remove depreciated and unused src/GUI/trackball.*
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3 changed files with 0 additions and 391 deletions
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@ -12,7 +12,6 @@ gui_funcs.cxx Implementation of internal GUI functions (deprecated).
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menubar.[ch]xx XML-configurable menu bar.
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menubar.[ch]xx XML-configurable menu bar.
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mouse.cxx Old GUI mouse support (deprecated).
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mouse.cxx Old GUI mouse support (deprecated).
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new_gui.[ch]xx Top-level for the GUI subsystem.
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new_gui.[ch]xx Top-level for the GUI subsystem.
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trackball.[ch] Old mouse view support (deprecated).
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David Megginson
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David Megginson
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@ -1,335 +0,0 @@
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/*
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* Trackball code:
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*
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* Implementation of a virtual trackball.
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* Implemented by Gavin Bell, lots of ideas from Thant Tessman and
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* the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129.
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*
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* Vector manip code:
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*
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* Original code from:
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* David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
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*
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* Much mucking with by:
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* Gavin Bell
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*/
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#if defined(_WIN32) && !defined( __CYGWIN32__ )
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#pragma warning (disable:4244) /* disable bogus conversion warnings */
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#endif
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#include <math.h>
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#include <stdio.h>
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#include "trackball.h"
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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 for the
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* Programmer.
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*/
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#define TRACKBALLSIZE (0.8f)
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#define SQRT(x) sqrt(x)
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/*
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* Local function prototypes (not defined in trackball.h)
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*/
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static float tb_project_to_sphere(float, float, float);
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static void normalize_quat(float [4]);
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static void
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vzero(float *v)
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{
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v[0] = 0.0;
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v[1] = 0.0;
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v[2] = 0.0;
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}
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static void
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vset(float *v, float x, float y, float z)
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{
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v[0] = x;
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v[1] = y;
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v[2] = z;
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}
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static void
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vsub(const float *src1, const float *src2, float *dst)
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{
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dst[0] = src1[0] - src2[0];
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dst[1] = src1[1] - src2[1];
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dst[2] = src1[2] - src2[2];
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}
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static void
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vcopy(const float *v1, float *v2)
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{
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register int i;
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for (i = 0 ; i < 3 ; i++)
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v2[i] = v1[i];
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}
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static void
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vcross(const float *v1, const float *v2, float *cross)
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{
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float temp[3];
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temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
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temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
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temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
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vcopy(temp, cross);
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}
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static float
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vlength(const float *v)
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{
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float tmp = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
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return SQRT(tmp);
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}
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static void
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vscale(float *v, float div)
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{
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v[0] *= div;
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v[1] *= div;
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v[2] *= div;
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}
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static void
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vnormal(float *v)
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{
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vscale(v,1.0/vlength(v));
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}
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static float
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vdot(const float *v1, const float *v2)
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{
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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static void
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vadd(const float *src1, const float *src2, float *dst)
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{
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dst[0] = src1[0] + src2[0];
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dst[1] = src1[1] + src2[1];
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dst[2] = src1[2] + src2[2];
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}
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/*
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* Given an axis and angle, compute quaternion.
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*/
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void
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axis_to_quat(float a[3], float phi, float q[4])
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{
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double sinphi2, cosphi2;
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double phi2 = phi/2.0;
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sinphi2 = sin(phi2);
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cosphi2 = cos(phi2);
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vnormal(a);
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vcopy(a,q);
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vscale(q,sinphi2);
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q[3] = cosphi2;
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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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*/
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static float
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tb_project_to_sphere(float r, float x, float y)
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{
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float d, t, z, tmp;
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tmp = x*x + y*y;
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d = SQRT(tmp);
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if (d < r * 0.70710678118654752440) { /* Inside sphere */
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tmp = r*r - d*d;
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z = SQRT(tmp);
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} else { /* On hyperbola */
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t = r / 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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/*
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* Quaternions always obey: a^2 + b^2 + c^2 + d^2 = 1.0
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* If they don't add up to 1.0, dividing by their magnitued will
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* renormalize them.
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*
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* Note: See the following for more information on quaternions:
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*
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* - Shoemake, K., Animating rotation with quaternion curves, Computer
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* Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985.
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* - Pletinckx, D., Quaternion calculus as a basic tool in computer
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* graphics, The Visual Computer 5, 2-13, 1989.
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*/
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static void
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normalize_quat(float q[4])
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{
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int i;
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float mag, tmp;
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tmp = q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3];
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mag = 1.0 / SQRT(tmp);
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for (i = 0; i < 4; i++)
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q[i] *= mag;
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}
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/*
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* Ok, simulate a track-ball. Project the points onto the virtual
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* trackball, then figure out the axis of rotation, which is the cross
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* product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
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* Note: This is a deformed trackball-- is a trackball in the center,
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* but is deformed into a hyperbolic sheet of rotation away from the
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* center. This particular function was chosen after trying out
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* several variations.
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*
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* It is assumed that the arguments to this routine are in the range
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* (-1.0 ... 1.0)
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*/
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void
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trackball(float q[4], float p1x, float p1y, float p2x, float p2y)
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{
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float a[3]; /* Axis of rotation */
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float phi; /* how much to rotate about axis */
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float p1[3], p2[3], d[3];
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float t;
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if (p1x == p2x && p1y == p2y) {
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/* Zero rotation */
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vzero(q);
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q[3] = 1.0;
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return;
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}
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/*
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* First, figure out z-coordinates for projection of P1 and P2 to
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* deformed sphere
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*/
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vset(p1,p1x,p1y,tb_project_to_sphere(TRACKBALLSIZE,p1x,p1y));
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vset(p2,p2x,p2y,tb_project_to_sphere(TRACKBALLSIZE,p2x,p2y));
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/*
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* Now, we want the cross product of P1 and P2
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*/
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vcross(p2,p1,a);
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/*
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* Figure out how much to rotate around that axis.
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*/
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vsub(p1,p2,d);
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t = vlength(d) / (2.0*TRACKBALLSIZE);
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/*
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* Avoid problems with out-of-control values...
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*/
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if (t > 1.0) t = 1.0;
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if (t < -1.0) t = -1.0;
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phi = 2.0 * asin(t);
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axis_to_quat(a,phi,q);
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}
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/*
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* Given two rotations, e1 and e2, expressed as quaternion rotations,
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* figure out the equivalent single rotation and stuff it into dest.
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*
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* This routine also normalizes the result every RENORMCOUNT times it is
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* called, to keep error from creeping in.
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*
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* NOTE: This routine is written so that q1 or q2 may be the same
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* as dest (or each other).
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*/
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#define RENORMCOUNT 97
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void
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add_quats(float q1[4], float q2[4], float dest[4])
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{
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static int count=0;
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float t1[4], t2[4], t3[4];
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float tf[4];
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#if 0
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printf("q1 = %f %f %f %f\n", q1[0], q1[1], q1[2], q1[3]);
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printf("q2 = %f %f %f %f\n", q2[0], q2[1], q2[2], q2[3]);
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#endif
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vcopy(q1,t1);
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vscale(t1,q2[3]);
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vcopy(q2,t2);
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vscale(t2,q1[3]);
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vcross(q2,q1,t3);
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vadd(t1,t2,tf);
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vadd(t3,tf,tf);
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tf[3] = q1[3] * q2[3] - vdot(q1,q2);
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#if 0
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printf("tf = %f %f %f %f\n", tf[0], tf[1], tf[2], tf[3]);
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#endif
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dest[0] = tf[0];
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dest[1] = tf[1];
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dest[2] = tf[2];
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dest[3] = tf[3];
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if (++count > RENORMCOUNT) {
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count = 0;
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normalize_quat(dest);
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}
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}
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/*
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* Build a rotation matrix, given a quaternion rotation.
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*
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*/
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void build_rotmatrix(float m[4][4], float q[4])
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{
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m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);
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m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);
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m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);
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m[0][3] = 0.0;
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m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);
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m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);
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m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);
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m[1][3] = 0.0;
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m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);
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m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);
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m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);
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m[2][3] = 0.0;
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m[3][0] = 0.0;
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m[3][1] = 0.0;
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m[3][2] = 0.0;
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m[3][3] = 1.0;
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}
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void build_transposed_rotmatrix(float m[4][4], float q[4])
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{
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m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);
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m[0][1] = 2.0 * (q[0] * q[1] + q[2] * q[3]);
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m[0][2] = 2.0 * (q[2] * q[0] - q[1] * q[3]);
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m[0][3] = 0.0;
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m[1][0] = 2.0 * (q[0] * q[1] - q[2] * q[3]);
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m[1][1] = 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);
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m[1][2] = 2.0 * (q[1] * q[2] + q[0] * q[3]);
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m[1][3] = 0.0;
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m[2][0] = 2.0 * (q[2] * q[0] + q[1] * q[3]);
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m[2][1] = 2.0 * (q[1] * q[2] - q[0] * q[3]);
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m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);
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m[2][3] = 0.0;
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m[3][0] = 0.0;
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m[3][1] = 0.0;
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m[3][2] = 0.0;
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m[3][3] = 1.0;
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}
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/*
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* trackball.h
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* A virtual trackball implementation
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* Written by Gavin Bell for Silicon Graphics, November 1988.
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*/
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#ifndef _TRACKBALL_H
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#define _TRACKBALL_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* Pass the x and y coordinates of the last and current positions of
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* the mouse, scaled so they are from (-1.0 ... 1.0).
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*
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* The resulting rotation is returned as a quaternion rotation in the
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* first paramater.
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*/
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void
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trackball(float q[4], float p1x, float p1y, float p2x, float p2y);
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/*
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* Given two quaternions, add them together to get a third quaternion.
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* Adding quaternions to get a compound rotation is analagous to adding
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* translations to get a compound translation. When incrementally
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* adding rotations, the first argument here should be the new
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* rotation, the second and third the total rotation (which will be
|
|
||||||
* over-written with the resulting new total rotation).
|
|
||||||
*/
|
|
||||||
void add_quats(float *q1, float *q2, float *dest);
|
|
||||||
|
|
||||||
/*
|
|
||||||
* A useful function, builds a rotation matrix in Matrix based on
|
|
||||||
* given quaternion.
|
|
||||||
*/
|
|
||||||
void build_rotmatrix(float m[4][4], float q[4]);
|
|
||||||
void build_transposed_rotmatrix(float m[4][4], float q[4]);
|
|
||||||
|
|
||||||
/*
|
|
||||||
* This function computes a quaternion based on an axis (defined by
|
|
||||||
* the given vector) and an angle about which to rotate. The angle is
|
|
||||||
* expressed in radians. The result is put into the third argument.
|
|
||||||
*/
|
|
||||||
void axis_to_quat(float a[3], float phi, float q[4]);
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
#endif /* _TRACKBALL_H */
|
|
Loading…
Add table
Reference in a new issue