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-rw-r--r--demos/boxes/trackball.cpp50
1 files changed, 26 insertions, 24 deletions
diff --git a/demos/boxes/trackball.cpp b/demos/boxes/trackball.cpp
index 980f6ed..a8bfe44 100644
--- a/demos/boxes/trackball.cpp
+++ b/demos/boxes/trackball.cpp
@@ -40,6 +40,7 @@
****************************************************************************/
#include "trackball.h"
+#include "scene.h"
//============================================================================//
// TrackBall //
@@ -51,23 +52,23 @@ TrackBall::TrackBall(TrackMode mode)
, m_pressed(false)
, m_mode(mode)
{
- m_axis = gfx::Vector3f::vector(0, 1, 0);
- m_rotation = gfx::Quaternionf::quaternion(1.0f, 0.0f, 0.0f, 0.0f);
+ m_axis = QVector3D(0, 1, 0);
+ m_rotation = QQuaternion();
m_lastTime = QTime::currentTime();
}
-TrackBall::TrackBall(float angularVelocity, const gfx::Vector3f& axis, TrackMode mode)
+TrackBall::TrackBall(float angularVelocity, const QVector3D& axis, TrackMode mode)
: m_axis(axis)
, m_angularVelocity(angularVelocity)
, m_paused(false)
, m_pressed(false)
, m_mode(mode)
{
- m_rotation = gfx::Quaternionf::quaternion(1.0f, 0.0f, 0.0f, 0.0f);
+ m_rotation = QQuaternion();
m_lastTime = QTime::currentTime();
}
-void TrackBall::push(const QPointF& p, const gfx::Quaternionf &)
+void TrackBall::push(const QPointF& p, const QQuaternion &)
{
m_rotation = rotation();
m_pressed = true;
@@ -76,7 +77,7 @@ void TrackBall::push(const QPointF& p, const gfx::Quaternionf &)
m_angularVelocity = 0.0f;
}
-void TrackBall::move(const QPointF& p, const gfx::Quaternionf &transformation)
+void TrackBall::move(const QPointF& p, const QQuaternion &transformation)
{
if (!m_pressed)
return;
@@ -90,44 +91,45 @@ void TrackBall::move(const QPointF& p, const gfx::Quaternionf &transformation)
case Plane:
{
QLineF delta(m_lastPos, p);
- m_angularVelocity = delta.length() / msecs;
- m_axis = gfx::Vector3f::vector(delta.dy(), -delta.dx(), 0.0f).normalized();
- m_axis = transformation.transform(m_axis);
- m_rotation *= gfx::Quaternionf::rotation(delta.length(), m_axis);
+ m_angularVelocity = 180*delta.length() / (PI*msecs);
+ m_axis = QVector3D(delta.dy(), -delta.dx(), 0.0f).normalized();
+ m_axis = transformation.rotateVector(m_axis);
+ m_rotation *= QQuaternion::fromAxisAndAngle(m_axis, delta.length());
}
break;
case Sphere:
{
- gfx::Vector3f lastPos3D = gfx::Vector3f::vector(m_lastPos.x(), m_lastPos.y(), 0);
- float sqrZ = 1 - lastPos3D.sqrNorm();
+ QVector3D lastPos3D = QVector3D(m_lastPos.x(), m_lastPos.y(), 0.0f);
+ float sqrZ = 1 - QVector3D::dotProduct(lastPos3D, lastPos3D);
if (sqrZ > 0)
- lastPos3D[2] = sqrt(sqrZ);
+ lastPos3D.setZ(sqrt(sqrZ));
else
lastPos3D.normalize();
- gfx::Vector3f currentPos3D = gfx::Vector3f::vector(p.x(), p.y(), 0);
- sqrZ = 1 - currentPos3D.sqrNorm();
+ QVector3D currentPos3D = QVector3D(p.x(), p.y(), 0.0f);
+ sqrZ = 1 - QVector3D::dotProduct(currentPos3D, currentPos3D);
if (sqrZ > 0)
- currentPos3D[2] = sqrt(sqrZ);
+ currentPos3D.setZ(sqrt(sqrZ));
else
currentPos3D.normalize();
- m_axis = gfx::Vector3f::cross(currentPos3D, lastPos3D);
- float angle = asin(sqrt(m_axis.sqrNorm()));
+ m_axis = QVector3D::crossProduct(currentPos3D, lastPos3D);
+ float angle = asin(sqrt(QVector3D::dotProduct(m_axis, m_axis)));
- m_angularVelocity = angle / msecs;
+ m_angularVelocity = 180*angle / (PI*msecs);
m_axis.normalize();
- m_axis = transformation.transform(m_axis);
- m_rotation *= gfx::Quaternionf::rotation(angle, m_axis);
+ m_axis = transformation.rotateVector(m_axis);
+ m_rotation *= QQuaternion::fromAxisAndAngle(m_axis, angle);
}
break;
}
+
m_lastPos = p;
m_lastTime = currentTime;
}
-void TrackBall::release(const QPointF& p, const gfx::Quaternionf &transformation)
+void TrackBall::release(const QPointF& p, const QQuaternion &transformation)
{
// Calling move() caused the rotation to stop if the framerate was too low.
move(p, transformation);
@@ -146,13 +148,13 @@ void TrackBall::stop()
m_paused = true;
}
-gfx::Quaternionf TrackBall::rotation() const
+QQuaternion TrackBall::rotation() const
{
if (m_paused || m_pressed)
return m_rotation;
QTime currentTime = QTime::currentTime();
float angle = m_angularVelocity * m_lastTime.msecsTo(currentTime);
- return m_rotation * gfx::Quaternionf::rotation(angle, m_axis);
+ return m_rotation * QQuaternion::fromAxisAndAngle(m_axis, angle);
}