Sources/Classes/Application/Model/OpenGL/Trackball/OpenGLTrackball.mm

/*
     File: OpenGLTrackball.mm
 Abstract: 
 Utility class for managing a virtual sphere's (trackball) interaction with an OpenGL world.
 
  Version: 1.2
 
 Disclaimer: IMPORTANT:  This Apple software is supplied to you by Apple
 Inc. ("Apple") in consideration of your agreement to the following
 terms, and your use, installation, modification or redistribution of
 this Apple software constitutes acceptance of these terms.  If you do
 not agree with these terms, please do not use, install, modify or
 redistribute this Apple software.
 
 In consideration of your agreement to abide by the following terms, and
 subject to these terms, Apple grants you a personal, non-exclusive
 license, under Apple's copyrights in this original Apple software (the
 "Apple Software"), to use, reproduce, modify and redistribute the Apple
 Software, with or without modifications, in source and/or binary forms;
 provided that if you redistribute the Apple Software in its entirety and
 without modifications, you must retain this notice and the following
 text and disclaimers in all such redistributions of the Apple Software.
 Neither the name, trademarks, service marks or logos of Apple Inc. may
 be used to endorse or promote products derived from the Apple Software
 without specific prior written permission from Apple.  Except as
 expressly stated in this notice, no other rights or licenses, express or
 implied, are granted by Apple herein, including but not limited to any
 patent rights that may be infringed by your derivative works or by other
 works in which the Apple Software may be incorporated.
 
 The Apple Software is provided by Apple on an "AS IS" basis.  APPLE
 MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION
 THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS
 FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND
 OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
 
 IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL
 OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION,
 MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED
 AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE),
 STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE
 POSSIBILITY OF SUCH DAMAGE.
 
 Copyright (C) 2013 Apple Inc. All Rights Reserved.
 
 */
 
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------
//
// The trackball works by assuming that a sphere encloses the 3D view. You
// roll this virtual sphere with the mouse.  For example, if you click on
// the center of the sphere and move the mouse straight to the right, you
// roll the sphere around its Y-axis.  This produces a Y-axis rotation.
// You can click on the "edge" of the sphere and roll it around in a circle
// to get a Z-axis rotation.
//
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------
 
#import <math.h>
 
//---------------------------------------------------------------------------
 
#import "Vector.h"
#import "Quaternion.h"
 
//---------------------------------------------------------------------------
 
#import "OpenGLTrackball.h"
 
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------
 
#define kPi 3.1415927f // IEEE-754 single precision
 
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------
 
static const GLfloat kDeltaTolerance  = 0.001;
static const GLfloat kRadians2Degrees = 180.0f/kPi;
static const GLfloat kDegrees2Radians = kPi/180.0f;
 
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------
 
struct OpenGLTrackballData
{
    GLfloat                 radius;
    Math::Vector3<GLfloat>  center;
    Math::Vector3<GLfloat>  start;
    Math::Vector3<GLfloat>  end;
};
 
typedef struct  OpenGLTrackballData OpenGLTrackballData;
 
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------
 
@implementation OpenGLTrackball
 
//---------------------------------------------------------------------------
 
- (id) init
{
    self = [super init];
    
    if( self )
    {
        mpTrackball = (OpenGLTrackballDataRef)calloc(1, sizeof(OpenGLTrackballData));
        
        if( !mpTrackball )
        {
            NSLog( @">> ERROR: OpenGL Trackball - Can't allocate memory for the backing store!" );
        } // else
    } // if
    
    return( self );
} // init
 
//---------------------------------------------------------------------------
 
- (void) cleanUpTrackball
{
    if( mpTrackball != NULL )
    {
        free( mpTrackball );
        
        mpTrackball = NULL;
    } // if
} // cleanUpTrackball
 
//---------------------------------------------------------------------------
 
- (void) dealloc
{
    [self cleanUpTrackball];
    
    [super dealloc];
} // dealloc
 
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------
//
// Start up the trackball.  Inputs are mouse positon and view size.
//
// The math behind the trackball is simple: start with a vector from the
// first mouse-click on the sphere to the center of the 3D view.  At the
// same time, set the radius of the sphere to be the smaller dimension of
// the 3D view.  As you drag the mouse around in the 3D view, a second
// vector is computed from the surface of the sphere to the center.  The
// axis of rotation is the cross product of these two vectors, and the
// angle of rotation is the angle between the two vectors.
//
//---------------------------------------------------------------------------
 
- (void) start:(const NSPoint *)thePosition
        origin:(const NSPoint *)theOrigin
          size:(const NSSize *)theSize
{
    Math::Vector3<GLfloat> bounds(0.5f * theSize->width, 0.5f * theSize->height);
    Math::Vector3<GLfloat> position(thePosition->x, thePosition->y);
    Math::Vector3<GLfloat> origin(theOrigin->x, theOrigin->y);
    
    // Compute the center of a view.
    
    mpTrackball->center = origin + bounds;
    
    // Compute the starting vector from the sphere surface to its center.
    
    mpTrackball->start = position - mpTrackball->center;
    
    if( bounds.x > bounds.y )
    {
        mpTrackball->radius = bounds.y;
    } // if
    else
    {
        mpTrackball->radius = bounds.x;
    } // else
    
    mpTrackball->start.z = mpTrackball->start.bound( mpTrackball->radius );
} // start
 
//---------------------------------------------------------------------------
//
// Calculate rotation based on current mouse position.  Output is the
// rotation angle.
//
//---------------------------------------------------------------------------
 
- (void) roll:(const NSPoint *)thePosition
           to:(GLfloat *)theRotation
{
    Math::Vector3<GLfloat> position(thePosition->x, thePosition->y);
    
    mpTrackball->end = position - mpTrackball->center;
    
    // Has there been a change in the (x,y) componets of our 3-vector?
    
    Math::Vector3<GLfloat> d = Math::diff(mpTrackball->end, mpTrackball->start);
    
    if( ( d.x >= kDeltaTolerance ) && ( d.y >= kDeltaTolerance ) )
    {
        // There has been sufficent amount of change in our
        // 3-vector to warrant continuing further.
        
        GLfloat A  = 0.0f;  // sin( angle )
        GLfloat B  = 0.0f;  // cos( angle )
        GLfloat c  = 0.0f;
        GLfloat ls = 0.0f;
        GLfloat le = 0.0f;
        GLfloat lr = 0.0f;
        
        // Compute the end-vector from the surface of the sphere to its center.
        
        mpTrackball->end.z = mpTrackball->end.bound( mpTrackball->radius );
        
        // ls = 1 / || s ||
        
        ls = 1.0f / Math::norm(mpTrackball->start);
        
        // le = 1 / || e ||
        
        le = 1.0f / Math::norm(mpTrackball->end);
        
        // c = s * e; interior product
        
        c = mpTrackball->start * mpTrackball->end;
        
        // B = cos(a) = (s . e) / (||s|| ||e||)
        
        B = ls * le * c;
        
        // r = s ^ e; exterior product
        
        Math::Vector3<GLfloat> r = mpTrackball->start ^ mpTrackball->end;
        
        // lr = || r || = ||(s ^ e)||
        
        lr = Math::norm(r);
        
        // A = sin(a) = ||(s ^ e)|| / (||s|| ||e||)
        
        A = ls * le * lr;
        
        // Normalize the rotation axis.
        
        lr = 1.0f / lr;
        
        // GL rotations are in degrees.
        
        // Use atan for a better angle.  Note that when using acos or asin,
        // you only get half the possible angles, and you can end up with
        // rotations that flip around and near the poles.
        
        theRotation[0] = kRadians2Degrees * atan2f( A, B );
        
        theRotation[1] = lr * r.x;
        theRotation[2] = lr * r.y;
        theRotation[3] = lr * r.z;
        
        // returns rotation
    } // if
} // rollTo
 
//---------------------------------------------------------------------------
//
// Determine C = A . B
//
// (1) In quaternions: let P <- B, and Q <- A.
// (2) Compute the Hamilton product, R = P ^ Q.
// (3) Then, C = R if R is not an identity rotation.
//
//---------------------------------------------------------------------------
 
- (void) add:(const GLfloat *)A
          to:(GLfloat *)B
{
    Math::Quaternion<GLfloat> P(B);
    Math::Quaternion<GLfloat> Q(A);
    
    // Avoid floating point errors by renormalizing quaternions
    // if it was necessary
    
    P = Math::norml(P);
    Q = Math::norml(Q);
    
    // Compute the Hamilton product
    
    Math::Quaternion<GLfloat> R =  P ^ Q;
    
    // Check for identity rotation.
    
    // An identity rotation is expressed as rotation by 0
    // about any axis.  The "angle" term in a quaternion
    // is really the cosine of the half-angle. So, if the
    // cosine of the half-angle is one (or, 1.0 within our
    // tolerance), then you have an identity rotation.
    
    if( __builtin_fabsf( R.t - 1.0f ) < 1.0e-7 )
    {
        // Encountered an identity rotation.
        
        B[0] = 1.0f;
        B[1] = 0.0f;
        B[2] = 0.0f;
        B[3] = 0.0f;
    } // if
    else
    {
        // Encountered a non-identity rotation, hence, the
        // cosine of the half-angle is non-zero, which implies
        // that the sine of the angle is also non-zero.  As a
        // result, it is safe to divide by sine of the angle
        // theta.
        
        // Turn the quaternion back into an {angle, {axis}} rotation.
        
        R.toRotation(B);
    } // else
} // add
 
//---------------------------------------------------------------------------
 
@end
 
//---------------------------------------------------------------------------
 
//---------------------------------------------------------------------------