515e802ae2
Including math.h can pollute the default namespace, and break some compilers if cmath versions of the method are declared as using. Switching to C++ math functions also greatly simplifies handling of float qreal as C++ automatically chooses the right method. [ChangeLog][QtCore][QtMath] qmath.h no longer includes math.h, so any sources depending on that indirect inclusion may fail to build. Change-Id: I4d0e331dafba354ec05dc5052e61ef4ff8d387fe Reviewed-by: Rafael Roquetto <rafael.roquetto@kdab.com>
154 lines
4.9 KiB
C++
154 lines
4.9 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL21$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "trackball.h"
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#include "scene.h"
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#include <cmath>
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//============================================================================//
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// TrackBall //
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//============================================================================//
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TrackBall::TrackBall(TrackMode mode)
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: m_angularVelocity(0)
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, m_paused(false)
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, m_pressed(false)
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, m_mode(mode)
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{
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m_axis = QVector3D(0, 1, 0);
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m_rotation = QQuaternion();
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m_lastTime = QTime::currentTime();
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}
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TrackBall::TrackBall(float angularVelocity, const QVector3D& axis, TrackMode mode)
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: m_axis(axis)
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, m_angularVelocity(angularVelocity)
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, m_paused(false)
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, m_pressed(false)
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, m_mode(mode)
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{
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m_rotation = QQuaternion();
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m_lastTime = QTime::currentTime();
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}
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void TrackBall::push(const QPointF& p, const QQuaternion &)
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{
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m_rotation = rotation();
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m_pressed = true;
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m_lastTime = QTime::currentTime();
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m_lastPos = p;
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m_angularVelocity = 0.0f;
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}
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void TrackBall::move(const QPointF& p, const QQuaternion &transformation)
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{
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if (!m_pressed)
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return;
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QTime currentTime = QTime::currentTime();
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int msecs = m_lastTime.msecsTo(currentTime);
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if (msecs <= 20)
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return;
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switch (m_mode) {
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case Plane:
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{
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QLineF delta(m_lastPos, p);
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m_angularVelocity = 180*delta.length() / (PI*msecs);
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m_axis = QVector3D(-delta.dy(), delta.dx(), 0.0f).normalized();
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m_axis = transformation.rotatedVector(m_axis);
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m_rotation = QQuaternion::fromAxisAndAngle(m_axis, 180 / PI * delta.length()) * m_rotation;
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}
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break;
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case Sphere:
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{
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QVector3D lastPos3D = QVector3D(m_lastPos.x(), m_lastPos.y(), 0.0f);
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float sqrZ = 1 - QVector3D::dotProduct(lastPos3D, lastPos3D);
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if (sqrZ > 0)
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lastPos3D.setZ(std::sqrt(sqrZ));
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else
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lastPos3D.normalize();
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QVector3D currentPos3D = QVector3D(p.x(), p.y(), 0.0f);
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sqrZ = 1 - QVector3D::dotProduct(currentPos3D, currentPos3D);
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if (sqrZ > 0)
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currentPos3D.setZ(std::sqrt(sqrZ));
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else
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currentPos3D.normalize();
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m_axis = QVector3D::crossProduct(lastPos3D, currentPos3D);
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float angle = 180 / PI * std::asin(std::sqrt(QVector3D::dotProduct(m_axis, m_axis)));
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m_angularVelocity = angle / msecs;
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m_axis.normalize();
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m_axis = transformation.rotatedVector(m_axis);
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m_rotation = QQuaternion::fromAxisAndAngle(m_axis, angle) * m_rotation;
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}
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break;
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}
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m_lastPos = p;
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m_lastTime = currentTime;
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}
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void TrackBall::release(const QPointF& p, const QQuaternion &transformation)
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{
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// Calling move() caused the rotation to stop if the framerate was too low.
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move(p, transformation);
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m_pressed = false;
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}
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void TrackBall::start()
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{
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m_lastTime = QTime::currentTime();
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m_paused = false;
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}
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void TrackBall::stop()
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{
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m_rotation = rotation();
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m_paused = true;
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}
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QQuaternion TrackBall::rotation() const
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{
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if (m_paused || m_pressed)
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return m_rotation;
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QTime currentTime = QTime::currentTime();
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float angle = m_angularVelocity * m_lastTime.msecsTo(currentTime);
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return QQuaternion::fromAxisAndAngle(m_axis, angle) * m_rotation;
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}
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