Add some comments to OpenGL code
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@ -15,6 +15,8 @@ __PACKAGE__->mk_accessors( qw(quat dirty init mview_init
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mesh_center mesh_size
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mesh_center mesh_size
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verts norms initpos) );
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verts norms initpos) );
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use constant TRACKBALLSIZE => 0.8;
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sub new {
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sub new {
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my ($class, $parent, $mesh) = @_;
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my ($class, $parent, $mesh) = @_;
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my $self = $class->SUPER::new($parent);
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my $self = $class->SUPER::new($parent);
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@ -71,6 +73,7 @@ sub new {
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return $self;
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return $self;
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}
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}
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# Given an axis and angle, compute quaternion.
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sub axis_to_quat {
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sub axis_to_quat {
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my ($ax, $phi) = @_;
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my ($ax, $phi) = @_;
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@ -81,13 +84,16 @@ sub axis_to_quat {
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return @q;
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return @q;
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}
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}
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# Project a point on the virtual trackball.
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# If it is inside the sphere, map it to the sphere, if it outside map it
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# to a hyperbola.
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sub project_to_sphere {
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sub project_to_sphere {
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my ($r, $x, $y) = @_;
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my ($r, $x, $y) = @_;
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my $d = sqrt($x * $x + $y * $y);
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my $d = sqrt($x * $x + $y * $y);
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if ($d < $r * 0.70710678118654752440) {
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if ($d < $r * 0.70710678118654752440) { # Inside sphere
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return sqrt($r * $r - $d * $d);
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return sqrt($r * $r - $d * $d);
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} else {
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} else { # On hyperbola
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my $t = $r / 1.41421356237309504880;
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my $t = $r / 1.41421356237309504880;
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return $t * $t / $d;
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return $t * $t / $d;
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}
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}
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@ -101,20 +107,34 @@ sub cross {
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@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
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@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
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}
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}
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# Simulate a track-ball. Project the points onto the virtual trackball,
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# then figure out the axis of rotation, which is the cross product of
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# P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
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# deformed trackball-- is a trackball in the center, but is deformed
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# into a hyperbolic sheet of rotation away from the center.
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# It is assumed that the arguments to this routine are in the range
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# (-1.0 ... 1.0).
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sub trackball {
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sub trackball {
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my ($p1x, $p1y, $p2x, $p2y, $r) = @_;
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my ($p1x, $p1y, $p2x, $p2y) = @_;
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if ($p1x == $p2x && $p1y == $p2y) {
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if ($p1x == $p2x && $p1y == $p2y) {
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# zero rotation
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return (0.0, 0.0, 0.0, 1.0);
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return (0.0, 0.0, 0.0, 1.0);
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}
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}
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my @p1 = ($p1x, $p1y, project_to_sphere($r, $p1x, $p1y));
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# First, figure out z-coordinates for projection of P1 and P2 to
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my @p2 = ($p2x, $p2y, project_to_sphere($r, $p2x, $p2y));
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# deformed sphere
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my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
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my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
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# axis of rotation (cross product of P1 and P2)
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my @a = cross(\@p2, \@p1);
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my @a = cross(\@p2, \@p1);
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# Figure out how much to rotate around that axis.
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my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
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my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
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my $t = sqrt(reduce { $a + $b } @d) / (2.0 * $r);
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my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
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# Avoid problems with out-of-control values...
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$t = 1.0 if ($t > 1.0);
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$t = 1.0 if ($t > 1.0);
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$t = -1.0 if ($t < -1.0);
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$t = -1.0 if ($t < -1.0);
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my $phi = 2.0 * asin($t);
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my $phi = 2.0 * asin($t);
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@ -122,6 +142,7 @@ sub trackball {
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return axis_to_quat(\@a, $phi);
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return axis_to_quat(\@a, $phi);
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}
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}
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# Build a rotation matrix, given a quaternion rotation.
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sub quat_to_rotmatrix {
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sub quat_to_rotmatrix {
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my ($q) = @_;
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my ($q) = @_;
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@ -172,7 +193,7 @@ sub handle_rotation {
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1 - $orig->y / ($size->height / 2), #/
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1 - $orig->y / ($size->height / 2), #/
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$new->x / ($size->width / 2) - 1,
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$new->x / ($size->width / 2) - 1,
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1 - $new->y / ($size->height / 2), #/
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1 - $new->y / ($size->height / 2), #/
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0.8);
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);
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$self->quat(mulquats($self->quat, \@quat));
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$self->quat(mulquats($self->quat, \@quat));
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$self->initpos($new);
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$self->initpos($new);
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$self->Refresh;
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$self->Refresh;
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