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git.saurik.com Git - wxWidgets.git/blob - samples/opengl/penguin/trackball.c
2 * (c) Copyright 1993, 1994, Silicon Graphics, Inc.
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27 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
28 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
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31 * Unpublished-- rights reserved under the copyright laws of the
32 * United States. Contractor/manufacturer is Silicon Graphics,
33 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
35 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
40 * Implementation of a virtual trackball.
41 * Implemented by Gavin Bell, lots of ideas from Thant Tessman and
42 * the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129.
47 * David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
49 * Much mucking with by:
53 #include "trackball.h"
56 * This size should really be based on the distance from the center of
57 * rotation to the point on the object underneath the mouse. That
58 * point would then track the mouse as closely as possible. This is a
59 * simple example, though, so that is left as an Exercise for the
62 #define TRACKBALLSIZE (0.8f)
65 * Local function prototypes (not defined in trackball.h)
67 static float tb_project_to_sphere(float, float, float);
68 static void normalize_quat(float [4]);
79 vset(float *v
, float x
, float y
, float z
)
87 vsub(const float *src1
, const float *src2
, float *dst
)
89 dst
[0] = src1
[0] - src2
[0];
90 dst
[1] = src1
[1] - src2
[1];
91 dst
[2] = src1
[2] - src2
[2];
95 vcopy(const float *v1
, float *v2
)
98 for (i
= 0 ; i
< 3 ; i
++)
103 vcross(const float *v1
, const float *v2
, float *cross
)
107 temp
[0] = (v1
[1] * v2
[2]) - (v1
[2] * v2
[1]);
108 temp
[1] = (v1
[2] * v2
[0]) - (v1
[0] * v2
[2]);
109 temp
[2] = (v1
[0] * v2
[1]) - (v1
[1] * v2
[0]);
114 vlength(const float *v
)
116 return (float) sqrt(v
[0] * v
[0] + v
[1] * v
[1] + v
[2] * v
[2]);
120 vscale(float *v
, float div
)
130 vscale(v
, 1.0f
/vlength(v
));
134 vdot(const float *v1
, const float *v2
)
136 return v1
[0]*v2
[0] + v1
[1]*v2
[1] + v1
[2]*v2
[2];
140 vadd(const float *src1
, const float *src2
, float *dst
)
142 dst
[0] = src1
[0] + src2
[0];
143 dst
[1] = src1
[1] + src2
[1];
144 dst
[2] = src1
[2] + src2
[2];
148 * Ok, simulate a track-ball. Project the points onto the virtual
149 * trackball, then figure out the axis of rotation, which is the cross
150 * product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
151 * Note: This is a deformed trackball-- is a trackball in the center,
152 * but is deformed into a hyperbolic sheet of rotation away from the
153 * center. This particular function was chosen after trying out
154 * several variations.
156 * It is assumed that the arguments to this routine are in the range
160 trackball(float q
[4], float p1x
, float p1y
, float p2x
, float p2y
)
162 float a
[3]; /* Axis of rotation */
163 float phi
; /* how much to rotate about axis */
164 float p1
[3], p2
[3], d
[3];
167 if (p1x
== p2x
&& p1y
== p2y
) {
175 * First, figure out z-coordinates for projection of P1 and P2 to
178 vset(p1
, p1x
, p1y
, tb_project_to_sphere(TRACKBALLSIZE
, p1x
, p1y
));
179 vset(p2
, p2x
, p2y
, tb_project_to_sphere(TRACKBALLSIZE
, p2x
, p2y
));
182 * Now, we want the cross product of P1 and P2
187 * Figure out how much to rotate around that axis.
190 t
= vlength(d
) / (2.0f
*TRACKBALLSIZE
);
193 * Avoid problems with out-of-control values...
195 if (t
> 1.0) t
= 1.0;
196 if (t
< -1.0) t
= -1.0;
197 phi
= 2.0f
* (float) asin(t
);
199 axis_to_quat(a
,phi
,q
);
203 * Given an axis and angle, compute quaternion.
206 axis_to_quat(float a
[3], float phi
, float q
[4])
210 vscale(q
, (float) sin(phi
/2.0));
211 q
[3] = (float) cos(phi
/2.0);
215 * Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
216 * if we are away from the center of the sphere.
219 tb_project_to_sphere(float r
, float x
, float y
)
223 d
= (float) sqrt(x
*x
+ y
*y
);
224 if (d
< r
* 0.70710678118654752440) { /* Inside sphere */
225 z
= (float) sqrt(r
*r
- d
*d
);
226 } else { /* On hyperbola */
227 t
= r
/ 1.41421356237309504880f
;
234 * Given two rotations, e1 and e2, expressed as quaternion rotations,
235 * figure out the equivalent single rotation and stuff it into dest.
237 * This routine also normalizes the result every RENORMCOUNT times it is
238 * called, to keep error from creeping in.
240 * NOTE: This routine is written so that q1 or q2 may be the same
241 * as dest (or each other).
244 #define RENORMCOUNT 97
247 add_quats(float q1
[4], float q2
[4], float dest
[4])
250 float t1
[4], t2
[4], t3
[4];
262 tf
[3] = q1
[3] * q2
[3] - vdot(q1
,q2
);
269 if (++count
> RENORMCOUNT
) {
271 normalize_quat(dest
);
276 * Quaternions always obey: a^2 + b^2 + c^2 + d^2 = 1.0
277 * If they don't add up to 1.0, dividing by their magnitued will
280 * Note: See the following for more information on quaternions:
282 * - Shoemake, K., Animating rotation with quaternion curves, Computer
283 * Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985.
284 * - Pletinckx, D., Quaternion calculus as a basic tool in computer
285 * graphics, The Visual Computer 5, 2-13, 1989.
288 normalize_quat(float q
[4])
293 mag
= (q
[0]*q
[0] + q
[1]*q
[1] + q
[2]*q
[2] + q
[3]*q
[3]);
294 for (i
= 0; i
< 4; i
++) q
[i
] /= mag
;
298 * Build a rotation matrix, given a quaternion rotation.
302 build_rotmatrix(float m
[4][4], float q
[4])
304 m
[0][0] = 1.0f
- 2.0f
* (q
[1] * q
[1] + q
[2] * q
[2]);
305 m
[0][1] = 2.0f
* (q
[0] * q
[1] - q
[2] * q
[3]);
306 m
[0][2] = 2.0f
* (q
[2] * q
[0] + q
[1] * q
[3]);
309 m
[1][0] = 2.0f
* (q
[0] * q
[1] + q
[2] * q
[3]);
310 m
[1][1]= 1.0f
- 2.0f
* (q
[2] * q
[2] + q
[0] * q
[0]);
311 m
[1][2] = 2.0f
* (q
[1] * q
[2] - q
[0] * q
[3]);
314 m
[2][0] = 2.0f
* (q
[2] * q
[0] - q
[1] * q
[3]);
315 m
[2][1] = 2.0f
* (q
[1] * q
[2] + q
[0] * q
[3]);
316 m
[2][2] = 1.0f
- 2.0f
* (q
[1] * q
[1] + q
[0] * q
[0]);