/********************************************************************** arcball.cc -------------------------------------------------- GLUI User Interface Toolkit (LGPL) Copyright (c) 1998 Paul Rademacher Feb 1998, Paul Rademacher (rademach@cs.unc.edu) Oct 2003, Nigel Stewart - GLUI Code Cleaning WWW: http://sourceforge.net/projects/glui/ Forums: http://sourceforge.net/forum/?group_id=92496 This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA **********************************************************************/ #include "arcball.h" #include /**************************************** Arcball::Arcball() ****/ /* Default (void) constructor for Arcball */ Arcball::Arcball() { rot_ptr = &rot; init(); } /**************************************** Arcball::Arcball() ****/ /* Takes as argument a mat4 to use instead of the internal rot */ Arcball::Arcball(mat4 *mtx) { rot_ptr = mtx; } /**************************************** Arcball::Arcball() ****/ /* A constructor that accepts the screen center and arcball radius*/ Arcball::Arcball(const vec2 &_center, float _radius) { rot_ptr = &rot; init(); set_params(_center, _radius); } /************************************** Arcball::set_params() ****/ void Arcball::set_params(const vec2 &_center, float _radius) { center = _center; radius = _radius; } /*************************************** Arcball::init() **********/ void Arcball::init() { center.set( 0.0, 0.0 ); radius = 1.0; q_now = quat_identity(); *rot_ptr = identity3D(); q_increment = quat_identity(); rot_increment = identity3D(); is_mouse_down = false; is_spinning = false; damp_factor = 0.0; zero_increment = true; } /*********************************** Arcball::mouse_to_sphere() ****/ vec3 Arcball::mouse_to_sphere(const vec2 &p) { float mag; vec2 v2 = (p - center) / radius; vec3 v3( v2[0], v2[1], 0.0 ); mag = v2*v2; if ( mag > 1.0 ) v3.normalize(); else v3[VZ] = (float) sqrt( 1.0 - mag ); /* Now we add constraints - X takes precedence over Y */ if ( constraint_x ) { v3 = constrain_vector( v3, vec3( 1.0, 0.0, 0.0 )); } else if ( constraint_y ) { v3 = constrain_vector( v3, vec3( 0.0, 1.0, 0.0 )); } return v3; } /************************************ Arcball::constrain_vector() ****/ vec3 Arcball::constrain_vector(const vec3 &vector, const vec3 &axis) { return (vector-(vector*axis)*axis).normalize(); } /************************************ Arcball::mouse_down() **********/ void Arcball::mouse_down(int x, int y) { down_pt.set( (float)x, (float) y ); is_mouse_down = true; q_increment = quat_identity(); rot_increment = identity3D(); zero_increment = true; } /************************************ Arcball::mouse_up() **********/ void Arcball::mouse_up() { q_now = q_drag * q_now; is_mouse_down = false; } /********************************** Arcball::mouse_motion() **********/ void Arcball::mouse_motion(int x, int y, int shift, int ctrl, int alt) { /* Set the X constraint if CONTROL key is pressed, Y if ALT key */ set_constraints( ctrl != 0, alt != 0 ); vec2 new_pt( (float)x, (float) y ); vec3 v0 = mouse_to_sphere( down_pt ); vec3 v1 = mouse_to_sphere( new_pt ); vec3 cross = v0^v1; q_drag.set( cross, v0 * v1 ); // *rot_ptr = (q_drag * q_now).to_mat4(); mat4 temp = q_drag.to_mat4(); *rot_ptr = *rot_ptr * temp; down_pt = new_pt; /* We keep a copy of the current incremental rotation (= q_drag) */ q_increment = q_drag; rot_increment = q_increment.to_mat4(); set_constraints(false, false); if ( q_increment.s < .999999 ) { is_spinning = true; zero_increment = false; } else { is_spinning = false; zero_increment = true; } } /********************************** Arcball::mouse_motion() **********/ void Arcball::mouse_motion(int x, int y) { mouse_motion(x, y, 0, 0, 0); } /***************************** Arcball::set_constraints() **********/ void Arcball::set_constraints(bool _constraint_x, bool _constraint_y) { constraint_x = _constraint_x; constraint_y = _constraint_y; } /***************************** Arcball::idle() *********************/ void Arcball::idle() { if (is_mouse_down) { is_spinning = false; zero_increment = true; } if (damp_factor < 1.0f) q_increment.scale_angle(1.0f - damp_factor); rot_increment = q_increment.to_mat4(); if (q_increment.s >= .999999f) { is_spinning = false; zero_increment = true; } } /************************ Arcball::set_damping() *********************/ void Arcball::set_damping(float d) { damp_factor = d; }