src/gl/trackball.c

    /*
     * (c) Copyright 1993, 1994, Silicon Graphics, Inc.
     * ALL RIGHTS RESERVED
     * Permission to use, copy, modify, and distribute this software for
     * any purpose and without fee is hereby granted, provided that the above
     * copyright notice appear in all copies and that both the copyright notice
     * and this permission notice appear in supporting documentation, and that
     * the name of Silicon Graphics, Inc. not be used in advertising
     * or publicity pertaining to distribution of the software without specific,
     * written prior permission.
     *11/span>
     * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
     * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
     * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
     * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
     * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
     * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
     * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
     * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
     * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
     * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
     * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
     * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
     *24/span>
     * US Government Users Restricted Rights
     * Use, duplication, or disclosure by the Government is subject to
     * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
     * (c)(1)(ii) of the Rights in Technical Data and Computer Software
     * clause at DFARS 252.227-7013 and/or in similar or successor
     * clauses in the FAR or the DOD or NASA FAR Supplement.
     * Unpublished-- rights reserved under the copyright laws of the
     * United States.  Contractor/manufacturer is Silicon Graphics,
     * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
     *34/span>
     * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
     */
    /*
     * Trackball code:
     *39/span>
     * Implementation of a virtual trackball.
     * Implemented by Gavin Bell, lots of ideas from Thant Tessman and
     *   the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129.
     *43/span>
     * Vector manip code:
     *45/span>
     * Original code from:
     * David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
     *48/span>
     * Much mucking with by:
     * Gavin Bell
     */
    #include <math.h>
    #include "trackball.h"
    
    /*
     * This size should really be based on the distance from the center of
     * rotation to the point on the object underneath the mouse.  That
     * point would then track the mouse as closely as possible.  This is a
     * simple example, though, so that is left as an Exercise for the
     * Programmer.
     */
    #define TRACKBALLSIZE  (0.8)
    
    /*
     * Local function prototypes (not defined in trackball.h)
     */
    static float tb_project_to_sphere(float, float, float);
    static void normalize_quat(float [4]);
    
    static void
    vzero(float *v)
    {
        v[0] = 0.0;
        v[1] = 0.0;
        v[2] = 0.0;
    }
    
    static void
    vset(float *v, float x, float y, float z)
    {
        v[0] = x;
        v[1] = y;
        v[2] = z;
    }
    
    static void
    vsub(const float *src1, const float *src2, float *dst)
    {
        dst[0] = src1[0] - src2[0];
        dst[1] = src1[1] - src2[1];
        dst[2] = src1[2] - src2[2];
    }
    
    static void
    vcopy(const float *v1, float *v2)
    {
        register int i;
        for (i = 0 ; i < 3 ; i++)
            v2[i] = v1[i];
    }
    
    static void
    vcross(const float *v1, const float *v2, float *cross)
    {
        float temp[3];
    
        temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
        temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
        temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
        vcopy(temp, cross);
    }
    
    static float
    vlength(const float *v)
    {
        return sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
    }
    
    static void
    vscale(float *v, float div)
    {
        v[0] *= div;
        v[1] *= div;
        v[2] *= div;
    }
    
    static void
    vnormal(float *v)
    {
        vscale(v,1.0/vlength(v));
    }
    
    static float
    vdot(const float *v1, const float *v2)
    {
        return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
    }
    
    static void
    vadd(const float *src1, const float *src2, float *dst)
    {
        dst[0] = src1[0] + src2[0];
        dst[1] = src1[1] + src2[1];
        dst[2] = src1[2] + src2[2];
    }
    
    /*
     * Ok, simulate a track-ball.  Project the points onto the virtual
     * trackball, then figure out the axis of rotation, which is the cross
     * product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
     * Note:  This is a deformed trackball-- is a trackball in the center,
     * but is deformed into a hyperbolic sheet of rotation away from the
     * center.  This particular function was chosen after trying out
     * several variations.
     *155/span>
     * It is assumed that the arguments to this routine are in the range
     * (-1.0 ... 1.0)
     */
    void
    gl_trackball(float q[4], float p1x, float p1y, float p2x, float p2y)
    {
        float a[3]; /* Axis of rotation */
        float phi;  /* how much to rotate about axis */
        float p1[3], p2[3], d[3];
        float t;
    
        if (p1x == p2x && p1y == p2y) {
            /* Zero rotation */
            vzero(q);
            q[3] = 1.0;
            return;
        }
    
        /*
         * First, figure out z-coordinates for projection of P1 and P2 to
         * deformed sphere
         */
        vset(p1,p1x,p1y,tb_project_to_sphere(TRACKBALLSIZE,p1x,p1y));
        vset(p2,p2x,p2y,tb_project_to_sphere(TRACKBALLSIZE,p2x,p2y));
    
        /*
         *  Now, we want the cross product of P1 and P2
         */
        vcross(p2,p1,a);
    
        /*
         *  Figure out how much to rotate around that axis.
         */
        vsub(p1,p2,d);
        t = vlength(d) / (2.0*TRACKBALLSIZE);
    
        /*
         * Avoid problems with out-of-control values...
         */
        if (t > 1.0) t = 1.0;
        if (t < -1.0) t = -1.0;
        phi = 2.0 * asin(t);
    
        gl_axis_to_quat(a,phi,q);
    }
    
    /*
     *  Given an axis and angle, compute quaternion.
     */
    void
    gl_axis_to_quat(float a[3], float phi, float q[4])
    {
        vnormal(a);
        vcopy(a,q);
        vscale(q,sin(phi/2.0));
        q[3] = cos(phi/2.0);
    }
    
    /*
     * Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
     * if we are away from the center of the sphere.
     */
    static float
    tb_project_to_sphere(float r, float x, float y)
    {
        float d, t, z;
    
        d = sqrt(x*x + y*y);
        if (d < r * 0.70710678118654752440) {    /* Inside sphere */
            z = sqrt(r*r - d*d);
        } else {           /* On hyperbola */
            t = r / 1.41421356237309504880;
            z = t*t / d;
        }
        return z;
    }
    
    /*
     * Given two rotations, e1 and e2, expressed as quaternion rotations,
     * figure out the equivalent single rotation and stuff it into dest.
     *236/span>
     * This routine also normalizes the result every RENORMCOUNT times it is
     * called, to keep error from creeping in.
     *239/span>
     * NOTE: This routine is written so that q1 or q2 may be the same
     * as dest (or each other).
     */
    
    #define RENORMCOUNT 97
    
    void
    gl_add_quats(float q1[4], float q2[4], float dest[4])
    {
        static int count=0;
        float t1[4], t2[4], t3[4];
        float tf[4];
    
        vcopy(q1,t1);
        vscale(t1,q2[3]);
    
        vcopy(q2,t2);
        vscale(t2,q1[3]);
    
        vcross(q2,q1,t3);
        vadd(t1,t2,tf);
        vadd(t3,tf,tf);
        tf[3] = q1[3] * q2[3] - vdot(q1,q2);
    
        dest[0] = tf[0];
        dest[1] = tf[1];
        dest[2] = tf[2];
        dest[3] = tf[3];
    
        if (++count > RENORMCOUNT) {
            count = 0;
            normalize_quat(dest);
        }
    }
    
    /*
     * Quaternions always obey:  a^2 + b^2 + c^2 + d^2 = 1.0
     * If they don't add up to 1.0, dividing by their magnitued will
     * renormalize them.
     *279/span>
     * Note: See the following for more information on quaternions:
     *281/span>
     * - Shoemake, K., Animating rotation with quaternion curves, Computer
     *   Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985.
     * - Pletinckx, D., Quaternion calculus as a basic tool in computer
     *   graphics, The Visual Computer 5, 2-13, 1989.
     */
    static void
    normalize_quat(float q[4])
    {
        int i;
        float mag;
    
        mag = (q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);
        for (i = 0; i < 4; i++) q[i] /= mag;
    }
    
    /*
     * Build a rotation matrix, given a quaternion rotation.
     *299/span>
     */
    void
    gl_build_rotmatrix(float m[4][4], float q[4])
    {
        m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);
        m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);
        m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);
        m[0][3] = 0.0;
    
        m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);
        m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);
        m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);
        m[1][3] = 0.0;
    
        m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);
        m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);
        m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);
        m[2][3] = 0.0;
    
        m[3][0] = 0.0;
        m[3][1] = 0.0;
        m[3][2] = 0.0;
        m[3][3] = 1.0;
    }