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42 #include "trackball.h"
45 //============================================================================//
47 //============================================================================//
49 TrackBall::TrackBall(TrackMode mode)
50 : m_angularVelocity(0)
55 m_axis = QVector3D(0, 1, 0);
56 m_rotation = QQuaternion();
57 m_lastTime = QTime::currentTime();
60 TrackBall::TrackBall(float angularVelocity, const QVector3D& axis, TrackMode mode)
62 , m_angularVelocity(angularVelocity)
67 m_rotation = QQuaternion();
68 m_lastTime = QTime::currentTime();
71 void TrackBall::push(const QPointF& p, const QQuaternion &)
73 m_rotation = rotation();
75 m_lastTime = QTime::currentTime();
77 m_angularVelocity = 0.0f;
80 void TrackBall::move(const QPointF& p, const QQuaternion &transformation)
85 QTime currentTime = QTime::currentTime();
86 int msecs = m_lastTime.msecsTo(currentTime);
93 QLineF delta(m_lastPos, p);
94 m_angularVelocity = 180*delta.length() / (PI*msecs);
95 m_axis = QVector3D(-delta.dy(), delta.dx(), 0.0f).normalized();
96 m_axis = transformation.rotatedVector(m_axis);
97 m_rotation = QQuaternion::fromAxisAndAngle(m_axis, 180 / PI * delta.length()) * m_rotation;
102 QVector3D lastPos3D = QVector3D(m_lastPos.x(), m_lastPos.y(), 0.0f);
103 float sqrZ = 1 - QVector3D::dotProduct(lastPos3D, lastPos3D);
105 lastPos3D.setZ(sqrt(sqrZ));
107 lastPos3D.normalize();
109 QVector3D currentPos3D = QVector3D(p.x(), p.y(), 0.0f);
110 sqrZ = 1 - QVector3D::dotProduct(currentPos3D, currentPos3D);
112 currentPos3D.setZ(sqrt(sqrZ));
114 currentPos3D.normalize();
116 m_axis = QVector3D::crossProduct(lastPos3D, currentPos3D);
117 float angle = 180 / PI * asin(sqrt(QVector3D::dotProduct(m_axis, m_axis)));
119 m_angularVelocity = angle / msecs;
121 m_axis = transformation.rotatedVector(m_axis);
122 m_rotation = QQuaternion::fromAxisAndAngle(m_axis, angle) * m_rotation;
129 m_lastTime = currentTime;
132 void TrackBall::release(const QPointF& p, const QQuaternion &transformation)
134 // Calling move() caused the rotation to stop if the framerate was too low.
135 move(p, transformation);
139 void TrackBall::start()
141 m_lastTime = QTime::currentTime();
145 void TrackBall::stop()
147 m_rotation = rotation();
151 QQuaternion TrackBall::rotation() const
153 if (m_paused || m_pressed)
156 QTime currentTime = QTime::currentTime();
157 float angle = m_angularVelocity * m_lastTime.msecsTo(currentTime);
158 return QQuaternion::fromAxisAndAngle(m_axis, angle) * m_rotation;