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 {
16 public int whichNeighbor = 1;
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;
29 public boolean force = false;
30 public Matrix[] transforms;
31 public Mesh.Vertex[] points;
32 public int breaks = 0;
37 protected HashSet<Mesh.T> safeTriangles = new HashSet<Mesh.T>();
39 public MeshViewer(JFrame f) { super(f); }
41 public void init(GLAutoDrawable gld) {
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);
47 gl.glDepthFunc(GL.GL_LEQUAL);
48 gl.glMatrixMode(GL.GL_PROJECTION);
50 gl.glMatrixMode(GL.GL_MODELVIEW);
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);
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);
74 gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
75 gl.glEnable(GL.GL_COLOR_MATERIAL);
80 public void _display(GLAutoDrawable drawable, GL gl) {
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);
97 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
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);
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);
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);
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);
122 gl.glEnable(GL.GL_LIGHTING);
125 gl.glBegin(GL.GL_TRIANGLES);
127 draw(gl, true, safeTriangles);
129 draw(gl, false, safeTriangles);
132 //draw(gl, false, tile);
134 gl.glBegin(GL.GL_TRIANGLES);
135 gl.glColor4f((float)0.5, (float)0.5, (float)0.5, (float)0.8);
137 draw(gl, false, goal);
142 //gl.glDisable(GL.GL_DEPTH_TEST);
143 gl.glColor4f(1,1,1,1);
144 for(Matrix m : transforms) {
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);
151 gl.glEnable(GL.GL_LIGHTING);
153 //if (v1.z==0 && v1.y==0) continue;
155 if (neighborsWireOne && i!=whichNeighbor) continue;
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);
163 if (neighbors) draw(gl, true, safeTriangles, m);
164 else if (neighborsWire || neighborsWireOne) draw(gl, false, safeTriangles, m);
166 gl.glTranslatef(-v.x, -v.y, -v.z);
169 //gl.glEnable(GL.GL_DEPTH_TEST);
171 gl.glDisable(GL.GL_LIGHTING);
172 gl.glShadeModel(GL.GL_FLAT);
173 if (closest != null) {
175 gl.glBegin(gl.GL_POINTS);
176 closest.getPoint().glVertex(gl);
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);
188 gl.glDrawBuffer(GL.GL_BACK);
189 gl.glReadBuffer( GL.GL_BACK );
190 gl.glPixelStorei( GL.GL_PACK_ALIGNMENT, 1);
192 gl.glDisable(GL.GL_LIGHTING);
193 gl.glShadeModel(GL.GL_FLAT);
195 IntBuffer buf = ByteBuffer.allocateDirect(9*4*4).order(ByteOrder.nativeOrder()).asIntBuffer();
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;
201 for(Mesh.T t : safeTriangles)
202 t.glTriangle(gl, null);
203 for(Mesh.Vertex v : tile.vertices()) {
204 Point p = v.getPoint();
206 gl.glBegin(gl.GL_POINTS);
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);
217 for(int j=0; j<9*4; j++) vis |= buf.get(j)!=0;
221 gl.glBegin(gl.GL_POINTS);
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);
234 gl.glShadeModel(GL.GL_SMOOTH);
235 gl.glEnable(GL.GL_LIGHTING);
236 gl.glDrawBuffer(GL.GL_FRONT);
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) {
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;
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;
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)),
270 //if (t.v1().visible && t.v2().visible && t.v3().visible) continue;
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);
278 //gl.glBegin(GL.GL_LINES);
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);
293 gl.glEnable(GL.GL_LIGHTING);
296 Point centroid = t.centroid();
297 gl.glBegin(GL.GL_LINES);
298 gl.glColor3f(1, 1, 1);
300 if (triangles && errorNormals)
301 for(Mesh.Vertex p : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
303 //gl.glDisable(GL.GL_LIGHTING);
304 gl.glBegin(GL.GL_LINES);
305 gl.glColor3f(1, 1, 1);
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);
311 //gl.glEnable(GL.GL_LIGHTING);
320 public synchronized void dump() {
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);
331 pw.println(" endloop");
332 pw.println("endfacet");
334 pw.println("endsolid dump");
337 } catch (Exception e) { throw new RuntimeException(e); }
340 public void keyPressed(KeyEvent 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;