glarcball.cpp

来自「ncbi源码」· C++ 代码 · 共 208 行

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/* * =========================================================================== * PRODUCTION $Log: glarcball.cpp,v $ * PRODUCTION Revision 1000.1  2004/06/01 20:50:20  gouriano * PRODUCTION PRODUCTION: UPGRADED [GCC34_MSVC7] Dev-tree R1.3 * PRODUCTION * =========================================================================== *//*  $Id: glarcball.cpp,v 1000.1 2004/06/01 20:50:20 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 * * File Description: * */#include <ncbi_pch.hpp>#include <gui/opengl.h>#include <gui/opengl/glarcball.hpp>#include <math.h>BEGIN_NCBI_SCOPE//// default ctorCGlArcBall::CGlArcBall()    : 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_MatNow.Identity();}//// conversion ctorCGlArcBall::CGlArcBall(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_MatNow.Identity();    Place(center, radius);}//// dtorCGlArcBall::~CGlArcBall(){}//// place the arc world with a point of rotation and a radiusvoid CGlArcBall::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 CGlArcBall::Place(const TVect& center){    m_Center = center;}//// begin a dragvoid CGlArcBall::BeginDrag(){    m_IsDragging = true;    m_DragFrom = x_ToSphere(m_MouseX, m_MouseY);}//// end a dragvoid CGlArcBall::EndDrag(){    m_IsDragging = false;    m_QuatDown = m_QuatNow;}////update the arc ball with a given positionvoid CGlArcBall::Update(int x, int y){    m_MouseX =  2.0f * (float(x) / float(m_ScreenX)) - 1.0f;    m_MouseY = -2.0f * (float(y) / float(m_ScreenY)) + 1.0f;    if (m_IsDragging)    {        CVect4<float> to = x_ToSphere(m_MouseX, m_MouseY);        // 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);    }}//// convert 2d screen coordinates to 3d sphere coordinatesCVect4<float> CGlArcBall::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;    float mag = result.X() * result.X() + result.Y() * result.Y();    if (mag > 1.0)    {        float scale = 1.0f / ::sqrt(mag);        result.X() *= scale;        result.Y() *= scale;        result.Z() = 0.0;    }    else    {        result.Z() = (float)::sqrt(1.0 - mag);    }    result.W() = 0.0;    return result;}//// apply the matrix using OpenGLvoid CGlArcBall::ApplyGL() const{    glMultMatrixf(m_MatNow.GetData());}END_NCBI_SCOPE/* * =========================================================================== * $Log: glarcball.cpp,v $ * Revision 1000.1  2004/06/01 20:50:20  gouriano * PRODUCTION: UPGRADED [GCC34_MSVC7] Dev-tree R1.3 * * Revision 1.3  2004/05/21 22:27:44  gorelenk * Added PCH ncbi_pch.hpp * * Revision 1.2  2004/05/03 13:03:15  dicuccio * Fixed compiler warnings on MSVC7 * * Revision 1.1  2003/06/09 19:22:13  dicuccio * Initial revision * * =========================================================================== */

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