/**************************************************************************** Copyright (C) 2002-2006 Gilles Debunne (Gilles.Debunne@imag.fr) This file is part of the QGLViewer library. Version 2.2.4-1, released on December 12, 2006. 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::iterator it=objects_.begin(), end=objects_.end(); it != end; ++it) #else for (QList::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::iterator it=objects_.begin(), end=objects_.end(); it != end; ++it) #else for (QList::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)); } }