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/**
* @file SimpleTrackBall.h
* @brief Trackball based on azimuth, zenith angles.
*/
/* ----------------------------------------------------------------------- *
* This file is part of GEL, http://www.imm.dtu.dk/GEL
* Copyright (C) the authors and DTU Informatics
* For license and list of authors, see ../../doc/intro.pdf
* ----------------------------------------------------------------------- */
#ifndef __GLGRAPHICS_SIMPLETRACKBALL_H__
#define __GLGRAPHICS_SIMPLETRACKBALL_H__
#include "../CGLA/CGLA.h"
#include "../CGLA/Vec3f.h"
namespace GLGraphics
{
/** \brief Simple trackball class.
Use it to let the mouse movement control the viewing transformation.
Typical usage:
Construct the trackball as a global variable. Call the roll function
from the GLUT mouse motion callback. Setup an idle callback which only
calls glutPostRedisplay and call gl_view from the display function to
set up the view transform.
Deficiencies: This trackball has many shortcomings. For instance
you cannot pan but only zoom and rotate. Go fix those problems!
*/
class SimpleTrackBall
{
CGLA::Vec3f center;
float r; // Distance to center (origin)
float theta; // Horizontal angle (azimuth)
float phi; // vertical angle (zenith)
float da; // angle increment
float dr; // zoom increment
bool firsttime; // used by the roll function
float oldx, oldy;
int X,Y,Z;
void roll_x(float dx);
void roll_y(float dy);
public:
/** Constructor. Call with the distance to the center. */
SimpleTrackBall(const CGLA::Vec3f& _center, float _r):
center(_center),
r(_r), theta(static_cast<float>(M_PI_2)), phi(0.0f),
da(static_cast<float>(M_PI/100.0)), dr(r/100.0f), firsttime(true),
X(0), Y(1), Z(2)
{}
/** Callthis to set up OpenGL viewing matrix. It will also
clear the view matrix. */
void gl_view() const;
void get_view(CGLA::Vec3f& c, CGLA::Vec3f& e, CGLA::Vec3f& u)
{
const CGLA::Vec3f up(0,1,0);
float x = r * sin(theta) * cos(phi);
float y = r * cos(theta);
float z = r * sin(theta) * sin(phi);
CGLA::Vec3f dir(x,y,z);
CGLA::Vec3f eye = center + CGLA::Vec3f(dir[X], dir[Y], dir[Z]);
c = center;
e = eye;
u = CGLA::Vec3f(up[X], up[Y], up[Z]);
}
void up_axis(char up);
/** Move away. Typically called from the keyboard callback */
void farther()
{
r += dr;
}
/** Move closer. Typically called from the keyboard callback */
void closer()
{
r = CGLA::s_max(0.0f, r - dr);
}
/** Roll ball. Call with the x,y coordinates. This function is typically
called from GLUT's mouse motion callback. */
void roll(int x, int y);
void set_center(const CGLA::Vec3f& _center)
{
center = _center;
}
};
}
#endif