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