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#include <iostream>
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#include "CGLA/CGLA.h"
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#include "TrackBall.h"
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <GL/glu.h>
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using namespace std;
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using namespace CGLA;
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namespace Graphics
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{
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	TrackBall::TrackBall(const Vec3f& _centre, 
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											 float _eye_dist,
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											 unsigned _width, 
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											 unsigned _height):
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		centre(_centre), eye_dist(_eye_dist), scale(0.5*_eye_dist), 
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		width(_width), height(_height)
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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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		// 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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		// simple example, though, so that is left as an exercise.
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		ballsize = 2.0f;
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		screen_centre = Vec2i(width/2, height/2);
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		qrot = Quaternion(0.0, 0.0, 0.0, 1.0);
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		qinc = Quaternion(0.0, 0.0, 0.0, 1.0);
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		trans = Vec2f(0.0, 0.0);
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	}
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	void TrackBall::grab_ball(TrackBallAction act, const Vec2i& v)
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	{
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		set_position(scalePoint(v));
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		current_action = act;
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	}
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	void TrackBall::roll_ball(const Vec2i& v)
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	{
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		Vec2f w = scalePoint(v); 
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		switch (current_action) 
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			{
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			case ROTATE_ACTION:
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				rotate(w);
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				break;
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			case PAN_ACTION:
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				pan(w);
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				break;
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			case ZOOM_ACTION:
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				zoom(w);
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				break;
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			}
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		last_pos = w;	
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	}
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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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	// down point (for a future rotate, pan or zoom).
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	void TrackBall::set_position(const Vec2f& _last_pos) 
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	{
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		stop_spin();
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		last_pos = _last_pos;
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	}
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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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	void TrackBall::do_spin() 
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	{
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		qrot = qrot*qinc;
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	}
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	// Cease any rotational glide by zeroing the increment.
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	void TrackBall::stop_spin() 
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	{
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		qinc.set(0.0, 0.0, 0.0, 1.0);
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	}
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	void TrackBall::rotate(const Vec2f& new_v) 
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	{
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		calcRotation(new_v);
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		do_spin();	
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	}
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	void TrackBall::pan(const Vec2f& new_v) 
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	{
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		trans += (new_v - last_pos) * Vec2f(scale[0], scale[1]);
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	}
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	void TrackBall::zoom(const Vec2f& new_v) 
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	{
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		eye_dist += (new_v[1] - last_pos[1]) * scale[2];
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		eye_dist = max(eye_dist, 0.01f);
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	}
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	void TrackBall::calcRotation(const Vec2f& new_pos) 
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	{
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		// Check for zero rotation
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		if (new_pos == last_pos) 
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			qinc = Quaternion();
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		else
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			{
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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 p2 = Vec3f(last_pos[0], last_pos[1], projectToSphere(last_pos));
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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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				q.normalize();				/* q' = axis of rotation */
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				q *= sqrt((1 - L)/2);	/* q' = q' * sin(phi) */
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				qinc.set(q[0],q[1],q[2],sqrt((1 + L)/2));
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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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	// if we are away from the center of the sphere.
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	float TrackBall::projectToSphere(const Vec2f& v) 
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	{
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		float d, t, z;
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		d = v.length();
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		// Inside sphere 
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		if (d < ballsize * 0.70710678118654752440) {   
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			z = sqrt(ballsize*ballsize - d*d);
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		}
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		// On hyperbola 
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		else {           
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			t = ballsize / 1.41421356237309504880;
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			z = t*t / d;
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		}
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		return z;
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	}
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	// Scales integer point to the range [-1, 1]
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	Vec2f TrackBall::scalePoint(const Vec2i& v) const
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	{
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		Vec2f w(v[0],height - v[1]);
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		w -= Vec2f(screen_centre);
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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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		return w; 
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	}
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	void TrackBall::get_view_param(Vec3f& eye, Vec3f& _centre, Vec3f& up) const
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	{
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		up  = qrot.apply(Vec3f(0,1,0));
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		Vec3f right = qrot.apply(Vec3f(1,0,0));
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		_centre = centre - up * trans[1] - right * trans[0]; 
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		eye = qrot.apply(Vec3f(0,0,1)*eye_dist) + _centre;
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	}
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	// Modify the current gl matrix by the trackball rotation and translation.
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	void TrackBall::set_gl_modelview() const
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	{
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		glMatrixMode(GL_MODELVIEW);
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		glLoadIdentity();
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		Vec3f eye;
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		Vec3f _centre;
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		Vec3f up;
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		get_view_param(eye, _centre, up);
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		gluLookAt(eye[0], eye[1], eye[2],
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							_centre[0], _centre[1], _centre[2], 
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							up[0],up[1],up[2]);
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	}
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	bool TrackBall::is_spinning() const
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	{
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		static const Quaternion null_quat(0,0,0,1);
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		if(!(qinc == null_quat))
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			return true;
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		return false;
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	}
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}