#include <stdlib.h>
#include <string.h>
#include <ctype.h>
+#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
+#include <cgmath/cgmath.h>
#include "demo.h"
#include "screen.h"
#include "cfgopt.h"
+static void recalc_sball_matrix(float *objmat, float *cammat);
+
static int console_active;
+static int sball_update_pending;
+
+static cgm_vec3 obj_pos, cam_pos;
+static cgm_quat obj_rot = {0, 0, 0, 1};
+static cgm_quat cam_rot = {0, 0, 0, 1};
int demo_init(int argc, char **argv)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
+ sball_obj_matrix[0] = sball_obj_matrix[5] = sball_obj_matrix[10] = sball_obj_matrix[15] = 1.0f;
+ sball_cam_matrix[0] = sball_cam_matrix[5] = sball_cam_matrix[10] = sball_cam_matrix[15] = 1.0f;
+
if(scr_init() == -1) {
return -1;
}
void demo_draw(void)
{
+ if(sball_update_pending) {
+ recalc_sball_matrix(sball_obj_matrix, sball_cam_matrix);
+ sball_update_pending = 0;
+ }
+
scr_update();
scr_draw();
}
void demo_mmotion(int x, int y)
{
}
+
+void demo_sball_motion(int x, int y, int z)
+{
+ cgm_vec3 dir;
+ dir.x = (float)x * 0.001;
+ dir.y = (float)y * 0.001;
+ dir.z = (float)-z * 0.001;
+ cgm_vadd(&obj_pos, &dir);
+
+ cgm_vrotate_quat(&dir, &cam_rot);
+ cgm_vadd(&cam_pos, &dir);
+
+ sball_update_pending = 1;
+}
+
+void demo_sball_rotate(int x, int y, int z)
+{
+ float rx = (float)x;
+ float ry = (float)y;
+ float rz = (float)z;
+ float axis_len = sqrt(rx * rx + ry * ry + rz * rz);
+ if(axis_len > 0.0) {
+ cgm_quat q;
+ cgm_qrotation(&q, -axis_len * 0.001, rx / axis_len, ry / axis_len, -rz / axis_len);
+ cgm_qmul(&obj_rot, &q);
+
+ cgm_qrotation(&q, axis_len * 0.001, rx / axis_len, ry / axis_len, -rz / axis_len);
+ cgm_qmul(&cam_rot, &q);
+ }
+ sball_update_pending = 1;
+}
+
+void demo_sball_button(int bn, int pressed)
+{
+ if(!pressed) return;
+
+ switch(bn) {
+ case 0:
+ cgm_vcons(&obj_pos, 0, 0, 0);
+ cgm_vcons(&cam_pos, 0, 0, 0);
+ cgm_qcons(&obj_rot, 0, 0, 0, 1);
+ cgm_qcons(&cam_rot, 0, 0, 0, 1);
+ sball_update_pending = 1;
+ break;
+
+ default:
+ break;
+ }
+}
+
+
+static void recalc_sball_matrix(float *objmat, float *cammat)
+{
+ float rmat[16], tmat[16];
+
+ cgm_mrotation_quat(rmat, &cam_rot);
+ cgm_mtranspose(rmat);
+
+ cgm_mtranslation(tmat, -cam_pos.x, -cam_pos.y, -cam_pos.z);
+ cgm_mcopy(cammat, tmat);
+ cgm_mmul(cammat, rmat);
+
+ cgm_mrotation_quat(rmat, &obj_rot);
+ cgm_mtranspose(rmat);
+
+ cgm_mtranslation(tmat, obj_pos.x, obj_pos.y, obj_pos.z);
+ cgm_mcopy(objmat, rmat);
+ cgm_mmul(objmat, tmat);
+}