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/* ----------------------------------------------------------------------- *
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/* ----------------------------------------------------------------------- *
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 * This file is part of GEL, http://www.imm.dtu.dk/GEL
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 * This file is part of GEL, http://www.imm.dtu.dk/GEL
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 * Copyright (C) the authors and DTU Informatics
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 * Copyright (C) the authors and DTU Informatics
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 * For license and list of authors, see ../../doc/intro.pdf
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 * For license and list of authors, see ../../doc/intro.pdf
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 * ----------------------------------------------------------------------- */
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 * ----------------------------------------------------------------------- */
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#include <iostream>
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#include <iostream>
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#include "../GL/glew.h"
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#include "../GL/glew.h"
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#include "../CGLA/CGLA.h"
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#include "../CGLA/CGLA.h"
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#include "QuatTrackBall.h"
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#include "QuatTrackBall.h"
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#include "GLViewController.h"
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#include "GLViewController.h"
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using namespace std;
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using namespace std;
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using namespace CGLA;
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using namespace CGLA;
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namespace GLGraphics
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namespace GLGraphics
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{
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{
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    QuatTrackBall::QuatTrackBall(const Vec3f& _centre, 
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    QuatTrackBall::QuatTrackBall(const Vec3f& _centre,
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			 float _eye_dist,
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                                 float _eye_dist,
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			 unsigned _width, 
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                                 unsigned _width,
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			 unsigned _height):
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                                 unsigned _height):
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	centre(_centre), width(_width), height(_height), 
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	centre(_centre), width(_width), height(_height),
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	eye_dist(_eye_dist)
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	eye_dist(_eye_dist)
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	{
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	{
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	// This size should really be based on the distance from the center of
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        // This size should really be based on the distance from the center of
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	// rotation to the point on the object underneath the mouse.  That
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        // rotation to the point on the object underneath the mouse.  That
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	// point would then track the mouse as closely as possible.  This is a
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        // point would then track the mouse as closely as possible.  This is a
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	// simple example, though, so that is left as an exercise.
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        // simple example, though, so that is left as an exercise.
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	ballsize = 2.0f;
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        ballsize = 2.0f;
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	screen_centre = Vec2i(width/2, height/2);
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        screen_centre = Vec2i(width/2, height/2);
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	qrot = Quatf(0.0, 0.0, 0.0, 1.0);
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        qrot = Quatf(0.0, 0.0, 0.0, 1.0);
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	qinc = Quatf(0.0, 0.0, 0.0, 1.0);
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        qinc = Quatf(0.0, 0.0, 0.0, 1.0);
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	trans = Vec2f(0.0, 0.0);
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        trans = Vec2f(0.0, 0.0);
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    }
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    }
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    void QuatTrackBall::grab_ball(TrackBallAction act, const Vec2i& v)
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    void QuatTrackBall::grab_ball(TrackBallAction act, const Vec2i& v)
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    {
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    {
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    if(v[0] < 0 || v[0] >= static_cast<int>(width)
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        if(v[0] < 0 || v[0] >= static_cast<int>(width)
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       || v[1] < 0 || v[1] >= static_cast<int>(height))
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           || v[1] < 0 || v[1] >= static_cast<int>(height))
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      return;      
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            return;
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	set_position(scalePoint(v));
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        set_position(scalePoint(v));
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	current_action = act;
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        current_action = act;
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    }
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    }
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    void QuatTrackBall::roll_ball(const Vec2i& v)
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    void QuatTrackBall::roll_ball(const Vec2i& v)
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    {
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    {
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    if(v[0] < 0 || v[0] >= static_cast<int>(width)
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        if(v[0] < 0 || v[0] >= static_cast<int>(width)
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       || v[1] < 0 || v[1] >= static_cast<int>(height))
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           || v[1] < 0 || v[1] >= static_cast<int>(height))
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      return;      
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            return;
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	Vec2f w = scalePoint(v); 
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        Vec2f w = scalePoint(v);
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	switch (current_action) 
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        switch (current_action)
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        {
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        {
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			case ROTATE_ACTION:
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			case ROTATE_ACTION:
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                rotate(w);
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                rotate(w);
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                break;
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                break;
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			case PAN_ACTION:
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			case PAN_ACTION:
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                pan(w);
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                pan(w);
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                break;
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                break;
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			case ZOOM_ACTION:
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			case ZOOM_ACTION:
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                zoom(w);
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                zoom(w);
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                break;
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                break;
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            case NO_ACTION:
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            case NO_ACTION:
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            default:
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            default:
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                break;
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                break;
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        }
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        }
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	last_pos = w;
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        last_pos = w;
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    }
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    }
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    // Call this when the user does a mouse down.  
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    // Call this when the user does a mouse down.
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    // Stop the trackball glide, then remember the mouse
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    // Stop the trackball glide, then remember the mouse
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    // down point (for a future rotate, pan or zoom).
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    // down point (for a future rotate, pan or zoom).
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    void QuatTrackBall::set_position(const Vec2f& _last_pos) 
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    void QuatTrackBall::set_position(const Vec2f& _last_pos)
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    {
80
    {
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	stop_spin();
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        stop_spin();
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	last_pos = _last_pos;
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        last_pos = _last_pos;
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    }
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    }
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    // Rotationaly spin the trackball by the current increment.
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    // Rotationaly spin the trackball by the current increment.
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    // Use this to implement rotational glide.
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    // Use this to implement rotational glide.
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    void QuatTrackBall::do_spin() 
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    void QuatTrackBall::do_spin()
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    {
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    {
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	qrot = qrot*qinc;
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        qrot = qrot*qinc;
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    }
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    }
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91
    
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    // Cease any rotational glide by zeroing the increment.
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    // Cease any rotational glide by zeroing the increment.
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    void QuatTrackBall::stop_spin() 
93
    void QuatTrackBall::stop_spin()
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    {
94
    {
95
	qinc.set(0.0, 0.0, 0.0, 1.0);
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        qinc.set(0.0, 0.0, 0.0, 1.0);
96
    }
96
    }
97
    
97
    
98
    void QuatTrackBall::rotate(const Vec2f& new_v) 
98
    void QuatTrackBall::rotate(const Vec2f& new_v)
99
    {
99
    {
100
	calcRotation(new_v);
100
        calcRotation(new_v);
101
	do_spin();	
101
        do_spin();
102
    }
102
    }
103
    
103
    
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    void QuatTrackBall::pan(const Vec2f& new_v) 
104
    void QuatTrackBall::pan(const Vec2f& new_v)
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    {
105
    {
106
	trans += (new_v - last_pos) * Vec2f(eye_dist);
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        trans += (new_v - last_pos) * Vec2f(eye_dist);
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    }
107
    }
108
    
108
    
109
    void QuatTrackBall::zoom(const Vec2f& new_v) 
109
    void QuatTrackBall::zoom(const Vec2f& new_v)
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    {
110
    {
111
	eye_dist += (new_v[1] - last_pos[1]) * eye_dist;
111
        eye_dist += (new_v[1] - last_pos[1]) * eye_dist;
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	eye_dist = max(eye_dist, 0.01f);
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        eye_dist = max(eye_dist, 0.01f);
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    }
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    }
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114
    
115
    void QuatTrackBall::calcRotation(const Vec2f& new_pos) 
115
    void QuatTrackBall::calcRotation(const Vec2f& new_pos)
116
    {
116
    {
117
	// Check for zero rotation
117
        // Check for zero rotation
118
	if (new_pos == last_pos) 
118
        if (new_pos == last_pos)
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	    qinc = Quatf(0.0f, 0.0f, 0.0f, 1.0f);
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            qinc = Quatf(0.0f, 0.0f, 0.0f, 1.0f);
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	else
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        else
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	{
121
        {
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		// Form two vectors based on input points, find rotation axis
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            // Form two vectors based on input points, find rotation axis
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		Vec3f p1 = Vec3f(new_pos[0], new_pos[1], projectToSphere(new_pos));
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            Vec3f p1 = Vec3f(new_pos[0], new_pos[1], projectToSphere(new_pos));
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		Vec3f p2 = Vec3f(last_pos[0], last_pos[1], projectToSphere(last_pos));
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            Vec3f p2 = Vec3f(last_pos[0], last_pos[1], projectToSphere(last_pos));
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        qinc.make_rot(normalize(p1), normalize(p2));
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            qinc.make_rot(normalize(p1), normalize(p2));
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/*
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            /*
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		Vec3f q = cross(p1, p2);		// axis of rotation from p1 and p2 
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             Vec3f q = cross(p1, p2);		// axis of rotation from p1 and p2
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		float L = sqrt(1.0f-dot(q,q) / (dot(p1,p1) * dot(p2,p2)));
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             float L = sqrt(1.0f-dot(q,q) / (dot(p1,p1) * dot(p2,p2)));
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		q.normalize();				// q' = axis of rotation 
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             q.normalize();				// q' = axis of rotation
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		q *= sqrt((1 - L)/2);	// q' = q' * sin(phi)
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             q *= sqrt((1 - L)/2);	// q' = q' * sin(phi)
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132
             
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		qinc.set(q[0],q[1],q[2],sqrt((1 + L)/2));
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             qinc.set(q[0],q[1],q[2],sqrt((1 + L)/2));
134
*/
134
             */
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	}
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        }
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    }
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    }
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    // Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
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    // Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
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    // if we are away from the center of the sphere.
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    // if we are away from the center of the sphere.
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    float QuatTrackBall::projectToSphere(const Vec2f& v) 
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    float QuatTrackBall::projectToSphere(const Vec2f& v)
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    {
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    {
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#ifndef M_SQRT_2
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#ifndef M_SQRT_2
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	  const double M_SQRT_2 = 0.707106781187;
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        const double M_SQRT_2 = 0.707106781187;
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#endif
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#endif
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      float d = v.length();
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        float d = v.length();
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      float t = ballsize*M_SQRT_2;
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        float t = ballsize*M_SQRT_2;
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      float z;
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        float z;
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      // Inside sphere 
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        // Inside sphere
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      if(d < ballsize) 
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        if(d < ballsize)
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        z = sqrt(ballsize*ballsize - d*d);
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            z = sqrt(ballsize*ballsize - d*d);
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      else if(d < t)
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        else if(d < t)
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        z = 0.0;
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            z = 0.0;
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      // On hyperbola 
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        // On hyperbola
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      else 
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        else
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        z = t*t/d;
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            z = t*t/d;
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158
        
159
      return z;
159
        return z;
160
    }
160
    }
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    // Scales integer point to the range [-1, 1]
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    // Scales integer point to the range [-1, 1]
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    Vec2f QuatTrackBall::scalePoint(const Vec2i& v) const
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    Vec2f QuatTrackBall::scalePoint(const Vec2i& v) const
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    {
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    {
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	Vec2f w(v[0], v[1]);
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        Vec2f w(v[0], v[1]);
166
	w -= Vec2f(screen_centre);
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        w -= Vec2f(screen_centre);
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	w /= Vec2f(width,height);
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        w /= Vec2f(width,height);
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	w = CGLA::v_min(Vec2f(1.0f), CGLA::v_max(Vec2f(-1), 2*w));
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        w = CGLA::v_min(Vec2f(1.0f), CGLA::v_max(Vec2f(-1), 2*w));
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	return w; 
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        return w;
170
    }
170
    }
171
    
171
    
172
    void QuatTrackBall::get_view_param(Vec3f& eye, Vec3f& _centre, Vec3f& up) const
172
    void QuatTrackBall::get_view_param(Vec3f& eye, Vec3f& _centre, Vec3f& up) const
173
    {
173
    {
174
	up  = qrot.apply_unit(Vec3f(0,1,0));
174
        up  = qrot.apply_unit(Vec3f(0,1,0));
175
	Vec3f right = qrot.apply_unit(Vec3f(1,0,0));
175
        Vec3f right = qrot.apply_unit(Vec3f(1,0,0));
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	_centre = centre - up * trans[1] - right * trans[0]; 
176
        _centre = centre - up * trans[1] - right * trans[0];
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	eye = qrot.apply_unit(Vec3f(0,0,1)*eye_dist) + _centre;
177
        eye = qrot.apply_unit(Vec3f(0,0,1)*eye_dist) + _centre;
178
    }
178
    }
179
    
179
    
180
    
180
    
181
    // Modify the current gl matrix by the trackball rotation and translation.
181
    // Modify the current gl matrix by the trackball rotation and translation.
182
    void QuatTrackBall::set_gl_modelview() const
182
    void QuatTrackBall::set_gl_modelview() const
183
    {
183
    {
184
	glMatrixMode(GL_MODELVIEW);
184
        glMatrixMode(GL_MODELVIEW);
185
	glLoadIdentity();
185
        glLoadIdentity();
186
	Vec3f eye;
186
        Vec3f eye;
187
	Vec3f _centre;
187
        Vec3f _centre;
188
	Vec3f up;
188
        Vec3f up;
189
	get_view_param(eye, _centre, up);
189
        get_view_param(eye, _centre, up);
190
	gluLookAt(eye[0], eye[1], eye[2],
190
        gluLookAt(eye[0], eye[1], eye[2],
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		  _centre[0], _centre[1], _centre[2], 
191
                  _centre[0], _centre[1], _centre[2], 
192
		  up[0],up[1],up[2]);
192
                  up[0],up[1],up[2]);
193
    }
193
    }
194
    
194
    
195
    bool QuatTrackBall::is_spinning() const
195
    bool QuatTrackBall::is_spinning() const
196
    {
196
    {
197
	static const Quatf null_quat(0,0,0,1);
197
        static const Quatf null_quat(0,0,0,1);
198
	if(!(qinc == null_quat))
198
        if(!(qinc == null_quat))
199
	    return true;
199
            return true;
200
	return false;
200
        return false;
201
    }
201
    }
202
}
202
}
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