Spinning globe in Opengl-es - android

I need to draw a spinning globe using opengl es in android. I think we need to draw a sphere and then apply a texture map on it. If I am correct, we cannot use the utility library glu in Opengl ES for drawing a sphere. I did find some code in objective C, but then I would have to make it work on android.
http://www.iphone4gnew.com/procedural-spheres-in-opengl-es.html
Is there any other way to do this ? I'm no sure how to approach this problem, Could you give me some inputs that would set me looking in the right direction.
Thanks

You could actually create your own sphere rendering function.
A tesselated sphere is no more then a stack of n cone segments, each approximated with m slices.
This image (courtsey of dglwiki.de) illustrates this:
(the german text translates to 'If the resolution is to low, the sphere degenerates to other symetric Bodies)
In order to construct the sphere, you'll need to specify the center point, radius, number of stacks and number of slices per stack.
The first pole of your sphere can be any point with a distance of radius from the center point. The vector from this point to the center point defines your sphere's axis of rotation (and thereby the position of the second pole)
Next, you'll need to approximate several equidistant circles of latitude on your sphere around the axis of rotation. The number of circles should be number of stacks -1. Each of these circles should have as much vertices as your desired number of slices.
Having calculated these, you have enough geometry information to construct your spheres faces.
Begin with a triangle fan originating at one of the poles using the vertices of the first circle.
Then, construct Triangle strips for each pair of neighbouring circles of latitude. The last step is to construct another triangle fan from the second pole to the last of your circles of latitude.
Using this approach, you can generate arbitrary spheres of arbitrary smoothness

In addition to what sum1 says, the link you provide to obj-C code is mostly just C, which translates quite nicely to Java/android. The technique provided is very similar to the one sum1 suggests, although the author uses only one fan at the top, then draws the entire remainder of the sphere with a single triangle strip. In addition, his globe is "laying on its side", with the fan at the "East pole" and the other point at the "west pole."
However, you can either use the link you provide as-is, or make the adjustments easily enough.

Related

How to detect clicks (touch) on specific parts of 3d model?

I need to load a 3d model to my app (is not a game, not that it makes any difference) and detect when the user touches specific parts of this model, to take different actions.
How can I do this? Is it possible?
I'm not familiar with Rajawali, but GitHub describes it as an OpenGL ES framework. As you described it in the comment above, you'll need to consider two basic user actions, and one action I'll add as helpful:
Swipe across the screen in some direction: change in X, change in Y.
Touch at some (x,y) point on screen with the car in some orientation.
(Optional) Zoom in/out to make it easier for a user to select small features such as side mirrors.
Depending on what OpenGL ES details Rajawali exposes, you'll need to do one or both of the following:
Learn about the four matrices that determine how a 3D scene is rendered on a 2D screen.
Find the Rajawali functions with names such as "lookAt" or "setViewpoint," and learn how to pass screen gesture info to these functions.
You can read about the four OpenGL matrices at length elsewhere. Even if Rajawali simplifies the coding a bit you should learn a bit about those matrices. Although your first inclination is to change the "model" matrix that affects the object's position and orientation, it's more likely that you'll be manipulating the "view" matrix that determines the point and direction in space from which the user sees the car. That is, the car will actually remain centered at (0,0,0), and the user's swipes, touches, and pinches will change the viewpoint.
Constraining movements so that the vehicle is always centered is nice both because your code can be a little simpler, and also because the user can't "lose" the car by sliding the viewpoint too far to one side.
The simplest change of viewpoint is a zoom, which in most iterations means simply changing the Z translation of the viewpoint matrix. Rajawali may make this simpler by providing zoomIn() and zoomOut() functions. Otherwise you'll need to do this:
In the callback or "event handler" provided by Rajawali/Android for a pinch, get the pinch-in or pinch-out value.
Call the Rajawali zoomIn() or zoomOut() function, if it exists. You will likely need to scale the value so that the amount of pinch matches expectations for zooming in and out of a car model.
Alternately, set the Z translation component of the view matrix.
Converting an (x,y) 2D screen touch point to a ray cast into 3D space can be tricky if Rajawali doesn't provide an appropriate function called something like "screenToWorld" that accepts a point in 2D screen space and a 3D point or 3D ray in world space. Spend time googling for "ray casting" for Rajawali. Here's a brief overview of what the code will need to do:
Convert a 2D touch point into a 3D ray pointed into the screen.
Check for the intersection(s) of the 3D ray and various subobjects.
(Optional) Change the color or otherwise highlight the selected object.
OpenGL does not provide a ray casting function, and I don't recommend implementing it on your own unless you have no choice. Various frameworks that wrap around or supplement OpenGL may provide this function. OpenGL coders will fault me for this description, but from memory here's how to convert a 2D touchpoint into a 3D ray pointing into the screen:
Get the (x,y) 2D screen touch point from a "touch" or "click" callback or event handler in Rajawali or Android.
Convert the 2D touch point to a 3D point. If I remember, this means setting Z to some value such as -1, 0, or 1. This is the base point of the ray.
Define a second 3D point with a different Z value. This is a far point of the ray.
Use the screen, projection, and view matrices to transform the 3D points into "world" space.
Given the 3D world coordinates for your base point and far point, use ray-object intersection to determine what object is intersected.
Again, Rajawali may provide some function that determines which object(s) are intersected by the ray. If multiple objects are returned, then pick the closest object. Since your vehicle is already subdivided into multiple subobjects this shouldn't be too hard. Implementing pinch-to-zoom can make it easier for a user to select a small object.
Swiping is analogous to a mouse move for OpenGL, and many starter projects for OpenGL describe how to convert a mouse move to a rotation. Assuming for the moment that the model rotates only about the vertical axis from the ground through the roof, then you simply need to change left/right swipes to positive/negative rotations about what in OpenGL is typically the Y-axis.
From Android/Rajawali, handle the "swipe" event handler or callback. This is analogous to a "mouseMove" function.
Translate the left/right swipe into a negative/positive value.
Call the rotateAboutY() function, if available, OR apply a rotation to the viewpoint matrix (which I won't describe here).
Given all that, I would suggest the following approach:
See if Rajawali provides convenience functions to convert screen coordinates to a world ray, to convert a screen swipe to a rotation, and to test a ray intersection with a series of objects.
Even if Rajawali provides these functions, read a little bit about the low-level OpenGL ES underneath, and the four matrices: screen, perspective, viewpoint, and model.
If Rajawali doesn't provide the convenience functions, look for a framework that does OR see if some other library that works with Rajawali can provide these convenience functions.
If you can't change frameworks or find a framework that hides the messy details, plan to spend a week or more studying OpenGL closely. You probably don't need to know about shaders, textures, etc., but you will need to understand the OpenGL 3D space, the four matrices, and so on.

Digging a polygon according to another with libgdx

I actually develop a 3D application on Android, and i manipulate 3D object.
I want to dig a polygon according to another polygon form such as a cube or a cylinder.
In the following image you can imagine I have two superimposed polygons, a cylinder and a rectangular cuboid.
If I get the intersection of these two polygons and I calculate the inverse (included in the rectangular cuboid) I get a new polygon with a hole in the shape of the cylinder like in this picture.
I don't know how to achieve this with libGDX, I know the Intersector class, but I do not know how to retrieve the reverse of an intersection between two polygons.

OpenCV: Finding the pixel width from squares of known size

In OpenCV I use the camera to capture a scene containing two squares a and b, both at the same distance from the camera, whose known real sizes are, say, 10cm and 30cm respectively. I find the pixel widths of each square, which let's say are 25 and 40 pixels (to get the 'pixel-width' OpenCV detects the squares as cv::Rect objects and I read their width field).
Now I remove square a from the scene and change the distance from the camera to square b. The program gets the width of square b now, which let's say is 80. Is there an equation, using the configuration of the camera (resolution, dpi?) which I can use to work out what the corresponding pixel width of square a would be if it were placed back in the scene at the same distance as square b?
The math you need for your problem can be found in chapter 9 of "Multiple View Geometry in Computer Vision", which happens to be freely available online: https://www.robots.ox.ac.uk/~vgg/hzbook/hzbook2/HZepipolar.pdf.
The short answer to your problem is:
No not in this exact format. Given you are working in a 3D world, you have one degree of freedom left. As a result you need to get more information in order to eliminate this degree of freedom (e.g. by knowing the depth and/or the relation of the two squares with respect to each other, the movement of the camera...). This mainly depends on your specific situation. Anyhow, reading and understanding chapter 9 of the book should help you out here.
PS: to me it seems like your problem fits into the broader category of "baseline matching" problems. Reading around about this, in addition to epipolar geometry and the fundamental matrix, might help you out.
Since you write of "squares" with just a "width" in the image (as opposed to "trapezoids" with some wonky vertex coordinates) I assume that you are considering an ideal pinhole camera and ignoring any perspective distortion/foreshortening - i.e. there is no lens distortion and your planar objects are exactly parallel to the image/sensor plane.
Then it is a very simple 2D projective geometry problem, and no separate knowledge of the camera geometry is needed. Just write down the projection equations in the first situation: you have 4 unknowns (the camera focal length, the common depth of the squares, the horizontal positions of their left sides (say), and 4 equations (the projections of each of the left and right sides of the squares). Solve the system and keep the focal length and the relative distance between the squares. Do the same in the second image, but now with known focal length, and compute the new depth and horizontal location of square b. Then add the previously computed relative distance to find where square a would be.
In order to understand the transformations performed by the camera to project the 3D world in the 2D image you need to know its calibration parameters. These are basically divided into two sets:
Intrensic parameters: These are fixed parameters that are specific for each camera. They are normally represented by a Matrix called k.
Extrensic parameters: These depend on the camera position in the 3D world. Normally they are represented by two matrices: R and T where the first one represents the rotation and the second one represents the translation
In order to calibrate a camera your need some pattern (basically a set of 3D points which coordinates are known). There are several examples for this in OpenCV library which provides support to perform the camera calibration:
http://docs.opencv.org/doc/tutorials/calib3d/camera_calibration/camera_calibration.html
Once you have your camera calibrated you can transform from 3D to 2D easily by the following equation:
Pimage = K · R · T · P3D
So it will not only depend on the position of the camera but it depends on all the calibration parameters. The following presentation go through the camera calibration details and the different steps and equations that are used during the 3D <-> Image transformations.
https://www.cs.umd.edu/class/fall2013/cmsc426/lectures/camera-calibration.pdf
With this in mind you can project whatever 3D point to the image and get its coordinate on it. The reverse transformation is not unique since going back from 2D to 3D will give you a line instead of a unique point.

Why my OpenGL sphere looks like a ellipse

I created one sphere using OpenGL ES20 in Android. In a perspective projection env, I animate the sphere from [-1.5, -2, -2] to [-1.5, 2, -2] . The problem is that, the sphere looks like a ellipse when it reach the frustum boundary. Indeed, it only look like a circle when it is at [0, 0, -2], the more it away from the [0,0], the more it looks like a ellipse.
Is this the standard behavior ? I thought, one sphere should look like a circle in all angles of view. Could you please help ?
You should lessen your field of view; what you show is normal and is a side effect of the slightly artificial nature of a 3d projection — a 3d projection assumes the viewer is sitting a fixed distance from the screen and that their eyes are positioned along z directly from the centre of the screen looking exactly forwards. Check out the related problems described here for a description of the same effect with a real camera.
Quite often the implicit default field of view is ninety degrees. But when you hold a phone in your hand it occupies much less than ninety degrees of your vision.
If you're using glFrustum then try specifying lesser values for left, right, top and bottom. As a quick fix, just throw a glScalef by, say, 2.0 onto your projection stack (or your ES 2 equivalent) after computing your projection matrix.

How to detect if part or all of object overlaps with another object in Android OpenGL-ES application?

Assume I have 3 cubes at random location/orientation and I want to detect if any of the cube is overlapping (or colliding) with another cube. This overlap or collision could also happen as the cubes location/rotation are changed in each frame. Please note that I am looking for Android based and OpenGL ES (1.0 or 1.1) based solution for this.
This isn't really an OpenGL problem - it just does rendering.
I don't know of any ready-made android libraries for 3D collision detection, so you might just have to do the maths yourself. Efficient collision detection is generally the art of using quick, cheap tests to avoid doing more expensive analysis. For your problem, a good approach to detecting if cube A intersects cube b would be to do a quick rejection test, either
Compute the bounding spheres for A and B - if the distance between the two sphere's centers is greater than the sum of radii, then A and B do not intersect
Compute the axis-aligned bounding boxes for A and B - if the bounds do not intersect (very easy to test), then neither do A and B
If the bounds test indicates possible collision it's time for some maths. There are two ways to go from here: testing for vertex inclusion and testing for edge/face intersection
Vertex inclusion is testing the vertices of A to see if they lie within B: either rotate the vertex into B's frame of reference to test for inclusion, or use the planes of B's faces directly in a frustum-culling style operation.
Edge/Face intersection is testing each of the edges of A for intersection with B's face triangles.
While the vertex inclusion test is a bit cheaper than Edge/Face testing, it's possible for cubes to intersect without encompassing each other's vertices, so a negative result does not mean no intersection. Similarly, it's possible for cubes to intersect without an intersection between an edge and a face (if one lies within the other). You'll have to do a little of both tests to catch every intersection. This can be avoided if you can make some assupmtions about how the cubes can move from frame to frame, i.e.: if the A and B were not touching last frame, it's unlikely that they are A is wholly within B now.

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