Rebuild trinity visualizer from bare SDL and OpenGL to using Raylib. Added Code for serial parsing on linux. Current functionality reads incoming quaternion packet data coming in over serial and displays the values and also visualizes with a cube, connect and disconnect is implemented. Essentially rebuild the functionality of the old version with added linux support.
This commit is contained in:
@@ -0,0 +1,173 @@
|
||||
/// @ref gtc_quaternion
|
||||
/// @file glm/gtc/quaternion.hpp
|
||||
///
|
||||
/// @see core (dependence)
|
||||
/// @see gtc_constants (dependence)
|
||||
///
|
||||
/// @defgroup gtc_quaternion GLM_GTC_quaternion
|
||||
/// @ingroup gtc
|
||||
///
|
||||
/// Include <glm/gtc/quaternion.hpp> to use the features of this extension.
|
||||
///
|
||||
/// Defines a templated quaternion type and several quaternion operations.
|
||||
|
||||
#pragma once
|
||||
|
||||
// Dependency:
|
||||
#include "../gtc/constants.hpp"
|
||||
#include "../gtc/matrix_transform.hpp"
|
||||
#include "../ext/vector_relational.hpp"
|
||||
#include "../ext/quaternion_common.hpp"
|
||||
#include "../ext/quaternion_float.hpp"
|
||||
#include "../ext/quaternion_float_precision.hpp"
|
||||
#include "../ext/quaternion_double.hpp"
|
||||
#include "../ext/quaternion_double_precision.hpp"
|
||||
#include "../ext/quaternion_relational.hpp"
|
||||
#include "../ext/quaternion_geometric.hpp"
|
||||
#include "../ext/quaternion_trigonometric.hpp"
|
||||
#include "../ext/quaternion_transform.hpp"
|
||||
#include "../detail/type_mat3x3.hpp"
|
||||
#include "../detail/type_mat4x4.hpp"
|
||||
#include "../detail/type_vec3.hpp"
|
||||
#include "../detail/type_vec4.hpp"
|
||||
|
||||
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
|
||||
# pragma message("GLM: GLM_GTC_quaternion extension included")
|
||||
#endif
|
||||
|
||||
namespace glm
|
||||
{
|
||||
/// @addtogroup gtc_quaternion
|
||||
/// @{
|
||||
|
||||
/// Returns euler angles, pitch as x, yaw as y, roll as z.
|
||||
/// The result is expressed in radians.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua<T, Q> const& x);
|
||||
|
||||
/// Returns roll value of euler angles expressed in radians.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL T roll(qua<T, Q> const& x);
|
||||
|
||||
/// Returns pitch value of euler angles expressed in radians.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL T pitch(qua<T, Q> const& x);
|
||||
|
||||
/// Returns yaw value of euler angles expressed in radians.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL T yaw(qua<T, Q> const& x);
|
||||
|
||||
/// Converts a quaternion to a 3 * 3 matrix.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua<T, Q> const& x);
|
||||
|
||||
/// Converts a quaternion to a 4 * 4 matrix.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua<T, Q> const& x);
|
||||
|
||||
/// Converts a pure rotation 3 * 3 matrix to a quaternion.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL qua<T, Q> quat_cast(mat<3, 3, T, Q> const& x);
|
||||
|
||||
/// Converts a pure rotation 4 * 4 matrix to a quaternion.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types.
|
||||
///
|
||||
/// @see gtc_quaternion
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL qua<T, Q> quat_cast(mat<4, 4, T, Q> const& x);
|
||||
|
||||
/// Returns the component-wise comparison result of x < y.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types
|
||||
/// @tparam Q Value from qualifier enum
|
||||
///
|
||||
/// @see ext_quaternion_relational
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> lessThan(qua<T, Q> const& x, qua<T, Q> const& y);
|
||||
|
||||
/// Returns the component-wise comparison of result x <= y.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types
|
||||
/// @tparam Q Value from qualifier enum
|
||||
///
|
||||
/// @see ext_quaternion_relational
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> lessThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);
|
||||
|
||||
/// Returns the component-wise comparison of result x > y.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types
|
||||
/// @tparam Q Value from qualifier enum
|
||||
///
|
||||
/// @see ext_quaternion_relational
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> greaterThan(qua<T, Q> const& x, qua<T, Q> const& y);
|
||||
|
||||
/// Returns the component-wise comparison of result x >= y.
|
||||
///
|
||||
/// @tparam T Floating-point scalar types
|
||||
/// @tparam Q Value from qualifier enum
|
||||
///
|
||||
/// @see ext_quaternion_relational
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> greaterThanEqual(qua<T, Q> const& x, qua<T, Q> const& y);
|
||||
|
||||
/// Build a look at quaternion based on the default handedness.
|
||||
///
|
||||
/// @param direction Desired forward direction. Needs to be normalized.
|
||||
/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL qua<T, Q> quatLookAt(
|
||||
vec<3, T, Q> const& direction,
|
||||
vec<3, T, Q> const& up);
|
||||
|
||||
/// Build a right-handed look at quaternion.
|
||||
///
|
||||
/// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized.
|
||||
/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL qua<T, Q> quatLookAtRH(
|
||||
vec<3, T, Q> const& direction,
|
||||
vec<3, T, Q> const& up);
|
||||
|
||||
/// Build a left-handed look at quaternion.
|
||||
///
|
||||
/// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized.
|
||||
/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_DECL qua<T, Q> quatLookAtLH(
|
||||
vec<3, T, Q> const& direction,
|
||||
vec<3, T, Q> const& up);
|
||||
/// @}
|
||||
} //namespace glm
|
||||
|
||||
#include "quaternion.inl"
|
||||
Reference in New Issue
Block a user