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| 50 | |
| 51 | #include "trackball.h" |
| 52 | #include "scene.h" |
| 53 | |
| 54 | //============================================================================// |
| 55 | // TrackBall // |
| 56 | //============================================================================// |
| 57 | |
| 58 | TrackBall::TrackBall(TrackMode mode) |
| 59 | : TrackBall(0, QVector3D(0, 1, 0), mode) |
| 60 | { |
| 61 | } |
| 62 | |
| 63 | TrackBall::TrackBall(float angularVelocity, const QVector3D& axis, TrackMode mode) |
| 64 | : m_axis(axis) |
| 65 | , m_angularVelocity(angularVelocity) |
| 66 | , m_mode(mode) |
| 67 | {} |
| 68 | |
| 69 | void TrackBall::push(const QPointF& p, const QQuaternion &) |
| 70 | { |
| 71 | m_rotation = rotation(); |
| 72 | m_pressed = true; |
| 73 | m_lastTime = QTime::currentTime(); |
| 74 | m_lastPos = p; |
| 75 | m_angularVelocity = 0.0f; |
| 76 | } |
| 77 | |
| 78 | void TrackBall::move(const QPointF& p, const QQuaternion &transformation) |
| 79 | { |
| 80 | if (!m_pressed) |
| 81 | return; |
| 82 | |
| 83 | QTime currentTime = QTime::currentTime(); |
| 84 | int msecs = m_lastTime.msecsTo(currentTime); |
| 85 | if (msecs <= 20) |
| 86 | return; |
| 87 | |
| 88 | switch (m_mode) { |
| 89 | case Plane: |
| 90 | { |
| 91 | QLineF delta(m_lastPos, p); |
| 92 | const float angleDelta = qRadiansToDegrees(radians: float(delta.length())); |
| 93 | m_angularVelocity = angleDelta / msecs; |
| 94 | m_axis = QVector3D(-delta.dy(), delta.dx(), 0.0f).normalized(); |
| 95 | m_axis = transformation.rotatedVector(vector: m_axis); |
| 96 | m_rotation = QQuaternion::fromAxisAndAngle(axis: m_axis, angle: angleDelta) * m_rotation; |
| 97 | } |
| 98 | break; |
| 99 | case Sphere: |
| 100 | { |
| 101 | QVector3D lastPos3D = QVector3D(m_lastPos.x(), m_lastPos.y(), 0.0f); |
| 102 | float sqrZ = 1 - QVector3D::dotProduct(v1: lastPos3D, v2: lastPos3D); |
| 103 | if (sqrZ > 0) |
| 104 | lastPos3D.setZ(std::sqrt(x: sqrZ)); |
| 105 | else |
| 106 | lastPos3D.normalize(); |
| 107 | |
| 108 | QVector3D currentPos3D = QVector3D(p.x(), p.y(), 0.0f); |
| 109 | sqrZ = 1 - QVector3D::dotProduct(v1: currentPos3D, v2: currentPos3D); |
| 110 | if (sqrZ > 0) |
| 111 | currentPos3D.setZ(std::sqrt(x: sqrZ)); |
| 112 | else |
| 113 | currentPos3D.normalize(); |
| 114 | |
| 115 | m_axis = QVector3D::crossProduct(v1: lastPos3D, v2: currentPos3D); |
| 116 | float angle = qRadiansToDegrees(radians: std::asin(x: m_axis.length())); |
| 117 | |
| 118 | m_angularVelocity = angle / msecs; |
| 119 | m_axis.normalize(); |
| 120 | m_axis = transformation.rotatedVector(vector: m_axis); |
| 121 | m_rotation = QQuaternion::fromAxisAndAngle(axis: m_axis, angle) * m_rotation; |
| 122 | } |
| 123 | break; |
| 124 | } |
| 125 | |
| 126 | |
| 127 | m_lastPos = p; |
| 128 | m_lastTime = currentTime; |
| 129 | } |
| 130 | |
| 131 | void TrackBall::release(const QPointF& p, const QQuaternion &transformation) |
| 132 | { |
| 133 | // Calling move() caused the rotation to stop if the framerate was too low. |
| 134 | move(p, transformation); |
| 135 | m_pressed = false; |
| 136 | } |
| 137 | |
| 138 | void TrackBall::start() |
| 139 | { |
| 140 | m_lastTime = QTime::currentTime(); |
| 141 | m_paused = false; |
| 142 | } |
| 143 | |
| 144 | void TrackBall::stop() |
| 145 | { |
| 146 | m_rotation = rotation(); |
| 147 | m_paused = true; |
| 148 | } |
| 149 | |
| 150 | QQuaternion TrackBall::rotation() const |
| 151 | { |
| 152 | if (m_paused || m_pressed) |
| 153 | return m_rotation; |
| 154 | |
| 155 | QTime currentTime = QTime::currentTime(); |
| 156 | float angle = m_angularVelocity * m_lastTime.msecsTo(currentTime); |
| 157 | return QQuaternion::fromAxisAndAngle(axis: m_axis, angle) * m_rotation; |
| 158 | } |
| 159 | |
| 160 | |