/* * trackball.h * A virtual trackball implementation * Written by Gavin Bell for Silicon Graphics, November 1988. */ /* * Initialize trackball in win32 environment */ extern void trackball_Init( GLint width, GLint height ); extern void trackball_Resize( GLint width, GLint height ); extern GLenum trackball_MouseDown( int mouseX, int mouseY, GLenum button ); extern GLenum trackball_MouseUp( int mouseX, int mouseY, GLenum button ); /* These next Mouse fns are required if both the trackbal and user * need mouse events. Otherwise, can just supply above two functions * to tk to call */ /* * Mouse functions called directly on events */ extern void trackball_MouseDownEvent( int mouseX, int mouseY, GLenum button ); extern void trackball_MouseUpEvent( int mouseX, int mouseY, GLenum button ); /* * Functions to register mouse event callbacks */ extern void trackball_MouseDownFunc(GLenum (*)(int, int, GLenum)); extern void trackball_MouseUpFunc(GLenum (*)(int, int, GLenum)); /* * Calculate rotation matrix based on mouse movement */ void trackball_CalcRotMatrix( GLfloat matRot[4][4] ); /* * Pass the x and y coordinates of the last and current positions of * the mouse, scaled so they are from (-1.0 ... 1.0). * * if ox,oy is the window's center and sizex,sizey is its size, then * the proper transformation from screen coordinates (sc) to world * coordinates (wc) is: * wcx = (2.0 * (scx-ox)) / (float)sizex - 1.0 * wcy = (2.0 * (scy-oy)) / (float)sizey - 1.0 * * The resulting rotation is returned as a quaternion rotation in the * first paramater. */ void trackball_calc_quat(float q[4], float p1x, float p1y, float p2x, float p2y); /* * Given two quaternions, add them together to get a third quaternion. * Adding quaternions to get a compound rotation is analagous to adding * translations to get a compound translation. When incrementally * adding rotations, the first argument here should be the new * rotation, the second and third the total rotation (which will be * over-written with the resulting new total rotation). */ void trackball_add_quats(float *q1, float *q2, float *dest); /* * A useful function, builds a rotation matrix in Matrix based on * given quaternion. */ void trackball_build_rotmatrix(float m[4][4], float q[4]); /* * This function computes a quaternion based on an axis (defined by * the given vector) and an angle about which to rotate. The angle is * expressed in radians. The result is put into the third argument. */ void trackball_axis_to_quat(float a[3], float phi, float q[4]);