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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 | |