Esempio n. 1
0
void ofxCamera::setViewByMouse(int x, int y)
{
    ofxVec2f mouseDelta;
    float MouseSensitivity = 10.0f;
    float MiddleX = ofGetWidth()/2;
    float MiddleY = ofGetHeight()/2;

    if((x == MiddleX) && (y == MiddleY))
        return;

    // otherwise move the mouse back to the middle of the screen
    glutWarpPointer(MiddleX, MiddleY);

    mouseDelta.x = (MiddleX - x)/MouseSensitivity;
    mouseDelta.y = (MiddleY - y)/MouseSensitivity;

    // get the axis to rotate around the x-axis.
    ofxVec3f axis = eyeCoord - posCoord;
    axis.cross(upVec);
    // To be able to use the quaternion conjugate, the axis to
    // rotate around must be normalized.
    axis.normalize();

    // Rotate around the x axis
    qrotate(axis,mouseDelta.y);
    // Rotate around the y axis
    qrotate(ofxVec3f(0, 1, 0),mouseDelta.x);
}
Esempio n. 2
0
void view_turn(view *V, const double *w)
{
#if 0
    double M[16], T[16], q[4], a[3], b[3], c[3], t[3];

    assert(V);

    /* Transform the mark and drag vectors from eye space into the world     */
    /* space current at the time of the mark.                                */

    state_matrix(M, &V->mark);

    mtranspose(T, M);
    vnormalize(t, V->a);
    vtransform(a, T, t);
    vnormalize(t,    w);
    vtransform(b, T, t);

    /* These determine the axis and angle of rotation.  Find the quaternion. */

    vcrs(t, a, b);
    vnormalize(c, t);
    qrotate(q, c, acos(vdot(a, b)));

    /* Accumulate this quaternion with the view state, rotating the view.    */

    qmultiply(view_curr(V)->q, V->mark.q, q);
#endif
}