pcb and initial code from https://github.com/das-labor/borgware-2d.git
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295 lines
7.0 KiB
295 lines
7.0 KiB
/**
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* \addtogroup unixsimulator
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*/
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/*@{*/
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/**
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* Simple trackball-like motion adapted (ripped off) from projtex.c
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* (written by David Yu and David Blythe). See the SIGGRAPH '96
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* Advanced OpenGL course notes.
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*
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*
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* Usage:
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*
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* o call tbInit() in before any other tb call
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* o call tbReshape() from the reshape callback
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* o call tbMatrix() to get the trackball matrix rotation
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* o call tbStartMotion() to begin trackball movememt
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* o call tbStopMotion() to stop trackball movememt
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* o call tbMotion() from the motion callback
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* o call tbAnimate(GL_TRUE) if you want the trackball to continue
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* spinning after the mouse button has been released
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* o call tbAnimate(GL_FALSE) if you want the trackball to stop
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* spinning after the mouse button has been released
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*
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* Typical setup:
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*
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*
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* void
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* init(void)
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* {
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* tbInit(GLUT_MIDDLE_BUTTON);
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* tbAnimate(GL_TRUE);
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* . . .
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* }
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*
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* void
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* reshape(int width, int height)
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* {
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* tbReshape(width, height);
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* . . .
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* }
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*
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* void
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* display(void)
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* {
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* glPushMatrix();
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*
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* tbMatrix();
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* . . . draw the scene . . .
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*
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* glPopMatrix();
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* }
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*
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* void
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* mouse(int button, int state, int x, int y)
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* {
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* tbMouse(button, state, x, y);
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* . . .
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* }
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*
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* void
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* motion(int x, int y)
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* {
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* tbMotion(x, y);
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* . . .
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* }
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*
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* int
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* main(int argc, char** argv)
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* {
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* . . .
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* init();
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* glutReshapeFunc(reshape);
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* glutDisplayFunc(display);
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* glutMouseFunc(mouse);
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* glutMotionFunc(motion);
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* . . .
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* }
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*
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* @file trackball.c
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* @brief Helper functions for the UNIX platform Borg simulator.
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* @author Martin Ongsiek, David Yu, David Blythe
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*/
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/* includes */
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#include <math.h>
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#include <assert.h>
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#ifdef OSX_
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# include <GLUT/glut.h>
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#else
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# include <GL/glut.h>
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#endif
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#include "trackball.h"
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/* globals */
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static GLuint tb_lasttime;
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static GLfloat tb_lastposition[3];
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static GLfloat tb_angle = 0.0;
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static GLfloat tb_axis[3];
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static GLfloat tb_transform[4][4];
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static GLuint tb_width;
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static GLuint tb_height;
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static GLint tb_button = -1;
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static GLboolean tb_tracking = GL_FALSE;
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static GLboolean tb_animate = GL_TRUE;
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/* functions */
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/**
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* Project x and y onto a hemisphere centered within given width and height.
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* @param x X-coordinate
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* @param y Y-coordinate
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* @param width Width of the hemisphere.
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* @param height Width of the hemisphere.
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* @param v Vector where the projection is performed on.
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*/
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static void _tbPointToVector(int x, int y, int width, int height, float v[3]) {
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float d, a;
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/* project x, y onto a hemisphere centered within width, height. */
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v[0] = (2.0 * x - width) / width;
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v[1] = (height - 2.0 * y) / height;
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d = sqrt(v[0] * v[0] + v[1] * v[1]);
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v[2] = cos((3.14159265 / 2.0) * ((d < 1.0) ? d : 1.0));
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a = 1.0 / sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
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v[0] *= a;
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v[1] *= a;
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v[2] *= a;
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}
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/**
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* Redisplay current window contents.
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*/
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static void _tbAnimate(void) {
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glutPostRedisplay();
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}
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/**
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* Starts trackball movement depending on the mouse position.
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* @param x X-position of the mouse pointer.
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* @param y Y-position of the mouse pointer.
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* @param button Not used.
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* @param time Elapsed time.
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*/
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void _tbStartMotion(int x, int y, int button, int time) {
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assert(tb_button != -1);
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tb_tracking = GL_TRUE;
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tb_lasttime = time;
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_tbPointToVector(x, y, tb_width, tb_height, tb_lastposition);
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}
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/**
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* Stops trackball movement.
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* @param button Not used
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* @param time Not used.
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*/
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void _tbStopMotion(int button, unsigned time) {
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assert(tb_button != -1);
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tb_tracking = GL_FALSE;
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if (time == tb_lasttime && tb_animate) {
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glutIdleFunc(_tbAnimate);
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} else {
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tb_angle = 0.0;
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if (tb_animate) {
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glutIdleFunc(0);
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}
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}
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}
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/**
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* Starts or stops the spinning movement of the trackball.
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* @param animate GL_TRUE for starting and GL_FALSE for stopping the animation.
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*/
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void tbAnimate(GLboolean animate) {
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tb_animate = animate;
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}
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/**
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* Has to be called before any other tb call.
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* @param button Mouse button state.
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*/
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void tbInit(GLuint button) {
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tb_button = button;
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tb_angle = 0.0;
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/* put the identity in the trackball transform */
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glPushMatrix();
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glLoadIdentity();
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) tb_transform);
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glPopMatrix();
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}
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/**
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* Gets the tb matrix rotation.
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*/
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void tbMatrix() {
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assert(tb_button != -1);
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glPushMatrix();
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glLoadIdentity();
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glRotatef(tb_angle, -tb_axis[0], tb_axis[2], tb_axis[1]);
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glMultMatrixf((GLfloat *) tb_transform);
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) tb_transform);
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glPopMatrix();
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glMultMatrixf((GLfloat *) tb_transform);
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}
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/**
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* Reshape callback function for determining the window size.
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* @param width Width of the trackball.
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* @param height Height of the trackball.
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*/
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void tbReshape(int width, int height) {
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assert(tb_button != -1);
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tb_width = width;
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tb_height = height;
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}
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/**
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* Starts motion depending on mouse position and button state.
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* @param button The button whose state has changed.
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* @param state The state of that button.
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* @param x X-position of the mouse pointer.
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* @param y Y-position of the mouse pointer.
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*/
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void tbMouse(int button, int state, int x, int y) {
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assert(tb_button != -1);
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if (state == GLUT_DOWN && button == tb_button)
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_tbStartMotion(x, y, button, glutGet(GLUT_ELAPSED_TIME));
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else if (state == GLUT_UP && button == tb_button)
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_tbStopMotion(button, glutGet(GLUT_ELAPSED_TIME));
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}
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/**
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* Starts a rotating scene motion to the given coordinates.
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* @param x The x-coordinate.
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* @param y The y-coordinate.
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*/
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void tbMotion(int x, int y) {
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GLfloat current_position[3], dx, dy, dz;
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assert(tb_button != -1);
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if (tb_tracking == GL_FALSE)
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return;
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_tbPointToVector(x, y, tb_width, tb_height, current_position);
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/* calculate the angle to rotate by (directly proportional to the
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length of the mouse movement */
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dx = current_position[0] - tb_lastposition[0];
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dy = current_position[1] - tb_lastposition[1];
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dz = current_position[2] - tb_lastposition[2];
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tb_angle = 90.0 * sqrt(dx * dx + dy * dy + dz * dz);
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/* calculate the axis of rotation (cross product) */
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tb_axis[0] = tb_lastposition[1] * current_position[2]
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- tb_lastposition[2] * current_position[1];
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tb_axis[1] = tb_lastposition[2] * current_position[0]
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- tb_lastposition[0] * current_position[2];
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tb_axis[2] = tb_lastposition[0] * current_position[1]
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- tb_lastposition[1] * current_position[0];
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/* reset for next time */
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tb_lasttime = glutGet(GLUT_ELAPSED_TIME);
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tb_lastposition[0] = current_position[0];
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tb_lastposition[1] = current_position[1];
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tb_lastposition[2] = current_position[2];
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/* remember to draw new position */
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glutPostRedisplay();
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}
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/*@}*/
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