コード例 #1
0
// using vDown, vNow, dragging, and axisSet, compute rotations
void ArcBall::update ()
{
	int setSize = setSizes[axisSet];

	Quat *set = (Quat *)(sets[axisSet]);

	vFrom = mouseOnSphere(vDown, center, radius);
	vTo   = mouseOnSphere(vNow, center, radius);

	if(dragging)
	{
		if(axisSet != NoAxes)
		{
			vFrom = constrainToAxis(vFrom, set[axisIndex]);
			vTo   = constrainToAxis(vTo, set[axisIndex]);
		}
		qDrag = fromBallPoints(vFrom, vTo);
		qNow = qDrag * qDown;
	}
	else if(axisSet != NoAxes)
		axisIndex = nearestConstraintAxis(vTo, set, setSize);

	toBallPoints(qDown, vrFrom, vrTo);
	getRotation(qNow.conjugate(), mNow); // gives transpose to OpenGL
}
コード例 #2
0
ファイル: ArcballCamera.cpp プロジェクト: nemcek/Pokemon-3D
//------------------------------------------------------------------------------
    void ArcBall::drag(const glm::vec2& msc)
    {
        // Regular drag code to follow...
        mVNow       = (mScreenToTCS * glm::vec4(msc.x, msc.y, 0.0, 1.0)).xyz();
        mVSphereFrom= mouseOnSphere(mVDown);
        mVSphereTo  = mouseOnSphere(mVNow);

        // Construct a quaternion from two points on the unit sphere.
        mQDrag = quatFromUnitSphere(mVSphereFrom, mVSphereTo);
        mQNow = mQDrag * mQDown;

        // Perform complex conjugate
        glm::quat q = mQNow;
        q.x = -q.x;
        q.y = -q.y;
        q.z = -q.z;
        q.w =  q.w;
        mMatNow = glm::mat4_cast(q);
    }