/********************************************************************** arcball.cpp -------------------------------------------------- Copyright (c) 1998 Paul Rademacher This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. **********************************************************************/ #include "arcball.h" #include /**************************************** Arcball::Arcball() ****/ /* Default (void) constructor for Arcball */ Arcball::Arcball( void ) { 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( vec2 _center, float _radius ) { rot_ptr = &rot; init(); set_params( _center, _radius ); } /************************************** Arcball::set_params() ****/ void Arcball::set_params( vec2 _center, float _radius ) { center = _center; radius = _radius; } /*************************************** Arcball::init() **********/ void Arcball::init( void ) { 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( 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] = 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( vec3 vector, 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( void ) { 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( void ) { if ( is_mouse_down ) { is_spinning = false; zero_increment = true; } if ( damp_factor < 1.0 ) { q_increment.scale_angle( 1.0 - damp_factor ); } rot_increment = q_increment.to_mat4(); if ( q_increment.s >= .999999 ) { is_spinning = false; zero_increment = true; } } /************************ Arcball::set_damping() *********************/ void Arcball::set_damping( float d ) { damp_factor = d; }