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.

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2026-09-13 19:44:26 +02:00
commit 62abf4d5d6
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/// @ref gtx_quaternion
#include <limits>
#include "../gtc/constants.hpp"
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> quat_identity()
{
return qua<T, Q>::wxyz(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> cross(vec<3, T, Q> const& v, qua<T, Q> const& q)
{
return inverse(q) * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> cross(qua<T, Q> const& q, vec<3, T, Q> const& v)
{
return q * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER qua<T, Q> squad
(
qua<T, Q> const& q1,
qua<T, Q> const& q2,
qua<T, Q> const& s1,
qua<T, Q> const& s2,
T const& h)
{
return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER qua<T, Q> intermediate
(
qua<T, Q> const& prev,
qua<T, Q> const& curr,
qua<T, Q> const& next
)
{
qua<T, Q> invQuat = inverse(curr);
return exp((log(next * invQuat) + log(prev * invQuat)) / static_cast<T>(-4)) * curr;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua<T, Q> const& q, vec<3, T, Q> const& v)
{
return q * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua<T, Q> const& q, vec<4, T, Q> const& v)
{
return q * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER T extractRealComponent(qua<T, Q> const& q)
{
T w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;
if(w < T(0))
return T(0);
else
return -sqrt(w);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR T length2(qua<T, Q> const& q)
{
return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER qua<T, Q> shortMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
{
if(a <= static_cast<T>(0)) return x;
if(a >= static_cast<T>(1)) return y;
T fCos = dot(x, y);
qua<T, Q> y2(y); //BUG!!! qua<T> y2;
if(fCos < static_cast<T>(0))
{
y2 = -y;
fCos = -fCos;
}
//if(fCos > 1.0f) // problem
T k0, k1;
if(fCos > (static_cast<T>(1) - epsilon<T>()))
{
k0 = static_cast<T>(1) - a;
k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;
}
else
{
T fSin = sqrt(T(1) - fCos * fCos);
T fAngle = atan(fSin, fCos);
T fOneOverSin = static_cast<T>(1) / fSin;
k0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;
k1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;
}
return qua<T, Q>::wxyz(
k0 * x.w + k1 * y2.w,
k0 * x.x + k1 * y2.x,
k0 * x.y + k1 * y2.y,
k0 * x.z + k1 * y2.z);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER qua<T, Q> fastMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
{
return glm::normalize(x * (static_cast<T>(1) - a) + (y * a));
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER qua<T, Q> rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest)
{
T cosTheta = dot(orig, dest);
vec<3, T, Q> rotationAxis;
if(cosTheta >= static_cast<T>(1) - epsilon<T>()) {
// orig and dest point in the same direction
return quat_identity<T,Q>();
}
if(cosTheta < static_cast<T>(-1) + epsilon<T>())
{
// special case when vectors in opposite directions :
// there is no "ideal" rotation axis
// So guess one; any will do as long as it's perpendicular to start
// This implementation favors a rotation around the Up axis (Y),
// since it's often what you want to do.
rotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig);
if(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again!
rotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig);
rotationAxis = normalize(rotationAxis);
return angleAxis(pi<T>(), rotationAxis);
}
// Implementation from Stan Melax's Game Programming Gems 1 article
rotationAxis = cross(orig, dest);
T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
T invs = static_cast<T>(1) / s;
return qua<T, Q>::wxyz(
s * static_cast<T>(0.5f),
rotationAxis.x * invs,
rotationAxis.y * invs,
rotationAxis.z * invs);
}
}//namespace glm