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-rw-r--r--qb.c96
1 files changed, 96 insertions, 0 deletions
diff --git a/qb.c b/qb.c
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+++ b/qb.c
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+/*
+ * Ken Shoemake's Quaternion rotation controller
+ */
+#include <u.h>
+#include <libc.h>
+#include <draw.h>
+#include "dat.h"
+#include "fns.h"
+
+typedef struct Point2 Point2;
+struct Point2 {
+ double x, y;
+};
+
+static Point2
+Pt2(double x, double y)
+{
+ return (Point2){x, y};
+}
+
+static Point2
+addpt2(Point2 a, Point2 b)
+{
+ return (Point2){a.x+b.x, a.y+b.y};
+}
+
+static Point2
+subpt2(Point2 a, Point2 b)
+{
+ return (Point2){a.x-b.x, a.y-b.y};
+}
+
+static Point2
+divpt2(Point2 p, double s)
+{
+ return (Point2){p.x/s, p.y/s};
+}
+
+/*
+ * 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;
+
+ if(rsq > 1){
+ rsq = sqrt(rsq);
+ q.k = 0;
+ q.i = p.x/rsq;
+ q.j = p.y/rsq;
+ q.r = 0;
+ }
+ else{
+ q.r = 0;
+ q.i = p.x;
+ q.j = p.y;
+ q.k = sqrt(1 - rsq);
+ }
+ if(axis != nil){
+ l = q.i*axis->i + q.j*axis->j + q.k*axis->k;
+ q.i -= l*axis->i;
+ q.j -= l*axis->j;
+ q.k -= l*axis->k;
+ l = sqrt(q.i*q.i + q.j*q.j + q.k*q.k);
+ if(l != 0.){
+ q.i /= l;
+ q.j /= l;
+ q.k /= l;
+ }
+ }
+ return q;
+}
+
+void
+qb(Rectangle r, Point p1, Point p2, Quaternion *orient, Quaternion *axis){
+ Quaternion q, down;
+ Point2 rmin, rmax;
+ Point2 ctlcen, ctlrad;
+ double qx, qy;
+
+ rmin = Pt2(r.min.x, r.min.y);
+ rmax = Pt2(r.max.x, r.max.y);
+ ctlcen = divpt2(addpt2(rmin, rmax), 2);
+ ctlrad = divpt2(subpt2(rmax, rmin), 2);
+ qx = (p1.x-ctlcen.x)/ctlrad.x;
+ qy = (ctlcen.y-p1.y)/ctlrad.y;
+ down = invq(mouseq(Pt2(qx, qy), axis));
+
+ q = *orient;
+ qx = (p2.x-ctlcen.x)/ctlrad.x;
+ qy = (ctlcen.y-p2.y)/ctlrad.y;
+ *orient = mulq(q, mulq(down, mouseq(Pt2(qx, qy), axis)));
+}