/* * Ken Shoemake's Quaternion rotation controller */ #include #include #include #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.r = 0; q.i = p.x/rsq; q.j = p.y/rsq; q.k = 0; }else{ 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 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))); }