示例#1
0
        public TrackballWidget()
            : base()
        {
            base.GLSetup += GtkGL.GLWidget.EnableLighting;

            // Create and initialize the quaternion
            quat = new GtkGL.Quaternion(0.0, 0.0, 0.0, 1.0);

            connectHandlers();
        }
示例#2
0
        public void Rotate(GtkGL.Quaternion q)
        {
            Quat *= q;

            Console.WriteLine("q: " + Quat.ToString());
            // Tell our handlers that we have been updated
            if (Updated != null)
            {
                Updated(this, null);
            }
        }
示例#3
0
        public static Quaternion operator *(Quaternion q1, Quaternion q2)
        {
            if(q1 == null) return null;

            if(q2 == null) return null;

            Vector3b v1 = new Vector3b(q1.x, q1.y, q1.z);
            Vector3b v2 = new Vector3b(q2.x, q2.y, q2.z);

            double angle = ((q1.w * q2.w) - Vector3b.Dot(v1, v2));

            Vector3b cross = Vector3b.Cross(v1, v2);

            v1 *= q2.w;
            v2 *= q1.w;

            Quaternion result = new Quaternion(angle,
                                              (v1.x + v2.x + cross.x),
                                              (v1.y + v2.y + cross.y),
                                              (v1.z + v2.z + cross.z)
                              				  );

            return result;
        }
示例#4
0
        // Track mouse dragging
        void OnMotionNotify(object o, Gtk.MotionNotifyEventArgs e)
        {
            int ix, iy;
            double x, y;
            Gdk.ModifierType m;

            // Find the current mouse X and Y positions
            if (e.Event.IsHint) {
                e.Event.Window.GetPointer(out ix, out iy, out m);
                x = (double)ix;
                y = (double)iy;
            } else {
                x = e.Event.X;
                y = e.Event.Y;
              		}

            if(button1Pressed == true){
                // Create a quaternion based on the mouse movement
                float[] spinQuat = new float[4];
                tb.trackball(ref spinQuat,
                    (float) ((2.0 * beginX - this.Allocation.Width)        / this.Allocation.Width),
                    (float) ((this.Allocation.Height - 2.0 * beginY)       / this.Allocation.Height),
                    (float) ((2.0 * x - this.Allocation.Width)             / this.Allocation.Width),
                    (float) ((this.Allocation.Height - 2.0 * y)            / this.Allocation.Height));

                // Add created quaternion to the current quat to get the new spin
                // Quaternion newQuat = new Quaternion(spinQuat);

                Quaternion newQuat = new Quaternion((double) spinQuat[3],
                                                   	(double) spinQuat[0],
                                                   	(double) spinQuat[1],
                                                   	(double) spinQuat[2]
                                                  	);

                // Apply rotation to all objects
                System.Collections.IEnumerator enumerator = GLObjectList.GetEnumerator();

              				while(enumerator.MoveNext()){
              					( (GtkGL.IGLObject) enumerator.Current ).Rotate(newQuat);
                }

                // Reset the "old" X and Y positions
                beginX = x;
                beginY = y;
            }
        }