windows-nt/Source/XPSP1/NT/multimedia/opengl/toolkits/libmtk/trackbal.h

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2020-09-26 03:20:57 -05:00
/*
* 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]);