/* * (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. * * 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. * * 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. * * ==================================================================== * Code in this file has been modified by the KiCad project. * For modifications: * Copyright (C) 2016 KiCad Developers, see AUTHORS.txt for contributors. */ /* * Trackball code: * * 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. * * Vector manip code: * * Original code from: * David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli * * Much mucking with by: * Gavin Bell */ #include #include /* * 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 (0.8f) /* * Local function prototypes (not defined in trackball.h) */ static double tb_project_to_sphere( double, double, double ); static void normalize_quat( double [4] ); void vzero( double *v ) { v[0] = 0.0; v[1] = 0.0; v[2] = 0.0; } void vset( double *v, double x, double y, double z ) { v[0] = x; v[1] = y; v[2] = z; } void vsub( const double *src1, const double *src2, double *dst ) { dst[0] = src1[0] - src2[0]; dst[1] = src1[1] - src2[1]; dst[2] = src1[2] - src2[2]; } void vcopy( const double *v1, double *v2 ) { int i; for( i = 0 ; i < 3 ; i++ ) v2[i] = v1[i]; } void vcross( const double *v1, const double *v2, double *cross ) { double 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); } double vlength( const double *v ) { return (double) sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] ); } void vscale( double *v, double div ) { v[0] *= div; v[1] *= div; v[2] *= div; } void vnormal( double *v ) { vscale( v, 1.0f / vlength( v ) ); } double vdot( const double *v1, const double *v2 ) { return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; } void vadd( const double *src1, const double *src2, double *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. * * It is assumed that the arguments to this routine are in the range * (-1.0 ... 1.0) */ void trackball( double q[4], double p1x, double p1y, double p2x, double p2y ) { double a[3]; /* Axis of rotation */ double phi; /* how much to rotate about axis */ double p1[3], p2[3], d[3]; double 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 ) / (2.0f * TRACKBALLSIZE); /* * Avoid problems with out-of-control values... */ if( t > 1.0 ) t = 1.0; if( t < -1.0 ) t = -1.0; phi = 2.0f * (double) asin( t ); axis_to_quat( a, phi, q ); } /* * Given an axis and angle, compute quaternion. */ void axis_to_quat( double a[3], double phi, double q[4] ) { vnormal( a ); vcopy( a, q ); vscale( q, (double) sin( phi / 2.0) ); q[3] = (double) 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 double tb_project_to_sphere( double r, double x, double y ) { double d, z; d = (double) sqrt( x*x + y*y ); if( d < r * 0.70710678118654752440 ) { /* Inside sphere */ z = (double) sqrt( r*r - d*d ); } else { /* On hyperbola */ const double t = r / 1.41421356237309504880f; 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. * * This routine also normalizes the result every RENORMCOUNT times it is * called, to keep error from creeping in. * * NOTE: This routine is written so that q1 or q2 may be the same * as dest (or each other). */ #define RENORMCOUNT 97 void add_quats( double q1[4], double q2[4], double dest[4] ) { static int count=0; double t1[4], t2[4], t3[4]; double 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. * * Note: See the following for more information on quaternions: * * - 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( double q[4] ) { int i; double 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. * */ void build_rotmatrix( float m[4][4], double q[4] ) { m[0][0] = (float)(1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2])); m[0][1] = (float)(2.0 * (q[0] * q[1] - q[2] * q[3])); m[0][2] = (float)(2.0 * (q[2] * q[0] + q[1] * q[3])); m[0][3] = 0.0f; m[1][0] = (float)(2.0 * (q[0] * q[1] + q[2] * q[3])); m[1][1] = (float)(1.0 - 2.0f * (q[2] * q[2] + q[0] * q[0])); m[1][2] = (float)(2.0 * (q[1] * q[2] - q[0] * q[3])); m[1][3] = 0.0f; m[2][0] = (float)(2.0 * (q[2] * q[0] - q[1] * q[3])); m[2][1] = (float)(2.0 * (q[1] * q[2] + q[0] * q[3])); m[2][2] = (float)(1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0])); m[2][3] = 0.0f; m[3][0] = 0.0f; m[3][1] = 0.0f; m[3][2] = 0.0f; m[3][3] = 1.0f; }