/* * Ken Shoemake's Quaternion rotation controller * “Arcball Rotation Control”, Graphics Gems IV § III.1, pp. 175-192, August 1994. */ #include #include #include #include #include #include #include #include #include #include "libobj/obj.h" #include "libgraphics/graphics.h" #include "fns.h" static int min(int a, int b) { return a < b? a: b; } /* * Convert a mouse point into a unit quaternion, flattening if * constrained to a particular plane. */ static Quaternion mouseq(Point2 p, Quaternion *axis) { double l; Quaternion q; double rsq = p.x*p.x + p.y*p.y; /* quadrance */ if(rsq > 1){ /* outside the sphere */ rsq = sqrt(rsq); q.r = 0; q.i = p.x/rsq; q.j = p.y/rsq; q.k = 0; }else{ /* within the sphere */ q.r = 0; q.i = p.x; q.j = p.y; q.k = sqrt(1 - rsq); } if(axis != nil){ l = dotq(q, *axis); q.i -= l*axis->i; q.j -= l*axis->j; q.k -= l*axis->k; l = qlen(q); if(l != 0){ q.i /= l; q.j /= l; q.k /= l; } } return q; } void qb(Rectangle r, Point p0, Point p1, Quaternion *orient, Quaternion *axis) { Quaternion q, down; Point2 rmin, rmax; Point2 s0, s1; /* screen coords */ Point2 v0, v1; /* unit sphere coords */ Point2 ctlcen; /* controller center */ double ctlrad; /* controller radius */ rmin = Vec2(r.min.x, r.min.y); rmax = Vec2(r.max.x, r.max.y); s0 = Vec2(p0.x, p0.y); s1 = Vec2(p1.x, p1.y); ctlcen = divpt2(addpt2(rmin, rmax), 2); ctlrad = min(Dx(r), Dy(r)); v0 = divpt2(subpt2(s0, ctlcen), ctlrad); down = invq(mouseq(v0, axis)); q = *orient; v1 = divpt2(subpt2(s1, ctlcen), ctlrad); *orient = mulq(q, mulq(down, mouseq(v1, axis))); }