-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathglwidget.cpp
1012 lines (826 loc) · 36.9 KB
/
glwidget.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#include "glwidget.h"
GLWidget::GLWidget() :
rotate_x(0.0f),
rotate_y(0.0f),
rotate_z(0.0f),
freeze_rotate_y(0.0f),
freeze_trans_z(0.0f),
m(NULL)
{
QSurfaceFormat format;
format.setSamples(4); //<== widget show black screen if samples =4, 1 is ok but not antialiasing
setFormat(format);
QFormLayout * v = new QFormLayout();
w = new QWidget();
w->setLayout(v);
/* Side UI */
posZSpinner=new QDoubleSpinBox();
// v->addRow(new QLabel("Translate (Z)"), posZSpinner);
rotSpeedSpinnerY=new QDoubleSpinBox();
rotSpeedSpinnerY->setRange(-10.0,10.0);
rotSpeedSpinnerY->setValue(0.5);
rotSpeedSpinnerY->setSingleStep(0.5);
v->addRow(new QLabel("Rotation Speed (Y)"), rotSpeedSpinnerY);
freezeTransformationCheckbox = new QCheckBox("Freeze Transformation");
v->addRow(freezeTransformationCheckbox);
stopRotatingButton = new QPushButton("Stop Rotating");
connect(stopRotatingButton, SIGNAL(clicked(bool)), this, SLOT(StopRotating()));
resetRotationsButton = new QPushButton("Reset Rotations");
connect(resetRotationsButton, SIGNAL(clicked(bool)), this, SLOT(ResetRotations()));
v->addRow(stopRotatingButton, resetRotationsButton);
drawWireframeOnly = new QCheckBox("Draw Mesh Wireframe");
drawMeshBoundaries = new QCheckBox("Draw Mesh Boundaries");
v->addRow(drawWireframeOnly, drawMeshBoundaries);
drawSolidMesh = new QCheckBox("Draw Mesh Triangles");
drawSolidMesh->setChecked(true);
drawMeshNormals = new QCheckBox("Draw Mesh Normals");
v->addRow(drawSolidMesh, drawMeshNormals);
scaleNormalsSpinner = new QDoubleSpinBox();
scaleNormalsSpinner->setRange(0.01,40.0);
scaleNormalsSpinner->setValue(1.0);
scaleNormalsSpinner->setSingleStep(1);
v->addRow(new QLabel("Scale Normals"), scaleNormalsSpinner);
drawMeshEdgeContours = new QCheckBox("Draw Mesh Edge Contours");
drawSmoothContours = new QCheckBox("Draw Smooth Contours");
drawSmoothContours->setChecked(true);
v->addRow(drawMeshEdgeContours, drawSmoothContours);
drawKappa1 = new QCheckBox("Draw Kappa_1");
drawKappa2 = new QCheckBox("Draw Kappa_2");
v->addRow(drawKappa1, drawKappa2);
drawKappar = new QCheckBox();
v->addRow(new QLabel("Draw Kappa_r"), drawKappar);
principalCurvatureThresholdSpinner = new QDoubleSpinBox();
principalCurvatureThresholdSpinner->setRange(0.0,2.0);
principalCurvatureThresholdSpinner->setValue(2.0);
principalCurvatureThresholdSpinner->setSingleStep(0.1);
v->addRow(new QLabel("Maximum Curvature"), principalCurvatureThresholdSpinner);
QGroupBox * sugConGB = new QGroupBox("Suggestive Contours");
QFormLayout * sugConL = new QFormLayout();
sugConGB->setLayout(sugConL);
drawSuggestiveContours = new QCheckBox("Use Suggestive Contours");
drawSuggestiveContours->setChecked(true);
sugConL->addRow(drawSuggestiveContours);
thetaCSpinner = new QDoubleSpinBox();
thetaCSpinner->setRange(0,90.0);
thetaCSpinner->setValue(0.0);
thetaCSpinner->setSingleStep(5.0);
sugConL->addRow("Theta_c (degrees)", thetaCSpinner);
t_dSpinner = new QDoubleSpinBox();
t_dSpinner->setRange(0,0.05);
t_dSpinner->setValue(0.0);
t_dSpinner->setSingleStep(1.0);
sugConL->addRow("t_d", t_dSpinner);
testDWKRPositive = new QCheckBox();
testDWKRPositive->setChecked(true);
sugConL->addRow("Test D_w*kappa_r > t_d", testDWKRPositive);
v->addRow(sugConGB);
QGroupBox * toonGB = new QGroupBox("Toon Shading");
QFormLayout * toonL = new QFormLayout();
toonGB->setLayout(toonL);
drawToonShaded = new QCheckBox("Use Toon Shading");
toonL->addRow(drawToonShaded);
ndotVSpinner = new QDoubleSpinBox();
ndotVSpinner->setRange(0,1);
ndotVSpinner->setValue(0.66);
ndotVSpinner->setSingleStep(0.02);
toonL->addRow("n dot v Boundary", ndotVSpinner);
v->addRow(toonGB);
QGroupBox * ccGB = new QGroupBox("Contour Chaining");
QFormLayout * ccL = new QFormLayout();
ccGB->setLayout(ccL);
useContourChains = new QCheckBox("Use Contour Chaining");
ccL->addRow(useContourChains);
minChainLengthSpinner = new QSpinBox();
minChainLengthSpinner->setRange(1,100);
minChainLengthSpinner->setValue(1);
minChainLengthSpinner->setSingleStep(1);
ccL->addRow("Minimum Segments for Chain", minChainLengthSpinner);
reverseChaikinSpinner = new QSpinBox();
reverseChaikinSpinner->setRange(0,5);
reverseChaikinSpinner->setValue(1);
reverseChaikinSpinner->setSingleStep(1);
ccL->addRow("Reverse Chaikin Passes", reverseChaikinSpinner);
distClosedRadioButton = new QRadioButton("Draw Closed/Open Chains");
distClosedRadioButton->setChecked(true);
catRomRadioButton = new QRadioButton("Draw Catmull-Rom Splines");
ccL->addRow(distClosedRadioButton, catRomRadioButton);
useBrushRadioButton = new QRadioButton("Draw Brush OBJ Along Spline");
ccL->addRow(useBrushRadioButton);
maxStrokeWidthSpinner = new QDoubleSpinBox();
maxStrokeWidthSpinner->setRange(0,5);
maxStrokeWidthSpinner->setValue(1);
maxStrokeWidthSpinner->setSingleStep(1);
ccL->addRow("Brush Width", maxStrokeWidthSpinner);
v->addRow(ccGB);
setMouseTracking(true);
}
void GLWidget::initializeGL()
{
glClearColor( 1,1,1,1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable(GL_DEPTH_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POLYGON_SMOOTH);
timer.setInterval(0);
timer.start();
connect(&timer, SIGNAL(timeout()), this, SLOT(repaint()));
}
void GLWidget::resizeGL(int w, int h)
{
makeCurrent();
const float aspect = float(w)/float(h);
//set up perspective projection
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-aspect,aspect,-1,1,1,5000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void GLWidget::mouseMoveEvent(QMouseEvent * e)
{
const int x = e->x();
const int y = e->y();
if ((e->buttons() & Qt::LeftButton) > 0) {
rotSpeedSpinnerY->setValue(0.0);
rotate_y += (float)(x-last_mouse_x);
posZSpinner->setValue(posZSpinner->value()+posZSpinner->value()*(float)(last_mouse_y-y)/100.0);
}
last_mouse_x=x;
last_mouse_y=y;
}
void GLWidget::paintGL()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if (m!=NULL) {
glColor3f(1,1,1);
glPushMatrix();
glTranslatef(0,0,-posZSpinner->value());
rotate_y+=rotSpeedSpinnerY->value();
glRotatef(rotate_y,0,1,0);
//if contour this, contour that, change this
if (!freezeTransformationCheckbox->isChecked()) {
freeze_rotate_y=rotate_y;
freeze_trans_z=-posZSpinner->value();
}
if (useContourChains->isChecked()) {
contourChainGroup.resetGroup();
}
//first calculate face visibilities
determineFaceVisibilities();
glPolygonOffset(0.0f,0.0f);
if (drawMeshEdgeContours->isChecked())
drawMeshEdgeContoursFunc();
if (drawSmoothContours->isChecked())
drawSmoothContoursFunc();
if (drawKappa1->isChecked()||drawKappa2->isChecked())
drawKappa12Func();
if (drawKappar->isChecked()) {
calculateKappaRFunc();
drawKappaRFunc();
}
if (drawSuggestiveContours->isChecked()) {
calculateKappaRFunc();
calculateGradKappaRFunc();
drawVisibleSuggestiveContoursFunc();
}
if (drawMeshBoundaries->isChecked())
drawMeshBoundariesFunc();
if (drawWireframeOnly->isChecked()) {
drawMeshAsWireframeOnlyFunc();
}
//draw contour chains (if necessary)
if (useContourChains->isChecked()) {
contourChainGroup.finishedAdding();
if (distClosedRadioButton->isChecked())
contourChainGroup.draw(minChainLengthSpinner->value());
else if (catRomRadioButton->isChecked())
contourChainGroup.drawAsSplines(minChainLengthSpinner->value(), maxStrokeWidthSpinner->value(), reverseChaikinSpinner->value());
else if (useBrushRadioButton->isChecked() && !brushObj.isNull())
contourChainGroup.drawAsSplineOBJ(minChainLengthSpinner->value(),brushObj, maxStrokeWidthSpinner->value(), reverseChaikinSpinner->value());
}
glPolygonOffset(0.0f,0.0f);
if (drawSolidMesh->isChecked() && !drawToonShaded->isChecked()) {
drawMeshAsTrianglesFunc();
}
if (drawToonShaded->isChecked())
drawToonShadedFunc();
if (drawMeshNormals->isChecked())
drawMeshNormalsFunc();
glPopMatrix();
}
}
void GLWidget::determineFaceVisibilities()
{
faceVisible=QVector<int>(m->faces.size(), 0);
for (unsigned int i=0;i<m->faces.size();i++) {
QVector3D v1=QVector3D(m->vertices[m->faces[i][0]][0],m->vertices[m->faces[i][0]][1],m->vertices[m->faces[i][0]][2]);
QVector3D v2=QVector3D(m->vertices[m->faces[i][1]][0],m->vertices[m->faces[i][1]][1],m->vertices[m->faces[i][1]][2]);
QVector3D v3=QVector3D(m->vertices[m->faces[i][2]][0],m->vertices[m->faces[i][2]][1],m->vertices[m->faces[i][2]][2]);
QVector3D n1=QVector3D(m->normals[m->faces[i][0]][0],m->normals[m->faces[i][0]][1],m->normals[m->faces[i][0]][2]);
QVector3D n2=QVector3D(m->normals[m->faces[i][1]][0],m->normals[m->faces[i][1]][1],m->normals[m->faces[i][1]][2]);
QVector3D n3=QVector3D(m->normals[m->faces[i][2]][0],m->normals[m->faces[i][2]][1],m->normals[m->faces[i][2]][2]);
//perspective: where v(p)=c-p
QVector3D t_v1=QVector3D(0,0,0)-transformVertex(v1,freeze_trans_z,freeze_rotate_y);
QVector3D t_v2=QVector3D(0,0,0)-transformVertex(v2,freeze_trans_z,freeze_rotate_y);
QVector3D t_v3=QVector3D(0,0,0)-transformVertex(v3,freeze_trans_z,freeze_rotate_y);
t_v1.normalize();
t_v2.normalize();
t_v3.normalize();
QVector3D t_n1=transformNormal(n1, freeze_rotate_y);
QVector3D t_n2=transformNormal(n2, freeze_rotate_y);
QVector3D t_n3=transformNormal(n3, freeze_rotate_y);
t_n1.normalize();
t_n2.normalize();
t_n3.normalize();
const float dot1=QVector3D::dotProduct(t_v1, t_n1);
const float dot2=QVector3D::dotProduct(t_v2, t_n2);
const float dot3=QVector3D::dotProduct(t_v3, t_n3);
if (dot1>=0.0&&dot2>=0.0&&dot3>=0.0)
faceVisible[i]=0;
else if (dot1<0.0&&dot2<0.0&&dot3<0.0)
faceVisible[i]=2;
else
faceVisible[i]=1;
}
}
void GLWidget::drawMeshAsWireframeOnlyFunc() {
glLineWidth(1.0);
glColor3f(.7,.7,.8);
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]<2) {
glBegin(GL_LINE_LOOP);
for (int j=0;j<3;j++)
glVertex3f(m->vertices[m->faces[i][j]][0],m->vertices[m->faces[i][j]][1],m->vertices[m->faces[i][j]][2]);
glEnd();
}
}
}
void GLWidget::drawMeshBoundariesFunc()
{
for (unsigned int i=0;i<m->faces.size(); i++) {
for (int j=0;j<3;j++) {
if (m->across_edge[i][j] < 0) {
QVector3D p1 = QVector3D(m->vertices[m->faces[i][(j+1)%3]][0],
m->vertices[m->faces[i][(j+1)%3]][1],
m->vertices[m->faces[i][(j+1)%3]][2]);
QVector3D p2 = QVector3D(m->vertices[m->faces[i][(j+2)%3]][0],
m->vertices[m->faces[i][(j+2)%3]][1],
m->vertices[m->faces[i][(j+2)%3]][2]);
drawGoodContourLine(p1,p2);
}
}
}
}
void GLWidget::drawMeshAsTrianglesFunc()
{
glLineWidth(1.0);
glColor3f(1,1,1);
glBegin(GL_TRIANGLES);
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]<2) {
for (int j=0;j<3;j++) {
glVertex3f(m->vertices[m->faces[i][j]][0],m->vertices[m->faces[i][j]][1],m->vertices[m->faces[i][j]][2]);
}
}
}
glEnd();
}
void GLWidget::drawMeshNormalsFunc()
{
glLineWidth(2.0);
glColor3f(0,0,0);
glBegin(GL_LINES);
for (unsigned int i=0;i<m->vertices.size();i++) {
glVertex3f(m->vertices[i][0],m->vertices[i][1],m->vertices[i][2]);
glVertex3f(m->vertices[i][0]+m->normals[i][0]/scaleNormalsSpinner->value(),
m->vertices[i][1]+m->normals[i][1]/scaleNormalsSpinner->value(),
m->vertices[i][2]+m->normals[i][2]/scaleNormalsSpinner->value());
}
glEnd();
}
void GLWidget::drawMeshEdgeContoursFunc()
{
glLineWidth(3.0);
glColor3f(1,.2,.2);
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]==1) { //specifically the "borderline" case
QVector3D v1=QVector3D(m->vertices[m->faces[i][0]][0],m->vertices[m->faces[i][0]][1],m->vertices[m->faces[i][0]][2]);
QVector3D v2=QVector3D(m->vertices[m->faces[i][1]][0],m->vertices[m->faces[i][1]][1],m->vertices[m->faces[i][1]][2]);
QVector3D v3=QVector3D(m->vertices[m->faces[i][2]][0],m->vertices[m->faces[i][2]][1],m->vertices[m->faces[i][2]][2]);
QVector3D n1=QVector3D(m->normals[m->faces[i][0]][0],m->normals[m->faces[i][0]][1],m->normals[m->faces[i][0]][2]);
QVector3D n2=QVector3D(m->normals[m->faces[i][1]][0],m->normals[m->faces[i][1]][1],m->normals[m->faces[i][1]][2]);
QVector3D n3=QVector3D(m->normals[m->faces[i][2]][0],m->normals[m->faces[i][2]][1],m->normals[m->faces[i][2]][2]);
//perspective: where v(p)=c-p
QVector3D t_v1=QVector3D(0,0,0)-transformVertex(v1,freeze_trans_z,freeze_rotate_y);
QVector3D t_v2=QVector3D(0,0,0)-transformVertex(v2,freeze_trans_z,freeze_rotate_y);
QVector3D t_v3=QVector3D(0,0,0)-transformVertex(v3,freeze_trans_z,freeze_rotate_y);
t_v1.normalize();
t_v2.normalize();
t_v3.normalize();
QVector3D t_n1=transformNormal(n1, freeze_rotate_y);
QVector3D t_n2=transformNormal(n2, freeze_rotate_y);
QVector3D t_n3=transformNormal(n3, freeze_rotate_y);
t_n1.normalize();
t_n2.normalize();
t_n3.normalize();
const float dot1=QVector3D::dotProduct(t_v1, t_n1);
const float dot2=QVector3D::dotProduct(t_v2, t_n2);
const float dot3=QVector3D::dotProduct(t_v3, t_n3);
if (dot1*dot2<0.0) {
glBegin(GL_LINES);
glVertex3f(v1.x(),v1.y(),v1.z());
glVertex3f(v2.x(),v2.y(),v2.z());
glEnd();
}
if (dot1*dot3<0.0) {
glBegin(GL_LINES);
glVertex3f(v1.x(),v1.y(),v1.z());
glVertex3f(v3.x(),v3.y(),v3.z());
glEnd();
}
if (dot2*dot3<0.0) {
glBegin(GL_LINES);
glVertex3f(v2.x(),v2.y(),v2.z());
glVertex3f(v3.x(),v3.y(),v3.z());
glEnd();
}
}
}
}
void GLWidget::drawGoodContourLine(const QVector3D & p1, const QVector3D & p2)
{
glLineWidth(4.0);
glColor3f(0,0,0);
glPointSize(4.0);
glBegin(GL_LINES);
glVertex3f(p1.x(),p1.y(),p1.z());
glVertex3f(p2.x(),p2.y(),p2.z());
glEnd();
}
void GLWidget::drawSmoothContoursFunc() {
QVector <bool> faceProcessed(m->faces.size());
QList <int> faceToProcess;
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]==1) {
faceProcessed[i]=false;
faceToProcess.push_back(i);
}
else
faceProcessed[i]=true;
}
while (!faceToProcess.empty()) {
int faceIndex=faceToProcess.front();
faceToProcess.pop_front();
if (faceProcessed[faceIndex]) continue;
QVector3D v1=QVector3D(m->vertices[m->faces[faceIndex][0]][0],m->vertices[m->faces[faceIndex][0]][1],m->vertices[m->faces[faceIndex][0]][2]);
QVector3D v2=QVector3D(m->vertices[m->faces[faceIndex][1]][0],m->vertices[m->faces[faceIndex][1]][1],m->vertices[m->faces[faceIndex][1]][2]);
QVector3D v3=QVector3D(m->vertices[m->faces[faceIndex][2]][0],m->vertices[m->faces[faceIndex][2]][1],m->vertices[m->faces[faceIndex][2]][2]);
QVector3D n1=QVector3D(m->normals[m->faces[faceIndex][0]][0],m->normals[m->faces[faceIndex][0]][1],m->normals[m->faces[faceIndex][0]][2]);
QVector3D n2=QVector3D(m->normals[m->faces[faceIndex][1]][0],m->normals[m->faces[faceIndex][1]][1],m->normals[m->faces[faceIndex][1]][2]);
QVector3D n3=QVector3D(m->normals[m->faces[faceIndex][2]][0],m->normals[m->faces[faceIndex][2]][1],m->normals[m->faces[faceIndex][2]][2]);
//perspective: where v(p)=c-p
QVector3D t_v1=QVector3D(0,0,0)-transformVertex(v1,freeze_trans_z,freeze_rotate_y);
QVector3D t_v2=QVector3D(0,0,0)-transformVertex(v2,freeze_trans_z,freeze_rotate_y);
QVector3D t_v3=QVector3D(0,0,0)-transformVertex(v3,freeze_trans_z,freeze_rotate_y);
t_v1.normalize();
t_v2.normalize();
t_v3.normalize();
QVector3D t_n1=transformNormal(n1, freeze_rotate_y);
QVector3D t_n2=transformNormal(n2, freeze_rotate_y);
QVector3D t_n3=transformNormal(n3, freeze_rotate_y);
t_n1.normalize();
t_n2.normalize();
t_n3.normalize();
const float dot1=QVector3D::dotProduct(t_v1, t_n1);
const float dot2=QVector3D::dotProduct(t_v2, t_n2);
const float dot3=QVector3D::dotProduct(t_v3, t_n3);
//draw mesh edge contour (in red, if needed) 2 out of 3 are 1 sign, 1's the other
QVector3D p1;
QVector3D p2;
if (dot1>=0.0&&dot2>=0.0&&dot3<0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
}
else if (dot1<0.0&&dot2<0.0&&dot3>=0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
}
else if (dot2>=0.0&&dot3>=0.0&&dot1<0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v1, dot1, v2, dot2);
}
else if (dot2<0.0&&dot3<0.0&&dot1>=0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v1, dot1, v2, dot2);
}
else if (dot3>=0.0&&dot1>=0.0&&dot2<0.0) {
p1=interpolateZeroPoint(v2, dot2, v1, dot1);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
}
else if (dot3<0.0&&dot1<0.0&&dot2>=0.0) {
p1=interpolateZeroPoint(v2, dot2, v1, dot1);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
}
if (useContourChains->isChecked()) {
contourChainGroup.addSegmentToGroup(p1, p2);
//resort remainder of list such that there is a better ordering (for contour chaining step)
for (int j=0;j<3;j++) {
int adjacentFaceIndex=m->across_edge[faceIndex][j];
if (adjacentFaceIndex>=0&&!faceProcessed[adjacentFaceIndex]) {
faceToProcess.push_front(adjacentFaceIndex);
}
}
}
else {
drawGoodContourLine(p1,p2);
}
faceProcessed[faceIndex]=true;
}
}
void GLWidget::drawKappa12Func()
{
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]<2) {
glBegin(GL_TRIANGLES);
for (int j=0;j<3;j++) {
const float eachCol1=fabs(m->curv1[m->faces[i][j]]);
const float eachCol2=fabs(m->curv2[m->faces[i][j]]);
//printf("c1 c2: %f %f\n",eachCol1,eachCol2);
const float maxCurvature=principalCurvatureThresholdSpinner->value();
if (drawKappa1->isChecked() && drawKappa2->isChecked())
glColor3f(eachCol1/maxCurvature,0,eachCol2/maxCurvature);
else if (drawKappa1->isChecked())
glColor3f(eachCol1/maxCurvature,0,0);
else if (drawKappa2->isChecked())
glColor3f(0,0,eachCol2/maxCurvature);
glVertex3f(m->vertices[m->faces[i][j]][0],m->vertices[m->faces[i][j]][1],m->vertices[m->faces[i][j]][2]);
}
glEnd();
}
}
}
void GLWidget::calculateKappaRFunc()
{
kappa_r=QVector <float> (m->vertices.size());
for (unsigned int i=0;i<m->vertices.size();i++) {
QVector3D eachVertex=QVector3D(m->vertices[i][0],m->vertices[i][1],m->vertices[i][2]);
eachVertex=transformVertex(eachVertex,freeze_trans_z,-freeze_rotate_y);
QVector3D viewVec=QVector3D(0,0,0)-eachVertex;
viewVec=transformNormal(viewVec,-freeze_rotate_y);
viewVec.normalize();
//here, u and v are components of view vector, u along principal direction,
//v in direction perpendicular to that on tangent plane
//this corresponds to the "cos(phi)" defined in the paper
const float u=QVector3D::dotProduct(viewVec, QVector3D(m->pdir1[i][0],m->pdir1[i][1],m->pdir1[i][2]));
const float v=QVector3D::dotProduct(viewVec, QVector3D(m->pdir2[i][0],m->pdir2[i][1],m->pdir2[i][2]));
kappa_r[i]=(m->curv1[i]*u*u+m->curv2[i]*v*v)/(u*u+v*v);
}
}
void GLWidget::calculateGradKappaRFunc()
{
dwk_r=QVector<float>(m->vertices.size());
for (unsigned int i=0;i<m->vertices.size();i++) {
QVector3D eachVertex=QVector3D(m->vertices[i][0],m->vertices[i][1],m->vertices[i][2]);
eachVertex=transformVertex(eachVertex,freeze_trans_z,-freeze_rotate_y);
QVector3D viewVec=QVector3D(0,0,0)-eachVertex;
viewVec=transformNormal(viewVec,-freeze_rotate_y);
viewVec.normalize();
QVector3D eachNormal=QVector3D(m->normals[i][0],m->normals[i][1],m->normals[i][2]);
const float ndotv = QVector3D::dotProduct(viewVec, eachNormal);
const float u=QVector3D::dotProduct(viewVec, QVector3D(m->pdir1[i][0],m->pdir1[i][1],m->pdir1[i][2]));
const float v=QVector3D::dotProduct(viewVec, QVector3D(m->pdir2[i][0],m->pdir2[i][1],m->pdir2[i][2]));
dwk_r[i]=(u*u*(u*m->dcurv[i][0]+3.0*v*m->dcurv[i][1])+
v*v*(3.0*u*m->dcurv[i][2]+v*m->dcurv[i][3]))/(u*u+v*v)
-2.0*ndotv*sqr((m->curv2[i]-m->curv1[i])*u*v/(u*u+v*v));
}
}
void GLWidget::drawKappaRFunc()
{
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]<2) {
glBegin(GL_TRIANGLES);
for (int j=0;j<3;j++) {
const float eachCol=kappa_r[m->faces[i][j]];
const float maxCurvature=principalCurvatureThresholdSpinner->value();
if (eachCol>0.0)
glColor3f(eachCol/maxCurvature,0,0);
else
glColor3f(0,0,eachCol/maxCurvature);
glVertex3f(m->vertices[m->faces[i][j]][0],m->vertices[m->faces[i][j]][1],m->vertices[m->faces[i][j]][2]);
}
glEnd();
}
}
}
void GLWidget::drawVisibleSuggestiveContoursFunc()
{
//now that we have the curvatures,
//we find the zero crossings of the DERIVATIVE of the kappa_r's with respect to w, and draw lines between them
//for this, we can just use the algorithm from before, just instead of the dot product of n and v
//its the zero crossing of dkappa_r/dw
glLineWidth(3.0);
QVector <bool> faceProcessed(m->faces.size());
QList <int> faceToProcess;
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]<2) {
if (!((kappa_r[m->faces[i][0]]>0.0&&kappa_r[m->faces[i][1]]>0.0&&kappa_r[m->faces[i][2]]>0.0)
||(kappa_r[m->faces[i][0]]<0.0&&kappa_r[m->faces[i][1]]<0.0&&kappa_r[m->faces[i][2]]<0.0))) {
faceProcessed[i]=false;
faceToProcess.push_back(i);
}
else
faceProcessed[i]=true;
}
else
faceProcessed[i]=true;
}
while (!(faceToProcess.empty())) {
int faceIndex=faceToProcess.front();
faceToProcess.pop_front();
if (faceProcessed[faceIndex]) continue;
QVector3D v1=QVector3D(m->vertices[m->faces[faceIndex][0]][0],m->vertices[m->faces[faceIndex][0]][1],m->vertices[m->faces[faceIndex][0]][2]);
QVector3D v2=QVector3D(m->vertices[m->faces[faceIndex][1]][0],m->vertices[m->faces[faceIndex][1]][1],m->vertices[m->faces[faceIndex][1]][2]);
QVector3D v3=QVector3D(m->vertices[m->faces[faceIndex][2]][0],m->vertices[m->faces[faceIndex][2]][1],m->vertices[m->faces[faceIndex][2]][2]);
const float dot1=kappa_r[m->faces[faceIndex][0]];
const float dot2=kappa_r[m->faces[faceIndex][1]];
const float dot3=kappa_r[m->faces[faceIndex][2]];
//draw suggestive contour (in red, if needed) 2 out of 3 are 1 sign, 1's the other
//HERE WE CHECK TO MAKE SURE THAT D_w * k_r > 0
//or another way to put it is that grad(k_r) * w > 0 for each of the vertices!
//in fact, we check t_d < grad(k_r) DOT w / || w ||
bool allArePositive=true;
if (testDWKRPositive->isChecked()) {
for (int j=0;j<3;j++) {
QVector3D eachVertex=QVector3D(m->vertices[m->faces[faceIndex][j]][0],m->vertices[m->faces[faceIndex][j]][1],m->vertices[m->faces[faceIndex][j]][2]);
QVector3D eachNormal=QVector3D(m->normals[m->faces[faceIndex][j]][0],m->normals[m->faces[faceIndex][j]][1],m->normals[m->faces[faceIndex][j]][2]);
QVector3D viewVec=QVector3D(0,0,0)-transformVertex(eachVertex,freeze_trans_z,freeze_rotate_y); //view vector uses transformed coordinate!!
QVector3D normalProj=transformNormal(eachNormal,freeze_rotate_y); //normal given is transformed one!!
const float len = QVector3D::dotProduct(normalProj, viewVec);
normalProj = normalProj.normalized() * len;
QVector3D w=viewVec-normalProj;
if (dwk_r[m->faces[faceIndex][j]]/w.length()<t_dSpinner->value()) {
allArePositive=false;
break;
}
}
}
if (!allArePositive) {
faceProcessed[faceIndex]=true;
continue;
}
//HERE WE CHECK THAT theta_c < n(p) dot v(p) / || v(p) ||
bool thetaCIsLess=true;
for (int j=0;j<3;j++) {
QVector3D eachVertex=QVector3D(m->vertices[m->faces[faceIndex][j]][0],m->vertices[m->faces[faceIndex][j]][1],m->vertices[m->faces[faceIndex][j]][2]);
QVector3D eachNormal=QVector3D(m->normals[m->faces[faceIndex][j]][0],m->normals[m->faces[faceIndex][j]][1],m->normals[m->faces[faceIndex][j]][2]);
QVector3D viewVec=QVector3D(0,0,0)-transformVertex(eachVertex,freeze_trans_z,freeze_rotate_y); //view vector uses transformed coordinate!!
QVector3D eachNormalTransformed=transformNormal(eachNormal,freeze_rotate_y); //normal given is transformed one!!
const float dp = QVector3D::dotProduct(eachNormalTransformed, viewVec);
if (!(
(thetaCSpinner->value()*3.14159f/180.0f)<acosf(dp)/viewVec.length()
)) {
thetaCIsLess=false;
break;
}
}
if (!thetaCIsLess) {
faceProcessed[faceIndex]=true;
continue;
}
//these have to pruned according to the formula D_w*k(r) > 0
QVector3D p1;
QVector3D p2;
bool drawStroke=false;
if (dot1>=0.0&&dot2>=0.0&&dot3<0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
drawStroke=true;
}
else if (dot1<0.0&&dot2<0.0&&dot3>=0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
drawStroke=true;
}
else if (dot2>=0.0&&dot3>=0.0&&dot1<0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v1, dot1, v2, dot2);
drawStroke=true;
}
else if (dot2<0.0&&dot3<0.0&&dot1>=0.0) {
p1=interpolateZeroPoint(v1, dot1, v3, dot3);
p2=interpolateZeroPoint(v1, dot1, v2, dot2);
drawStroke=true;
}
else if (dot3>=0.0&&dot1>=0.0&&dot2<0.0) {
p1=interpolateZeroPoint(v2, dot2, v1, dot1);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
drawStroke=true;
}
else if (dot3<0.0&&dot1<0.0&&dot2>=0.0) {
p1=interpolateZeroPoint(v2, dot2, v1, dot1);
p2=interpolateZeroPoint(v2, dot2, v3, dot3);
drawStroke=true;
}
//draw stroke
if (drawStroke) {
if (useContourChains->isChecked()) {
contourChainGroup.addSegmentToGroup(p1, p2);
//if a stroke is drawn, do the reordering to prioritize neighbours for contour chaining
for (int j=0;j<3;j++) {
int adjacentFaceIndex=m->across_edge[faceIndex][j];
if (adjacentFaceIndex>=0&&!faceProcessed[adjacentFaceIndex]) {
//faceToProcess.remove(adjacentFaceIndex);
faceToProcess.push_front(adjacentFaceIndex);
}
}
}
else {
drawGoodContourLine(p1,p2);
}
}
faceProcessed[faceIndex]=true;
}
}
void GLWidget::drawToonTriangle(QVector3D v1, QVector3D v2, QVector3D v3, float col) {
glColor3f(col,col,col);
glBegin(GL_TRIANGLES);
glVertex3f(v1.x(),v1.y(),v1.z());
glVertex3f(v2.x(),v2.y(),v2.z());
glVertex3f(v3.x(),v3.y(),v3.z());
glEnd();
}
void GLWidget::drawToonShadedFunc() {
glDisable(GL_BLEND);
for (unsigned int i=0;i<m->faces.size();i++) {
if (faceVisible[i]<2) { //for visible faces
QVector3D v1=QVector3D(m->vertices[m->faces[i][0]][0],m->vertices[m->faces[i][0]][1],m->vertices[m->faces[i][0]][2]);
QVector3D v2=QVector3D(m->vertices[m->faces[i][1]][0],m->vertices[m->faces[i][1]][1],m->vertices[m->faces[i][1]][2]);
QVector3D v3=QVector3D(m->vertices[m->faces[i][2]][0],m->vertices[m->faces[i][2]][1],m->vertices[m->faces[i][2]][2]);
QVector3D n1=QVector3D(m->normals[m->faces[i][0]][0],m->normals[m->faces[i][0]][1],m->normals[m->faces[i][0]][2]);
QVector3D n2=QVector3D(m->normals[m->faces[i][1]][0],m->normals[m->faces[i][1]][1],m->normals[m->faces[i][1]][2]);
QVector3D n3=QVector3D(m->normals[m->faces[i][2]][0],m->normals[m->faces[i][2]][1],m->normals[m->faces[i][2]][2]);
//perspective: where v(p)=c-p
QVector3D t_v1=QVector3D(0,0,0)-transformVertex(v1,freeze_trans_z,freeze_rotate_y);
QVector3D t_v2=QVector3D(0,0,0)-transformVertex(v2,freeze_trans_z,freeze_rotate_y);
QVector3D t_v3=QVector3D(0,0,0)-transformVertex(v3,freeze_trans_z,freeze_rotate_y);
t_v1.normalize();
t_v2.normalize();
t_v3.normalize();
QVector3D t_n1=transformNormal(n1, freeze_rotate_y);
QVector3D t_n2=transformNormal(n2, freeze_rotate_y);
QVector3D t_n3=transformNormal(n3, freeze_rotate_y);
t_n1.normalize();
t_n2.normalize();
t_n3.normalize();
const float dot1=QVector3D::dotProduct(t_v1, t_n1);
const float dot2=QVector3D::dotProduct(t_v2, t_n2);
const float dot3=QVector3D::dotProduct(t_v3, t_n3);
const float ndotvbound=ndotVSpinner->value();
if (dot1>ndotvbound&&dot2>ndotvbound&&dot3>ndotvbound) {
glColor3f(1.0,1.0,1.0);
glBegin(GL_TRIANGLES);
glVertex3f(v1.x(),v1.y(),v1.z());
glVertex3f(v2.x(),v2.y(),v2.z());
glVertex3f(v3.x(),v3.y(),v3.z());
glEnd();
}
else if (dot1<ndotvbound&&dot2<ndotvbound&&dot3<ndotvbound) {
glColor3f(.7,.7,.7);
glBegin(GL_TRIANGLES);
glVertex3f(v1.x(),v1.y(),v1.z());
glVertex3f(v2.x(),v2.y(),v2.z());
glVertex3f(v3.x(),v3.y(),v3.z());
glEnd();
}
else {
QVector3D p1;
QVector3D p2;
if (dot1>=ndotvbound&&dot2>=ndotvbound&&dot3<ndotvbound) {
p1=interpolateZeroPoint(v1, dot1-ndotvbound, v3, dot3-ndotvbound);
p2=interpolateZeroPoint(v2, dot2-ndotvbound, v3, dot3-ndotvbound);
drawToonTriangle(v3,p1,p2,.7);
drawToonTriangle(v1,p1,p2,1.0);
drawToonTriangle(v1,v2,p2,1.0);
}
else if (dot1<ndotvbound&&dot2<ndotvbound&&dot3>=ndotvbound) {
p1=interpolateZeroPoint(v1, dot1-ndotvbound, v3, dot3-ndotvbound);
p2=interpolateZeroPoint(v2, dot2-ndotvbound, v3, dot3-ndotvbound);
drawToonTriangle(v3,p1,p2,1.0);
drawToonTriangle(v1,p1,p2,.7);
drawToonTriangle(v1,v2,p2,.7);
}
else if (dot2>=ndotvbound&&dot3>=ndotvbound&&dot1<ndotvbound) {
p1=interpolateZeroPoint(v1, dot1-ndotvbound, v3, dot3-ndotvbound);
p2=interpolateZeroPoint(v1, dot1-ndotvbound, v2, dot2-ndotvbound);
drawToonTriangle(v1,p2,p1,.7);
drawToonTriangle(v2,p1,p2,1.0);
drawToonTriangle(v2,v3,p1,1.0);
}
else if (dot2<ndotvbound&&dot3<ndotvbound&&dot1>=ndotvbound) {
p1=interpolateZeroPoint(v1, dot1-ndotvbound, v3, dot3-ndotvbound);
p2=interpolateZeroPoint(v1, dot1-ndotvbound, v2, dot2-ndotvbound);
drawToonTriangle(v1,p2,p1,1.0);
drawToonTriangle(v2,p1,p2,.7);
drawToonTriangle(v2,v3,p1,.7);
}
else if (dot3>=ndotvbound&&dot1>=ndotvbound&&dot2<ndotvbound) {
p1=interpolateZeroPoint(v2, dot2-ndotvbound, v1, dot1-ndotvbound);
p2=interpolateZeroPoint(v2, dot2-ndotvbound, v3, dot3-ndotvbound);
drawToonTriangle(v2,p2,p1,.7);
drawToonTriangle(v1,p1,p2,1);
drawToonTriangle(v1,p2,v3,1);
}
else if (dot3<ndotvbound&&dot1<ndotvbound&&dot2>=ndotvbound) {
p1=interpolateZeroPoint(v2, dot2-ndotvbound, v1, dot1-ndotvbound);
p2=interpolateZeroPoint(v2, dot2-ndotvbound, v3, dot3-ndotvbound);
drawToonTriangle(v2,p2,p1,1);
drawToonTriangle(v1,p1,p2,.7);
drawToonTriangle(v1,p2,v3,.7);
}
}
}
}
glEnable(GL_BLEND);
}
QVector3D GLWidget::transformVertex(QVector3D inputVec, float trans_z, float rot_y)
{
QMatrix4x4 m;
m.translate(0, 0, trans_z);
m.rotate(rot_y, 0, 1, 0);
return m.map(inputVec);
}
QVector3D GLWidget::transformNormal(QVector3D inputVec, float rot_y)
{
QMatrix4x4 m;
m.rotate(rot_y, 0, 1, 0);
return m.mapVector(inputVec);
}
void GLWidget::LoadOBJ(const QString path)
{
//load the mesh...
m=TriMesh::read(path.toLatin1().data());
if (!m) {
m=NULL;
qDebug() << "GLWidget::LoadOBJ() Couldn't load!" << path;
}
// Convert triangle strips to faces, if necessary
m->need_faces();
m->need_normals();
m->need_bsphere();
m->need_curvatures();
m->need_dcurv();
m->need_neighbors();
m->need_adjacentfaces();
m->need_across_edge();
//set the translate z spinner right...
posZSpinner->setRange(0,m->bsphere.r*4.0);
posZSpinner->setValue(m->bsphere.r*2.0);
posZSpinner->setSingleStep(0.5);
t_dSpinner->setRange(0,1.0/sqrt(m->bsphere.r));
t_dSpinner->setValue(0.0);
t_dSpinner->setSingleStep(1.0);
maxStrokeWidthSpinner->setRange(0,m->bsphere.r/10.0);
maxStrokeWidthSpinner->setValue(m->bsphere.r/40.0);
maxStrokeWidthSpinner->setSingleStep(1.0);
//offset all vertices so theyre at the centre
const float cx=m->bsphere.center[0];
const float cy=m->bsphere.center[1];
const float cz=m->bsphere.center[2];
for (unsigned int i=0;i<m->vertices.size();i++) {
m->vertices[i][0]=m->vertices[i][0]-cx;
m->vertices[i][1]=m->vertices[i][1]-cy;
m->vertices[i][2]=m->vertices[i][2]-cz;
}
}
void GLWidget::ResetRotations()
{
rotate_x=0.0;
rotate_y=0.0;
rotate_z=0.0;
}
void GLWidget::StopRotating()
{
rotSpeedSpinnerY->setValue(0.0);
}
void GLWidget::LoadBrushOBJ(const QString path)
{
if (brushObj) {
delete brushObj;
}
brushObj=new OBJObject();
if (!brushObj->load(path)) {
brushObj=NULL;
}
}