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_rotate_vector
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
(
vec<3, T, Q> const& x,
vec<3, T, Q> const& y,
T const& a
)
{
// get cosine of angle between vectors (-1 -> 1)
T CosAlpha = dot(x, y);
// get angle (0 -> pi)
T Alpha = acos(CosAlpha);
// get sine of angle between vectors (0 -> 1)
T SinAlpha = sin(Alpha);
// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
T t2 = sin(a * Alpha) / SinAlpha;
// interpolate src vectors
return x * t1 + y * t2;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
(
vec<2, T, Q> const& v,
T const& angle
)
{
vec<2, T, Q> Result;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
(
vec<3, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
}
/*
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(
const vec<3, T, Q>& x,
T angle,
const vec<3, T, Q>& normal)
{
const T Cos = cos(radians(angle));
const T Sin = sin(radians(angle));
return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
}
*/
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
(
vec<4, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return rotate(angle, normal) * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result(v);
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
(
vec<3, T, Q> const& Normal,
vec<3, T, Q> const& Up
)
{
if(all(equal(Normal, Up, epsilon<T>())))
return mat<4, 4, T, Q>(static_cast<T>(1));
vec<3, T, Q> RotationAxis = cross(Up, Normal);
T Angle = acos(dot(Normal, Up));
return rotate(Angle, RotationAxis);
}
}//namespace glm