Getting a Virtual Trackball to work from any viewing angle
I am currently trying to work on getting my virtual trackball to work fr开发者_运维技巧om any angle. When I am looking at it from the z axis, it seems to work fine. I hold my mouse down, and move the mouse up... the rotation will move accordingly.
Now, if I change my viewing angle / position of my camera and try to move my mouse. The rotation will occur as if I were looking from the z axis. I cannot come up with a good way to get this to work.
Here is the code:
void Renderer::mouseMoveEvent(QMouseEvent *e)
{
// Get coordinates
int x = e->x();
int y = e->y();
if (isLeftButtonPressed)
{
// project current screen coordinates onto hemi sphere
Point sphere = projScreenCoord(x,y);
// find axis by taking cross product of current and previous hemi points
axis = Point::cross(previousPoint, sphere);
// angle can be found from magnitude of cross product
double length = sqrt( axis.x * axis.x + axis.y * axis.y + axis.z * axis.z );
// Normalize
axis = axis / length;
double lengthPrev = sqrt( previousPoint.x * previousPoint.x + previousPoint.y * previousPoint.y + previousPoint.z * previousPoint.z );
double lengthCur = sqrt( sphere.x * sphere.x + sphere.y * sphere.y + sphere.z * sphere.z );
angle = asin(length / (lengthPrev * lengthCur));
// Convert into Degrees
angle = angle * 180 / M_PI;
// 'add' this rotation matrix to our 'total' rotation matrix
glPushMatrix(); // save the old matrix so we don't mess anything up
glLoadIdentity();
glRotatef(angle, axis[0], axis[1], axis[2]); // our newly calculated rotation
glMultMatrixf(rotmatrix); // our previous rotation matrix
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*) rotmatrix); // we've let OpenGL do our matrix mult for us, now get this result & store it
glPopMatrix(); // return modelview to its old value;
}
// Project screen coordinates onto a unit hemisphere
Point Renderer::projScreenCoord(int x, int y)
{
// find projected x & y coordinates
double xSphere = ((double)x/width)*2.0 - 1.0;
double ySphere = ( 1 - ((double)y/height)) * 2.0 - 1.0;
double temp = 1.0 - xSphere*xSphere - ySphere*ySphere;
// Do a check so you dont do a sqrt of a negative number
double zSphere;
if (temp < 0){ zSphere = 0.0;}
else
{zSphere = sqrt(temp);}
Point sphere(xSphere, ySphere, zSphere);
// return the point on the sphere
return sphere;
}
I am still fairly new at this. Sorry for the trouble and thanks for all the help =)
The usual way involves quaternions. E.g., in sample code originally from SGI.
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