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:
2026-09-13 19:44:26 +02:00
commit 62abf4d5d6
821 changed files with 239694 additions and 0 deletions
+50
View File
@@ -0,0 +1,50 @@
/// @ref gtx_matrix_decompose
/// @file glm/gtx/matrix_decompose.hpp
///
/// @see core (dependence)
///
/// @defgroup gtx_matrix_decompose GLM_GTX_matrix_decompose
/// @ingroup gtx
///
/// Include <glm/gtx/matrix_decompose.hpp> to use the features of this extension.
///
/// Decomposes a model matrix to translations, rotation and scale components
#pragma once
// Dependencies
#include "../mat4x4.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../geometric.hpp"
#include "../gtc/quaternion.hpp"
#include "../gtc/matrix_transform.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_matrix_decompose is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_matrix_decompose extension included")
#endif
namespace glm
{
/// @addtogroup gtx_matrix_decompose
/// @{
/// Decomposes a model matrix to translations, rotation and scale components
/// @see gtx_matrix_decompose
template<typename T, qualifier Q>
GLM_FUNC_DISCARD_DECL bool decompose(
mat<4, 4, T, Q> const& modelMatrix,
vec<3, T, Q> & scale, qua<T, Q> & orientation, vec<3, T, Q> & translation, vec<3, T, Q> & skew, vec<4, T, Q> & perspective);
// Recomposes a model matrix from a previously-decomposed matrix
template <typename T, qualifier Q>
GLM_FUNC_DISCARD_DECL mat<4, 4, T, Q> recompose(
vec<3, T, Q> const& scale, qua<T, Q> const& orientation, vec<3, T, Q> const& translation,
vec<3, T, Q> const& skew, vec<4, T, Q> const& perspective);
/// @}
}//namespace glm
#include "matrix_decompose.inl"