516 lines
12 KiB
C
516 lines
12 KiB
C
/************************************/
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/* ArcBall.c (c) Ken Shoemake, 1993 */
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/* Modified by Tom Bech, 1996 */
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/************************************/
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#include "config.h"
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#include <libpika/pika.h>
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#include "arcball.h"
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/* Global variables */
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/* ================ */
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Quat qOne = { 0, 0, 0, 1 };
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static HVect center;
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static double radius;
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static Quat qNow, qDown, qDrag;
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static HVect vNow, vDown, vFrom, vTo, vrFrom, vrTo;
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static HMatrix mNow, mDown;
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static unsigned int showResult, dragging;
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static ConstraintSet sets[NSets];
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static int setSizes[NSets];
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static AxisSet axisSet;
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static int axisIndex;
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static HMatrix mId =
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{
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 }
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};
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static double otherAxis[][4] =
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{
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{-0.48, 0.80, 0.36, 1}
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};
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/* Internal methods */
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/* ================ */
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static void Qt_ToMatrix(Quat q,HMatrix out);
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static Quat Qt_Conj(Quat q);
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static Quat Qt_Mul(Quat qL, Quat qR);
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static Quat Qt_FromBallPoints(HVect from, HVect to);
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static void Qt_ToBallPoints(Quat q, HVect *arcFrom, HVect *arcTo);
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static HVect V3_(double x, double y, double z);
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static double V3_Norm(HVect v);
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static HVect V3_Unit(HVect v);
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static HVect V3_Scale(HVect v, double s);
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static HVect V3_Negate(HVect v);
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/*
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static HVect V3_Add(HVect v1, HVect v2);
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*/
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static HVect V3_Sub(HVect v1, HVect v2);
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static double V3_Dot(HVect v1, HVect v2);
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/*
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static HVect V3_Cross(HVect v1, HVect v2);
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static HVect V3_Bisect(HVect v0, HVect v1);
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*/
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static HVect MouseOnSphere(HVect mouse, HVect ballCenter, double ballRadius);
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static HVect ConstrainToAxis(HVect loose, HVect axis);
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static int NearestConstraintAxis(HVect loose, HVect *axes, int nAxes);
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/* Establish reasonable initial values for controller. */
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/* =================================================== */
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void
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ArcBall_Init (void)
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{
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int i;
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center = qOne;
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radius = 1.0;
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vDown = vNow = qOne;
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qDown = qNow = qOne;
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for (i=15; i>=0; i--)
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((double *)mNow)[i] = ((double *)mDown)[i] = ((double *)mId)[i];
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showResult = dragging = FALSE;
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axisSet = NoAxes;
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sets[CameraAxes] = mId[X];
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setSizes[CameraAxes] = 3;
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sets[BodyAxes] = mDown[X];
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setSizes[BodyAxes] = 3;
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sets[OtherAxes] = otherAxis[X];
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setSizes[OtherAxes] = 1;
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}
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/* Set the center and size of the controller. */
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/* ========================================== */
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void
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ArcBall_Place (HVect Center,
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double Radius)
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{
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center = Center;
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radius = Radius;
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}
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/* Incorporate new mouse position. */
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/* =============================== */
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void
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ArcBall_Mouse (HVect v_Now)
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{
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vNow = v_Now;
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}
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/* Choose a constraint set, or none. */
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/* ================================= */
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void
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ArcBall_UseSet (AxisSet axis_Set)
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{
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if (!dragging) axisSet = axis_Set;
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}
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/* Using vDown, vNow, dragging, and axisSet, compute rotation etc. */
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/* =============================================================== */
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void
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ArcBall_Update (void)
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{
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int setSize = setSizes[axisSet];
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HVect *set = (HVect *)(sets[axisSet]);
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vFrom = MouseOnSphere(vDown, center, radius);
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vTo = MouseOnSphere(vNow, center, radius);
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if (dragging)
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{
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if (axisSet!=NoAxes)
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{
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vFrom = ConstrainToAxis(vFrom, set[axisIndex]);
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vTo = ConstrainToAxis(vTo, set[axisIndex]);
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}
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qDrag = Qt_FromBallPoints(vFrom, vTo);
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qNow = Qt_Mul(qDrag, qDown);
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}
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else
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{
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if (axisSet!=NoAxes) axisIndex = NearestConstraintAxis(vTo, set, setSize);
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}
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Qt_ToBallPoints(qDown, &vrFrom, &vrTo);
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Qt_ToMatrix(Qt_Conj(qNow), mNow); /* Gives transpose for GL. */
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}
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/* Return rotation matrix defined by controller use. */
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/* ================================================= */
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void
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ArcBall_Value (HMatrix m_Now)
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{
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ArcBall_CopyMat (mNow, m_Now);
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}
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/* Extract rotation angles from matrix */
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/* =================================== */
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void
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ArcBall_Values (double *alpha,
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double *beta,
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double *gamma)
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{
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if ((*beta=asin(-mNow[0][2]))!=0.0)
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{
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*gamma=atan2(mNow[1][2],mNow[2][2]);
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*alpha=atan2(mNow[0][1],mNow[0][0]);
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}
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else
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{
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*gamma=atan2(mNow[1][0],mNow[1][1]);
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*alpha=0.0;
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}
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}
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/* Begin drag sequence. */
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/* ==================== */
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void
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ArcBall_BeginDrag (void)
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{
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dragging = TRUE;
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vDown = vNow;
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}
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/* Stop drag sequence. */
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/* =================== */
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void
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ArcBall_EndDrag (void)
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{
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dragging = FALSE;
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qDown = qNow;
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ArcBall_CopyMat (mNow, mDown);
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}
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/*===================*/
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/***** BallAux.c *****/
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/*===================*/
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/* Return quaternion product qL * qR. Note: order is important! */
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/* To combine rotations, use the product Mul(qSecond, qFirst), */
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/* which gives the effect of rotating by qFirst then qSecond. */
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/* ============================================================= */
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static Quat
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Qt_Mul (Quat qL,
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Quat qR)
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{
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Quat qq;
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qq.w = qL.w*qR.w - qL.x*qR.x - qL.y*qR.y - qL.z*qR.z;
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qq.x = qL.w*qR.x + qL.x*qR.w + qL.y*qR.z - qL.z*qR.y;
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qq.y = qL.w*qR.y + qL.y*qR.w + qL.z*qR.x - qL.x*qR.z;
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qq.z = qL.w*qR.z + qL.z*qR.w + qL.x*qR.y - qL.y*qR.x;
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return (qq);
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}
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/* Construct rotation matrix from (possibly non-unit) quaternion. */
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/* Assumes matrix is used to multiply column vector on the left: */
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/* vnew = mat vold. Works correctly for right-handed coordinate */
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/* system and right-handed rotations. */
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/* ============================================================== */
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static void
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Qt_ToMatrix (Quat q,
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HMatrix out)
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{
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double Nq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
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double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;
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double xs = q.x*s, ys = q.y*s, zs = q.z*s;
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double wx = q.w*xs, wy = q.w*ys, wz = q.w*zs;
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double xx = q.x*xs, xy = q.x*ys, xz = q.x*zs;
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double yy = q.y*ys, yz = q.y*zs, zz = q.z*zs;
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out[X][X] = 1.0 - (yy + zz); out[Y][X] = xy + wz; out[Z][X] = xz - wy;
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out[X][Y] = xy - wz; out[Y][Y] = 1.0 - (xx + zz); out[Z][Y] = yz + wx;
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out[X][Z] = xz + wy; out[Y][Z] = yz - wx; out[Z][Z] = 1.0 - (xx + yy);
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out[X][W] = out[Y][W] = out[Z][W] = out[W][X] = out[W][Y] = out[W][Z] = 0.0;
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out[W][W] = 1.0;
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}
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/* Return conjugate of quaternion. */
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/* =============================== */
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static Quat
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Qt_Conj (Quat q)
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{
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Quat qq;
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qq.x = -q.x; qq.y = -q.y; qq.z = -q.z; qq.w = q.w;
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return (qq);
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}
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/* Return vector formed from components */
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/* ==================================== */
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static HVect
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V3_ (double x,
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double y,
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double z)
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{
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HVect v;
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v.x = x; v.y = y; v.z = z; v.w = 0;
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return (v);
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}
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/* Return norm of v, defined as sum of squares of components */
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/* ========================================================= */
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static double
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V3_Norm (HVect v)
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{
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return ( v.x*v.x + v.y*v.y + v.z*v.z );
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}
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/* Return unit magnitude vector in direction of v */
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/* ============================================== */
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static HVect
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V3_Unit (HVect v)
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{
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static HVect u = {0, 0, 0, 0};
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double vlen = sqrt(V3_Norm(v));
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if (vlen != 0.0)
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{
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u.x = v.x/vlen;
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u.y = v.y/vlen;
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u.z = v.z/vlen;
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}
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return (u);
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}
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/* Return version of v scaled by s */
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/* =============================== */
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static HVect
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V3_Scale (HVect v,
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double s)
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{
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HVect u;
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u.x = s*v.x; u.y = s*v.y; u.z = s*v.z; u.w = v.w;
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return (u);
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}
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/* Return negative of v */
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/* ==================== */
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static HVect
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V3_Negate (HVect v)
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{
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static HVect u = {0, 0, 0, 0};
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u.x = -v.x; u.y = -v.y; u.z = -v.z;
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return (u);
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}
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/* Return sum of v1 and v2 */
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/* ======================= */
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/*
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static HVect
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V3_Add (HVect v1,
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HVect v2)
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{
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static HVect v = {0, 0, 0, 0};
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v.x = v1.x+v2.x; v.y = v1.y+v2.y; v.z = v1.z+v2.z;
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return (v);
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}
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*/
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/* Return difference of v1 minus v2 */
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/* ================================ */
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static HVect
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V3_Sub (HVect v1,
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HVect v2)
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{
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static HVect v = {0, 0, 0, 0};
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v.x = v1.x-v2.x; v.y = v1.y-v2.y; v.z = v1.z-v2.z;
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return (v);
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}
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/* Halve arc between unit vectors v0 and v1. */
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/* ========================================= */
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/*
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static HVect
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V3_Bisect (HVect v0,
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HVect v1)
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{
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HVect v = {0, 0, 0, 0};
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double Nv;
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v = V3_Add(v0, v1);
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Nv = V3_Norm(v);
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if (Nv < 1.0e-5) v = V3_(0, 0, 1);
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else v = V3_Scale(v, 1/sqrt(Nv));
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return (v);
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}
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*/
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/* Return dot product of v1 and v2 */
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/* =============================== */
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static double
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V3_Dot (HVect v1,
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HVect v2)
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{
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return (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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}
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/* Return cross product, v1 x v2 */
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/* ============================= */
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/*
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static HVect
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V3_Cross (HVect v1,
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HVect v2)
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{
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static HVect v = {0, 0, 0, 0};
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v.x = v1.y*v2.z-v1.z*v2.y;
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v.y = v1.z*v2.x-v1.x*v2.z;
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v.z = v1.x*v2.y-v1.y*v2.x;
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return (v);
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}
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*/
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void
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ArcBall_CopyMat (HMatrix inm,
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HMatrix outm)
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{
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int x=0,y=0;
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for (x=0;x<4;x++)
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{
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for (y=0;y<4;y++)
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{
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outm[y][x]=inm[y][x];
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}
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}
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}
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/*=====================================================*/
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/**** BallMath.c - Essential routines for ArcBall. ****/
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/*=====================================================*/
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/* Convert window coordinates to sphere coordinates. */
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/* ================================================= */
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static HVect
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MouseOnSphere (HVect mouse,
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HVect ballCenter,
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double ballRadius)
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{
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HVect ballMouse;
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register double mag;
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ballMouse.x = (mouse.x - ballCenter.x) / ballRadius;
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ballMouse.y = (mouse.y - ballCenter.y) / ballRadius;
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mag = ballMouse.x*ballMouse.x + ballMouse.y*ballMouse.y;
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if (mag > 1.0)
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{
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register double scale = 1.0/sqrt(mag);
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ballMouse.x *= scale; ballMouse.y *= scale;
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ballMouse.z = 0.0;
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}
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else ballMouse.z = sqrt(1 - mag);
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ballMouse.w = 0.0;
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return (ballMouse);
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}
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/* Construct a unit quaternion from two points on unit sphere */
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/* ========================================================== */
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static Quat
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Qt_FromBallPoints (HVect from,
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HVect to)
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{
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Quat qu;
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qu.x = from.y*to.z - from.z*to.y;
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qu.y = from.z*to.x - from.x*to.z;
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qu.z = from.x*to.y - from.y*to.x;
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qu.w = from.x*to.x + from.y*to.y + from.z*to.z;
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return (qu);
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}
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/* Convert a unit quaternion to two points on unit sphere */
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/* ====================================================== */
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static void
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Qt_ToBallPoints (Quat q,
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HVect *arcFrom,
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HVect *arcTo)
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{
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double s;
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s = sqrt(q.x*q.x + q.y*q.y);
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if (s == 0.0) *arcFrom = V3_(0.0, 1.0, 0.0);
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else *arcFrom = V3_(-q.y/s, q.x/s, 0.0);
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arcTo->x = q.w*arcFrom->x - q.z*arcFrom->y;
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arcTo->y = q.w*arcFrom->y + q.z*arcFrom->x;
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arcTo->z = q.x*arcFrom->y - q.y*arcFrom->x;
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if (q.w < 0.0) *arcFrom = V3_(-arcFrom->x, -arcFrom->y, 0.0);
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}
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/* Force sphere point to be perpendicular to axis. */
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/* =============================================== */
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static HVect
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ConstrainToAxis (HVect loose,
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HVect axis)
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{
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HVect onPlane;
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register double norm;
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onPlane = V3_Sub(loose, V3_Scale(axis, V3_Dot(axis, loose)));
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norm = V3_Norm(onPlane);
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if (norm > 0.0)
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{
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if (onPlane.z < 0.0) onPlane = V3_Negate(onPlane);
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return ( V3_Scale(onPlane, 1/sqrt(norm)) );
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}
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/* else drop through */
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/* ================= */
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if (axis.z == 1) onPlane = V3_(1.0, 0.0, 0.0);
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else onPlane = V3_Unit(V3_(-axis.y, axis.x, 0.0));
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return (onPlane);
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}
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/* Find the index of nearest arc of axis set. */
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/* ========================================== */
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static int
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NearestConstraintAxis (HVect loose,
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HVect *axes,
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int nAxes)
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{
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HVect onPlane;
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register double max, dot;
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register int i, nearest;
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max = -1; nearest = 0;
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for (i=0; i<nAxes; i++)
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{
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onPlane = ConstrainToAxis(loose, axes[i]);
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dot = V3_Dot(onPlane, loose);
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if (dot>max)
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{
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max = dot; nearest = i;
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}
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}
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return (nearest);
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}
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