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Quaternion interpolation test
#include "cinder/app/AppNative.h"
#include "cinder/gl/gl.h"
#include "cinder/Quaternion.h"
#include "cinder/Timeline.h"
#include "cinder/MayaCamUI.h"
using namespace ci;
using namespace ci::app;
using namespace std;
class QuatTestApp : public AppNative {
public:
void setup();
void keyDown( KeyEvent event );
void mouseDown( MouseEvent event );
void mouseDrag( MouseEvent event );
void resize();
void update();
void draw();
private:
Quatf mStartQuat, mEndQuat;
Anim<Quatf> mCube1Rotation;
Quatf mCube2Rotation;
MayaCamUI mMayaCam;
TimelineRef mTimeline;
float mTimestep;
};
void QuatTestApp::setup()
{
mStartQuat = Quatf( 0.0f, 0.0f, 1.0f, 0.0f);
mEndQuat = Quatf( M_PI, 2.5f, 0.83f);
mCube1Rotation = mCube2Rotation = mStartQuat;
mTimestep = 1.0f;
mTimeline = Timeline::create();
gl::enableDepthRead();
}
void QuatTestApp::keyDown( KeyEvent event )
{
mTimestep = 0.0f;
if( event.getChar() == ' ' ) {
mTimeline->apply( &mCube1Rotation, mStartQuat, mEndQuat, 1.0f );
}
}
void QuatTestApp::mouseDown( MouseEvent event )
{
mMayaCam.mouseDown( event.getPos() );
}
void QuatTestApp::mouseDrag( MouseEvent event )
{
mMayaCam.mouseDrag( event.getPos(), event.isLeftDown(), event.isMiddleDown(), event.isRightDown() );
}
void QuatTestApp::resize()
{
CameraPersp cam = mMayaCam.getCamera();
cam.setAspectRatio( getWindowAspectRatio() );
mMayaCam.setCurrentCam( cam );
}
void QuatTestApp::update()
{
float step = 0.005f;
mTimeline->step( step );
if( mTimestep < 1.0f ) {
mTimestep += step;
mCube2Rotation = mStartQuat.lerp(mTimestep, mEndQuat);
}
}
void QuatTestApp::draw()
{
gl::clear( Color( 0, 0, 0 ) );
gl::setMatrices( mMayaCam.getCamera() );
gl::pushModelView();
gl::translate(-10.f, 0, 0);
gl::rotate( mCube1Rotation.value() );
gl::drawColorCube(Vec3f(0,0,0), Vec3f(10.0f, 10.0f, 10.0f));
gl::popModelView();
gl::pushModelView();
gl::translate(10.f, 0, 0);
gl::rotate( mCube2Rotation );
gl::drawColorCube(Vec3f(0,0,0), Vec3f(10.0f, 10.0f, 10.0f));
gl::popModelView();
}
CINDER_APP_NATIVE( QuatTestApp, RendererGl )
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