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📄 farcball_control.h

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/* -*-C++-*-    "$Id: FArcball_Control.H,v 1.1.1.1 2003/08/07 21:18:37 jasonk Exp $"      Copyright 1999-2000 by the Flek development team.      This library is free software; you can redistribute it and/or   modify it under the terms of the GNU Library General Public   License as published by the Free Software Foundation; either   version 2 of the License, or (at your option) any later version.      This library is distributed in the hope that it will be useful,   but WITHOUT ANY WARRANTY; without even the implied warranty of   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU   Library General Public License for more details.      You should have received a copy of the GNU Library General Public   License along with this library; if not, write to the Free Software   Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307   USA.     Please report all bugs and problems to "flek-devel@sourceforge.net".   */// The original vector, matrix, and quaternion code was written by// Vinod Srinivasan and then adapted for Flek.#ifndef _FARCBALL_CONTROL_H_#define _FARCBALL_CONTROL_H_#include <Flek/FVector3.H>#include <Flek/FQuaternion.H>#include <Flek/FMatrix4x4.H>enum AxisSet { CameraAxes=0, BodyAxes=1, NoAxes=2 };/**  * @package libflek_gl *  * The FArcball_Control class provides a convenient 3d rotation Control. * This class is used by <a href="Fl_Gl_Arcball_Window.html">Fl_Gl_Arcball_Window</a> * to provide a user friendly rotation manipulator. */class FArcball_Control{public:  typedef FVector3 * Axes;    /**   * Default constructor.   */  FArcball_Control ();  /**   * Copy constructor.  This constructor copies the values from another   * FArcball_Control.   *   * @param ab The FArcball_Control that this FArcball_Control should copy it's values from.   */  FArcball_Control (const FArcball_Control& ab);  /**   * Two argument constructor.  This constructor sets the initial center   * and radius of the arcball.   *   * @param cen The center for all subsequent rotation operations.   * @param radius The radius of the sphere used for determining where   *   the user sweeps a rotation arc.  The radius is relative to the   *   window, where the value 1.0 would be the size of the window.   */  FArcball_Control (const FVector3& cen, double rad);  /**   * The destructor.   */  ~FArcball_Control ();  /**   * The assignment operator.  This method assigns the values contained   * in this arcball to that of another.   *   * @param ab The FArcball_Control that this FArcball_Control should copy it's values from.   */  FArcball_Control& operator = (const FArcball_Control& ab);    /**   * Sets the center of the arcball and it's radius.   *   * @param cen The center for all subsequent rotation operations.   * @param radius The radius of the sphere used for determining where   *   the user sweeps a rotation arc.  The radius is relative to the   *   window, where the value 1.0 would be the size of the window.   */  void place (const FVector3& cen, double rad) {    vCenter = cen; dRadius = rad;  }  /**   * Sets the center of the arcball.   *   * @param cen The center for all subsequent rotation operations.   */    void center (const FVector3& cen) {    vCenter = cen;  }  /**   * Sets the center of the arcball.   *   * @param x The x coordinate center for all subsequent rotation operations.   * @param y The y coordinate center for all subsequent rotation operations.   * @param z The z coordinate center for all subsequent rotation operations.   */      void center (double x, double y, double z) {    vCenter.set (x, y, z);  }  /**   * Gets the center of the arcball.   *   * @return The center of the arcball.   */      FVector3 center () const {    return vCenter;  }    /**   * Register an x-y mouse event.   *   * @param x The new x coordinate of the mouse.   * @param y The new y coordinate of the mouse.   */  void mouse (double x, double y) {    vNow.set (x, y, 0);  }  void reset () {    qDown.reset(); qNow.reset(); mNow.reset();  }  /**   * Update the arcball transformation matrix.   */  void update ();  /**   * Gets the arcball transformation matrix.   *   * @return The current arcball transforamtion matrix.   */    FMatrix4x4 value () const {    return mNow;  }  /**   * Gets the rotation quaternion.   *   * @return The current arcball quaternion.   */    FQuaternion quaternion_value () const {    return qNow;  }    /**   * Start dragging the mouse.   */    void begin_drag () {    bDragging = true; vDown = vNow;  }  /**   * End dragging the mouse.   */      void end_drag () {    bDragging = false; qDown = qNow;    sets[BodyAxes][0] = mNow[0];    sets[BodyAxes][1] = mNow[1];    sets[BodyAxes][2] = mNow[2];  }    /**   * Gets wether or not we are currently dragging the mouse.   *   * @return True if we are dragging the mouse, else false.   */  bool dragging () const { return bDragging; }  /**   * Gets the current axis.   *    * @return The current axis.  Possible values include CameraAxes, BodyAxes and NoAxes.   */  AxisSet axis () const { return asAxisSet; }  /**   * Sets the current axis.   */  void axis (AxisSet set) { // was use_set    if ( !bDragging ) asAxisSet = set;  }  /**   * Gets the axis index.   *   * @return The axis index.   */  int axis_index () const { return iAxisIndex; }  Axes sets[2];  /**   * Gets the "from" point.   *   * @return The point on the arcball we are rotating from (initial click).   */  FVector3 & from () { return vFrom; }  /**   * Gets the "to" point.   *   * @return The point on the arcball we are rotating to.   */  FVector3 & to () { return vTo; }  /**   * Gets the arcball radius.   *   * @return The arcball radius relative to the size of the viewport.     *   Where 1.0 equals a diameter equal to the size of the viewport.   */  double radius () const { return dRadius; }  /**    * Sets the arcball radius.   *   * @param The arcball radius.  Good values are usually less than 1.0.   */  void radius (const double r) { dRadius = r; }   protected:  FVector3 vCenter;  double dRadius;  FQuaternion qNow, qDown, qDrag;  FVector3 vNow, vDown, vFrom, vTo;  FMatrix4x4 mNow;  bool bDragging;  AxisSet asAxisSet;  int iAxisIndex;  private:    static FVector3 mouseOnSphere (const FVector3& mouse, const FVector3& ballCenter, double ballRadius);  static FVector3 constrainToAxis (const FVector3& loose, const FVector3& axis);  static int nearestConstraintAxis (const FVector3& loose, FVector3 * axes, int nAxes);  static FQuaternion quatFromBallPoints (const FVector3& from, const FVector3& to);  static void quatToBallPoints (const FQuaternion& q, FVector3& arcFrom, FVector3& arcTo);    };#endif

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