != null) p.nearest_in_other_mesh.p.glVertex(gl);
309                         //tile.nearest(p).centroid().glVertex(gl);
310                         gl.glEnd();
311                         //gl.glEnable(GL.GL_LIGHTING);
312                     }
313                 }
314             gl.glEnd();
315             
316         }
317         }
318     }
319
320     public synchronized void dump() {
321         try {
322         PrintWriter pw = new PrintWriter(new OutputStreamWriter(new FileOutputStream("dump.stl")));
323         pw.println("solid dump");
324         for(Mesh.T t : tile) {
325             Vec normal = t.norm();
326             pw.println("facet normal " + normal.x + " " + normal.y + " " + normal.z);
327             pw.println("  outer loop");
328             for(Mesh.Vertex v : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
329                 pw.println("    vertex " + v.p.x + " " + v.p.y + " " + v.p.z);
330             }
331             pw.println("  endloop");
332             pw.println("endfacet");
333         }
334         pw.println("endsolid dump");
335         pw.flush();
336         pw.close();
337         } catch (Exception e) { throw new RuntimeException(e); }
338     }
339
340     public void keyPressed(KeyEvent e)  {
341         super.keyPressed(e);
342         switch(e.getKeyCode()) {
343             case KeyEvent.VK_SPACE: breaks++; force = true; break;
344             case KeyEvent.VK_UP: temp = temp * 2; break;
345             case KeyEvent.VK_ENTER: temp = 10; break;
346             case KeyEvent.VK_LEFT: whichNeighbor--; break;
347             case KeyEvent.VK_RIGHT: whichNeighbor++; break;
348             case KeyEvent.VK_D: dump(); break;
349             case KeyEvent.VK_E: errorNormals = !errorNormals; break;
350             case KeyEvent.VK_A: hillclimb = false; anneal = !anneal; break;
351             case KeyEvent.VK_H: anneal = true; hillclimb = !hillclimb; break;
352             case KeyEvent.VK_N: neighbors = !neighbors; break;
353             case KeyEvent.VK_T: tileon = !tileon; break;
354             case KeyEvent.VK_G: goalon = !goalon; break;
355             case KeyEvent.VK_M: tilemeshon = !tilemeshon; break;
356         }
357     }
358
359 }