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📄 trackball.c

📁 嵌入式GUI OpenGL源代码。OpenGL是嵌入式开发中常用的一种GUI系统。
💻 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>#include <GL/glut.h>#include "trackball.h"/* globals */static GLuint    tb_lasttime;static GLfloat   tb_lastposition[3];static GLfloat   tb_angle = 0.0;static GLfloat   tb_axis[3];static GLfloat   tb_transform[4][4];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;/* functions */static void_tbPointToVector(int x, int y, int width, int height, float v[3]){  float d, a;  /* project x, y onto a hemi-sphere centered within width, height. */  v[0] = (2.0 * x - width) / width;  v[1] = (height - 2.0 * y) / height;  d = sqrt(v[0] * v[0] + v[1] * v[1]);  v[2] = cos((3.14159265 / 2.0) * ((d < 1.0) ? d : 1.0));  a = 1.0 / sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);  v[0] *= a;  v[1] *= a;  v[2] *= a;}static void_tbAnimate(void){  glutPostRedisplay();}void_tbStartMotion(int x, int y, int button, int time){  assert(tb_button != -1);  tb_tracking = GL_TRUE;  tb_lasttime = time;  _tbPointToVector(x, y, tb_width, tb_height, tb_lastposition);}void_tbStopMotion(int button, unsigned time){  assert(tb_button != -1);  tb_tracking = GL_FALSE;  if (time == tb_lasttime && tb_animate) {    glutIdleFunc(_tbAnimate);  } else {    tb_angle = 0.0;    if (tb_animate)      glutIdleFunc(0);  }}voidtbAnimate(GLboolean animate){  tb_animate = animate;}voidtbInit(GLuint button){  tb_button = button;  tb_angle = 0.0;  /* put the identity in the trackball transform */  glPushMatrix();  glLoadIdentity();  glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)tb_transform);  glPopMatrix();}voidtbMatrix(){  assert(tb_button != -1);  glPushMatrix();  glLoadIdentity();  glRotatef(tb_angle, tb_axis[0], tb_axis[1], tb_axis[2]);  glMultMatrixf((GLfloat *)tb_transform);  glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)tb_transform);  glPopMatrix();  glMultMatrixf((GLfloat *)tb_transform);}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, button, glutGet(GLUT_ELAPSED_TIME));  else if (state == GLUT_UP && button == tb_button)    _tbStopMotion(button, glutGet(GLUT_ELAPSED_TIME));}voidtbMotion(int x, int y){  GLfloat current_position[3], dx, dy, dz;  assert(tb_button != -1);  if (tb_tracking == GL_FALSE)    return;  _tbPointToVector(x, y, tb_width, tb_height, current_position);  /* calculate the angle to rotate by (directly proportional to the     length of the mouse movement */  dx = current_position[0] - tb_lastposition[0];  dy = current_position[1] - tb_lastposition[1];  dz = current_position[2] - tb_lastposition[2];  tb_angle = 90.0 * sqrt(dx * dx + dy * dy + dz * dz);  /* calculate the axis of rotation (cross product) */  tb_axis[0] = tb_lastposition[1] * current_position[2] -                tb_lastposition[2] * current_position[1];  tb_axis[1] = tb_lastposition[2] * current_position[0] -                tb_lastposition[0] * current_position[2];  tb_axis[2] = tb_lastposition[0] * current_position[1] -                tb_lastposition[1] * current_position[0];  /* reset for next time */  tb_lasttime = glutGet(GLUT_ELAPSED_TIME);  tb_lastposition[0] = current_position[0];  tb_lastposition[1] = current_position[1];  tb_lastposition[2] = current_position[2];  /* remember to draw new position */  glutPostRedisplay();}

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