示例#1
0
        //Mouse drag, calculate rotation
        public void drag(Point NewPt, Quat4f NewRot)
        {
            //Map the point to the sphere
            this.mapToSphere(NewPt, EnVec);

            //Return the quaternion equivalent to the rotation
            if (NewRot != null)
            {
                Vector3f Perp = new Vector3f();

                //Compute the vector perpendicular to the begin and end vectors
                Vector3f.cross(Perp, StVec, EnVec);

                //Compute the length of the perpendicular vector
                if (Perp.length() > Epsilon)
                //if its non-zero
                {
                    //We're ok, so return the perpendicular vector as the transform after all
                    NewRot.x = Perp.x;
                    NewRot.y = Perp.y;
                    NewRot.z = Perp.z;
                    //In the quaternion values, w is cosine (theta / 2), where theta is the rotation angle
                    NewRot.w = Vector3f.dot(StVec, EnVec);
                }
                //if it is zero
                else
                {
                    //The begin and end vectors coincide, so return an identity transform
                    NewRot.x = NewRot.y = NewRot.z = NewRot.w = 0.0f;
                }
            }
        }
示例#2
0
        private void drag(Point MousePt)
        {
            Quat4f ThisQuat = new Quat4f();

            arcBall.drag(MousePt, ThisQuat); // Update End Vector And Get Rotation As Quaternion

            lock (matrixLock)
            {
                ThisRot.Rotation = ThisQuat;   // Convert Quaternion Into Matrix3fT
                ThisRot.mul(ThisRot, LastRot); // Accumulate Last Rotation Into This One
            }
        }
示例#3
0
        private void drag_Transfer(Point MousePt)
        {
            Quat4f ThisQuat = new Quat4f();

            arcBall.drag(MousePt, ThisQuat); // Update End Vector And Get Rotation As Quaternion

            lock (matrixLock)
            {
                //lock 的目的很明确:就是不想让别人使用这段代码,
                //体现在多线程情况下,只允许当前线程执行该代码区域,
                //其他线程等待直到该线程执行结束;这样可以多线程避免同时使用某一方法造成数据混乱。
                ThisRot.Transfer = ThisQuat;   // Convert Quaternion Into Matrix3fT
                ThisRot.mul(ThisRot, LastRot); // Accumulate Last Rotation Into This One
            }
        }