示例#1
0
        //从四元数设置旋转矩阵
        public static void Matrix3fSetRotationFromQuat4f(ref Matrix3fT NewObj,  Tuple4fT q1)
        {
            float n, s;
              float xs, ys, zs;
              float wx, wy, wz;
              float xx, xy, xz;
              float yy, yz, zz;

              n = (q1.s.X * q1.s.X) + (q1.s.Y * q1.s.Y) + (q1.s.Z * q1.s.Z) + (q1.s.W * q1.s.W);
              s = (n > 0.0f) ? (2.0f / n) : 0.0f;

              xs = q1.s.X * s;  ys = q1.s.Y * s;  zs = q1.s.Z * s;
              wx = q1.s.W * xs; wy = q1.s.W * ys; wz = q1.s.W * zs;
              xx = q1.s.X * xs; xy = q1.s.X * ys; xz = q1.s.X * zs;
              yy = q1.s.Y * ys; yz = q1.s.Y * zs; zz = q1.s.Z * zs;

              NewObj.s.XX = 1.0f - (yy + zz); NewObj.s.YX =         xy - wz;  NewObj.s.ZX =         xz + wy;
              NewObj.s.XY =         xy + wz;  NewObj.s.YY = 1.0f - (xx + zz); NewObj.s.ZY =         yz - wx;
              NewObj.s.XZ =         xz - wy;  NewObj.s.YZ =         yz + wx;  NewObj.s.ZZ = 1.0f - (xx + yy);
        }
示例#2
0
        //更新鼠标状态
        public void upstate()
        {
            if (!this.isZooming && this.isRClicked)
              {                    // 开始拖动
              this.isZooming = true;                                        // 设置拖动为变量为true
              this.LastPt = this.MousePt;
              this.lastZoomRate = this.zoomRate;
              }
              else if (this.isZooming)
              {//正在拖动
              if (this.isRClicked)
              {                //拖动
              CMatrixMath.Point2fSub(ref MousePt, LastPt);
              this.zoomRate = this.lastZoomRate + this.MousePt.s.X * this.AdjustWidth * 2;
              }
              else
              {                                            //停止拖动
              this.isZooming = false;
              }
              }
              else if (!this.isDragging && this.isClicked)
              {                                                // 如果没有拖动
              this.isDragging = true;                                        // 设置拖动为变量为true
              this.LastRot = this.ThisRot;
              this.click(this.MousePt);
              }
              else if (this.isDragging)
              {
              if (this.isClicked)
              {                                            //如果按住拖动
              Tuple4fT ThisQuat = new Tuple4fT();

              this.drag(MousePt, ref ThisQuat);                        // 更新轨迹球的变量
              CMatrixMath.Matrix3fSetRotationFromQuat4f(ref ThisRot, ThisQuat);        // 计算旋转量
              CMatrixMath.Matrix3fMulMatrix3f(ref this.ThisRot, this.LastRot);
              CMatrixMath.Matrix4fSetRotationFromMatrix3f(ref this.Transform, this.ThisRot);
              }
              else                                                        // 如果放开鼠标,设置拖动为false
              this.isDragging = false;
              }
        }
示例#3
0
        //鼠标拖动计算旋转
        public void drag(Tuple2fT NewPt, ref Tuple4fT NewRot)
        {
            //新的位置
              _mapToSphere(NewPt, ref EnVec);

              //计算旋转
              //if (NewRot)
              {
              Tuple3fT Perp = new Tuple3fT();

              //计算旋转轴
              CMatrixMath.Vector3fCross(ref Perp, StVec, EnVec);

              //如果不为0
              if (CMatrixMath.Vector3fLength(Perp) > CMatrixMath.Epsilon)
              {
              //记录旋转轴
              NewRot.s.X = Perp.s.X;
              NewRot.s.Y = Perp.s.Y;
              NewRot.s.Z = Perp.s.Z;
              //在四元数中,w=cos(a/2),a为旋转的角度
              NewRot.s.W = CMatrixMath.Vector3fDot(StVec, EnVec);
              }
              //是0,说明没有旋转
              else
              {
              NewRot.s.X =
                NewRot.s.Y =
                NewRot.s.Z =
                NewRot.s.W = 0.0f;
              }
              }
        }
示例#4
0
        public override bool OnTouchEvent(MotionEvent evt)
        {
            if (gMitcRender.TransState || gMitcRender.RotAState)
            {
                if (evt.Action == MotionEventActions.Down)
                {
                    m_lastPos.Set(evt.GetX(), evt.GetY());
                    mMitcRender.GetWorldPoint(m_lastPos.X, m_lastPos.Y, ref m_lastwx, ref m_lastwy, ref m_lastwz);
                    m_curPos.X = m_lastPos.X;
                    m_curPos.Y = m_lastPos.Y;

                    m_curwx = m_lastwx;
                    m_curwy = m_lastwy;
                    m_curwz = m_lastwz;
                    Transing = true;
                    //gMitcRender.updateMatrix();
                    if (gMitcRender.RotAState)
                    {
                        Tuple2fT MousePt = new Tuple2fT();
                        MousePt.s.X = evt.GetX();
                        MousePt.s.Y = evt.GetY();
                        isDragging = true;

            //                         string strWp = String.Format("Down ThisRot Rot:({0},{1},{2})", ThisRot.s.M00, ThisRot.s.M11, ThisRot.s.M22);
            //                         Log.Debug(TAG, strWp);
                        LastRot = (Matrix3fT)ThisRot.Clone();
            //                         strWp = String.Format("After Down LastRot Rot:({0},{1},{2})", LastRot.s.M00, LastRot.s.M11, LastRot.s.M22);
            //                         Log.Debug(TAG, strWp);
                        m_arcball.click(MousePt);
                    }

                }
                else if (evt.Action == MotionEventActions.Up)
                {
                    Transing = false;
                    if (gMitcRender.RotAState)
                    {
                        isDragging = false;
                    }
                }
                else if (evt.Action == MotionEventActions.Move)
                {
                    m_curPos.Set(evt.GetX(), evt.GetY());
                    mMitcRender.GetWorldPoint(m_curPos.X, m_curPos.Y, ref m_curwx, ref m_curwy, ref m_curwz);
                    mMitcRender.buildTransform((m_curwx - m_lastwx), (m_curwy - m_lastwy), m_curwz - m_lastwz);
                    m_lastPos.X = m_curPos.X;
                    m_lastPos.Y = m_curPos.Y;
                    m_lastwx = m_curwx;
                    m_lastwy = m_curwy;
                    m_lastwz = m_curwz;

                    string strWp = String.Format("1.Move This Point:({0},{1},{2})", m_curwx, m_curwy, m_curwz);
                    Log.Debug(TAG, strWp);

                    if (gMitcRender.RotAState && isDragging)
                    {
                        Tuple4fT ThisQuat = new Tuple4fT();
                        Tuple2fT MousePt = new Tuple2fT();
                        MousePt.s.X = evt.GetX();
                        MousePt.s.Y = evt.GetY();
                        m_arcball.drag(MousePt, ref ThisQuat);
                        //string strWp = String.Format("1.Move This Rot:({0},{1},{2})", ThisRot.s.M00, ThisRot.s.M11, ThisRot.s.M22);
                        //Log.Debug(TAG, strWp);

                        CMatrixMath.Matrix3fSetRotationFromQuat4f(ref ThisRot, ThisQuat);
                        //strWp = String.Format("2.Move This Rot:({0},{1},{2})", ThisRot.s.M00, ThisRot.s.M11, ThisRot.s.M22);
                        //Log.Debug(TAG, strWp);
                        CMatrixMath.Matrix3fMulMatrix3f(ref ThisRot, LastRot);
                        //strWp = String.Format("3.Move This Rot:({0},{1},{2})", ThisRot.s.M00, ThisRot.s.M11, ThisRot.s.M22);
                        //Log.Debug(TAG, strWp);

                        //strWp = String.Format("Move Last Rot:({0},{1},{2})", LastRot.s.M00, LastRot.s.M11, LastRot.s.M22);
                        //Log.Debug(TAG, strWp);
                        Matrix4fT _tempTransform = mMitcRender.Transform;
                        CMatrixMath.Matrix4fSetRotationFromMatrix3f(ref _tempTransform, ThisRot);

                        m_arcball.upstate();
                    }
                    this.RequestRender();
                }
                return true;
            }
            else if (gMitcRender.ScaleState)
            {
                int nCnt = evt.PointerCount;

                if ((evt.Action & MotionEventActions.Mask) == MotionEventActions.PointerDown && 2 == nCnt)//<span style="color:#ff0000;">2��ʾ������ָ</span>
                {
                    m_lastPos.Set(evt.GetX(evt.GetPointerId(0)), evt.GetY(evt.GetPointerId(0)));
                    m_curPos.Set(evt.GetX(evt.GetPointerId(nCnt - 1)), evt.GetY(evt.GetPointerId(nCnt - 1)));
                    string strWp = String.Format("2 Down Point:({0}),({1})", m_lastPos.ToString(), m_curPos.ToString());
                    Log.Debug(TAG, strWp);

                    mOldCounts = 2;
                    mScaleFactor = 1.0f;
                    //gMitcRender.updateMatrix();
                }
                else if ((evt.Action & MotionEventActions.Mask) == MotionEventActions.PointerUp && 2 == nCnt)
                {
                    m_lastPos.Set(evt.GetX(evt.GetPointerId(0)), evt.GetY(evt.GetPointerId(0)));
                    m_curPos.Set(evt.GetX(evt.GetPointerId(nCnt - 1)), evt.GetY(evt.GetPointerId(nCnt - 1)));
                    string strWp = String.Format("2 Up Point:({0}),({1})", m_lastPos.ToString(), m_curPos.ToString());
                    Log.Debug(TAG, strWp);
                    mOldCounts = 0;
                    mScaleFactor = 1.0f;

                }
                else if (evt.Action == MotionEventActions.Move && 2 == nCnt)
                {
                    float lastlength = GetLength(m_lastPos, m_curPos);
                    m_lastPos.Set(evt.GetX(evt.GetPointerId(0)), evt.GetY(evt.GetPointerId(0)));
                    m_curPos.Set(evt.GetX(evt.GetPointerId(nCnt - 1)), evt.GetY(evt.GetPointerId(nCnt - 1)));
                    float curlength = GetLength(m_lastPos, m_curPos);
                    mScaleFactor = Math.Abs(lastlength) < 1.0e-6 ? 1.0f : (curlength / lastlength);
                    mMitcRender.buildScale(mScaleFactor);
                    this.RequestRender();
                    string strWp = String.Format("2 Move Point:({0}),({1})", m_lastPos.ToString(), m_curPos.ToString());
                    Log.Debug(TAG, strWp);
                }
            }
            return true;
        }