glmtransform.cpp
来自「ncbi源码」· C++ 代码 · 共 259 行
CPP
259 行
/* * =========================================================================== * PRODUCTION $Log: glmtransform.cpp,v $ * PRODUCTION Revision 1000.1 2004/06/01 21:13:41 gouriano * PRODUCTION PRODUCTION: UPGRADED [GCC34_MSVC7] Dev-tree R1.3 * PRODUCTION * =========================================================================== *//* $Id: glmtransform.cpp,v 1000.1 2004/06/01 21:13:41 gouriano Exp $ * =========================================================================== * * PUBLIC DOMAIN NOTICE * National Center for Biotechnology Information * * This software/database is a "United States Government Work" under the * terms of the United States Copyright Act. It was written as part of * the author's official duties as a United States Government employee and * thus cannot be copyrighted. This software/database is freely available * to the public for use. The National Library of Medicine and the U.S. * Government have not placed any restriction on its use or reproduction. * * Although all reasonable efforts have been taken to ensure the accuracy * and reliability of the software and data, the NLM and the U.S. * Government do not and cannot warrant the performance or results that * may be obtained by using this software or data. The NLM and the U.S. * Government disclaim all warranties, express or implied, including * warranties of performance, merchantability or fitness for any particular * purpose. * * Please cite the author in any work or product based on this material. * * =========================================================================== * * Authors: Mike DiCuccio, Vladimir Tereshkov * * File Description: * Arbitrary OpenGL Mouse transformations class based on CGlArcBall with addition of pan and zoom */#include <ncbi_pch.hpp>#include "glmtransform.hpp"#include <gui/opengl.h>#include <math.h>BEGIN_NCBI_SCOPE//// default ctorCGlMTransform::CGlMTransform() : m_IsDragging(false), m_ScreenX(100), m_ScreenY(100), m_MouseX(0), m_MouseY(0), m_Center(0.0, 0.0, 0.0, 0.0), m_Radius(5.0), m_QuatNow(0.0, 0.0, 0.0, 1.0), m_QuatDown(0.0, 0.0, 0.0, 1.0), m_QuatDrag(0.0, 0.0, 0.0, 1.0), m_Translate(0, 0, 0), m_TranslateDown(0, 0, 0){ }//// conversion ctorCGlMTransform::CGlMTransform(const TVect& center, float radius) : m_IsDragging(false), m_ScreenX(100), m_ScreenY(100), m_MouseX(0), m_MouseY(0), m_Center(0.0, 0.0, 0.0, 0.0), m_Radius(1.0), m_QuatNow(0.0, 0.0, 0.0, 1.0), m_QuatDown(0.0, 0.0, 0.0, 1.0), m_QuatDrag(0.0, 0.0, 0.0, 1.0), m_Translate(0, 0, 0), m_TranslateDown(0, 0, 0){ m_MatNow.Identity(); Place(center, radius);}//// dtorCGlMTransform::~CGlMTransform(){}//// place the arc world with a point of rotation and a radiusvoid CGlMTransform::Place(const TVect& center, float radius){ m_Center = center; m_Radius = radius;}//// place the arc world with a point of rotation, keeping the current radiusvoid CGlMTransform::Place(const TVect& center){ m_Center = center;}//// begin a dragvoid CGlMTransform::BeginDrag(){ m_IsDragging = true; m_DragFrom = x_ToSphere(m_MouseX, m_MouseY);}//// end a dragvoid CGlMTransform::EndDrag(){ m_IsDragging = false; m_QuatDown = m_QuatNow; m_TranslateDown = m_Translate;}////update the arc ball with a given positionvoid CGlMTransform::Update(int x, int y){ m_MouseX = 2.0 * (float(x) / float(m_ScreenX)) - 1.0; m_MouseY = -2.0 * (float(y) / float(m_ScreenY)) + 1.0; if (m_IsDragging) { CVect4<float> to = x_ToSphere(m_MouseX, m_MouseY); switch (m_Mode){ case ePan: m_Translate[0] = to.X() - m_DragFrom.X(); m_Translate[1] = to.Y() - m_DragFrom.Y(); m_Translate[2] = 0; m_Translate+=m_TranslateDown; break; case eZoom: m_Translate[0]=0; m_Translate[1]=0; m_Translate[2] = 2 * (to.Y() - m_DragFrom.Y()); m_Translate+=m_TranslateDown; break; case eRotate: // set the dragging quat m_QuatDrag.X() = m_DragFrom.Y() * to.Z() - m_DragFrom.Z() * to.Y(); m_QuatDrag.Y() = m_DragFrom.Z() * to.X() - m_DragFrom.X() * to.Z(); m_QuatDrag.Z() = m_DragFrom.X() * to.Y() - m_DragFrom.Y() * to.X(); m_QuatDrag.W() = m_DragFrom.X() * to.X() + m_DragFrom.Y() * to.Y() + m_DragFrom.Z() * to.Z(); // set the current quat m_QuatNow = m_QuatDrag * m_QuatDown; // convert to a matrix for OpenGL m_QuatNow.Conjugate().ToMatrix(m_MatNow); break; } }}//// convert 2d screen coordinates to 3d sphere coordinatesCVect4<float> CGlMTransform::x_ToSphere(float x, float y){ CVect4<float> result; result.X() = (x - m_Center.X())/ m_Radius; result.Y() = (y - m_Center.Y())/ m_Radius; if (m_Mode == eRotate){ float mag = result.X() * result.X() + result.Y() * result.Y(); if (mag > 1.0) { float scale = 1.0 / ::sqrt(mag); result.X() *= scale; result.Y() *= scale; result.Z() = 0.0; } else { result.Z() = ::sqrt(1.0 - mag); } result.W() = 0.0; } return result;}//// apply the matrix using OpenGLvoid CGlMTransform::ApplyGL(EMode mode) const{ switch (mode){ case eRotate: glMultMatrixf(m_MatNow.GetData()); break; case eTranslate: glTranslatef(m_Translate[0], m_Translate[1], m_Translate[2]); break; case eAll: glTranslatef(m_Translate[0], m_Translate[1], m_Translate[2]); glMultMatrixf(m_MatNow.GetData()); break; case ePan: glTranslatef(m_Translate[0], m_Translate[1], 0); break; case eZoom: glTranslatef(0, 0, m_Translate[2]); break; } }CGlMTransform::CGlMTransform(const CGlMTransform&src){ m_MatNow = src.GetMatrix(); m_Translate = src.GetTranslation(); }CGlMTransform& CGlMTransform::operator= (const CGlMTransform & src){ m_MatNow = src.GetMatrix(); m_Translate = src.GetTranslation(); return *this;}END_NCBI_SCOPE/* * =========================================================================== * $Log: glmtransform.cpp,v $ * Revision 1000.1 2004/06/01 21:13:41 gouriano * PRODUCTION: UPGRADED [GCC34_MSVC7] Dev-tree R1.3 * * Revision 1.3 2004/05/21 22:27:55 gorelenk * Added PCH ncbi_pch.hpp * * Revision 1.2 2004/01/28 15:51:10 tereshko * Code clean-up * * Revision 1.1 2004/01/05 16:20:48 tereshko * Initial revision * * =========================================================================== */
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