Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
trackball.c
// |
// File: trackball.c |
// |
// Abstract: Implements a trackball like input method |
// |
// Version: 1.0 |
// |
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// |
#include "trackball.h" |
#include <math.h> |
static const float kTol = 0.001; |
static const float kRad2Deg = 180. / 3.1415927; |
static const float kDeg2Rad = 3.1415927 / 180.; |
float gRadiusTrackball; |
float gStartPtTrackball[3]; |
float gEndPtTrackball[3]; |
long gXCenterTrackball = 0, gYCenterTrackball = 0; |
// mouse positon and view size as inputs |
void startTrackball (long x, long y, long originX, long originY, long width, long height) |
{ |
float xxyy; |
float nx, ny; |
/* Start up the trackball. The trackball works by pretending that a ball |
encloses the 3D view. You roll this pretend ball with the mouse. For |
example, if you click on the center of the ball and move the mouse straight |
to the right, you roll the ball around its Y-axis. This produces a Y-axis |
rotation. You can click on the "edge" of the ball and roll it around |
in a circle to get a Z-axis rotation. |
The math behind the trackball is simple: start with a vector from the first |
mouse-click on the ball to the center of the 3D view. At the same time, set the radius |
of the ball 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 ball |
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. |
*/ |
nx = width; |
ny = height; |
if (nx > ny) |
gRadiusTrackball = ny * 0.5; |
else |
gRadiusTrackball = nx * 0.5; |
// Figure the center of the view. |
gXCenterTrackball = originX + width * 0.5; |
gYCenterTrackball = originY + height * 0.5; |
// Compute the starting vector from the surface of the ball to its center. |
gStartPtTrackball [0] = x - gXCenterTrackball; |
gStartPtTrackball [1] = y -gYCenterTrackball; |
xxyy = gStartPtTrackball [0] * gStartPtTrackball[0] + gStartPtTrackball [1] * gStartPtTrackball [1]; |
if (xxyy > gRadiusTrackball * gRadiusTrackball) { |
// Outside the sphere. |
gStartPtTrackball[2] = 0.; |
} else |
gStartPtTrackball[2] = sqrt (gRadiusTrackball * gRadiusTrackball - xxyy); |
} |
// update to new mouse position, output rotation angle |
void rollToTrackball (long x, long y, float rot [4]) // rot is output rotation angle |
{ |
float xxyy; |
float cosAng, sinAng; |
float ls, le, lr; |
gEndPtTrackball[0] = x - gXCenterTrackball; |
gEndPtTrackball[1] = y -gYCenterTrackball; |
if (fabs (gEndPtTrackball [0] - gStartPtTrackball [0]) < kTol && fabs (gEndPtTrackball [1] - gStartPtTrackball [1]) < kTol) |
return; // Not enough change in the vectors to have an action. |
// Compute the ending vector from the surface of the ball to its center. |
xxyy = gEndPtTrackball [0] * gEndPtTrackball [0] + gEndPtTrackball [1] * gEndPtTrackball [1]; |
if (xxyy > gRadiusTrackball * gRadiusTrackball) { |
// Outside the sphere. |
gEndPtTrackball [2] = 0.; |
} else |
gEndPtTrackball[ 2] = sqrt (gRadiusTrackball * gRadiusTrackball - xxyy); |
// Take the cross product of the two vectors. r = s X e |
rot[1] = gStartPtTrackball[1] * gEndPtTrackball[2] - gStartPtTrackball[2] * gEndPtTrackball[1]; |
rot[2] = -gStartPtTrackball[0] * gEndPtTrackball[2] + gStartPtTrackball[2] * gEndPtTrackball[0]; |
rot[3] = gStartPtTrackball[0] * gEndPtTrackball[1] - gStartPtTrackball[1] * gEndPtTrackball[0]; |
// Use atan for a better angle. If you use only cos or sin, you only get |
// half the possible angles, and you can end up with rotations that flip around near |
// the poles. |
// cos(a) = (s . e) / (||s|| ||e||) |
cosAng = gStartPtTrackball[0] * gEndPtTrackball[0] + gStartPtTrackball[1] * gEndPtTrackball[1] + gStartPtTrackball[2] * gEndPtTrackball[2]; // (s . e) |
ls = sqrt(gStartPtTrackball[0] * gStartPtTrackball[0] + gStartPtTrackball[1] * gStartPtTrackball[1] + gStartPtTrackball[2] * gStartPtTrackball[2]); |
ls = 1. / ls; // 1 / ||s|| |
le = sqrt(gEndPtTrackball[0] * gEndPtTrackball[0] + gEndPtTrackball[1] * gEndPtTrackball[1] + gEndPtTrackball[2] * gEndPtTrackball[2]); |
le = 1. / le; // 1 / ||e|| |
cosAng = cosAng * ls * le; |
// sin(a) = ||(s X e)|| / (||s|| ||e||) |
sinAng = lr = sqrt(rot[1] * rot[1] + rot[2] * rot[2] + rot[3] * rot[3]); // ||(s X e)||; |
// keep this length in lr for normalizing the rotation vector later. |
sinAng = sinAng * ls * le; |
rot[0] = (float) atan2 (sinAng, cosAng) * kRad2Deg; // GL rotations are in degrees. |
// Normalize the rotation axis. |
lr = 1. / lr; |
rot[1] *= lr; rot[2] *= lr; rot[3] *= lr; |
// returns rotate |
} |
static void rotation2Quat (float *A, float *q) |
{ |
float ang2; // The half-angle |
float sinAng2; // sin(half-angle) |
// Convert a GL-style rotation to a quaternion. The GL rotation looks like this: |
// {angle, x, y, z}, the corresponding quaternion looks like this: |
// {{v}, cos(angle/2)}, where {v} is {x, y, z} / sin(angle/2). |
ang2 = A[0] * kDeg2Rad * 0.5; // Convert from degrees ot radians, get the half-angle. |
sinAng2 = sin(ang2); |
q[0] = A[1] * sinAng2; q[1] = A[2] * sinAng2; q[2] = A[3] * sinAng2; |
q[3] = cos(ang2); |
} |
void addToRotationTrackball (float * dA, float * A) |
{ |
float q0[4], q1[4], q2[4]; |
float theta2, sinTheta2; |
// Figure out A' = A . dA |
// In quaternions: let q0 <- A, and q1 <- dA. |
// Figure out q2 = q1 + q0 (note the order reversal!). |
// A' <- q3. |
rotation2Quat(A, q0); |
rotation2Quat(dA, q1); |
// q2 = q1 + q0; |
q2[0] = q1[1]*q0[2] - q1[2]*q0[1] + q1[3]*q0[0] + q1[0]*q0[3]; |
q2[1] = q1[2]*q0[0] - q1[0]*q0[2] + q1[3]*q0[1] + q1[1]*q0[3]; |
q2[2] = q1[0]*q0[1] - q1[1]*q0[0] + q1[3]*q0[2] + q1[2]*q0[3]; |
q2[3] = q1[3]*q0[3] - q1[0]*q0[0] - q1[1]*q0[1] - q1[2]*q0[2]; |
// Here's an excersize for the reader: it's a good idea to re-normalize your quaternions |
// every so often. Experiment with different frequencies. |
// 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 (fabs(fabs(q2[3] - 1.)) < 1.0e-7) { |
// Identity rotation. |
A[0] = 0.; |
A[1] = 1.; |
A[2] = A[3] = 0.; |
return; |
} |
// If you get here, then you have a non-identity rotation. In non-identity rotations, |
// the cosine of the half-angle is non-0, which means the sine of the angle is also |
// non-0. So we can safely divide by sin(theta2). |
// Turn the quaternion back into an {angle, {axis}} rotation. |
theta2 = acos(q2[3]); |
sinTheta2 = 1./sin(theta2); |
A[0] = theta2 * 2. * kRad2Deg; |
A[1] = q2[0] * sinTheta2; |
A[2] = q2[1] * sinTheta2; |
A[3] = q2[2] * sinTheta2; |
} |
Copyright © 2009 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2009-07-02