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/*
* 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]);
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