-
Notifications
You must be signed in to change notification settings - Fork 0
/
trackball.h
73 lines (63 loc) · 2.11 KB
/
trackball.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
/**
* trackball.h
* A virtual trackball implementation
* Written by Gavin Bell for Silicon Graphics, November 1988.
*
* Modified by Jeff Booth (boothjmx@cs) for CSE 457 Modeler.
*/
#include "vect.h"
#include "vec.h"
Vec4f mat2quat(const float* m);
#ifdef __cplusplus
extern "C" {
#endif
/*
* Pass the x and y coordinates of the last and current positions of
* the mouse, scaled so they are from (-1.0 ... 1.0).
*
* if ox,oy is the window's center and sizex,sizey is its size, then
* the proper transformation from screen coordinates (sc) to world
* coordinates (wc) is:
* wcx = (2.0 * (scx-ox)) / (float)sizex - 1.0
* wcy = (2.0 * (scy-oy)) / (float)sizey - 1.0
*
* The resulting rotation is returned as a quaternion rotation in the
* first paramater.
*/
void
trackball(float q[4], float p1x, float p1y, float p2x, float p2y);
/*
* Given two quaternions, add them together to get a third quaternion.
* Adding quaternions to get a compound rotation is analagous to adding
* translations to get a compound translation. When incrementally
* adding rotations, the first argument here should be the new
* rotation, the second and third the total rotation (which will be
* over-written with the resulting new total rotation).
*/
void
add_quats(float *q1, float *q2, float *dest);
/*
* A useful function, builds a rotation matrix in Matrix based on
* given quaternion.
*/
void
build_rotmatrix(float m[4][4], float q[4]);
/*
* This function computes a quaternion based on an axis (defined by
* the given vector) and an angle about which to rotate. The angle is
* expressed in radians. The result is put into the third argument.
*/
void
axis_to_quat(float a[3], float angle, float q[4]);
/*
* These are defined for compatibility with an older version of this
* that referred to quaternions as 'Euler Paramaters'. The term
* 'quaternion' is much more widely used in the computer graphics
* community, and causes less confusion (Euler Paramaters are easily
* confused with Euler Angles, which are totally different).
*/
#define add_eulers add_quats
#define axis_to_euler axis_to_quat
#ifdef __cplusplus
}
#endif