patterncppMinor
User controlled rotation with arcBall
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withuserrotationarcballcontrolled
Problem
I am trying to visualize a pointcloud centered around the origin. I also want to have a user controlled rotation for which I found the arcball.
One point to make is that most arcball examples use
rMat is the model matrix, passed into the shader.inline QVector3D getArcballVector(const QPoint& pt, int width, int height)
{
QVector3D P = QVector3D(1.0*pt.x ()/width * 2 - 1.0,
1.0*pt.y ()/height * 2 - 1.0,
0);
P.setY (-P.y ());
float OP_squared = P.lengthSquared ();
if (OP_squared buttons ()==Qt::LeftButton)
{
if(!rotPos.isNull () && rotPos!=e->pos ())
{
//rotate using an arcBall for freeform rotation
QVector3D vec1 = getArcballVector (rotPos, width (), height ());
QVector3D vec2 = getArcballVector (e->pos (), width (), height ());
//use bisector to get half-angle cos and sin from dot and cross product
// for quaternion initialisation
QVector3D vec3 = vec1+vec2;
vec3.normalize ();
QVector3D rotaxis = QVector3D::crossProduct (vec1, vec3);
double cos = QVector3D::dotProduct (vec1, vec3);
QQuaternion quat (cos,rotaxis);
quat.normalize ();
//we want to left-multiply rMat with quat but that isn't available
//so we'll have to do it the long way around
QMatrix4x4 rot;
rot.rotate (quat);
rMat=rot*rMat;
updateGL ();
}
rotPos=e->pos ();
}
}
void PointCloud::mousePressEvent(QMouseEvent *e)
{
if(e->buttons ()==Qt::LeftButton)
{
rotPos=e->pos ();
}
}One point to make is that most arcball examples use
acos to get the rotation angle for the axis-angle representation and use that to create the matrix and only mention using quaternions in passing (and if they do use quaternions they still end up using axis-angle). I found that I can derive the quaternion values directly using the dot andSolution
After some research I found that it's slightly more efficient to get the half quaternion directly from the double quaternion:
This saves the normalization of the bisector.
The rotation matrix can be constructed from a non-unit quaternion without first normalizing it. You do have to provide your own function to do so because the Qt algorithm assumes a unit quaternion:
Using that eliminates all normalization from in
QVector3D rotaxis = QVector3D::crossProduct (vec1, vec2);
double cos = QVector3D::dotProduct (vec1, vec2);
// rotaxis and cos describe the double quat
// add 1 to cos so normalizing will 0.5 lerp between the null quat and the double quat
QQuaternion quat (1+cos,rotaxis);
quat.normalize ();This saves the normalization of the bisector.
The rotation matrix can be constructed from a non-unit quaternion without first normalizing it. You do have to provide your own function to do so because the Qt algorithm assumes a unit quaternion:
inline QMatrix4x4 quatToMat(QQuaternion q)
{
//based on algorithm on wikipedia
// http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion
float w = q.scalar ();
float x = q.x();
float y = q.y();
float z = q.z();
float n = q.lengthSquared();
float s = n == 0? 0 : 2 / n;
float wx = s * w * x, wy = s * w * y, wz = s * w * z;
float xx = s * x * x, xy = s * x * y, xz = s * x * z;
float yy = s * y * y, yz = s * y * z, zz = s * z * z;
float m[16] = { 1 - (yy + zz), xy + wz , xz - wy ,0,
xy - wz , 1 - (xx + zz), yz + wx ,0,
xz + wy , yz - wx , 1 - (xx + yy),0,
0 , 0 , 0 ,1 };
QMatrix4x4 result = QMatrix4x4(m,4,4);
result.optimize ();
return result;
}Using that eliminates all normalization from in
mouseMoveEvent except to get the arcballVectors themselves.Code Snippets
QVector3D rotaxis = QVector3D::crossProduct (vec1, vec2);
double cos = QVector3D::dotProduct (vec1, vec2);
// rotaxis and cos describe the double quat
// add 1 to cos so normalizing will 0.5 lerp between the null quat and the double quat
QQuaternion quat (1+cos,rotaxis);
quat.normalize ();inline QMatrix4x4 quatToMat(QQuaternion q)
{
//based on algorithm on wikipedia
// http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion
float w = q.scalar ();
float x = q.x();
float y = q.y();
float z = q.z();
float n = q.lengthSquared();
float s = n == 0? 0 : 2 / n;
float wx = s * w * x, wy = s * w * y, wz = s * w * z;
float xx = s * x * x, xy = s * x * y, xz = s * x * z;
float yy = s * y * y, yz = s * y * z, zz = s * z * z;
float m[16] = { 1 - (yy + zz), xy + wz , xz - wy ,0,
xy - wz , 1 - (xx + zz), yz + wx ,0,
xz + wy , yz - wx , 1 - (xx + yy),0,
0 , 0 , 0 ,1 };
QMatrix4x4 result = QMatrix4x4(m,4,4);
result.optimize ();
return result;
}Context
StackExchange Code Review Q#51205, answer score: 4
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