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<td align="center" valign="center"><div align="center"><font class="text"><font class="theme" size="+3"><b><i>第48课</i></b></font></font></div></td>
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<td width="82%"><p><font><b>轨迹球实现的鼠标旋转</b></font></p>
<p><font size="3">使用鼠标旋转物体,很简单也有很多实现方法,这里我们教会你模拟轨迹球来实现它.</font></p></td>
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<td class="back3" valign="top" width="100%">轨迹球控制<br>
By Terence J. Grant (tjgrant@tatewake.com)
<p>如果只用鼠标来控制你的模型是不是很酷?轨迹球可以帮你做到这一点,我将告诉你我的实现,你可以把它应用在你的工程里。</p>
<p>我的实现是基于Bretton Wade’s,它是基于Ken Shoemake’s 实现的,最初的版本,你可以从游戏编程指南这本图上找到。但我还是修正了一些错误,并优化了它。</p>
<p>轨迹球实现的内容就是把二维的鼠标点映射到三维的轨迹球,并基于它完成旋转变化。</p>
<p>为了完成这个设想,首先我们把鼠标坐标映射到[-1,1]之间,它很简单:<br>
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<p> </p>
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<pre>MousePt.X = ((MousePt.X / ((Width -1) / 2)) -1);<br>MousePt.Y = -((MousePt.Y / ((Height -1) / 2))-1);</pre>
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<td class="back3" valign="top" width="100%">这只是为了数学上的简化,下面我们计算这个长度,如果它大于轨迹球的边界,我们将简单的把z轴设为0,否则我们把z轴设置为这个二维点映射到球面上对应的z值。
<p>一旦我们有了两个点,就可以计算它的法向量了和旋转角了。</p>
<p>下面我们从构造函数开始,完整的讲解这个类:</p>
<p> </p>
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<pre>ArcBall_t::ArcBall_t(GLfloat NewWidth, GLfloat NewHeight)</pre>
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<td class="back3" valign="top" width="100%">当点击鼠标时,记录点击的位置 </td>
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