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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/// @ref gtx_rotate_vector
/// @file glm/gtx/rotate_vector.hpp
///
/// @see core (dependence)
/// @see gtx_transform (dependence)
///
/// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector
/// @ingroup gtx
///
/// Include <glm/gtx/rotate_vector.hpp> to use the features of this extension.
///
/// Function to directly rotate a vector
#pragma once
// Dependency:
#include "../gtx/transform.hpp"
#include "../gtc/epsilon.hpp"
#include "../ext/vector_relational.hpp"
#include "../glm.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_rotate_vector 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_vector extension included")
#endif
namespace glm
{
/// @addtogroup gtx_rotate_vector
/// @{
/// Returns Spherical interpolation between two vectors
///
/// @param x A first vector
/// @param y A second vector
/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
///
/// @see gtx_rotate_vector
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> slerp(
vec<3, T, Q> const& x,
vec<3, T, Q> const& y,
T const& a);
//! Rotate a two dimensional vector.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<2, T, Q> rotate(
vec<2, T, Q> const& v,
T const& angle);
//! Rotate a three dimensional vector around an axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotate(
vec<3, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal);
//! Rotate a four dimensional vector around an axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotate(
vec<4, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal);
//! Rotate a three dimensional vector around the X axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotateX(
vec<3, T, Q> const& v,
T const& angle);
//! Rotate a three dimensional vector around the Y axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotateY(
vec<3, T, Q> const& v,
T const& angle);
//! Rotate a three dimensional vector around the Z axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotateZ(
vec<3, T, Q> const& v,
T const& angle);
//! Rotate a four dimensional vector around the X axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotateX(
vec<4, T, Q> const& v,
T const& angle);
//! Rotate a four dimensional vector around the Y axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotateY(
vec<4, T, Q> const& v,
T const& angle);
//! Rotate a four dimensional vector around the Z axis.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotateZ(
vec<4, T, Q> const& v,
T const& angle);
//! Build a rotation matrix from a normal and a up vector.
//! From GLM_GTX_rotate_vector extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> orientation(
vec<3, T, Q> const& Normal,
vec<3, T, Q> const& Up);
/// @}
}//namespace glm
#include "rotate_vector.inl"