* fixed bug "turntable deviation" #364

In fact, I made it working different, much more cooler!

-------The BallTable Method TM (patent pending)------------

This is a hybrid of the old turntable method (a virtual camara that rotates
around a table) and the trackball method. Mouse moving horizontal, gives
the turntable effect, but with vertical movement it works like a trackball.
So, vertically moving in the middle of the window exactly mimics old
turntable method, moving vertically in the window edge gives a 'twist'
rotation.

Try the turntable for fun! (is in user settings menu)
This commit is contained in:
2003-07-11 16:50:31 +00:00
parent a31693cca4
commit 448079caa2

View File

@@ -31,6 +31,7 @@
*/
#include <math.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -397,9 +398,9 @@ void calctrackballvec(rcti *area, short *mval, float *vec)
void viewmove(int mode)
{
float firstvec[3], newvec[3], dvec[3];
float oldquat[4], q1[4], q2[4], si, phi;
float oldquat[4], q1[4], si, phi;
int firsttime=1;
short mval[2], mvalo[2];
short mvalball[2], mval[2], mvalo[2];
/* sometimes this routine is called from headerbuttons */
areawinset(curarea->win);
@@ -408,7 +409,11 @@ void viewmove(int mode)
initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
QUATCOPY(oldquat, G.vd->viewquat);
getmouseco_sc(mvalo); /* work with screen coordinates because of trackball function */
mvalball[0]= mvalo[0]; /* needed for turntable to work */
mvalball[1]= mvalo[1];
calctrackballvec(&curarea->winrct, mvalo, firstvec);
/* cumultime(0); */
@@ -435,53 +440,46 @@ void viewmove(int mode)
if(mode==0) { /* view rotate */
if(U.flag & TRACKBALL) {
calctrackballvec(&curarea->winrct, mval, newvec);
VecSubf(dvec, newvec, firstvec);
si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
si/= (2.0*TRACKBALLSIZE);
if(si<1.0) {
Crossf(q1+1, firstvec, newvec);
Normalise(q1+1);
phi= asin(si);
/* if turntable method, we don't change mvalball[0] */
if(U.flag & TRACKBALL) mvalball[0]= mval[0];
mvalball[1]= mval[1];
calctrackballvec(&curarea->winrct, mvalball, newvec);
VecSubf(dvec, newvec, firstvec);
si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
si/= (2.0*TRACKBALLSIZE);
if(si<1.0) {
Crossf(q1+1, firstvec, newvec);
Normalise(q1+1);
si= sin(phi);
q1[0]= cos(phi);
q1[1]*= si;
q1[2]*= si;
q1[3]*= si;
QuatMul(G.vd->viewquat, q1, oldquat);
}
}
else {
/* roteren around z-axis (x moves) and horizontal axis (y) */
phi= asin(si);
si= sin(phi);
q1[0]= cos(phi);
q1[1]*= si;
q1[2]*= si;
q1[3]*= si;
phi= 2*(mval[0]-mvalo[0]);
QuatMul(G.vd->viewquat, q1, oldquat);
}
if( (U.flag & TRACKBALL)==0 ) {
/* rotate around z-axis (mouse x moves) */
phi= 2*(mval[0]-mvalball[0]);
phi/= (float)curarea->winx;
si= sin(phi);
q1[0]= cos(phi);
q1[1]= q1[2]= 0.0;
q1[3]= si;
/* horizontal axis */
VECCOPY(q2+1, G.vd->viewinv[0]);
Normalise(q2+1);
phi= (mvalo[1]-mval[1]);
phi/= (float)curarea->winy;
si= sin(phi);
q2[0]= cos(phi);
q2[1]*= si;
q2[2]*= si;
q2[3]*= si;
QuatMul(q1, q1, q2);
QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
}
}
@@ -740,7 +738,7 @@ short selectprojektie(unsigned int *buffer, short x1, short y1, short x2, short
glEnable(GL_DEPTH_TEST);
}
glSelectBuffer( MAXPICKBUF, buffer);
glSelectBuffer( MAXPICKBUF, (GLuint *)buffer);
glRenderMode(GL_SELECT);
glInitNames(); /* these two calls whatfor? It doesnt work otherwise */
glPushName(-1);