Main Page   Namespace List   Class Hierarchy   Alphabetical List   Compound List   File List   Namespace Members   Compound Members   File Members   Related Pages  

VRJugglerApp.C

Go to the documentation of this file.
00001 /***************************************************************************
00002  *cr
00003  *cr            (C) Copyright 1995-2019 The Board of Trustees of the
00004  *cr                        University of Illinois
00005  *cr                         All Rights Reserved
00006  *cr
00007  *cr VRJuggler patches contributed by Martijn Kragtwijk: m.kragtwijk@rug.nl
00008  *cr
00009  ***************************************************************************/
00010 
00011 /***************************************************************************
00012  * RCS INFORMATION:
00013  *
00014  *      $RCSfile: VRJugglerApp.C,v $
00015  *      $Author: johns $        $Locker:  $             $State: Exp $
00016  *      $Revision: 1.4 $       $Date: 2019/01/17 21:21:02 $
00017  *
00018  ***************************************************************************
00019  * DESCRIPTION:
00020  * VRJuggler application initialization code for VMD
00021  ***************************************************************************/
00022 #include <vrj/vrjConfig.h>
00023 
00024 #include <M_VRJapp.h>
00025 #include <VRJugglerScene.h>
00026 #include <VRJugglerRoutines.h>
00027 #include <VMDApp.h>
00028 #include <UIText.h>
00029 #include <Matrix4.h>
00030 //#include <vrj/vrjConfig.h>
00031 
00032 #include <iostream>
00033 #include <iomanip>
00034 //#include <GL/gl.h>
00035 
00036 #include <vrj/Draw/OGL/GlApp.h>
00037 
00038 #include <gadget/Type/PositionInterface.h>
00039 #include <gadget/Type/DigitalInterface.h>
00040 
00041 //#include <math.h>
00042 #include <GL/gl.h>
00043 //#include <GL/glu.h>
00044 
00045 #include <gmtl/Matrix.h>
00046 #include <gmtl/Generate.h>
00047 #include <gmtl/Vec.h>
00048 
00049 #include "Inform.h"
00050 
00051 using namespace gmtl;
00052 using namespace vrj;
00053 
00054 void M_VRJapp::init()
00055 {
00056         msgInfo << "---------- M_VRJapp::init() ---------------" << sendmsg;
00057     // Initialize devices
00058     mWand.init("VJWand");
00059     mHead.init("VJHead");
00060     mButton0.init("VJButton0");
00061     mButton1.init("VJButton1");
00062         
00063     msgInfo << " initialising shared data " << sendmsg;
00064         vpr::GUID new_guid("44ab594b-1dfb-40c1-8bf3-9af7b7c0ac8a");
00065     sharedData.init(new_guid);
00066 
00067     msgInfo << " initialising shared data done" << sendmsg;
00068 }
00069 
00070 void M_VRJapp::contextInit()
00071 {
00072     initGLState();       // Initialize the GL state information. (lights, shading, etc)
00073 }
00074 
00075 void M_VRJapp::setScene(VRJugglerScene* s)
00076 {
00077         scene = s;      
00078 }
00079 
00080 void M_VRJapp::appendCommand(const char* str)
00081 {
00082   //msgInfo << "M_VRJapp::appendCommand(const char* str)" << sendmsg;
00083   cmdQueue.push_back(std::string(str));
00084   //msgInfo << "queue size now " << (int)cmdQueue.size() << sendmsg;    
00085 }
00086 
00092 void M_VRJapp::preFrame()
00093 { 
00094 
00095   // add all commands in our queue to the userData so they can be sync'ed
00096         if (scene){
00097                 if (scene->app){
00098                         if (scene->app->jugglerMode == VRJ_MASTER){
00099                                 if(sharedData.isLocal()){
00100                                         //msgInfo << "M_VRJapp::preFrame(), I'm local" << sendmsg;
00101                                         //msgInfo << "queue size now " << (int) cmdQueue.size() << sendmsg;
00102                                         // TODO: make a mutex around cmdQueue, as the main app can write to it in parallel
00103                                         // to us reading from it
00104                                         for (unsigned i = 0; i < cmdQueue.size(); i++){
00105                                            if(!strupcmp(cmdQueue[i].c_str(), "tool adddevice vrjugglerbuttons 0")) {
00106                                              msgInfo << "M_VRJapp::preFrame(), skipping string " << cmdQueue[i].c_str() << sendmsg;
00107                                              msgInfo << "The slaves should not attach the vrjugglerbuttons to the tool," << sendmsg;
00108                                              msgInfo << "otherwise translating molecules with the tool is done twice on the slaves:" << sendmsg;
00109                                              msgInfo << "first from their own calculations and then as a commmand from the master." << sendmsg;
00110                                            } else {
00111                                               msgInfo << "M_VRJapp::preFrame(), sending string " << cmdQueue[i].c_str() << sendmsg;
00112                                              sharedData->commandStrings.push_back(cmdQueue[i]);
00113                                            }
00114                                         } 
00115                                 }
00116                         } else {
00117                                 //msgInfo << "M_VRJapp::preFrame(), I'm not the master" << sendmsg;
00118                         }
00119                 } else {
00120                         msgErr << "M_VRJapp::draw(), scene->app NULL" << sendmsg;
00121                 }
00122         } else {
00123                 msgErr << "M_VRJapp::draw(), scene NULL" << sendmsg;
00124         }
00125   cmdQueue.clear();
00126   
00127   // std::cout << "M_VRJapp::preFrame()" << std::endl;
00128   if (mButton0->getData())
00129     {
00130       //     std::cout << "Button 0 pressed" << std::endl;
00131     }
00132   
00133   if (mButton1->getData())
00134     {
00135       //    std::cout << "Button 1 pressed" << std::endl;
00136     }
00137   //scene->app->VMD_VRJ_preframeUpdate(); // do the preframe stuff, don't draw yet
00138   //scene->app->VMDupdate(true);
00139   //    std::cout << "                      M_VRJapp::preFrame() done" << std::endl;
00140 }
00141 
00145 void M_VRJapp::latePreFrame()
00146 {
00147   unsigned nrOfCommands = sharedData->commandStrings.size();
00148   //if (nrOfCommands>0){
00149     //msgInfo << "latePreFrame(), got " << (long int)nrOfCommands << " commands" << sendmsg;
00150   //}
00151   if(!sharedData.isLocal()){
00152     //msgInfo << "M_VRJapp::latePreFrame(), I'm a slave" << sendmsg;
00153     for (unsigned i = 0; i< nrOfCommands; i++){
00154       msgInfo << "latePreFrame(), evaluating " << sharedData->commandStrings[i].c_str() << sendmsg;
00155       scene->app->uiText->get_interp()->evalString(sharedData->commandStrings[i].c_str());
00156     }
00157   } 
00158 }
00159 // Clears the viewport.  Put the call to glClear() in this
00160 // method so that this application will work with configurations
00161 // using two or more viewports per display window.
00162 void M_VRJapp::bufferPreDraw()
00163 {
00164   //    std::cout << "M_VRJapp::bufferPreDraw()" << std::endl;
00165    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
00166    glClear(GL_COLOR_BUFFER_BIT);
00167 }
00168 
00169 void M_VRJapp::draw()
00170 {
00171   //msgInfo << "M_VRJapp::draw()" << sendmsg;
00172   //msgInfo << "|";
00173   
00174   //msgInfo  << "scene->app->jugglerMode" << scene->app->jugglerMode <<  sendmsg;
00175   //scene->draw();
00176         if (scene){
00177                 if (scene->app){
00178                         if (scene->app->jugglerMode == VRJ_SLAVE){ 
00179                                 //std::cout << "jugglerMode == VRJ_SLAVE" << std::endl;
00180                                 vrjuggler_renderer();
00181                         } else {
00182                                 // in master mode, don't do anything here
00183                                 //msgInfo << "M_VRJapp::draw() on Master, do nothing" << sendmsg;
00184                         }
00185                 } else {
00186                         msgErr << "M_VRJapp::draw(), scene->app NULL" << sendmsg;
00187                 }
00188         } else {
00189                 msgErr << "M_VRJapp::draw(), scene NULL" << sendmsg;
00190         }
00191     //std::cout << "                M_VRJapp::draw() done" << std::endl;
00192 }
00199 void M_VRJapp::intraFrame() 
00200 {
00201   //    std::cout << "M_VRJapp::intraFrame()" << std::endl;     
00202 }
00203 
00210 void M_VRJapp::postFrame() 
00211 {
00212         //  std::cout << "M_VRJapp::postFrame()" << std::endl;  
00213         //scene->app->VMDupdate(true);
00214         if (scene){
00215                 if (scene->app){
00216                         if (scene->app->jugglerMode == VRJ_SLAVE){ 
00217                           scene->app->VRJ_VMDupdate(true);
00218                         }
00219                 } else {
00220                         msgErr << "M_VRJapp::postFrame(), scene->app NULL" << sendmsg;
00221                 }
00222         } else {
00223                 msgErr << "M_VRJapp::postFrame(), scene NULL" << sendmsg;
00224         }
00225 }
00226 
00227 void M_VRJapp::initGLState()
00228 {
00229    GLfloat light0_ambient[] = { 0.1f,  0.1f,  0.1f,  1.0f};
00230    GLfloat light0_diffuse[] = { 0.8f,  0.8f,  0.8f,  1.0f};
00231    GLfloat light0_specular[] = { 1.0f,  1.0f,  1.0f,  1.0f};
00232    GLfloat light0_position[] = {0.0f, 0.75f, 0.75f, 0.0f};
00233 
00234    GLfloat mat_ambient[] = { 0.7f, 0.7f,  0.7f, 1.0f };
00235    GLfloat mat_diffuse[] = { 1.0f,  0.5f,  0.8f, 1.0f };
00236    GLfloat mat_specular[] = { 1.0,  1.0,  1.0,  1.0};
00237    GLfloat mat_shininess[] = { 50.0};
00238 //   GLfloat mat_emission[] = { 1.0,  1.0,  1.0,  1.0};
00239    GLfloat no_mat[] = { 0.0,  0.0,  0.0,  1.0};
00240 
00241    glLightfv(GL_LIGHT0, GL_AMBIENT,  light0_ambient);
00242    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light0_diffuse);
00243    glLightfv(GL_LIGHT0, GL_SPECULAR,  light0_specular);
00244    glLightfv(GL_LIGHT0, GL_POSITION,  light0_position);
00245 
00246    glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient );
00247    glMaterialfv( GL_FRONT,  GL_DIFFUSE, mat_diffuse );
00248    glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular );
00249    glMaterialfv( GL_FRONT,  GL_SHININESS, mat_shininess );
00250    glMaterialfv( GL_FRONT,  GL_EMISSION, no_mat);
00251 
00252    glEnable(GL_DEPTH_TEST);
00253    glEnable(GL_NORMALIZE);
00254    glEnable(GL_LIGHTING);
00255    glEnable(GL_LIGHT0);
00256    glEnable(GL_COLOR_MATERIAL);
00257    glShadeModel(GL_SMOOTH);
00258 }
00259 
00260 void M_VRJapp::getWandXYZ(float& x, float& y, float& z){
00261  
00262   float units = 1.0; //getDrawScaleFactor();
00263   gmtl::Matrix44f wand_matrix = mWand->getData(units); 
00264   gmtl::Point3f wand_pos = gmtl::makeTrans<gmtl::Point3f>(wand_matrix);
00265   x= wand_pos[0];
00266   y= wand_pos[1];
00267   z= wand_pos[2];
00268 }
00269 
00270 // retrieve euler angle rotation of the Wanda
00271 void M_VRJapp::getWandRotMat(Matrix4& rot){
00272  
00273   float units = 1.0; //getDrawScaleFactor();
00274   gmtl::Matrix44f wand_matrix = mWand->getData(units); 
00275   gmtl::Quatf wand_quat = gmtl::make<gmtl::Quatf>(wand_matrix);
00276   gmtl::Matrix44f wand_rot_matrix = gmtl::make<gmtl::Matrix44f>(wand_quat); 
00277   // msgInfo  << "M_VRJapp::getwandRotMat ";
00278   for (unsigned i = 0; i < 16; i++){
00279     //rot.mat[i] = wand_rot_matrix[i/4][i%4];
00280     rot.mat[i] = wand_rot_matrix[i%4][i/4];
00281     //msgInfo << rot.mat[i]  << " ";
00282   }
00283   //msgInfo << sendmsg;
00284 }
00285 
00286 // retrieve state of the specified wanda button
00287 bool M_VRJapp::getWandButton(unsigned nr){
00288   if (nr==0){
00289     return mButton0->getData();
00290   } else if (nr==1){
00291     return mButton1->getData();
00292   } else {
00293     msgErr  << "M_VRJapp::getWandButton: unknown button index " << (int)nr << sendmsg;
00294   }
00295   return false;
00296 }

Generated on Tue Apr 23 04:24:21 2024 for VMD (current) by doxygen1.2.14 written by Dimitri van Heesch, © 1997-2002