Table of Contents
List of Figures
List of Tables
List of Examples
Table of Contents
In this book, we present a “how-to” for writing VR Juggler applications. We will explain concepts used in VR Juggler and present carefully annotated example code whenever appropriate. There are two groups of people who should read this book:
Those who are required to read it in order to do a project for work or school. To those in this category, fear not—VR Juggler is very simple to use after getting through the initial learning stages. It is a powerful tool that will allow the creation of interesting and powerful applications very quickly.
Those who are just interested in creating compelling, interesting VR applications. VR Juggler facilitates the construction of extremely powerful applications that will run on nearly any combination of hardware architecture and software platform.
To help readers get the most from this book, recommendations follow to provide an idea of what previous experience is necessary. Various programming skills are needed, of course, but programming for VR requires more than just knowledge of a given programming language. VR Juggler takes advantage of many programming design patterns and advanced concepts to make it more powerful, more flexible, and more extensible. A good background in mathematics is helpful for performing the myriad transformations that must be applied to three-dimensional (3D) geometry.
To get the most from this chapter, there are a few prerequisites:
C++ programming experience
Some graphics programming background (e.g., OpenGL, OpenGL Performer, etc.)
Reasonable mathematical background (linear algebra knowledge is very useful)
For some of the advanced sections of this book, it is recommended that readers review the VR Juggler architecture book. This is optional, though it may be helpful in gaining a quicker understanding of some topics and concepts.
Readers who already have experience with other VR software development environments can easily skim through this book and find the relevant new information. The book is designed for easy skimming. Simply look at the headings to get a good determination of what should be read and what may be skipped.
This book is organized into three main parts:
Introduction: The introduction to the key VR Juggler application development concept, application objects. We also describe common helper classes that simplify the process of writing applications.
Writing applications: The presentation of application development including how to get input from devices and how to write applications for each of the supported graphics application programmer interfaces (APIs).
Advanced topics: An extension of the previous chapters showing how to incorporate run-time reconfiguration into applications and how to write multi-threaded applications.
Table of Contents
In VR Juggler, all applications are written as objects that are handled by the kernel. The objects are known as application objects, and we will use that term frequently throughout this text. Application objects are introduced and explained in this chapter.
VR Juggler uses the application object to create the VR environment with which the users interact. The application object implements interfaces needed by the VR Juggler virtual platform.
Since VR Juggler applications are objects, developers do not write the traditional main() function. Instead, developers create an application object that implements a set of pre-defined interfaces. The VR Juggler kernel controls the application's processing time by calling the object's interface implementation methods.
In traditional programs, the main() function defines the point where the thread of control enters the application. After the main() function is called, the application starts performing any necessary processing. When the operating system (OS) starts the program, it gives the main() function some unit of processing time. After the time unit (quantum) for the process expires, the OS performs what is called a “context switch” to change control to another process. VR Juggler achieves similar functionality but in a slightly different manner.
The application objects correspond to processes in a normal OS. The kernel is the scheduler, and it allocates time to an application by invoking the methods of the application object. Because the kernel has additional information about the resources needed by the applications, it maintains a very strict schedule to define when the application is granted processing time. This is the basis to maintain coherence across the system.
The first step in defining an application object is to implement the basic interfaces defined by the kernel and the Draw Managers. There is a base class for the interface that the kernel expects (vrj::App) and a base class handled by each Draw Manager interface (vrj::PfApp, vrj::GlApp, etc.). See Figure 2.1, “vrj::App hierarchy” for a visual representation of the complete application interface hierarchy. The interface defined in vrj::App specifies methods for initialization, shutdown, and execution of the application. This is the abstract type that is seen by the VR Juggler kernel. The Draw Manager interfaces specified in the vrj::*App classes define the API-specific functions necessary to render the virtual environment. For example, an interface used by a Draw Manager could have functions for drawing the scene and for initializing context-specific information.
To implement an application in VR Juggler, developers simply need to “fill in the blanks” of the appropriate interfaces. To simplify this process, there are default implementations of most methods in the interfaces. Hence, the user must only provide implementations for the aspects they want to customize. If an implementation is not provided in the user application object, the default is used, but it is important to know that in most cases, the default implementation does nothing.
When overriding a virtual method defined by a VR Juggler application class, it is best to call the parent class method implementation before performing any application-specific processing. For example, if a user-defined application object overrides vrj::App::init() in the class userApp, the method userApp::init() should invoke vrj::App::init() before performing its own initialization steps.
As stated earlier, the most common approach for VR application development is one where the application defines the main() function. That main() function in turn calls library functions when needed. (This is the model followed by software packages such as the CAVElibs™ and the Diverse Toolkit.) The library in this model only executes code when directed to do so by the application. As a result, the application developer is responsible for coordinating the execution of the different VR system components. This can lead to complex applications.
As a virtual platform, VR Juggler does not use the model described above because VR Juggler needs to maintain control of the system components. This control is necessary to make changes to the virtual platform at run time. As the controller of the execution, the kernel always knows the current state of the applications, and therefore, it can manage the run-time reconfigurations of the virtual environment safely. With run-time reconfiguration, it is possible to switch applications, start new devices, reconfigure running devices, and send reconfiguration information to the application object.
Application objects lead to a robust architecture as a result of low coupling and well-defined inter-object dependencies. The application interface defines the only communication path between the application and the virtual platform, and this allows restriction of inter-object dependencies. This decreased coupling allows changes in the system to be localized, and thus, changes to one object will not affect another unless the interface itself is changed. The result is code that is more robust and more extensible.
Because the application is simply an object, it is possibly to load and unload applications dynamically. When the virtual platform initializes, it waits for an application to be passed to it. When the application is given to the VR Juggler kernel at run time, the kernel performs a few initialization steps and then executes the application.
Since applications use a distinct interface to communicate with the virtual platform, changes to the implementation of the virtual platform do not affect the application. Changes could include bug fixes, performance tuning, or new device support.
By treating applications as objects, we can mix programming languages in the VR Juggler kernel. For example, an application object could be written in Python, C#, or even VB.NET, but the VR Juggler kernel (written in standard C++) will still see it as an instance of the abstract interface vrj::App. The use of application objects has allowed such extensions to VR Juggler to be written without requiring any changes to VR Juggler.
In this section, we describe one way to start VR Juggler. We will use the traditional main() function in C++, but this is not the only way to do it. We have written Python applications that start the VR Juggler kernel, and it is possible to write a VR Juggler daemon that loads applications on demand at runtime. In other words, the VR Juggler startup procedure is quite flexible, and we choose to focus on the simplest method here.
Previously, we explained how VR Juggler applications do not have a main() function, but further explanation is required. While it is true that user applications do not have a main() function because they are objects, there must still be a main() somewhere that starts the system. This is because the operating system uses main() as the starting point for all applications. In typical VR Juggler applications, there is a main(), but it only starts the VR Juggler kernel and gives the kernel the application to run. It then waits for the kernel to shut down before exiting.
The following is a typical example of a main() function that will start the VR Juggler kernel and hand it an instance of a user application object. The specifics of what is happening in this code are described below.
1 #include <vrj/Kernel/Kernel.h>
#include <simpleApp.h>
int main(int argc, char* argv[])
5 {
vrj::Kernel* kernel = vrj::Kernel::instance(); // Get the kernel
simpleApp* app = new simpleApp(); // Create the app object
kernel->loadConfigFile(...); // Configure the kernel
10 kernel->start(); // Start the kernel thread
kernel->setApplication(app); // Give application to kernel
kernel->waitForKernelStop(); // Block until kernel stops
return 0;
15 }![]() | This line finds (and may create) the VR Juggler kernel. The kernel reference is stored in the handle so that we can use it later. |
![]() | We instantiate a copy of the user application object (simpleApp) here. Notice that we include the header file that defines the simpleApp class. |
![]() | This statement represents the code that will be in the main() function for passing configuration files to the kernel's loadConfigFile() method. These configuration files may come from the command line or from some other source. If reading the files from the command line, it can be as simple as looping through all the arguments and passing each one to the kernel. |
![]() | As a result of this statement, the VR Juggler kernel begins running. It creates a new thread of execution for the kernel, and the kernel begins its internal processing. From this point on, any changes made reconfigure the kernel. These changes can come in the form of more configuration files or in the form of an application object to execute. At this point, it is important to notice that the kernel knows nothing about the application. Moreover, there is no need for it to know about configuration files yet. This demonstrates how the VR Juggler kernel executes independently from the user application. The kernel will simply work on its own controlling and configuring the system even without an application to run. |
![]() | This statement finally tells the kernel what application it should run. The method call reconfigures the kernel so that it will now start invoking the application object's member functions. It is at this time that the application is now running in the VR system. |
Before proceeding into application object details, we must understand how VR Juggler calls the application, and we must know what a frame is. In the code above, the statement on line 9 tells the kernel thread to start running. When the kernel begins its execution, it follows the sequence shown in Figure 2.2, “Kernel loop sequence”. The specific methods called are described in more detail in the following section. This diagram will be useful in understanding the order in which the application object methods are invoked.
The VR Juggler kernel calls each of the methods in the application object based on a strictly scheduled frame of execution. The frame of execution is shown in Figure 2.2, “Kernel loop sequence”; it makes up all the lines within the “while(!quit)” clause.
During the frame of execution, the kernel calls the application methods and performs internal updates (the updateAllData() method call). Because the kernel has complete control over the frame, it can make changes at pre-defined “safe” times when the application is not doing any processing. At these times, the kernel can change the virtual platform configuration as long as the interface remains the same.
The frame of execution also serves as a framework for the application. That is, the application can expect that when preFrame() is called, the devices have just been updated. Applications can rely upon the system being in well-defined stages of the frame when the kernel invokes the application object's methods.
Within this section, we provide a brief overview of the member functions from the base VR Juggler application interface. This interface is defined by vrj::App, and the member functions are shown in Figure 2.3, “Application object interface”. Refer to Figure 2.2, “Kernel loop sequence” for a visual presentation of the order in which the methods are invoked.
The base interface of the application object defines the following functions:
init()
apiInit()
preFrame()
intraFrame()
postFrame()
As previously described, the VR Juggler kernel calls these functions from its control loop to allocate processing time to them. These functions handle initialization and computation. Other member functions that can be used for reconfiguration, focus control, resetting, and exiting will be covered later in this book.
The following is a description of the application objects related to the initialization of a VR Juggler application. The order of presentation is the same as the order of execution when the application is executed by the kernel.
The init() method is called by the kernel to initialize any application data. When the kernel prepares to start a new application, it first calls init() to signal the application that it is about to be executed.
This member function is called immediately after the kernel is told to start running the application and before any graphics API handling has been started by VR Juggler.
This member function is for any graphics API-specific initialization required by the application. Data members that cannot be initialized until after the graphics API is started should be initialized here.
In OpenGL, there is no concept of initializing the API, so this method is normally empty in such applications.
This member function is called after the graphics API has been started but before the kernel frame is started.
Once the application object has been initialized by the VR Juggler kernel, the kernel frame loop begins. Each frame, there are specific application object methods that are invoked, and understanding the timing and potential uses of these methods can improve the functionality of the immersive application. In some cases, it is possible to use these member functions to optimize the application to improve the frame rate and the level of interactivity.
The preFrame() method is called when the system is about to trigger drawing. This is the time that the application object should do any last-minute updates of data based on input device status. It is best to avoid doing any time-consuming computation in this method. The time used in this method contributes to the overall device latency in the system. The devices will not be re-sampled before rendering begins.
The code in this method executes in parallel with the rendering method. That is, it executes while the current frame is being drawn. This is the place to put any processing that can be done in advance for the next frame. By doing parallel processing in this method, the application can increase its frame rate because drawing and computation can be parallelized. Special care must be taken to ensure that any data being used for rendering does not change while rendering is happening. One method for doing this is buffering. Use of synchronization primitives is not recommended because that technique could lower the frame rate.
This method is invoked after rendering has been triggered but before the rendering has finished.
Finally, the postFrame() method is available for final processing at the end of the kernel frame loop. This is a good place to do any data updates that are not dependent upon input data and cannot be overlapped with the rendering process (see the discussion on vrj::App::intraFrame() above).
This method is invoked after rendering has completed but before VR Juggler updates devices and other internal data.
Beyond the basic methods common to all applications, there are methods that are specific to a given Draw Manager. The application classes are extended for each of the specific Draw Managers. The graphics API-specific application classes derive from vrj::App and extend this interface further. They add extra “hooks” that support the abilities of the specific API.
The OpenGL application base class adds several methods to the application interface that allow rendering of OpenGL graphics. The extensions to the base vrj::App class are shown in Figure 2.4, “vrj::GlApp interface extensions to vrj::App”. In the following, we describe the method vrj::GlApp::draw(), the most important element of the interface. More details about the vrj::GlApp class are provided in the section called “OpenGL Applications”, found in Chapter 4, Writing Applications.
The “draw function” is called by the OpenGL Draw Manager when it needs to render the current scene in an OpenGL graphics window. It is called for each active OpenGL context.
As of VR Juggler 2.0 Alpha 1, applications can specify the units of measure that are the basis for the graphics they render. The default unit of measure is feet (identified by the constant scale factor gadget::PositionUnitConversion::ConvertToFeet) to maintain backwards compatibility with the previous VR Juggler semantics. By overriding this method, applications can identify the unit of measure they expect. The default implementation is the following:
float vrj::GlApp::getDrawScaleFactor()
{
return gadget::PositionUnitConversion::ConvertToFeet;
}Overriding this method means changing the rendering scale factor used by the OpenGL Draw Manager. The current list of constants (defined in gadget/Position/PositionUnitConversion.h) is as follows:
gadget::PositionUnitConversion::ConvertToFeet
gadget::PositionUnitConversion::ConvertToInches
gadget::PositionUnitConversion::ConvertToMeters
gadget::PositionUnitConversion::ConvertToCentimeters
Because the value returned is simply a scaling factor, user applications can define whatever units they want. Note that internally, VR Juggler is treating all units as meters, so the scaling factor converts from meters to the desired units.
The OpenGL Performer application base class adds interface functions that deal with the OpenGL Performer scene graph. Some of the interface extensions are shown in Figure 2.5, “vrj::PfApp interface extensions to vrj::App”. The following is a description of only two methods in the vrj::PfApp interface. More detailed discussion on this class is provided in the section called “OpenGL Performer Applications”, found in Chapter 4, Writing Applications.
The initScene() member function is called when the application should create the scene graph it will use.
Table of Contents
Within this chapter, we present information on some helper classes that are provided for use with VR Juggler. These classes are intended to make it easier for application programmers to write their code. Ultimately, we want application programmers to focus more on compelling immersive content and less on the many details that are involved with 3D graphics programming. The classes presented in this chapter focus on mathematical computations and on input from hardware devices. VR Juggler uses the Graphics Math Template Library or GMTL (part of the Generic Graphics Toolkit software) for mathematical computation. An overview of the most commonly used GMTL data types and operations is presented here. In addition to the GMTL operations, special attention is paid to Gadgeteer, the input system used by VR Juggler, and its device interfaces and device proxies.
This section is intended to provide an introduction to how the helper class gmtl::Vec<S, T> works and how it can be used in VR Juggler applications. It begins with a high-level description of the classes which forms the necessary basis for understanding them in detail. Then, examples of how to use all the available operations in the interfaces for these classes are provided. It concludes with a description of the internal details of the classes.
The class gmtl::Vec<S, T> is designed to work the same way as a mathematical vector, typically of 3 or 4 dimensions. There are predefined vector types that would normally be used in a VR application that are provided for convenience. That is, a gmtl::Vec3f object can be thought of as a vector of the form <x, y, z>. Similarly, a gmtl::Vec4f can be thought of as a vector of the form <x, y, z, w>. An existing understanding of mathematical vectors is sufficient to know how these classes can be used. The question then becomes, how are they used? We will get to that later, and readers who have experience with vectors can skip ahead. If vectors are an unfamiliar topic, it may be convenient to think of these classes as three- and four-element C++ arrays of floats respectively. Most benefits of the vector concept are lost with that simpler idea, however. Therefore, if the reader needs to think of them as arrays, then arrays should probably be used until vectors feel more comfortable. Once the use of vectors seems familiar and straightforward, readers are encouraged to come back and read further.
Vectors are typically used to contain spatial data or something similar. For convenience, however, they can be visualized as a more general-purpose container for numerical data upon which well-defined operations can be performed. There is no need to constrain thinking of them as only holding the coordinates for some point in space or some other limited-scope use. The GMTL vectors use by VR Juggler retain this generality and can be used wherever vectors come in handy.
gmtl::Vec3f and gmtl::Vec4f, as specific implementations of mathematical vectors, hide vector operations on single-precision floating-point numbers (float) behind a simple-to-use interface. For a single vector, the following standard vector operations are available:
Inversion (changing the sign of all elements)
Normalization
Calculation of length
Multiplication by a scalar
Division by a scalar
Conversion to a Performer vector
For two vectors, the following operations can be performed:
Assignment
Equality/inequality comparison
Dot product
Cross product
Addition
Subtraction
Using GMTL vectors should be straightforward if readers understand these operations and keep in mind that gmtl::Vec3f and gmtl::Vec4f can be thought of at this high level.
With an understanding of these classes as standard mathematical vectors, it is time to learn how to deal with them at the C++ level. In some cases, the mathematical operators are overloaded to simplify user code; in other cases, a named method must be invoked on an object. Before any of that, however, make sure that the source file includes the gmtl/Vec.h header file. From here on, the available operations are presented in the order they were listed in the previous section. We begin with creating the objects and setting their values.
Before doing anything with vectors, some must be created. The examples here use gmtl::Vec3f, but the example is equally applicable to gmtl::Vec4f. To create a gmtl::Vec3f, use the default constructor which initializes the vector to <0.0, 0.0, 0.0>:
gmtl::Vec3f vec1;
After creating the vector vec1, its elements can be assigned values all at once as follows:
vec1.set(1.0, 1.5, -1.0);
or individually:
vec1[0] = 1.0; vec1[1] = 1.5; vec1[2] = -1.0;
Note that in the last example, the individual elements of the vector can be accessed exactly as with a normal array. To do the above steps all at once when the vector is created, give the element values when declaring the vector:
gmtl::Vec3f vec1(1.0, 1.5, -1.0);
All of the above code has exactly the same results but accomplishes them in different ways. This flexibility is just one of the ways that GMTL vectors are more powerful than C++ arrays (of the same size, of course).
Once a vector is created, the simplest operation that can be performed on it is finding its inverse. The following code demonstrates just that:
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2; vec2 = -vec1;
The vector vec2 now has the value <-1.0, -1.5, 1.0>. That is all there is to it. (Readers interested in details should note that the above does a copy operation to return the negative values.)
Normalizing a vector is another simple operation (at the interface level anyway). The following code normalizes a vector:
gmtl::Vec3f vec1(1.0, 1.5, -1.0); gmtl::normalize( vec1 );
The vector vec1 is now normalized. Clean and simple.
Besides normalizing a given vector, a vector can be tested to determine if it has already been normalized. This is done as follows (assuming the vector vec has already been declared before this point):
if ( gmtl::isNormalized( vec1 ) )
{
// Go here if vec is normalized
}Part of normalizing a vector requires finding its length first. To get a vector's length, do the following:
gmtl::Vec3f vec1(1.0, 1.5, -1.0); float length; length = gmtl::length( vec1 );
In this case, length is assigned the value 2.061553 (or more accurately, the square root of 4.25). Finding the length of a vector appears simple from the programmer's perspective, but it has some hidden costs. Namely, it requires a square root calculation. For optimization purposes, GMTL provides a function called gmtl::lengthSquared() that returns the length of the vector without calculating the square root.
The GMTL vector classes provide an easy way to multiply a vector by a scalar. There are several ways to do it depending on what is required. Examples of each method follow.
To multiply a vector by a scalar and store the result in another vector, do the following:
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2; vec2 = 3 * vec1;
(The order of the factors in the multiplication can be swapped depending on preference or need.) Here, vec2 gets the value <3.0, 4.5, -3.0>.
To multiply a vector by a scalar and store the result in the same vector, do the following:
gmtl::Vec3f vec1(1.0, 1.5, -1.0); vec1 *= 3;
After this, vec1 has the value <3.0, 4.5, -3.0>.
Very similar to multiplying by a scalar, division by scalars is also possible. While the examples are almost identical, they are provided here for clarity.
To divide a vector by a scalar and store the result in another vector, do the following:
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2; vec2 = vec1 / 3;
Here, vec2 gets the value <0.333333, 0.5, -0.333333>. Note that the scalar must come after the vector because the operation would not make sense otherwise.
To divide a vector by a scalar and store the result in the same vector, do the following:
gmtl::Vec3f vec1(1.0, 1.5, -1.0); vec1 /= 3;
After this, vec1 has the value <0.333333, 0.5, -0.333333>.
SGI's OpenGL Performer likes to work with its own pfVec3 class, and to facilitate the use of it with gmtl::Vec3f, two conversion functions are provided for converting a gmtl::Vec3f to a pfVec3 and vice versa. The first works as follows:
gmtl::Vec3f vj_vec; pfVec3 pf_vec; // Do stuff to vj_vec... pf_vec = vrj::GetPfVec(vj_vec);
where vj_vec is passed by reference for efficiency. (pf_vec gets a copy of a pfVec3.) To convert a pfVec3 to a gmtl::Vec3f, do the following:
pfVec3 pf_vec; gmtl::Vec3f vj_vec; // Do stuff to pf_vec... vj_vec = vrj::GetVjVec(pf_vec);
Here again, pf_vec is passed by reference for efficiency, and vj_vec gets a copy of a gmtl::Vec3f. Both of these functions are found in the header vrj/Draw/Pf/PfUtil.h.
We have already demonstrated vector assignment, though it was not pointed out explicitly. It works just as vector assignment in mathematics. The C++ code that does assignment is as follows:
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2; vec2 = vec1;
After the assignment, vec2 has the value <-1.0, -1.5, 1.0>. Ta da! Note that this is a copy operation which is the case for all the types of assignments of GMTL vectors.
To compare the equality of two vectors, there are three available methods (one is just the complement of the other, though):
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0);
if ( gmtl::isEqual(vec1, vec2) )
{
// Go here if vec1 and vec2 are equal.
}or
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0);
if ( vec1 == vec2 )
{
// Go here if vec1 and vec2 are equal.
}or
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0);
if ( vec1 != vec2 )
{
// Go here if vec1 and vec2 are not equal.
}Choose whichever method is most convenient.
Given two vectors, finding the dot product is often needed. GMTL vectors provide a way to do this quickly so that programmers can save themselves the time of typing in the formula over and over. It works as follows:
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0); float dot_product; dot_product = gmtl::dot(vec1, vec2);
Now, dot_product has the value 4.0.
Besides the dot product of two vectors, the cross product is another commonly needed result. It is calculated thusly:
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0), vec3; vec3 = gmtl::cross(vec1, vec2);
The result is that vec3 gets a copy of vec1 cross vec2.
Adding two vectors can be done one of two ways. The first method returns a resulting vector, and the second method performs the addition and stores the result in the first vector.
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0), vec3; vec3 = vec1 + vec2;
Now, vec3 has the value <2.5, 2.5, -2.0>.
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0); vec1 += vec2;
This time, vec1 has the value <2.5, 2.5, -2.0>.
Subtracting two vectors gives the same options as addition, and while the code is nearly identical, it is provided for the sake of clarity.
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0), vec3; vec3 = vec1 - vec2;
Now, vec3 has the value <-0.5, 0.5, 0.0>.
gmtl::Vec3f vec1(1.0, 1.5, -1.0), vec2(1.5, 1.0, -1.0); vec1 -= vec2;
In this case, vec1 has the value <-0.5, 0.5, 0.0>.
It is often helpful to apply a transformation to a vector. Transformations are represented by a matrix, so it is necessary to multiply a matrix and a vector. The function gmtl::xform() does this job. For the following example, assume that there is a gmtl::Matrix44f transformation matrix xform_mat:
gmtl::Vec3f vec(1.0, 1.0, 1.0), result_vec; gmtl::xform(result_vec, xform_mat, vec1);
Depending on the transformations contained within xform_mat, result_vec will be transformed fully. The operation as a mathematical equation would be:

where V and V' are vectors and M is a 4×4 transformation matrix.
The details behind gmtl::Vec3f and gmtl::Vec4f really are not all that gory. Internally, they are represented as three- and four-element arrays of floats respectively. Access to these arrays is provided through the member function getData(). For example, this access can be used in the following way:
gmtl::Vec3f pos(4.0, 1.0982, 10.1241); glVertex3fv(pos.getData());
Granted, this particular example is rather silly and much slower than just listing the values as the individual arguments to glVertex3f(), but it should get the point across.
In general, the getData() member function should be treated very carefully. Access to it is provided mainly so that operations similar to this example can be performed quickly. An example of abusing access to getData() follows:
gmtl::Vec4f my_vec; my_vec.getData()[0] = 4.0; my_vec.getData()[1] = 1.0982; my_vec.getData()[2] = 10.1241; my_vec.getData()[3] = 1.0;
Do not do this. It can be confusing to readers of the code who do not necessarily need to know the details of the internal representation. Instead, use one of the methods described above for creating vectors and assigning the elements values.
This section is intended to provide an introduction into how the helper class gmtl::Matrix44f works and how it can be used in VR Juggler applications. It begins with a high-level description of the class, which forms the necessary basis for understanding it in detail. Then, examples of how to use all the available operations in the interfaces for the class are provided. It concludes with a description of the internal C++ details of gmtl::Matrix44f.
Abstractly, gmtl::Matrix44f represents a 4×4 matrix of single-precision floating-point values. The class includes implementations of the standard matrix operations such as transpose, scale, and multiply. More specifically, it is a mechanism to facilitate common matrix operations used in computer graphics, especially those associated with a transform matrix. On the surface, it is nearly identical to a 4×4 C++ array of floats, but there is one crucial difference: a gmtl::Matrix44f keeps its internal matrix in column-major order rather than in row-major order. More detail on this is given below, but this is done because OpenGL maintains its internal matrices using the same memory layout. At the conceptual level, this does not matter—it is related only to the matrix representation in the computer's memory. Access to the elements is still in row-major order. In any case, understanding how C++ multidimensional arrays work means understanding 90% of what there is to know about gmtl::Matrix44f. The class provides a degree convenience not found with a normal C++ array, especially when programming with OpenGL. The complications surrounding the gmtl::Matrix44f class are identical to those with OpenGL matrix handling, and with an understanding of that, then all that is left to learn is the interface of gmtl::Matrix44f.
As a representation of mathematical matrices, gmtl::Matrix44f implements several common operations performed on matrices to relieve the users of some tedious, repetitive effort. The general mathematical operations are:
Assignment
Equality/inequality comparison
Transposing
Finding the inverse
Addition
Subtraction
Multiplication
Scaling by a scalar value
The operations well-suited for use with computer graphics are:
Creating an identity matrix quickly
Zeroing a matrix in a single step
Creating an XYZ, a ZYX, or a ZXY Euler rotation matrix
Constraining rotation about a specific axis or axes
Making a matrix using direction cosines
Making a matrix from a quaternion
Making a rotation transformation matrix about a single axis
Making a translation transformation matrix
Making a scale transformation matrix
Extracting specific transformation information
Converting to an OpenGL Performer matrix
What is presented here involves some complicated concepts that are far beyond the scope of this documentation. Without an understanding of matrix math (linear algebra) and an understanding of how transformation matrices work in OpenGL, this document will not be very useful. It is highly recommended that readers be familiar with these topics before proceeding. Otherwise, with this high-level description in mind, we now continue on to explain the gmtl::Matrix44f class at the C++ level.
Keeping the idea of a normal mathematical matrix in mind, we are now ready to look at the C++ use of the gmtl::Matrix44f class. Most of the interface is defined using methods, but there are a few cases where mathematical operators have been overloaded to make code easier to read. Before going any further, whenever using a gmtl::Matrix44f, make sure to include gmtl/Matrix.h first. The operations presented above are now described in detail in the order in which they were listed above. We begin with creating the objects and setting their values.
Before doing anything with matrices, some must be created first. To create a gmtl::Matrix44f, the default constructor can be used. It initializes the matrix to be an identity matrix:
gmtl::Matrix44f mat1;
After creating this matrix mat1, its 16 elements can be assigned values all at once as follows:
mat1.set(0.0, 1.0, 2.3, 4.1,
8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2,
3.8, 0.9, 2.1, 0.1);or with a float array:
float mat_vals[16] =
{
0.0, 8.3, 5.6, 3.8,
1.0, 9.0, 9.9, 0.9,
2.3, 2.2, 9.7, 2.1,
4.1, 1.0, 1.0, 0.1
};
mat1.set(mat_vals);Note that when explicitly listing the values with set(), they are specified in row-major order. When put into a 16-element array of floats, however, they must be ordered so that they can be copied into the gmtl::Matrix44f in column-major order. This is the one exception in the interface where access is column-major (which probably means that the interface has a bug).
To set all the values of a new matrix in one step, they can be given as arguments when declaring the matrix:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1,
8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2,
3.8, 0.9, 2.1, 0.1);All of the above code has exactly the same results but accomplishes those results in different ways.
To read the elements in a gmtl::Matrix44f object, programmers can use either the overloaded [] operator or the overloaded () operator. The overloaded [] operator returns the specified row of the gmtl::Matrix44f, and an element in that row can then be read using [] again. The code looks exactly the same as with a normal C++ two-dimensional array:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1,
8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2,
3.8, 0.9, 2.1, 0.1);
float val;
val = mat1[3][0];Here, val is assigned the value 3.8. Using the overloaded () operator results in code that looks similar to the way the matrix element would be referenced in mathematics:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1,
8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2,
3.8, 0.9, 2.1, 0.1);
float val;
val = mat1(3, 0);Again, val is assigned the value 3.8. Both of these operations are row-major.
Assigning one gmtl::Matrix44f to another happens using the normal = operator as follows:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2;
mat2 = mat1;This makes a copy of mat1 in mat2 which can be a slow operation.
To compare the equality of two matrices, there are three available methods (one is just the complement of the other, though):
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
if ( gmtl::isEqual(mat1, mat2) )
{
// Go here if mat1 and mat2 are equal.
}or
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
if ( mat1 == mat2 )
{
// Go here if mat1 and mat2 are equal.
}or
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
if ( mat1 != mat2 )
{
// Go here if mat1 and mat2 are not equal.
}Choose whichever method is most convenient.
The transpose operation works conceptually as
.
The code is then:
gmtl::Matrix44f mat1;
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::transpose(mat1, mat2);The result is stored in mat1. mat2 is passed by reference for efficiency.
The inverse operation works conceptually as
.
The code is then:
gmtl::Matrix44f mat1;
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::invert(mat1, mat2);The result is stored in mat1. mat2 is passed by reference for efficiency.
For the addition operation, the interface is defined so that the sum of two matrices is stored in a third. There are two ways to do addition with gmtl::Matrix44f: using the add() method or using the overloaded + operator. Use of the former is recommended, but the latter can be used if one prefers that style of programming. Examples of both methods follow. The first block of code only declares the gmtl::Matrix44f objects.
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat3;Using the gmtl::add() function:
gmtl::add(mat3, mat1, mat2);
Using the overloaded + operator:
mat3 = mat1 + mat2;
The result is stored (via a copy) in mat3.
For the subtraction operation, the interface is defined so that the difference of two matrices is stored in a third. There are two ways to do subtraction with gmtl::Matrix44f: using the sub() method or using the overloaded - operator. It is recommended that developers use the former, but the latter can be used for stylistic purposes. Examples of both methods follow. The first block of code only declares the gmtl::Matrix44f objects.
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat3;Using the gmtl::sub() method:
gmtl::sub(mat3, mat1, mat2);
Using the overloaded - operator:
mat3 = mat1 - mat2;
The result is stored (via a copy) in mat3.
As in the case of addition and subtraction, the multiplication interface is defined so that the product of two matrices is stored in a third. This is likely to be the operation used most often since transformation matrices are constructed through multiplication of different transforms. For normal matrix multiplication, there are two ways to do multiplication with gmtl::Matrix44f: using the gmtl::mult() function or using the overloaded * operator. We recommend the use of the gmtl::mult() function but the overloaded * operator can be used by those who prefer that style of programming. Examples of both methods follow. The first block of code only declares the gmtl::Matrix44f objects.
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat3;Using the gmtl::mult() function:
gmtl::mult(mat3, mat1, mat2);
Using the overloaded * operator:
mat3 = mat1 * mat2;
The result is stored (via a copy) in mat3.
There are two more multiplication operations provided that help in handling the order of the matrices when they are multiplied. These two extra operations do post-multiplication and pre-multiplication of two matrices. An example of post-multiplication is:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::postMult(mat1, mat2);Conceptually, the operation is
so that the second matrix (mat2) comes as the
second factor. The same result can be achieved using the overloaded
*= operator:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
mat1 *= mat2;An example of pre-multiplication is:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::Matrix44f mat2(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::preMult(mat1, mat2);Here, the conceptual operation is
so that the second matrix (mat2) comes as the
first factor. In both cases, the result of the multiplication is
stored in mat1.
Scaling the values of a matrix by a scalar value can be done using two different methods: the setScale() method or the overloaded * and / operators that take a single scalar value and returns a gmtl::Matrix44f. As with the preceding operations, we recommend the use of the former, but the latter is available for those who want it. Examples of both methods follow. First, using the gmtl::setScale() function works as:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::setScale(mat1, 3.0);In computer graphics, an identity matrix is often needed when performing transformations. Because of this, gmtl::Matrix44f provides a method for converting a matrix into an identity matrix in a single step (at the user code level anyway):
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::identity(mat1);Of course, simply declaring mat1 with no arguments would achieve the same result, but that is not such an interesting example.
Before using a matrix, it is often helpful to zero it out to ensure that there is no pollution from previous use. With a gmtl::Matrix44f, this can be done in one step:
gmtl::Matrix44f mat1(0.0, 1.0, 2.3, 4.1, 8.3, 9.0, 2.2, 1.0,
5.6, 9.9, 9.7, 8.2, 3.8, 0.9, 2.1, 0.1);
gmtl::zero(mat1);The result is that all elements of mat1 are now 0.0.
All the rotation information for a transform can be contained in a single matrix using the methods for making an XYZ, a ZYX, or a ZXY Euler matrix. Code for all three follows:
vrj::Matrix mat1; float x_rot = 0.4, y_rot = 0.541, z_rot = 0.14221; gmtl::setRot(mat1, gmtl::EulerAngleXYZf(x_rot, y_rot, z_rot)); gmtl::setRot(mat1, gmtl::EulerAngleZYXf(z_rot, y_rot, x_rot)); gmtl::setRot(mat1, gmtl::EulerAngleZXYf(z_rot, x_rot, y_rot));
In every case, the matrix is zeroed before the rotation transformation is stored. The result of the above code is that mat1 is a ZXY Euler rotation matrix. The previous two operations are destroyed.
To make a translation matrix, there are two methods with each having two different types of arguments specifying the translation. The first makes a matrix with only the given translation (all other transformation information is destroyed):
gmtl::Matrix44f mat; gmtl::Vec3f trans(4.0, -4.231, 1.0); mat = gmtl::makeTrans<gmtl::Matrix44f>(trans);
To change the translation of a transformation matrix without completely obliterating all other transformations, use the following instead:
gmtl::Vec3f trans(4.0, -4.231, 1.0); gmtl::setTrans(mat, trans);
To make a transformation matrix that only scales, a simple method is provided. It works as follows:
gmtl::Matrix44f mat; gmtl::Vec3f scale( 1.5, 1.5, 1.5 ); mat = gmtl::makeScale<Matrix44f>(scale);
The result is that mat is a transformation matrix that will perform a scale operation. In this specific case, the scaling happens uniformly for x, y, and z.
Finally, methods are provided for extracting transformations from a given matrix. The individual rotations and the translation can be read. For the following examples, assume that mat is a gmtl::Matrix44f object representing arbitrary translation, rotation, and scaling transformations. To get the Z-axis rotation information (an Euler angle), use the following:
float z_rot = (gmtl::makeRot<gmtl::EulerAngleXYZf>(mat))[2];
The value return is in radians. We can also get the X-axis rotation.
float x_rot = (gmtl::makeRot<gmtl::EulerAngleXYZf>(mat))[0];
Getting translations is even simpler because translations are collected into a single vector easily.
gmtl::Vec3f trans; gmtl::setTrans(trans, mat);
After this, the translation in mat is stored in trans. The same can be done with a gmtl::Vec4f instead of the gmtl::Vec3f.
SGI's OpenGL Performer likes to work with its own pfMatrix class, and to facilitate the use of it with gmtl::Matrix44f, two conversion functions are provided for making conversions. The first works as follows:
gmtl::Matrix44f vj_mat; pfMatrix pf_mat; // Perform operations on vj_mat... pf_mat = vrj::GetPfMatrix(vj_mat);
where vj_mat is passed by reference for efficiency. (pf_mat gets a copy of a pfMatrix which is a slow operation.) To convert a pfMatrix to a gmtl::Matrix44f, do the following:
pfMatrix pf_mat; gmtl::Matrix44f vj_mat; // Perform operations on pf_mat... vj_mat = vrj::GetVjMatrix(pf_mat);
Here again, pf_mat is passed by reference for efficiency, and vj_mat gets a copy of a gmtl::Matrix44f. Both of these functions are found in the header vrj/Draw/Pf/PfUtil.h.
Now it is time for the really nasty part. Reading this could cause difficulty in understanding the overwhelming amount of information just presented. Do not read any further unless you absolutely have to or you just like to confuse yourself.
C, C++, and mathematics use matrices in row-major order. Access indices are shown in Table 3.1, “Row-major access indices”
Table 3.1. Row-major access indices
| (0,0) | (0,1) | (0,2) | (0,3) | <--- Array |
| (1,0) | (1,1) | (1,2) | (1,3) | <--- Array |
| (2,0) | (2,1) | (2,2) | (2,3) | <--- Array |
| (3,0) | (3,1) | (3,2) | (3,3) | <--- Array |
OpenGL ordering specifies that the matrix has to be column-major in memory. Thus, to provide programmers with a way to pass a transformation matrix to OpenGL in one step (via glMultMatrixf()), the gmtl::Matrix44f class maintains its internal matrix in column-major order. Note that in the following table, the given indices are what the cells have to be called in C/C++ notation because we are putting them back to back. This is illustrated in Table 3.2, “Column-major access indices”.
Table 3.2. Column-major access indices
| (0,0) | (1,0) | (2,0) | (3,0) |
| (0,1) | (1,1) | (2,1) | (3,1) |
| (0,2) | (1,2) | (2,2) | (3,2) |
| (0,3) | (1,3) | (2,3) | (3,3) |
| ^ | ^ | ^ | ^ |
| Array | Array | Array | Array |
As mentioned, all of this is done so that a given gmtl::Matrix44f that acts as a full transformation matrix can be passed to OpenGL directly (more or less). For example, with a given gmtl::Matrix44f object mat upon which painstaking transformations have been performed, the following can be done:
glMultMatrixf(mat.getData());
That could not be simpler. All the transformation efforts have culminated into one statement.
For further information, the best possible source of information, especially for this class, is the header file. Read it; understand it; love it.
The concept of device interfaces in VR Juggler applications is something that often causes confusion for new users. Two object-oriented design patterns are combined by gadget::DeviceInterface<T>: smart pointers and proxies. Within this section, we aim to explain Gadgeteer device interfaces clearly and simply. We begin with a high-level description and then move right into using the class.
Physical devices are never accessed directly by VR Juggler applications. Instead, the applications are granted access to the device through a proxy. A proxy i