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📄 trackball.c

📁 ftgl-2.1.2 夸平台的opengl显示字体
💻 C
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/* * (c) Copyright 1993, 1994, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States.  Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. *//* * Trackball code: * * Implementation of a virtual trackball. * Implemented by Gavin Bell, lots of ideas from Thant Tessman and *   the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129. * * Vector manip code: * * Original code from: * David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli * * Much mucking with by: * Gavin Bell */#include <math.h>#include "trackball.h"/* * This size should really be based on the distance from the center of * rotation to the point on the object underneath the mouse.  That * point would then track the mouse as closely as possible.  This is a * simple example, though, so that is left as an Exercise for the * Programmer. */#define TRACKBALLSIZE  (0.4)/* * Local function prototypes (not defined in trackball.h) */static float tb_project_to_sphere(float, float, float);static void normalize_quat(float [4]);voidvzero(float *v){    v[0] = 0.0;    v[1] = 0.0;    v[2] = 0.0;}voidvset(float *v, float x, float y, float z){    v[0] = x;    v[1] = y;    v[2] = z;}voidvsub(const float *src1, const float *src2, float *dst){    dst[0] = src1[0] - src2[0];    dst[1] = src1[1] - src2[1];    dst[2] = src1[2] - src2[2];}voidvcopy(const float *v1, float *v2){    register int i;    for (i = 0 ; i < 3 ; i++)        v2[i] = v1[i];}voidvcross(const float *v1, const float *v2, float *cross){    float temp[3];    temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);    temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);    temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);    vcopy(temp, cross);}floatvlength(const float *v){    return sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);}voidvscale(float *v, float div){    v[0] *= div;    v[1] *= div;    v[2] *= div;}voidvnormal(float *v){    vscale(v,1.0/vlength(v));}floatvdot(const float *v1, const float *v2){    return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];}voidvadd(const float *src1, const float *src2, float *dst){    dst[0] = src1[0] + src2[0];    dst[1] = src1[1] + src2[1];    dst[2] = src1[2] + src2[2];}/* * Ok, simulate a track-ball.  Project the points onto the virtual * trackball, then figure out the axis of rotation, which is the cross * product of P1 P2 and O P1 (O is the center of the ball, 0,0,0) * Note:  This is a deformed trackball-- is a trackball in the center, * but is deformed into a hyperbolic sheet of rotation away from the * center.  This particular function was chosen after trying out * several variations. * * It is assumed that the arguments to this routine are in the range * (-1.0 ... 1.0) */voidtrackball(float q[4], float p1x, float p1y, float p2x, float p2y){    float a[3]; /* Axis of rotation */    float phi;  /* how much to rotate about axis */    float p1[3], p2[3], d[3];    float t;    if (p1x == p2x && p1y == p2y) {        /* Zero rotation */        vzero(q);        q[3] = 1.0;        return;    }    /*     * First, figure out z-coordinates for projection of P1 and P2 to     * deformed sphere     */    vset(p1,p1x,p1y,tb_project_to_sphere(TRACKBALLSIZE,p1x,p1y));    vset(p2,p2x,p2y,tb_project_to_sphere(TRACKBALLSIZE,p2x,p2y));    /*     *  Now, we want the cross product of P1 and P2     */    vcross(p2,p1,a);    /*     *  Figure out how much to rotate around that axis.     */    vsub(p1,p2,d);    t = vlength(d) / (2.0*TRACKBALLSIZE);    /*     * Avoid problems with out-of-control values...     */    if (t > 1.0) t = 1.0;    if (t < -1.0) t = -1.0;    phi = 2.0 * asin(t);    axis_to_quat(a,phi,q);}/* *  Given an axis and angle, compute quaternion. */voidaxis_to_quat(float a[3], float phi, float q[4]){    vnormal(a);    vcopy(a,q);    vscale(q,sin(phi/2.0));    q[3] = cos(phi/2.0);}/* * Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet * if we are away from the center of the sphere. */static floattb_project_to_sphere(float r, float x, float y){    float d, t, z;    d = sqrt(x*x + y*y);    if (d < r * 0.70710678118654752440) {    /* Inside sphere */        z = sqrt(r*r - d*d);    } else {           /* On hyperbola */        t = r / 1.41421356237309504880;        z = t*t / d;    }    return z;}/* * Given two rotations, e1 and e2, expressed as quaternion rotations, * figure out the equivalent single rotation and stuff it into dest. * * This routine also normalizes the result every RENORMCOUNT times it is * called, to keep error from creeping in. * * NOTE: This routine is written so that q1 or q2 may be the same * as dest (or each other). */#define RENORMCOUNT 97voidadd_quats(float q1[4], float q2[4], float dest[4]){    static int count=0;    float t1[4], t2[4], t3[4];    float tf[4];    vcopy(q1,t1);    vscale(t1,q2[3]);    vcopy(q2,t2);    vscale(t2,q1[3]);    vcross(q2,q1,t3);    vadd(t1,t2,tf);    vadd(t3,tf,tf);    tf[3] = q1[3] * q2[3] - vdot(q1,q2);    dest[0] = tf[0];    dest[1] = tf[1];    dest[2] = tf[2];    dest[3] = tf[3];    if (++count > RENORMCOUNT) {        count = 0;        normalize_quat(dest);    }}/* * Quaternions always obey:  a^2 + b^2 + c^2 + d^2 = 1.0 * If they don't add up to 1.0, dividing by their magnitued will * renormalize them. * * Note: See the following for more information on quaternions: * * - Shoemake, K., Animating rotation with quaternion curves, Computer *   Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985. * - Pletinckx, D., Quaternion calculus as a basic tool in computer *   graphics, The Visual Computer 5, 2-13, 1989. */static voidnormalize_quat(float q[4]){    int i;    float mag;    mag = (q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);    for (i = 0; i < 4; i++) q[i] /= mag;}/* * Build a rotation matrix, given a quaternion rotation. * */voidbuild_rotmatrix(float m[4][4], float q[4]){    m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);    m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);    m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);    m[0][3] = 0.0;    m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);    m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);    m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);    m[1][3] = 0.0;    m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);    m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);    m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);    m[2][3] = 0.0;    m[3][0] = 0.0;    m[3][1] = 0.0;    m[3][2] = 0.0;    m[3][3] = 1.0;}

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