demos/boxes/trackball.cpp
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     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
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     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
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     7 ** This file is part of the demonstration applications of the Qt Toolkit.
       
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     9 ** $QT_BEGIN_LICENSE:LGPL$
       
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    14 ** this package.
       
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    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
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    20 ** packaging of this file.  Please review the following information to
       
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    24 ** In addition, as a special exception, Nokia gives you certain additional
       
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    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
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    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
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    33 **
       
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    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 #include "trackball.h"
       
    43 #include "scene.h"
       
    44 
       
    45 //============================================================================//
       
    46 //                                  TrackBall                                 //
       
    47 //============================================================================//
       
    48 
       
    49 TrackBall::TrackBall(TrackMode mode)
       
    50     : m_angularVelocity(0)
       
    51     , m_paused(false)
       
    52     , m_pressed(false)
       
    53     , m_mode(mode)
       
    54 {
       
    55     m_axis = QVector3D(0, 1, 0);
       
    56     m_rotation = QQuaternion();
       
    57     m_lastTime = QTime::currentTime();
       
    58 }
       
    59 
       
    60 TrackBall::TrackBall(float angularVelocity, const QVector3D& axis, TrackMode mode)
       
    61     : m_axis(axis)
       
    62     , m_angularVelocity(angularVelocity)
       
    63     , m_paused(false)
       
    64     , m_pressed(false)
       
    65     , m_mode(mode)
       
    66 {
       
    67     m_rotation = QQuaternion();
       
    68     m_lastTime = QTime::currentTime();
       
    69 }
       
    70 
       
    71 void TrackBall::push(const QPointF& p, const QQuaternion &)
       
    72 {
       
    73     m_rotation = rotation();
       
    74     m_pressed = true;
       
    75     m_lastTime = QTime::currentTime();
       
    76     m_lastPos = p;
       
    77     m_angularVelocity = 0.0f;
       
    78 }
       
    79 
       
    80 void TrackBall::move(const QPointF& p, const QQuaternion &transformation)
       
    81 {
       
    82     if (!m_pressed)
       
    83         return;
       
    84 
       
    85     QTime currentTime = QTime::currentTime();
       
    86     int msecs = m_lastTime.msecsTo(currentTime);
       
    87     if (msecs <= 20)
       
    88         return;
       
    89 
       
    90     switch (m_mode) {
       
    91     case Plane:
       
    92         {
       
    93             QLineF delta(m_lastPos, p);
       
    94             m_angularVelocity = 180*delta.length() / (PI*msecs);
       
    95             m_axis = QVector3D(-delta.dy(), delta.dx(), 0.0f).normalized();
       
    96             m_axis = transformation.rotateVector(m_axis);
       
    97             m_rotation = QQuaternion::fromAxisAndAngle(m_axis, 180 / PI * delta.length()) * m_rotation;
       
    98         }
       
    99         break;
       
   100     case Sphere:
       
   101         {
       
   102             QVector3D lastPos3D = QVector3D(m_lastPos.x(), m_lastPos.y(), 0.0f);
       
   103             float sqrZ = 1 - QVector3D::dotProduct(lastPos3D, lastPos3D);
       
   104             if (sqrZ > 0)
       
   105                 lastPos3D.setZ(sqrt(sqrZ));
       
   106             else
       
   107                 lastPos3D.normalize();
       
   108 
       
   109             QVector3D currentPos3D = QVector3D(p.x(), p.y(), 0.0f);
       
   110             sqrZ = 1 - QVector3D::dotProduct(currentPos3D, currentPos3D);
       
   111             if (sqrZ > 0)
       
   112                 currentPos3D.setZ(sqrt(sqrZ));
       
   113             else
       
   114                 currentPos3D.normalize();
       
   115 
       
   116             m_axis = QVector3D::crossProduct(lastPos3D, currentPos3D);
       
   117             float angle = 180 / PI * asin(sqrt(QVector3D::dotProduct(m_axis, m_axis)));
       
   118 
       
   119             m_angularVelocity = angle / msecs;
       
   120             m_axis.normalize();
       
   121             m_axis = transformation.rotateVector(m_axis);
       
   122             m_rotation = QQuaternion::fromAxisAndAngle(m_axis, angle) * m_rotation;
       
   123         }
       
   124         break;
       
   125     }
       
   126 
       
   127 
       
   128     m_lastPos = p;
       
   129     m_lastTime = currentTime;
       
   130 }
       
   131 
       
   132 void TrackBall::release(const QPointF& p, const QQuaternion &transformation)
       
   133 {
       
   134     // Calling move() caused the rotation to stop if the framerate was too low.
       
   135     move(p, transformation);
       
   136     m_pressed = false;
       
   137 }
       
   138 
       
   139 void TrackBall::start()
       
   140 {
       
   141     m_lastTime = QTime::currentTime();
       
   142     m_paused = false;
       
   143 }
       
   144 
       
   145 void TrackBall::stop()
       
   146 {
       
   147     m_rotation = rotation();
       
   148     m_paused = true;
       
   149 }
       
   150 
       
   151 QQuaternion TrackBall::rotation() const
       
   152 {
       
   153     if (m_paused || m_pressed)
       
   154         return m_rotation;
       
   155 
       
   156     QTime currentTime = QTime::currentTime();
       
   157     float angle = m_angularVelocity * m_lastTime.msecsTo(currentTime);
       
   158     return QQuaternion::fromAxisAndAngle(m_axis, angle) * m_rotation;
       
   159 }
       
   160