st/xorg: Include cursorstr.h
[mesa.git] / progs / util / trackball.c
1 #include <stdio.h>
2 /*
3 * (c) Copyright 1993, 1994, Silicon Graphics, Inc.
4 * ALL RIGHTS RESERVED
5 * Permission to use, copy, modify, and distribute this software for
6 * any purpose and without fee is hereby granted, provided that the above
7 * copyright notice appear in all copies and that both the copyright notice
8 * and this permission notice appear in supporting documentation, and that
9 * the name of Silicon Graphics, Inc. not be used in advertising
10 * or publicity pertaining to distribution of the software without specific,
11 * written prior permission.
12 *
13 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
14 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
15 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
16 * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
17 * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
18 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
19 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
20 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
21 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
22 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
23 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
24 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
25 *
26 * US Government Users Restricted Rights
27 * Use, duplication, or disclosure by the Government is subject to
28 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
29 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
30 * clause at DFARS 252.227-7013 and/or in similar or successor
31 * clauses in the FAR or the DOD or NASA FAR Supplement.
32 * Unpublished-- rights reserved under the copyright laws of the
33 * United States. Contractor/manufacturer is Silicon Graphics,
34 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
35 *
36 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
37 */
38 /*
39 * Trackball code:
40 *
41 * Implementation of a virtual trackball.
42 * Implemented by Gavin Bell, lots of ideas from Thant Tessman and
43 * the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129.
44 *
45 * Vector manip code:
46 *
47 * Original code from:
48 * David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
49 *
50 * Much mucking with by:
51 * Gavin Bell
52 */
53 #if defined(_WIN32)
54 #pragma warning (disable:4244) /* disable bogus conversion warnings */
55 #endif
56 #include <math.h>
57 #include "trackball.h"
58
59 /*
60 * This size should really be based on the distance from the center of
61 * rotation to the point on the object underneath the mouse. That
62 * point would then track the mouse as closely as possible. This is a
63 * simple example, though, so that is left as an Exercise for the
64 * Programmer.
65 */
66 #define TRACKBALLSIZE (0.8f)
67
68 /*
69 * Local function prototypes (not defined in trackball.h)
70 */
71 static float tb_project_to_sphere(float, float, float);
72 static void normalize_quat(float [4]);
73
74 static void
75 vzero(float v[3])
76 {
77 v[0] = 0.0;
78 v[1] = 0.0;
79 v[2] = 0.0;
80 }
81
82 static void
83 vset(float v[3], float x, float y, float z)
84 {
85 v[0] = x;
86 v[1] = y;
87 v[2] = z;
88 }
89
90 static void
91 vsub(const float src1[3], const float src2[3], float dst[3])
92 {
93 dst[0] = src1[0] - src2[0];
94 dst[1] = src1[1] - src2[1];
95 dst[2] = src1[2] - src2[2];
96 }
97
98 static void
99 vcopy(const float v1[3], float v2[3])
100 {
101 register int i;
102 for (i = 0 ; i < 3 ; i++)
103 v2[i] = v1[i];
104 }
105
106 static void
107 vcross(const float v1[3], const float v2[3], float cross[3])
108 {
109 float temp[3];
110
111 temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
112 temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
113 temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
114 vcopy(temp, cross);
115 }
116
117 static float
118 vlength(const float v[3])
119 {
120 return sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
121 }
122
123 static void
124 vscale(float v[3], float div)
125 {
126 v[0] *= div;
127 v[1] *= div;
128 v[2] *= div;
129 }
130
131 static void
132 vnormal(float v[3])
133 {
134 vscale(v,1.0/vlength(v));
135 }
136
137 static float
138 vdot(const float v1[3], const float v2[3])
139 {
140 return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
141 }
142
143 static void
144 vadd(const float src1[3], const float src2[3], float dst[3])
145 {
146 dst[0] = src1[0] + src2[0];
147 dst[1] = src1[1] + src2[1];
148 dst[2] = src1[2] + src2[2];
149 }
150
151 /*
152 * Ok, simulate a track-ball. Project the points onto the virtual
153 * trackball, then figure out the axis of rotation, which is the cross
154 * product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
155 * Note: This is a deformed trackball-- is a trackball in the center,
156 * but is deformed into a hyperbolic sheet of rotation away from the
157 * center. This particular function was chosen after trying out
158 * several variations.
159 *
160 * It is assumed that the arguments to this routine are in the range
161 * (-1.0 ... 1.0)
162 */
163 void
164 trackball(float q[4], float p1x, float p1y, float p2x, float p2y)
165 {
166 float a[3]; /* Axis of rotation */
167 float phi; /* how much to rotate about axis */
168 float p1[3], p2[3], d[3];
169 float t;
170
171 if (p1x == p2x && p1y == p2y) {
172 /* Zero rotation */
173 vzero(q);
174 q[3] = 1.0;
175 return;
176 }
177
178 /*
179 * First, figure out z-coordinates for projection of P1 and P2 to
180 * deformed sphere
181 */
182 vset(p1,p1x,p1y,tb_project_to_sphere(TRACKBALLSIZE,p1x,p1y));
183 vset(p2,p2x,p2y,tb_project_to_sphere(TRACKBALLSIZE,p2x,p2y));
184
185 /*
186 * Now, we want the cross product of P1 and P2
187 */
188 vcross(p2,p1,a);
189
190 /*
191 * Figure out how much to rotate around that axis.
192 */
193 vsub(p1,p2,d);
194 t = vlength(d) / (2.0*TRACKBALLSIZE);
195
196 /*
197 * Avoid problems with out-of-control values...
198 */
199 if (t > 1.0) t = 1.0;
200 if (t < -1.0) t = -1.0;
201 phi = 2.0 * asin(t);
202
203 axis_to_quat(a,phi,q);
204 }
205
206 /*
207 * Given an axis and angle, compute quaternion.
208 */
209 void
210 axis_to_quat(const float a[3], float phi, float q[4])
211 {
212 vcopy(a,q);
213 vnormal(q);
214 vscale(q, sin(phi/2.0));
215 q[3] = cos(phi/2.0);
216 }
217
218 /*
219 * Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
220 * if we are away from the center of the sphere.
221 */
222 static float
223 tb_project_to_sphere(float r, float x, float y)
224 {
225 float d, t, z;
226
227 d = sqrt(x*x + y*y);
228 if (d < r * 0.70710678118654752440) { /* Inside sphere */
229 z = sqrt(r*r - d*d);
230 } else { /* On hyperbola */
231 t = r / 1.41421356237309504880;
232 z = t*t / d;
233 }
234 return z;
235 }
236
237 /*
238 * Given two rotations, e1 and e2, expressed as quaternion rotations,
239 * figure out the equivalent single rotation and stuff it into dest.
240 *
241 * This routine also normalizes the result every RENORMCOUNT times it is
242 * called, to keep error from creeping in.
243 *
244 * NOTE: This routine is written so that q1 or q2 may be the same
245 * as dest (or each other).
246 */
247
248 #define RENORMCOUNT 97
249
250 void
251 add_quats(const float q1[4], const float q2[4], float dest[4])
252 {
253 static int count=0;
254 float t1[4], t2[4], t3[4];
255 float tf[4];
256
257 #if 0
258 printf("q1 = %f %f %f %f\n", q1[0], q1[1], q1[2], q1[3]);
259 printf("q2 = %f %f %f %f\n", q2[0], q2[1], q2[2], q2[3]);
260 #endif
261
262 vcopy(q1,t1);
263 vscale(t1,q2[3]);
264
265 vcopy(q2,t2);
266 vscale(t2,q1[3]);
267
268 vcross(q2,q1,t3);
269 vadd(t1,t2,tf);
270 vadd(t3,tf,tf);
271 tf[3] = q1[3] * q2[3] - vdot(q1,q2);
272
273 #if 0
274 printf("tf = %f %f %f %f\n", tf[0], tf[1], tf[2], tf[3]);
275 #endif
276
277 dest[0] = tf[0];
278 dest[1] = tf[1];
279 dest[2] = tf[2];
280 dest[3] = tf[3];
281
282 if (++count > RENORMCOUNT) {
283 count = 0;
284 normalize_quat(dest);
285 }
286 }
287
288 /*
289 * Quaternions always obey: a^2 + b^2 + c^2 + d^2 = 1.0
290 * If they don't add up to 1.0, dividing by their magnitued will
291 * renormalize them.
292 *
293 * Note: See the following for more information on quaternions:
294 *
295 * - Shoemake, K., Animating rotation with quaternion curves, Computer
296 * Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985.
297 * - Pletinckx, D., Quaternion calculus as a basic tool in computer
298 * graphics, The Visual Computer 5, 2-13, 1989.
299 */
300 static void
301 normalize_quat(float q[4])
302 {
303 int i;
304 float mag;
305
306 mag = sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);
307 for (i = 0; i < 4; i++)
308 q[i] /= mag;
309 }
310
311 /*
312 * Build a rotation matrix, given a quaternion rotation.
313 *
314 */
315 void
316 build_rotmatrix(float m[4][4], const float q[4])
317 {
318 m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);
319 m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);
320 m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);
321 m[0][3] = 0.0;
322
323 m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);
324 m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);
325 m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);
326 m[1][3] = 0.0;
327
328 m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);
329 m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);
330 m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);
331 m[2][3] = 0.0;
332
333 m[3][0] = 0.0;
334 m[3][1] = 0.0;
335 m[3][2] = 0.0;
336 m[3][3] = 1.0;
337 }
338