📄 tb.c
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/* * Simple trackball-like motion adapted (ripped off) from projtex.c * (written by David Yu and David Blythe). See the SIGGRAPH '96 * Advanced OpenGL course notes. *//* includes */#include <math.h>#include <assert.h>#ifdef __APPLE_CC__ #include <GLUT/glut.h>#else #include <GL/glut.h>#endif#include "tb.h"#include "trackball.h"/* globals */static GLuint tb_lasttime;float curquat[4];float lastquat[4];int beginx, beginy;static GLuint tb_width;static GLuint tb_height;static GLint tb_button = -1;static GLboolean tb_tracking = GL_FALSE;static GLboolean tb_animate = GL_TRUE;static void_tbAnimate(void){ add_quats(lastquat, curquat, curquat); glutPostRedisplay();}void_tbStartMotion(int x, int y, int time){ assert(tb_button != -1); glutIdleFunc(0); tb_tracking = GL_TRUE; tb_lasttime = time; beginx = x; beginy = y;}void_tbStopMotion(unsigned time){ assert(tb_button != -1); tb_tracking = GL_FALSE; if (time == tb_lasttime && tb_animate) { glutIdleFunc(_tbAnimate); } else { if (tb_animate) { glutIdleFunc(0); } }}voidtbAnimate(GLboolean animate){ tb_animate = animate;}voidtbInit(GLuint button){ tb_button = button; trackball(curquat, 0.0, 0.0, 0.0, 0.0);}voidtbMatrix(void){ GLfloat m[4][4]; assert(tb_button != -1); build_rotmatrix(m, curquat); glMultMatrixf(&m[0][0]);}voidtbReshape(int width, int height){ assert(tb_button != -1); tb_width = width; tb_height = height;}voidtbMouse(int button, int state, int x, int y){ assert(tb_button != -1); if (state == GLUT_DOWN && button == tb_button) _tbStartMotion(x, y, glutGet(GLUT_ELAPSED_TIME)); else if (state == GLUT_UP && button == tb_button) _tbStopMotion(glutGet(GLUT_ELAPSED_TIME));}voidtbMotion(int x, int y){ if (tb_tracking) { trackball(lastquat, (2.0 * beginx - tb_width) / tb_width, (tb_height - 2.0 * beginy) / tb_height, (2.0 * x - tb_width) / tb_width, (tb_height - 2.0 * y) / tb_height ); beginx = x; beginy = y; tb_animate = 1; tb_lasttime = glutGet(GLUT_ELAPSED_TIME); _tbAnimate(); }}
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