/*
 *  Simple trackball-like motion adapted (ripped off) from projtex.c
 *  (written by David Yu and David Blythe).  See the SIGGRAPH '96
 *  Advanced OpenGL course notes.
 *
 *
 *  Usage:
 *
 *  o  call tbInit() in before any other tb call
 *  o  call tbReshape() from the reshape callback
 *  o  call tbMatrix() to get the trackball matrix rotation
 *  o  call tbStartMotion() to begin trackball movememt
 *  o  call tbStopMotion() to stop trackball movememt
 *  o  call tbMotion() from the motion callback
 *  o  call tbAnimate(GL_TRUE) if you want the trackball to continue
 *     spinning after the mouse button has been released
 *  o  call tbAnimate(GL_FALSE) if you want the trackball to stop
 *     spinning after the mouse button has been released
 *
 *  Typical setup:
 *
 *
    void
    init(void)
    {
      tbInit(GLUT_MIDDLE_BUTTON);
      tbAnimate(GL_TRUE);
      . . .
    }

    void
    reshape(int width, int height)
    {
      tbReshape(width, height);
      . . .
    }

    void
    display(void)
    {
      glPushMatrix();

      tbMatrix();
      . . . draw the scene . . .

      glPopMatrix();
    }

    void
    mouse(int button, int state, int x, int y)
    {
      tbMouse(button, state, x, y);
      . . .
    }

    void
    motion(int x, int y)
    {
      tbMotion(x, y);
      . . .
    }

    int
    main(int argc, char** argv)
    {
      . . .
      init();
      glutReshapeFunc(reshape);
      glutDisplayFunc(display);
      glutMouseFunc(mouse);
      glutMotionFunc(motion);
      . . .
    }
 *
 * */

/* includes */
#include <math.h>
#include <assert.h>
#ifdef OSX_
#  include <GLUT/glut.h>
#elif _WIN32
#  include <GL/glut.h>
#else
#  include <GL/glut.h>
#endif
#include "trackball.h"


/* globals */
static GLuint    tb_lasttime;
static GLfloat   tb_lastposition[3];

static GLfloat   tb_angle = 0.0;
static GLfloat   tb_axis[3];
static GLfloat   tb_transform[4][4];

static GLuint    tb_width;
static GLuint    tb_height;

static GLint     tb_button = -1;
static GLboolean tb_tracking = GL_FALSE;
static GLboolean tb_animate = GL_TRUE;


/* functions */
static void _tbPointToVector(int x, int y, int width, int height, float v[3])
{
  float d, a;

  /* project x, y onto a hemi-sphere centered within width, height. */
  v[0] = (2.0 * x - width) / width;
  v[1] = (height - 2.0 * y) / height;
  d = sqrt(v[0] * v[0] + v[1] * v[1]);
  v[2] = cos((3.14159265 / 2.0) * ((d < 1.0) ? d : 1.0));
  a = 1.0 / sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
  v[0] *= a;
  v[1] *= a;
  v[2] *= a;
}

static void _tbAnimate(void)
{
  glutPostRedisplay();
}

void _tbStartMotion(int x, int y, int button, int time)
{
  assert(tb_button != -1);

  tb_tracking = GL_TRUE;
  tb_lasttime = time;
  _tbPointToVector(x, y, tb_width, tb_height, tb_lastposition);
}

void _tbStopMotion(int button, unsigned time)
{
  assert(tb_button != -1);

  tb_tracking = GL_FALSE;

  if (time == tb_lasttime && tb_animate) {
    glutIdleFunc(_tbAnimate);
  } else {
    tb_angle = 0.0;
    if (tb_animate)
      glutIdleFunc(0);
  }
}

void tbAnimate(GLboolean animate)
{
  tb_animate = animate;
}

void tbInit(GLuint button)
{
  tb_button = button;
  tb_angle = 0.0;

  /* put the identity in the trackball transform */
  glPushMatrix();
  glLoadIdentity();
  glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)tb_transform);
  glPopMatrix();
}

void tbMatrix()
{
  assert(tb_button != -1);

  glPushMatrix();
  glLoadIdentity();
  glRotatef(tb_angle, -tb_axis[0], tb_axis[2], tb_axis[1]);
  glMultMatrixf((GLfloat *)tb_transform);
  glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)tb_transform);
  glPopMatrix();

  glMultMatrixf((GLfloat *)tb_transform);
  }

void tbReshape(int width, int height)
{
  assert(tb_button != -1);

  tb_width  = width;
  tb_height = height;
}

void tbMouse(int button, int state, int x, int y)
{
  assert(tb_button != -1);

  if (state == GLUT_DOWN && button == tb_button)
    _tbStartMotion(x, y, button, glutGet(GLUT_ELAPSED_TIME));
  else if (state == GLUT_UP && button == tb_button)
    _tbStopMotion(button, glutGet(GLUT_ELAPSED_TIME));
}

void tbMotion(int x, int y)
{
  GLfloat current_position[3], dx, dy, dz;

  assert(tb_button != -1);

  if (tb_tracking == GL_FALSE)
    return;

  _tbPointToVector(x, y, tb_width, tb_height, current_position);

  /* calculate the angle to rotate by (directly proportional to the
     length of the mouse movement */
  dx = current_position[0] - tb_lastposition[0];
  dy = current_position[1] - tb_lastposition[1];
  dz = current_position[2] - tb_lastposition[2];
  tb_angle = 90.0 * sqrt(dx * dx + dy * dy + dz * dz);

  /* calculate the axis of rotation (cross product) */
  tb_axis[0] = tb_lastposition[1] * current_position[2] -
               tb_lastposition[2] * current_position[1];
  tb_axis[1] = tb_lastposition[2] * current_position[0] -
               tb_lastposition[0] * current_position[2];
  tb_axis[2] = tb_lastposition[0] * current_position[1] -
               tb_lastposition[1] * current_position[0];

  /* reset for next time */
  tb_lasttime = glutGet(GLUT_ELAPSED_TIME);
  tb_lastposition[0] = current_position[0];
  tb_lastposition[1] = current_position[1];
  tb_lastposition[2] = current_position[2];

  /* remember to draw new position */
  glutPostRedisplay();
}