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
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/// @ref gtx_rotate_normalized_axis
/// @file glm/gtx/rotate_normalized_axis.hpp
///
/// @see core (dependence)
/// @see gtc_matrix_transform
/// @see gtc_quaternion
///
/// @defgroup gtx_rotate_normalized_axis GLM_GTX_rotate_normalized_axis
/// @ingroup gtx
///
/// Include <glm/gtx/rotate_normalized_axis.hpp> to use the features of this extension.
///
/// Quaternions and matrices rotations around normalized axis.
#pragma once
// Dependency:
#include "../glm.hpp"
#include "../gtc/epsilon.hpp"
#include "../gtc/quaternion.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_rotate_normalized_axis 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_rotate_normalized_axis extension included")
#endif
namespace glm
{
/// @addtogroup gtx_rotate_normalized_axis
/// @{
/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
///
/// @param m Input matrix multiplied by this rotation matrix.
/// @param angle Rotation angle expressed in radians.
/// @param axis Rotation axis, must be normalized.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
///
/// @see gtx_rotate_normalized_axis
/// @see - rotate(T angle, T x, T y, T z)
/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
/// @see - rotate(T angle, vec<3, T, Q> const& v)
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis(
mat<4, 4, T, Q> const& m,
T const& angle,
vec<3, T, Q> const& axis);
/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.
///
/// @param q Source orientation
/// @param angle Angle expressed in radians.
/// @param axis Normalized axis of the rotation, must be normalized.
///
/// @see gtx_rotate_normalized_axis
template<typename T, qualifier Q>
GLM_FUNC_DECL qua<T, Q> rotateNormalizedAxis(
qua<T, Q> const& q,
T const& angle,
vec<3, T, Q> const& axis);
/// @}
}//namespace glm
#include "rotate_normalized_axis.inl"