File: manipulatedFrameSetConstraint.cpp

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libqglviewer 2.2.6-3-3
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/****************************************************************************

 Copyright (C) 2002-2007 Gilles Debunne (Gilles.Debunne@imag.fr)

 This file is part of the QGLViewer library.
 Version 2.2.6-3, released on August 28, 2007.

 http://artis.imag.fr/Members/Gilles.Debunne/QGLViewer

 libQGLViewer is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
 the Free Software Foundation; either version 2 of the License, or
 (at your option) any later version.

 libQGLViewer is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 GNU General Public License for more details.

 You should have received a copy of the GNU General Public License
 along with libQGLViewer; if not, write to the Free Software
 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

*****************************************************************************/

#include "manipulatedFrameSetConstraint.h"
#include "QGLViewer/frame.h"

using namespace qglviewer;

void ManipulatedFrameSetConstraint::clearSet()
{
  objects_.clear();
}

void ManipulatedFrameSetConstraint::addObjectToSet(Object* o)
{
  objects_.append(o);
}

void ManipulatedFrameSetConstraint::constrainTranslation(qglviewer::Vec &translation, Frame *const)
{
#if QT_VERSION < 0x040000
  for (QPtrList<Object>::iterator it=objects_.begin(), end=objects_.end(); it != end; ++it)
#else
  for (QList<Object*>::iterator it=objects_.begin(), end=objects_.end(); it != end; ++it)
#endif
    (*it)->frame.translate(translation);
}

void ManipulatedFrameSetConstraint::constrainRotation(qglviewer::Quaternion &rotation, Frame *const frame)
{
  // A little bit of math. Easy to understand, hard to guess (tm).
  // rotation is expressed in the frame local coordinates system. Convert it back to world coordinates.
  const Vec worldAxis = frame->inverseTransformOf(rotation.axis());
  const Vec pos = frame->position();
  const float angle = rotation.angle();

#if QT_VERSION < 0x040000
  for (QPtrList<Object>::iterator it=objects_.begin(), end=objects_.end(); it != end; ++it)
#else
    for (QList<Object*>::iterator it=objects_.begin(), end=objects_.end(); it != end; ++it)
#endif
      {
	// Rotation has to be expressed in the object local coordinates system.
	Quaternion qObject((*it)->frame.transformOf(worldAxis), angle);
	(*it)->frame.rotate(qObject);

	// Comment these lines only rotate the objects
	Quaternion qWorld(worldAxis, angle);
	// Rotation around frame world position (pos)
	(*it)->frame.setPosition(pos + qWorld.rotate((*it)->frame.position() - pos));
      }
}