Remove CoglQuaternion
This is unused API, and there are no plans to actually use it. Even if we want to use it in the future, we'll be fully Graphene and won't need this API anyway. https://gitlab.gnome.org/GNOME/mutter/merge_requests/458
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@ -1545,19 +1545,6 @@ cogl_framebuffer_rotate (CoglFramebuffer *framebuffer,
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COGL_FRAMEBUFFER_STATE_MODELVIEW;
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}
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void
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cogl_framebuffer_rotate_quaternion (CoglFramebuffer *framebuffer,
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const CoglQuaternion *quaternion)
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{
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CoglMatrixStack *modelview_stack =
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_cogl_framebuffer_get_modelview_stack (framebuffer);
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cogl_matrix_stack_rotate_quaternion (modelview_stack, quaternion);
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if (framebuffer->context->current_draw_buffer == framebuffer)
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framebuffer->context->current_draw_buffer_changes |=
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COGL_FRAMEBUFFER_STATE_MODELVIEW;
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}
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void
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cogl_framebuffer_rotate_euler (CoglFramebuffer *framebuffer,
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const graphene_euler_t *euler)
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@ -52,7 +52,6 @@ typedef struct _CoglFramebuffer CoglFramebuffer;
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#include <cogl/cogl-pipeline.h>
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#include <cogl/cogl-indices.h>
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#include <cogl/cogl-bitmap.h>
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#include <cogl/cogl-quaternion.h>
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#include <cogl/cogl-texture.h>
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#include <glib-object.h>
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@ -363,21 +362,6 @@ cogl_framebuffer_rotate (CoglFramebuffer *framebuffer,
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float y,
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float z);
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/**
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* cogl_framebuffer_rotate_quaternion:
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* @framebuffer: A #CoglFramebuffer pointer
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* @quaternion: A #CoglQuaternion
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*
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* Multiplies the current model-view matrix by one that rotates
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* according to the rotation described by @quaternion.
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*
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* Since: 2.0
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* Stability: unstable
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*/
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void
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cogl_framebuffer_rotate_quaternion (CoglFramebuffer *framebuffer,
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const CoglQuaternion *quaternion);
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/**
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* cogl_framebuffer_rotate_euler:
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* @framebuffer: A #CoglFramebuffer pointer
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@ -45,7 +45,6 @@ typedef enum _CoglMatrixOp
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COGL_MATRIX_OP_LOAD_IDENTITY,
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COGL_MATRIX_OP_TRANSLATE,
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COGL_MATRIX_OP_ROTATE,
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COGL_MATRIX_OP_ROTATE_QUATERNION,
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COGL_MATRIX_OP_ROTATE_EULER,
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COGL_MATRIX_OP_SCALE,
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COGL_MATRIX_OP_MULTIPLY,
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@ -93,15 +92,6 @@ typedef struct _CoglMatrixEntryRotateEuler
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graphene_euler_t euler;
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} CoglMatrixEntryRotateEuler;
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typedef struct _CoglMatrixEntryRotateQuaternion
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{
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CoglMatrixEntry _parent_data;
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/* This doesn't store an actual CoglQuaternion in order to avoid the
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* padding */
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float values[4];
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} CoglMatrixEntryRotateQuaternion;
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typedef struct _CoglMatrixEntryScale
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{
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CoglMatrixEntry _parent_data;
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@ -143,7 +133,6 @@ typedef union _CoglMatrixEntryFull
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CoglMatrixEntryTranslate translate;
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CoglMatrixEntryRotate rotate;
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CoglMatrixEntryRotateEuler rotate_euler;
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CoglMatrixEntryRotateQuaternion rotate_quaternion;
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CoglMatrixEntryScale scale;
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CoglMatrixEntryMultiply multiply;
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CoglMatrixEntryLoad load;
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@ -180,21 +180,6 @@ cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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entry->z = z;
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}
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void
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cogl_matrix_stack_rotate_quaternion (CoglMatrixStack *stack,
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const CoglQuaternion *quaternion)
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{
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CoglMatrixEntryRotateQuaternion *entry;
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entry = _cogl_matrix_stack_push_operation (stack,
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COGL_MATRIX_OP_ROTATE_QUATERNION);
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entry->values[0] = quaternion->w;
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entry->values[1] = quaternion->x;
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entry->values[2] = quaternion->y;
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entry->values[3] = quaternion->z;
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}
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void
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cogl_matrix_stack_rotate_euler (CoglMatrixStack *stack,
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const graphene_euler_t *euler)
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@ -354,7 +339,6 @@ cogl_matrix_entry_unref (CoglMatrixEntry *entry)
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case COGL_MATRIX_OP_LOAD_IDENTITY:
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case COGL_MATRIX_OP_TRANSLATE:
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case COGL_MATRIX_OP_ROTATE:
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case COGL_MATRIX_OP_ROTATE_QUATERNION:
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case COGL_MATRIX_OP_ROTATE_EULER:
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case COGL_MATRIX_OP_SCALE:
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break;
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@ -495,7 +479,6 @@ initialized:
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case COGL_MATRIX_OP_LOAD_IDENTITY:
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case COGL_MATRIX_OP_TRANSLATE:
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case COGL_MATRIX_OP_ROTATE:
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case COGL_MATRIX_OP_ROTATE_QUATERNION:
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case COGL_MATRIX_OP_ROTATE_EULER:
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case COGL_MATRIX_OP_SCALE:
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case COGL_MATRIX_OP_MULTIPLY:
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@ -581,15 +564,6 @@ initialized:
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&rotate->euler);
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continue;
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}
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case COGL_MATRIX_OP_ROTATE_QUATERNION:
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{
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CoglMatrixEntryRotateQuaternion *rotate =
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(CoglMatrixEntryRotateQuaternion *)children[i];
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CoglQuaternion quaternion;
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cogl_quaternion_init_from_array (&quaternion, rotate->values);
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cogl_matrix_rotate_quaternion (matrix, &quaternion);
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continue;
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}
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case COGL_MATRIX_OP_SCALE:
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{
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CoglMatrixEntryScale *scale =
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@ -981,18 +955,6 @@ cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
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return FALSE;
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}
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break;
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case COGL_MATRIX_OP_ROTATE_QUATERNION:
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{
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CoglMatrixEntryRotateQuaternion *rotate0 =
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(CoglMatrixEntryRotateQuaternion *)entry0;
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CoglMatrixEntryRotateQuaternion *rotate1 =
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(CoglMatrixEntryRotateQuaternion *)entry1;
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int i;
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for (i = 0; i < 4; i++)
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if (rotate0->values[i] != rotate1->values[i])
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return FALSE;
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}
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break;
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case COGL_MATRIX_OP_ROTATE_EULER:
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{
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CoglMatrixEntryRotateEuler *rotate0 =
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@ -1092,17 +1054,6 @@ cogl_debug_matrix_entry_print (CoglMatrixEntry *entry)
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rotate->z);
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continue;
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}
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case COGL_MATRIX_OP_ROTATE_QUATERNION:
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{
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CoglMatrixEntryRotateQuaternion *rotate =
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(CoglMatrixEntryRotateQuaternion *)entry;
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g_print (" ROTATE QUATERNION w=%f x=%f y=%f z=%f\n",
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rotate->values[0],
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rotate->values[1],
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rotate->values[2],
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rotate->values[3]);
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continue;
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}
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case COGL_MATRIX_OP_ROTATE_EULER:
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{
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CoglMatrixEntryRotateEuler *rotate =
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@ -307,18 +307,6 @@ cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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float y,
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float z);
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/**
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* cogl_matrix_stack_rotate_quaternion:
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* @stack: A #CoglMatrixStack
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* @quaternion: A #CoglQuaternion
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*
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* Multiplies the current matrix by one that rotates according to the
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* rotation described by @quaternion.
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*/
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void
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cogl_matrix_stack_rotate_quaternion (CoglMatrixStack *stack,
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const CoglQuaternion *quaternion);
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/**
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* cogl_matrix_stack_rotate_euler:
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* @stack: A #CoglMatrixStack
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@ -73,11 +73,9 @@
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#include <cogl-util.h>
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#include <cogl-debug.h>
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#include <cogl-quaternion.h>
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#include <cogl-quaternion-private.h>
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#include <cogl-matrix.h>
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#include <cogl-matrix-private.h>
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#include <cogl-quaternion-private.h>
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#include <cogl-vector.h>
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#include <glib.h>
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#include <math.h>
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@ -1358,16 +1356,6 @@ cogl_matrix_rotate (CoglMatrix *matrix,
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_COGL_MATRIX_DEBUG_PRINT (matrix);
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}
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void
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cogl_matrix_rotate_quaternion (CoglMatrix *matrix,
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const CoglQuaternion *quaternion)
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{
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CoglMatrix rotation_transform;
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cogl_matrix_init_from_quaternion (&rotation_transform, quaternion);
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cogl_matrix_multiply (matrix, matrix, &rotation_transform);
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}
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void
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cogl_matrix_rotate_euler (CoglMatrix *matrix,
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const graphene_euler_t *euler)
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@ -1735,48 +1723,6 @@ _cogl_matrix_init_from_matrix_without_inverse (CoglMatrix *matrix,
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matrix->flags = src->flags | MAT_DIRTY_INVERSE;
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}
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static void
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_cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
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const CoglQuaternion *quaternion)
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{
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float qnorm = _COGL_QUATERNION_NORM (quaternion);
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float s = (qnorm > 0.0f) ? (2.0f / qnorm) : 0.0f;
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float xs = quaternion->x * s;
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float ys = quaternion->y * s;
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float zs = quaternion->z * s;
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float wx = quaternion->w * xs;
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float wy = quaternion->w * ys;
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float wz = quaternion->w * zs;
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float xx = quaternion->x * xs;
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float xy = quaternion->x * ys;
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float xz = quaternion->x * zs;
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float yy = quaternion->y * ys;
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float yz = quaternion->y * zs;
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float zz = quaternion->z * zs;
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matrix->xx = 1.0f - (yy + zz);
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matrix->yx = xy + wz;
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matrix->zx = xz - wy;
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matrix->xy = xy - wz;
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matrix->yy = 1.0f - (xx + zz);
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matrix->zy = yz + wx;
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matrix->xz = xz + wy;
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matrix->yz = yz - wx;
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matrix->zz = 1.0f - (xx + yy);
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matrix->xw = matrix->yw = matrix->zw = 0.0f;
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matrix->wx = matrix->wy = matrix->wz = 0.0f;
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matrix->ww = 1.0f;
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matrix->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL);
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}
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void
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cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
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const CoglQuaternion *quaternion)
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{
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_cogl_matrix_init_from_quaternion (matrix, quaternion);
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}
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void
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cogl_matrix_init_from_euler (CoglMatrix *matrix,
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const graphene_euler_t *euler)
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@ -41,7 +41,6 @@
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-macros.h>
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#include <cogl/cogl-quaternion.h>
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#include <glib-object.h>
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#include <graphene.h>
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@ -198,20 +197,6 @@ cogl_matrix_rotate (CoglMatrix *matrix,
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float y,
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float z);
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/**
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* cogl_matrix_rotate_quaternion:
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* @matrix: A 4x4 transformation matrix
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* @quaternion: A quaternion describing a rotation
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*
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* Multiplies @matrix with a rotation transformation described by the
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* given #CoglQuaternion.
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*
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* Since: 2.0
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*/
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void
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cogl_matrix_rotate_quaternion (CoglMatrix *matrix,
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const CoglQuaternion *quaternion);
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/**
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* cogl_matrix_rotate_euler:
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* @matrix: A 4x4 transformation matrix
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@ -517,17 +502,6 @@ cogl_matrix_init_from_array (CoglMatrix *matrix,
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const float *
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cogl_matrix_get_array (const CoglMatrix *matrix);
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/**
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* cogl_matrix_init_from_quaternion:
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* @matrix: A 4x4 transformation matrix
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* @quaternion: A #CoglQuaternion
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*
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* Initializes @matrix from a #CoglQuaternion rotation.
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*/
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void
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cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
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const CoglQuaternion *quaternion);
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/**
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* cogl_matrix_init_from_euler:
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* @matrix: A 4x4 transformation matrix
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@ -1,44 +0,0 @@
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/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2008,2009 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_QUATERNION_PRIVATE_H__
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#define __COGL_QUATERNION_PRIVATE_H__
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#include <glib.h>
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/* squared length */
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#define _COGL_QUATERNION_NORM(Q) \
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((Q)->x*(Q)->x + (Q)->y*(Q)->y + (Q)->z*(Q)->z + (Q)->w*(Q)->w)
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#define _COGL_QUATERNION_DEGREES_TO_RADIANS (G_PI / 180.0f)
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#define _COGL_QUATERNION_RADIANS_TO_DEGREES (180.0f / G_PI)
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#endif /* __COGL_QUATERNION_PRIVATE_H__ */
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@ -1,670 +0,0 @@
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/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*
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* Various references relating to quaternions:
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*
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* http://www.cs.caltech.edu/courses/cs171/quatut.pdf
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* http://mathworld.wolfram.com/Quaternion.html
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* http://www.gamedev.net/reference/articles/article1095.asp
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* http://www.cprogramming.com/tutorial/3d/quaternions.html
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* http://www.isner.com/tutorials/quatSpells/quaternion_spells_12.htm
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* http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56
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* 3D Maths Primer for Graphics and Game Development ISBN-10: 1556229119
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*/
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#include "cogl-config.h"
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#include <cogl-util.h>
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#include <cogl-quaternion.h>
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#include <cogl-quaternion-private.h>
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#include <cogl-matrix.h>
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#include <cogl-vector.h>
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#include "cogl-gtype-private.h"
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#include <string.h>
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#include <math.h>
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#define FLOAT_EPSILON 1e-03
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COGL_GTYPE_DEFINE_BOXED (Quaternion, quaternion,
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cogl_quaternion_copy,
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cogl_quaternion_free);
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static CoglQuaternion zero_quaternion =
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{
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0.0, 0.0, 0.0, 0.0,
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};
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static CoglQuaternion identity_quaternion =
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{
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1.0, 0.0, 0.0, 0.0,
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};
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/* This function is just here to be called from GDB so we don't really
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want to put a declaration in a header and we just add it here to
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avoid a warning */
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void
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_cogl_quaternion_print (CoglQuaternion *quarternion);
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void
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_cogl_quaternion_print (CoglQuaternion *quaternion)
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{
|
||||
g_print ("[ %6.4f (%6.4f, %6.4f, %6.4f)]\n",
|
||||
quaternion->w,
|
||||
quaternion->x,
|
||||
quaternion->y,
|
||||
quaternion->z);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init (CoglQuaternion *quaternion,
|
||||
float angle,
|
||||
float x,
|
||||
float y,
|
||||
float z)
|
||||
{
|
||||
float axis[3] = { x, y, z};
|
||||
cogl_quaternion_init_from_angle_vector (quaternion, angle, axis);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion,
|
||||
float angle,
|
||||
const float *axis3f_in)
|
||||
{
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
float axis[3];
|
||||
float half_angle;
|
||||
float sin_half_angle;
|
||||
|
||||
/* XXX: Should we make cogl_vector3_normalize have separate in and
|
||||
* out args? */
|
||||
axis[0] = axis3f_in[0];
|
||||
axis[1] = axis3f_in[1];
|
||||
axis[2] = axis3f_in[2];
|
||||
cogl_vector3_normalize (axis);
|
||||
|
||||
half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f;
|
||||
sin_half_angle = sinf (half_angle);
|
||||
|
||||
quaternion->w = cosf (half_angle);
|
||||
|
||||
quaternion->x = axis[0] * sin_half_angle;
|
||||
quaternion->y = axis[1] * sin_half_angle;
|
||||
quaternion->z = axis[2] * sin_half_angle;
|
||||
|
||||
cogl_quaternion_normalize (quaternion);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_identity (CoglQuaternion *quaternion)
|
||||
{
|
||||
quaternion->w = 1.0;
|
||||
|
||||
quaternion->x = 0.0;
|
||||
quaternion->y = 0.0;
|
||||
quaternion->z = 0.0;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_array (CoglQuaternion *quaternion,
|
||||
const float *array)
|
||||
{
|
||||
quaternion->w = array[0];
|
||||
quaternion->x = array[1];
|
||||
quaternion->y = array[2];
|
||||
quaternion->z = array[3];
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_x_rotation (CoglQuaternion *quaternion,
|
||||
float angle)
|
||||
{
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
float half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f;
|
||||
|
||||
quaternion->w = cosf (half_angle);
|
||||
|
||||
quaternion->x = sinf (half_angle);
|
||||
quaternion->y = 0.0f;
|
||||
quaternion->z = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_y_rotation (CoglQuaternion *quaternion,
|
||||
float angle)
|
||||
{
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
float half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f;
|
||||
|
||||
quaternion->w = cosf (half_angle);
|
||||
|
||||
quaternion->x = 0.0f;
|
||||
quaternion->y = sinf (half_angle);
|
||||
quaternion->z = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion,
|
||||
float angle)
|
||||
{
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
float half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f;
|
||||
|
||||
quaternion->w = cosf (half_angle);
|
||||
|
||||
quaternion->x = 0.0f;
|
||||
quaternion->y = 0.0f;
|
||||
quaternion->z = sinf (half_angle);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
|
||||
const graphene_euler_t *euler)
|
||||
{
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
float sin_heading =
|
||||
sinf (graphene_euler_get_y (euler) * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float sin_pitch =
|
||||
sinf (graphene_euler_get_x (euler) * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float sin_roll =
|
||||
sinf (graphene_euler_get_z (euler) * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float cos_heading =
|
||||
cosf (graphene_euler_get_y (euler) * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float cos_pitch =
|
||||
cosf (graphene_euler_get_x (euler) * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float cos_roll =
|
||||
cosf (graphene_euler_get_z (euler) * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
|
||||
quaternion->w =
|
||||
cos_heading * cos_pitch * cos_roll +
|
||||
sin_heading * sin_pitch * sin_roll;
|
||||
|
||||
quaternion->x =
|
||||
cos_heading * sin_pitch * cos_roll +
|
||||
sin_heading * cos_pitch * sin_roll;
|
||||
quaternion->y =
|
||||
sin_heading * cos_pitch * cos_roll -
|
||||
cos_heading * sin_pitch * sin_roll;
|
||||
quaternion->z =
|
||||
cos_heading * cos_pitch * sin_roll -
|
||||
sin_heading * sin_pitch * cos_roll;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_quaternion (CoglQuaternion *quaternion,
|
||||
CoglQuaternion *src)
|
||||
{
|
||||
memcpy (quaternion, src, sizeof (float) * 4);
|
||||
}
|
||||
|
||||
/* XXX: it could be nice to make something like this public... */
|
||||
/*
|
||||
* COGL_MATRIX_READ:
|
||||
* @MATRIX: A 4x4 transformation matrix
|
||||
* @ROW: The row of the value you want to read
|
||||
* @COLUMN: The column of the value you want to read
|
||||
*
|
||||
* Reads a value from the given matrix using integers to index
|
||||
* into the matrix.
|
||||
*/
|
||||
#define COGL_MATRIX_READ(MATRIX, ROW, COLUMN) \
|
||||
(((const float *)matrix)[COLUMN * 4 + ROW])
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_matrix (CoglQuaternion *quaternion,
|
||||
const CoglMatrix *matrix)
|
||||
{
|
||||
/* Algorithm devised by Ken Shoemake, Ref:
|
||||
* http://campar.in.tum.de/twiki/pub/Chair/DwarfTutorial/quatut.pdf
|
||||
*/
|
||||
|
||||
/* 3D maths literature refers to the diagonal of a matrix as the
|
||||
* "trace" of a matrix... */
|
||||
float trace = matrix->xx + matrix->yy + matrix->zz;
|
||||
float root;
|
||||
|
||||
if (trace > 0.0f)
|
||||
{
|
||||
root = sqrtf (trace + 1);
|
||||
quaternion->w = root * 0.5f;
|
||||
root = 0.5f / root;
|
||||
quaternion->x = (matrix->zy - matrix->yz) * root;
|
||||
quaternion->y = (matrix->xz - matrix->zx) * root;
|
||||
quaternion->z = (matrix->yx - matrix->xy) * root;
|
||||
}
|
||||
else
|
||||
{
|
||||
#define X 0
|
||||
#define Y 1
|
||||
#define Z 2
|
||||
#define W 3
|
||||
int h = X;
|
||||
if (matrix->yy > matrix->xx)
|
||||
h = Y;
|
||||
if (matrix->zz > COGL_MATRIX_READ (matrix, h, h))
|
||||
h = Z;
|
||||
switch (h)
|
||||
{
|
||||
#define CASE_MACRO(i, j, k, I, J, K) \
|
||||
case I: \
|
||||
root = sqrtf ((COGL_MATRIX_READ (matrix, I, I) - \
|
||||
(COGL_MATRIX_READ (matrix, J, J) + \
|
||||
COGL_MATRIX_READ (matrix, K, K))) + \
|
||||
COGL_MATRIX_READ (matrix, W, W)); \
|
||||
quaternion->i = root * 0.5f;\
|
||||
root = 0.5f / root;\
|
||||
quaternion->j = (COGL_MATRIX_READ (matrix, I, J) + \
|
||||
COGL_MATRIX_READ (matrix, J, I)) * root; \
|
||||
quaternion->k = (COGL_MATRIX_READ (matrix, K, I) + \
|
||||
COGL_MATRIX_READ (matrix, I, K)) * root; \
|
||||
quaternion->w = (COGL_MATRIX_READ (matrix, K, J) - \
|
||||
COGL_MATRIX_READ (matrix, J, K)) * root;\
|
||||
break
|
||||
CASE_MACRO (x, y, z, X, Y, Z);
|
||||
CASE_MACRO (y, z, x, Y, Z, X);
|
||||
CASE_MACRO (z, x, y, Z, X, Y);
|
||||
#undef CASE_MACRO
|
||||
#undef X
|
||||
#undef Y
|
||||
#undef Z
|
||||
}
|
||||
}
|
||||
|
||||
if (matrix->ww != 1.0f)
|
||||
{
|
||||
float s = 1.0 / sqrtf (matrix->ww);
|
||||
quaternion->w *= s;
|
||||
quaternion->x *= s;
|
||||
quaternion->y *= s;
|
||||
quaternion->z *= s;
|
||||
}
|
||||
}
|
||||
|
||||
gboolean
|
||||
cogl_quaternion_equal (const void *v1, const void *v2)
|
||||
{
|
||||
const CoglQuaternion *a = v1;
|
||||
const CoglQuaternion *b = v2;
|
||||
|
||||
g_return_val_if_fail (v1 != NULL, FALSE);
|
||||
g_return_val_if_fail (v2 != NULL, FALSE);
|
||||
|
||||
if (v1 == v2)
|
||||
return TRUE;
|
||||
|
||||
return (a->w == b->w &&
|
||||
a->x == b->x &&
|
||||
a->y == b->y &&
|
||||
a->z == b->z);
|
||||
}
|
||||
|
||||
CoglQuaternion *
|
||||
cogl_quaternion_copy (const CoglQuaternion *src)
|
||||
{
|
||||
if (G_LIKELY (src))
|
||||
{
|
||||
CoglQuaternion *new = g_slice_new (CoglQuaternion);
|
||||
memcpy (new, src, sizeof (float) * 4);
|
||||
return new;
|
||||
}
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_free (CoglQuaternion *quaternion)
|
||||
{
|
||||
g_slice_free (CoglQuaternion, quaternion);
|
||||
}
|
||||
|
||||
float
|
||||
cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion)
|
||||
{
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
|
||||
/* FIXME: clamp [-1, 1] */
|
||||
return 2.0f * acosf (quaternion->w) * _COGL_QUATERNION_RADIANS_TO_DEGREES;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
|
||||
float *vector3)
|
||||
{
|
||||
float sin_half_angle_sqr;
|
||||
float one_over_sin_angle_over_2;
|
||||
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
|
||||
/* NB: sin²(𝜃) + cos²(𝜃) = 1 */
|
||||
|
||||
sin_half_angle_sqr = 1.0f - quaternion->w * quaternion->w;
|
||||
|
||||
if (sin_half_angle_sqr <= 0.0f)
|
||||
{
|
||||
/* Either an identity quaternion or numerical imprecision.
|
||||
* Either way we return an arbitrary vector. */
|
||||
vector3[0] = 1;
|
||||
vector3[1] = 0;
|
||||
vector3[2] = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
/* Calculate 1 / sin(𝜃/2) */
|
||||
one_over_sin_angle_over_2 = 1.0f / sqrtf (sin_half_angle_sqr);
|
||||
|
||||
vector3[0] = quaternion->x * one_over_sin_angle_over_2;
|
||||
vector3[1] = quaternion->y * one_over_sin_angle_over_2;
|
||||
vector3[2] = quaternion->z * one_over_sin_angle_over_2;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_normalize (CoglQuaternion *quaternion)
|
||||
{
|
||||
float slen = _COGL_QUATERNION_NORM (quaternion);
|
||||
float factor = 1.0f / sqrtf (slen);
|
||||
|
||||
quaternion->x *= factor;
|
||||
quaternion->y *= factor;
|
||||
quaternion->z *= factor;
|
||||
|
||||
quaternion->w *= factor;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float
|
||||
cogl_quaternion_dot_product (const CoglQuaternion *a,
|
||||
const CoglQuaternion *b)
|
||||
{
|
||||
return a->w * b->w + a->x * b->x + a->y * b->y + a->z * b->z;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_invert (CoglQuaternion *quaternion)
|
||||
{
|
||||
quaternion->x = -quaternion->x;
|
||||
quaternion->y = -quaternion->y;
|
||||
quaternion->z = -quaternion->z;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_multiply (CoglQuaternion *result,
|
||||
const CoglQuaternion *a,
|
||||
const CoglQuaternion *b)
|
||||
{
|
||||
float w = a->w;
|
||||
float x = a->x;
|
||||
float y = a->y;
|
||||
float z = a->z;
|
||||
|
||||
g_return_if_fail (b != result);
|
||||
|
||||
result->w = w * b->w - x * b->x - y * b->y - z * b->z;
|
||||
|
||||
result->x = w * b->x + x * b->w + y * b->z - z * b->y;
|
||||
result->y = w * b->y + y * b->w + z * b->x - x * b->z;
|
||||
result->z = w * b->z + z * b->w + x * b->y - y * b->x;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_pow (CoglQuaternion *quaternion, float exponent)
|
||||
{
|
||||
float half_angle;
|
||||
float new_half_angle;
|
||||
float factor;
|
||||
|
||||
/* Try and identify and nop identity quaternions to avoid
|
||||
* dividing by zero */
|
||||
if (fabs (quaternion->w) > 0.9999f)
|
||||
return;
|
||||
|
||||
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
|
||||
* in this form:
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
*/
|
||||
|
||||
/* FIXME: clamp [-1, 1] */
|
||||
/* Extract 𝜃/2 from w */
|
||||
half_angle = acosf (quaternion->w);
|
||||
|
||||
/* Compute the new 𝜃/2 */
|
||||
new_half_angle = half_angle * exponent;
|
||||
|
||||
/* Compute the new w value */
|
||||
quaternion->w = cosf (new_half_angle);
|
||||
|
||||
/* And new xyz values */
|
||||
factor = sinf (new_half_angle) / sinf (half_angle);
|
||||
quaternion->x *= factor;
|
||||
quaternion->y *= factor;
|
||||
quaternion->z *= factor;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_slerp (CoglQuaternion *result,
|
||||
const CoglQuaternion *a,
|
||||
const CoglQuaternion *b,
|
||||
float t)
|
||||
{
|
||||
float cos_difference;
|
||||
float qb_w;
|
||||
float qb_x;
|
||||
float qb_y;
|
||||
float qb_z;
|
||||
float fa;
|
||||
float fb;
|
||||
|
||||
g_return_if_fail (t >=0 && t <= 1.0f);
|
||||
|
||||
if (t == 0)
|
||||
{
|
||||
*result = *a;
|
||||
return;
|
||||
}
|
||||
else if (t == 1)
|
||||
{
|
||||
*result = *b;
|
||||
return;
|
||||
}
|
||||
|
||||
/* compute the cosine of the angle between the two given quaternions */
|
||||
cos_difference = cogl_quaternion_dot_product (a, b);
|
||||
|
||||
/* If negative, use -b. Two quaternions q and -q represent the same angle but
|
||||
* may produce a different slerp. We choose b or -b to rotate using the acute
|
||||
* angle.
|
||||
*/
|
||||
if (cos_difference < 0.0f)
|
||||
{
|
||||
qb_w = -b->w;
|
||||
qb_x = -b->x;
|
||||
qb_y = -b->y;
|
||||
qb_z = -b->z;
|
||||
cos_difference = -cos_difference;
|
||||
}
|
||||
else
|
||||
{
|
||||
qb_w = b->w;
|
||||
qb_x = b->x;
|
||||
qb_y = b->y;
|
||||
qb_z = b->z;
|
||||
}
|
||||
|
||||
/* If we have two unit quaternions the dot should be <= 1.0 */
|
||||
g_assert (cos_difference < 1.1f);
|
||||
|
||||
|
||||
/* Determine the interpolation factors for each quaternion, simply using
|
||||
* linear interpolation for quaternions that are nearly exactly the same.
|
||||
* (this will avoid divisions by zero)
|
||||
*/
|
||||
|
||||
if (cos_difference > 0.9999f)
|
||||
{
|
||||
fa = 1.0f - t;
|
||||
fb = t;
|
||||
|
||||
/* XXX: should we also normalize() at the end in this case? */
|
||||
}
|
||||
else
|
||||
{
|
||||
/* Calculate the sin of the angle between the two quaternions using the
|
||||
* trig identity: sin²(𝜃) + cos²(𝜃) = 1
|
||||
*/
|
||||
float sin_difference = sqrtf (1.0f - cos_difference * cos_difference);
|
||||
|
||||
float difference = atan2f (sin_difference, cos_difference);
|
||||
float one_over_sin_difference = 1.0f / sin_difference;
|
||||
fa = sinf ((1.0f - t) * difference) * one_over_sin_difference;
|
||||
fb = sinf (t * difference) * one_over_sin_difference;
|
||||
}
|
||||
|
||||
/* Finally interpolate the two quaternions */
|
||||
|
||||
result->x = fa * a->x + fb * qb_x;
|
||||
result->y = fa * a->y + fb * qb_y;
|
||||
result->z = fa * a->z + fb * qb_z;
|
||||
result->w = fa * a->w + fb * qb_w;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_nlerp (CoglQuaternion *result,
|
||||
const CoglQuaternion *a,
|
||||
const CoglQuaternion *b,
|
||||
float t)
|
||||
{
|
||||
float cos_difference;
|
||||
float qb_w;
|
||||
float qb_x;
|
||||
float qb_y;
|
||||
float qb_z;
|
||||
float fa;
|
||||
float fb;
|
||||
|
||||
g_return_if_fail (t >=0 && t <= 1.0f);
|
||||
|
||||
if (t == 0)
|
||||
{
|
||||
*result = *a;
|
||||
return;
|
||||
}
|
||||
else if (t == 1)
|
||||
{
|
||||
*result = *b;
|
||||
return;
|
||||
}
|
||||
|
||||
/* compute the cosine of the angle between the two given quaternions */
|
||||
cos_difference = cogl_quaternion_dot_product (a, b);
|
||||
|
||||
/* If negative, use -b. Two quaternions q and -q represent the same angle but
|
||||
* may produce a different slerp. We choose b or -b to rotate using the acute
|
||||
* angle.
|
||||
*/
|
||||
if (cos_difference < 0.0f)
|
||||
{
|
||||
qb_w = -b->w;
|
||||
qb_x = -b->x;
|
||||
qb_y = -b->y;
|
||||
qb_z = -b->z;
|
||||
cos_difference = -cos_difference;
|
||||
}
|
||||
else
|
||||
{
|
||||
qb_w = b->w;
|
||||
qb_x = b->x;
|
||||
qb_y = b->y;
|
||||
qb_z = b->z;
|
||||
}
|
||||
|
||||
/* If we have two unit quaternions the dot should be <= 1.0 */
|
||||
g_assert (cos_difference < 1.1f);
|
||||
|
||||
fa = 1.0f - t;
|
||||
fb = t;
|
||||
|
||||
result->x = fa * a->x + fb * qb_x;
|
||||
result->y = fa * a->y + fb * qb_y;
|
||||
result->z = fa * a->z + fb * qb_z;
|
||||
result->w = fa * a->w + fb * qb_w;
|
||||
|
||||
cogl_quaternion_normalize (result);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_squad (CoglQuaternion *result,
|
||||
const CoglQuaternion *prev,
|
||||
const CoglQuaternion *a,
|
||||
const CoglQuaternion *b,
|
||||
const CoglQuaternion *next,
|
||||
float t)
|
||||
{
|
||||
CoglQuaternion slerp0;
|
||||
CoglQuaternion slerp1;
|
||||
|
||||
cogl_quaternion_slerp (&slerp0, a, b, t);
|
||||
cogl_quaternion_slerp (&slerp1, prev, next, t);
|
||||
cogl_quaternion_slerp (result, &slerp0, &slerp1, 2.0f * t * (1.0f - t));
|
||||
}
|
||||
|
||||
const CoglQuaternion *
|
||||
cogl_get_static_identity_quaternion (void)
|
||||
{
|
||||
return &identity_quaternion;
|
||||
}
|
||||
|
||||
const CoglQuaternion *
|
||||
cogl_get_static_zero_quaternion (void)
|
||||
{
|
||||
return &zero_quaternion;
|
||||
}
|
||||
|
@ -1,561 +0,0 @@
|
||||
/*
|
||||
* Cogl
|
||||
*
|
||||
* A Low Level GPU Graphics and Utilities API
|
||||
*
|
||||
* Copyright (C) 2010 Intel Corporation.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person
|
||||
* obtaining a copy of this software and associated documentation
|
||||
* files (the "Software"), to deal in the Software without
|
||||
* restriction, including without limitation the rights to use, copy,
|
||||
* modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
* of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be
|
||||
* included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
|
||||
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*
|
||||
* Authors:
|
||||
* Robert Bragg <robert@linux.intel.com>
|
||||
*/
|
||||
|
||||
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
|
||||
#error "Only <cogl/cogl.h> can be included directly."
|
||||
#endif
|
||||
|
||||
#ifndef __COGL_QUATERNION_H__
|
||||
#define __COGL_QUATERNION_H__
|
||||
|
||||
#include <graphene.h>
|
||||
|
||||
#include <cogl/cogl-types.h>
|
||||
#include <cogl/cogl-vector.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
/**
|
||||
* SECTION:cogl-quaternion
|
||||
* @short_description: Functions for initializing and manipulating
|
||||
* quaternions.
|
||||
*
|
||||
* Quaternions have become a standard form for representing 3D
|
||||
* rotations and have some nice properties when compared with other
|
||||
* representation such as (roll,pitch,yaw) Euler angles. They can be
|
||||
* used to interpolate between different rotations and they don't
|
||||
* suffer from a problem called
|
||||
* <ulink url="http://en.wikipedia.org/wiki/Gimbal_lock">"Gimbal lock"</ulink>
|
||||
* where two of the axis of rotation may become aligned and you loose a
|
||||
* degree of freedom.
|
||||
* .
|
||||
*/
|
||||
#include <cogl/cogl-vector.h>
|
||||
|
||||
#include <glib-object.h>
|
||||
|
||||
/**
|
||||
* CoglQuaternion:
|
||||
* @w: based on the angle of rotation it is cos(𝜃/2)
|
||||
* @x: based on the angle of rotation and x component of the axis of
|
||||
* rotation it is sin(𝜃/2)*axis.x
|
||||
* @y: based on the angle of rotation and y component of the axis of
|
||||
* rotation it is sin(𝜃/2)*axis.y
|
||||
* @z: based on the angle of rotation and z component of the axis of
|
||||
* rotation it is sin(𝜃/2)*axis.z
|
||||
*
|
||||
* A quaternion is comprised of a scalar component and a 3D vector
|
||||
* component. The scalar component is normally referred to as w and the
|
||||
* vector might either be referred to as v or a (for axis) or expanded
|
||||
* with the individual components: (x, y, z) A full quaternion would
|
||||
* then be written as <literal>[w (x, y, z)]</literal>.
|
||||
*
|
||||
* Quaternions can be considered to represent an axis and angle
|
||||
* pair although sadly these numbers are buried somewhat under some
|
||||
* maths...
|
||||
*
|
||||
* For the curious you can see here that a given axis (a) and angle (𝜃)
|
||||
* pair are represented in a quaternion as follows:
|
||||
* |[
|
||||
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
|
||||
* ]|
|
||||
*
|
||||
* Unit Quaternions:
|
||||
* When using Quaternions to represent spatial orientations for 3D
|
||||
* graphics it's always assumed you have a unit quaternion. The
|
||||
* magnitude of a quaternion is defined as:
|
||||
* |[
|
||||
* sqrt (w² + x² + y² + z²)
|
||||
* ]|
|
||||
* and a unit quaternion satisfies this equation:
|
||||
* |[
|
||||
* w² + x² + y² + z² = 1
|
||||
* ]|
|
||||
*
|
||||
* Thankfully most of the time we don't actually have to worry about
|
||||
* the maths that goes on behind the scenes but if you are curious to
|
||||
* learn more here are some external references:
|
||||
*
|
||||
* <itemizedlist>
|
||||
* <listitem>
|
||||
* <ulink url="http://mathworld.wolfram.com/Quaternion.html"/>
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* <ulink url="http://www.gamedev.net/reference/articles/article1095.asp"/>
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* <ulink url="http://www.cprogramming.com/tutorial/3d/quaternions.html"/>
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* <ulink url="http://www.isner.com/tutorials/quatSpells/quaternion_spells_12.htm"/>
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* 3D Maths Primer for Graphics and Game Development ISBN-10: 1556229119
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* <ulink url="http://www.cs.caltech.edu/courses/cs171/quatut.pdf"/>
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* <ulink url="http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56"/>
|
||||
* </listitem>
|
||||
* </itemizedlist>
|
||||
*
|
||||
*/
|
||||
struct _CoglQuaternion
|
||||
{
|
||||
/*< public >*/
|
||||
float w;
|
||||
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
|
||||
/*< private >*/
|
||||
float padding0;
|
||||
float padding1;
|
||||
float padding2;
|
||||
float padding3;
|
||||
};
|
||||
COGL_STRUCT_SIZE_ASSERT (CoglQuaternion, 32);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_get_gtype:
|
||||
*
|
||||
* Returns: a #GType that can be used with the GLib type system.
|
||||
*/
|
||||
GType cogl_quaternion_get_gtype (void);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init:
|
||||
* @quaternion: An uninitialized #CoglQuaternion
|
||||
* @angle: The angle you want to rotate around the given axis
|
||||
* @x: The x component of your axis vector about which you want to
|
||||
* rotate.
|
||||
* @y: The y component of your axis vector about which you want to
|
||||
* rotate.
|
||||
* @z: The z component of your axis vector about which you want to
|
||||
* rotate.
|
||||
*
|
||||
* Initializes a quaternion that rotates @angle degrees around the
|
||||
* axis vector (@x, @y, @z). The axis vector does not need to be
|
||||
* normalized.
|
||||
*
|
||||
* Returns: A normalized, unit quaternion representing an orientation
|
||||
* rotated @angle degrees around the axis vector (@x, @y, @z)
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init (CoglQuaternion *quaternion,
|
||||
float angle,
|
||||
float x,
|
||||
float y,
|
||||
float z);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_angle_vector:
|
||||
* @quaternion: An uninitialized #CoglQuaternion
|
||||
* @angle: The angle to rotate around @axis3f
|
||||
* @axis3f: your 3 component axis vector about which you want to rotate.
|
||||
*
|
||||
* Initializes a quaternion that rotates @angle degrees around the
|
||||
* given @axis vector. The axis vector does not need to be
|
||||
* normalized.
|
||||
*
|
||||
* Returns: A normalized, unit quaternion representing an orientation
|
||||
* rotated @angle degrees around the given @axis vector.
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion,
|
||||
float angle,
|
||||
const float *axis3f);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_identity:
|
||||
* @quaternion: An uninitialized #CoglQuaternion
|
||||
*
|
||||
* Initializes the quaternion with the canonical quaternion identity
|
||||
* [1 (0, 0, 0)] which represents no rotation. Multiplying a
|
||||
* quaternion with this identity leaves the quaternion unchanged.
|
||||
*
|
||||
* You might also want to consider using
|
||||
* cogl_get_static_identity_quaternion().
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_identity (CoglQuaternion *quaternion);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_array:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
* @array: An array of 4 floats w,(x,y,z)
|
||||
*
|
||||
* Initializes a [w (x, y,z)] quaternion directly from an array of 4
|
||||
* floats: [w,x,y,z].
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_array (CoglQuaternion *quaternion,
|
||||
const float *array);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_x_rotation:
|
||||
* @quaternion: An uninitialized #CoglQuaternion
|
||||
* @angle: The angle to rotate around the x axis
|
||||
*
|
||||
* XXX: check which direction this rotates
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_x_rotation (CoglQuaternion *quaternion,
|
||||
float angle);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_y_rotation:
|
||||
* @quaternion: An uninitialized #CoglQuaternion
|
||||
* @angle: The angle to rotate around the y axis
|
||||
*
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_y_rotation (CoglQuaternion *quaternion,
|
||||
float angle);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_z_rotation:
|
||||
* @quaternion: An uninitialized #CoglQuaternion
|
||||
* @angle: The angle to rotate around the z axis
|
||||
*
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion,
|
||||
float angle);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_euler:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
* @euler: A #graphene_euler_t with which to initialize the quaternion
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
|
||||
const graphene_euler_t *euler);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_quaternion:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
* @src: A #CoglQuaternion with which to initialize @quaternion
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_quaternion (CoglQuaternion *quaternion,
|
||||
CoglQuaternion *src);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_init_from_matrix:
|
||||
* @quaternion: A Cogl Quaternion
|
||||
* @matrix: A rotation matrix with which to initialize the quaternion
|
||||
*
|
||||
* Initializes a quaternion from a rotation matrix.
|
||||
*
|
||||
* Since: 1.10
|
||||
* Stability: unstable
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_init_from_matrix (CoglQuaternion *quaternion,
|
||||
const CoglMatrix *matrix);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_equal:
|
||||
* @v1: A #CoglQuaternion
|
||||
* @v2: A #CoglQuaternion
|
||||
*
|
||||
* Compares that all the components of quaternions @a and @b are
|
||||
* equal.
|
||||
*
|
||||
* An epsilon value is not used to compare the float components, but
|
||||
* the == operator is at least used so that 0 and -0 are considered
|
||||
* equal.
|
||||
*
|
||||
* Returns: %TRUE if the quaternions are equal else %FALSE.
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
gboolean
|
||||
cogl_quaternion_equal (const void *v1, const void *v2);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_copy:
|
||||
* @src: A #CoglQuaternion
|
||||
*
|
||||
* Allocates a new #CoglQuaternion on the stack and initializes it with
|
||||
* the same values as @src.
|
||||
*
|
||||
* Returns: A newly allocated #CoglQuaternion which should be freed
|
||||
* using cogl_quaternion_free()
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
CoglQuaternion *
|
||||
cogl_quaternion_copy (const CoglQuaternion *src);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_free:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
*
|
||||
* Frees a #CoglQuaternion that was previously allocated via
|
||||
* cogl_quaternion_copy().
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_free (CoglQuaternion *quaternion);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_get_rotation_angle:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
*
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
float
|
||||
cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_get_rotation_axis:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
* @vector3: (out): an allocated 3-float array
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
|
||||
float *vector3);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_normalize:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
*
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_normalize (CoglQuaternion *quaternion);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_dot_product:
|
||||
* @a: A #CoglQuaternion
|
||||
* @b: A #CoglQuaternion
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
float
|
||||
cogl_quaternion_dot_product (const CoglQuaternion *a,
|
||||
const CoglQuaternion *b);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_invert:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
*
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_invert (CoglQuaternion *quaternion);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_multiply:
|
||||
* @result: The destination #CoglQuaternion
|
||||
* @left: The second #CoglQuaternion rotation to apply
|
||||
* @right: The first #CoglQuaternion rotation to apply
|
||||
*
|
||||
* This combines the rotations of two quaternions into @result. The
|
||||
* operation is not commutative so the order is important because AxB
|
||||
* != BxA. Cogl follows the standard convention for quaternions here
|
||||
* so the rotations are applied @right to @left. This is similar to the
|
||||
* combining of matrices.
|
||||
*
|
||||
* <note>It is possible to multiply the @a quaternion in-place, so
|
||||
* @result can be equal to @a but can't be equal to @b.</note>
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_multiply (CoglQuaternion *result,
|
||||
const CoglQuaternion *left,
|
||||
const CoglQuaternion *right);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_pow:
|
||||
* @quaternion: A #CoglQuaternion
|
||||
* @exponent: the exponent
|
||||
*
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_pow (CoglQuaternion *quaternion, float exponent);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_slerp:
|
||||
* @result: The destination #CoglQuaternion
|
||||
* @a: The first #CoglQuaternion
|
||||
* @b: The second #CoglQuaternion
|
||||
* @t: The factor in the range [0,1] used to interpolate between
|
||||
* quaternion @a and @b.
|
||||
*
|
||||
* Performs a spherical linear interpolation between two quaternions.
|
||||
*
|
||||
* Noteable properties:
|
||||
* <itemizedlist>
|
||||
* <listitem>
|
||||
* commutative: No
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* constant velocity: Yes
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* torque minimal (travels along the surface of the 4-sphere): Yes
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* more expensive than cogl_quaternion_nlerp()
|
||||
* </listitem>
|
||||
* </itemizedlist>
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_slerp (CoglQuaternion *result,
|
||||
const CoglQuaternion *a,
|
||||
const CoglQuaternion *b,
|
||||
float t);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_nlerp:
|
||||
* @result: The destination #CoglQuaternion
|
||||
* @a: The first #CoglQuaternion
|
||||
* @b: The second #CoglQuaternion
|
||||
* @t: The factor in the range [0,1] used to interpolate between
|
||||
* quaterion @a and @b.
|
||||
*
|
||||
* Performs a normalized linear interpolation between two quaternions.
|
||||
* That is it does a linear interpolation of the quaternion components
|
||||
* and then normalizes the result. This will follow the shortest arc
|
||||
* between the two orientations (just like the slerp() function) but
|
||||
* will not progress at a constant speed. Unlike slerp() nlerp is
|
||||
* commutative which is useful if you are blending animations
|
||||
* together. (I.e. nlerp (tmp, a, b) followed by nlerp (result, tmp,
|
||||
* d) is the same as nlerp (tmp, a, d) followed by nlerp (result, tmp,
|
||||
* b)). Finally nlerp is cheaper than slerp so it can be a good choice
|
||||
* if you don't need the constant speed property of the slerp() function.
|
||||
*
|
||||
* Notable properties:
|
||||
* <itemizedlist>
|
||||
* <listitem>
|
||||
* commutative: Yes
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* constant velocity: No
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* torque minimal (travels along the surface of the 4-sphere): Yes
|
||||
* </listitem>
|
||||
* <listitem>
|
||||
* faster than cogl_quaternion_slerp()
|
||||
* </listitem>
|
||||
* </itemizedlist>
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_nlerp (CoglQuaternion *result,
|
||||
const CoglQuaternion *a,
|
||||
const CoglQuaternion *b,
|
||||
float t);
|
||||
/**
|
||||
* cogl_quaternion_squad:
|
||||
* @result: The destination #CoglQuaternion
|
||||
* @prev: A #CoglQuaternion used before @a
|
||||
* @a: The first #CoglQuaternion
|
||||
* @b: The second #CoglQuaternion
|
||||
* @next: A #CoglQuaternion that will be used after @b
|
||||
* @t: The factor in the range [0,1] used to interpolate between
|
||||
* quaternion @a and @b.
|
||||
*
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
void
|
||||
cogl_quaternion_squad (CoglQuaternion *result,
|
||||
const CoglQuaternion *prev,
|
||||
const CoglQuaternion *a,
|
||||
const CoglQuaternion *b,
|
||||
const CoglQuaternion *next,
|
||||
float t);
|
||||
|
||||
/**
|
||||
* cogl_get_static_identity_quaternion:
|
||||
*
|
||||
* Returns a pointer to a singleton quaternion constant describing the
|
||||
* canonical identity [1 (0, 0, 0)] which represents no rotation.
|
||||
*
|
||||
* If you multiply a quaternion with the identity quaternion you will
|
||||
* get back the same value as the original quaternion.
|
||||
*
|
||||
* Returns: A pointer to an identity quaternion
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
const CoglQuaternion *
|
||||
cogl_get_static_identity_quaternion (void);
|
||||
|
||||
/**
|
||||
* cogl_get_static_zero_quaternion:
|
||||
*
|
||||
* Returns: a pointer to a singleton quaternion constant describing a
|
||||
* rotation of 180 degrees around a degenerate axis:
|
||||
* [0 (0, 0, 0)]
|
||||
*
|
||||
* Since: 2.0
|
||||
*/
|
||||
const CoglQuaternion *
|
||||
cogl_get_static_zero_quaternion (void);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __COGL_QUATERNION_H__ */
|
||||
|
@ -88,10 +88,6 @@ cogl_handle_get_type (void) G_GNUC_CONST;
|
||||
* between cogl-matrix.h and cogl-quaterion.h */
|
||||
typedef struct _CoglMatrix CoglMatrix;
|
||||
|
||||
/* Same as above we forward declared CoglQuaternion to avoid
|
||||
* circular dependencies. */
|
||||
typedef struct _CoglQuaternion CoglQuaternion;
|
||||
|
||||
/**
|
||||
* CoglAngle:
|
||||
*
|
||||
|
@ -102,7 +102,6 @@
|
||||
#include <cogl/cogl-buffer.h>
|
||||
#include <cogl/cogl-pixel-buffer.h>
|
||||
#include <cogl/cogl-vector.h>
|
||||
#include <cogl/cogl-quaternion.h>
|
||||
#include <cogl/cogl-texture-2d.h>
|
||||
#include <cogl/cogl-texture-2d-gl.h>
|
||||
#include <cogl/cogl-texture-2d-sliced.h>
|
||||
|
@ -266,7 +266,6 @@ cogl_framebuffer_rotate
|
||||
|
||||
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
||||
cogl_framebuffer_rotate_euler
|
||||
cogl_framebuffer_rotate_quaternion
|
||||
#endif
|
||||
|
||||
cogl_framebuffer_scale
|
||||
@ -309,8 +308,6 @@ cogl_get_proc_address
|
||||
cogl_get_projection_matrix
|
||||
cogl_get_rectangle_indices
|
||||
cogl_get_source
|
||||
cogl_get_static_identity_quaternion
|
||||
cogl_get_static_zero_quaternion
|
||||
cogl_get_viewport
|
||||
|
||||
#ifdef COGL_HAS_GLIB_SUPPORT
|
||||
@ -458,7 +455,6 @@ cogl_matrix_init_from_array
|
||||
cogl_matrix_init_translation
|
||||
cogl_matrix_is_identity
|
||||
cogl_matrix_init_from_euler
|
||||
cogl_matrix_init_from_quaternion
|
||||
cogl_matrix_init_identity
|
||||
cogl_matrix_look_at
|
||||
cogl_matrix_multiply
|
||||
@ -472,7 +468,6 @@ cogl_matrix_rotate
|
||||
|
||||
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
||||
cogl_matrix_rotate_euler
|
||||
cogl_matrix_rotate_quaternion
|
||||
#endif
|
||||
|
||||
cogl_matrix_scale
|
||||
@ -492,7 +487,6 @@ cogl_matrix_stack_pop
|
||||
cogl_matrix_stack_push
|
||||
cogl_matrix_stack_rotate
|
||||
cogl_matrix_stack_rotate_euler
|
||||
cogl_matrix_stack_rotate_quaternion
|
||||
cogl_matrix_stack_scale
|
||||
cogl_matrix_stack_set
|
||||
cogl_matrix_stack_translate
|
||||
@ -721,31 +715,6 @@ cogl_push_framebuffer
|
||||
cogl_push_matrix
|
||||
cogl_push_source
|
||||
|
||||
cogl_quaternion_copy
|
||||
cogl_quaternion_dot_product
|
||||
cogl_quaternion_equal
|
||||
cogl_quaternion_free
|
||||
#ifdef COGL_HAS_GTYPE_SUPPORT
|
||||
cogl_quaternion_get_gtype
|
||||
#endif
|
||||
cogl_quaternion_get_rotation_angle
|
||||
cogl_quaternion_get_rotation_axis
|
||||
cogl_quaternion_init
|
||||
cogl_quaternion_init_from_angle_vector
|
||||
cogl_quaternion_init_from_array
|
||||
cogl_quaternion_init_from_euler
|
||||
cogl_quaternion_init_from_x_rotation
|
||||
cogl_quaternion_init_from_y_rotation
|
||||
cogl_quaternion_init_from_z_rotation
|
||||
cogl_quaternion_init_identity
|
||||
cogl_quaternion_invert
|
||||
cogl_quaternion_multiply
|
||||
cogl_quaternion_nlerp
|
||||
cogl_quaternion_normalize
|
||||
cogl_quaternion_pow
|
||||
cogl_quaternion_slerp
|
||||
cogl_quaternion_squad
|
||||
|
||||
cogl_read_pixels
|
||||
cogl_read_pixels_flags_get_type
|
||||
|
||||
|
@ -114,7 +114,6 @@ cogl_nonintrospected_headers = [
|
||||
'cogl-frame-info.h',
|
||||
'cogl-vector.h',
|
||||
'cogl-output.h',
|
||||
'cogl-quaternion.h',
|
||||
'cogl-matrix-stack.h',
|
||||
'cogl-poll.h',
|
||||
'cogl-texture-2d-gl.h',
|
||||
@ -266,8 +265,6 @@ cogl_sources = [
|
||||
'cogl-primitive.c',
|
||||
'cogl-matrix.c',
|
||||
'cogl-vector.c',
|
||||
'cogl-quaternion-private.h',
|
||||
'cogl-quaternion.c',
|
||||
'cogl-matrix-private.h',
|
||||
'cogl-matrix-stack.c',
|
||||
'cogl-matrix-stack-private.h',
|
||||
|
@ -25,7 +25,7 @@ cogl_test_conformance_sources = [
|
||||
'test-point-sprite.c',
|
||||
'test-no-gl-header.c',
|
||||
'test-version.c',
|
||||
'test-euler-quaternion.c',
|
||||
'test-euler.c',
|
||||
'test-layer-remove.c',
|
||||
'test-alpha-test.c',
|
||||
'test-map-buffer-range.c',
|
||||
|
@ -127,7 +127,7 @@ main (int argc, char **argv)
|
||||
|
||||
UNPORTED_TEST (test_viewport);
|
||||
|
||||
ADD_TEST (test_euler_quaternion, 0, 0);
|
||||
ADD_TEST (test_euler, 0, 0);
|
||||
ADD_TEST (test_color_hsl, 0, 0);
|
||||
|
||||
ADD_TEST (test_fence, TEST_REQUIREMENT_FENCE, 0);
|
||||
|
@ -44,7 +44,7 @@ void test_pipeline_shader_state (void);
|
||||
void test_gles2_context (void);
|
||||
void test_gles2_context_fbo (void);
|
||||
void test_gles2_context_copy_tex_image (void);
|
||||
void test_euler_quaternion (void);
|
||||
void test_euler (void);
|
||||
void test_color_hsl (void);
|
||||
void test_fence (void);
|
||||
void test_texture_no_allocate (void);
|
||||
|
@ -36,10 +36,9 @@
|
||||
} while (0)
|
||||
|
||||
void
|
||||
test_euler_quaternion (void)
|
||||
test_euler (void)
|
||||
{
|
||||
graphene_euler_t euler;
|
||||
CoglQuaternion quaternion;
|
||||
CoglMatrix matrix_a, matrix_b;
|
||||
|
||||
/* Try doing the rotation with three separate rotations */
|
||||
@ -49,18 +48,12 @@ test_euler_quaternion (void)
|
||||
cogl_matrix_rotate (&matrix_a, 50.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
/* And try the same rotation with a euler */
|
||||
graphene_euler_init_with_order (&euler, 40, -30, 50, GRAPHENE_EULER_ORDER_YXZ);
|
||||
graphene_euler_init_with_order (&euler, 40, -30, 50, GRAPHENE_EULER_ORDER_RYXZ);
|
||||
cogl_matrix_init_from_euler (&matrix_b, &euler);
|
||||
|
||||
/* Verify that the matrices are approximately the same */
|
||||
COMPARE_MATRICES (&matrix_a, &matrix_b);
|
||||
|
||||
/* Try converting the euler to a matrix via a quaternion */
|
||||
cogl_quaternion_init_from_euler (&quaternion, &euler);
|
||||
memset (&matrix_b, 0, sizeof (matrix_b));
|
||||
cogl_matrix_init_from_quaternion (&matrix_b, &quaternion);
|
||||
COMPARE_MATRICES (&matrix_a, &matrix_b);
|
||||
|
||||
/* Try applying the rotation from a euler to a framebuffer */
|
||||
cogl_framebuffer_identity_matrix (test_fb);
|
||||
cogl_framebuffer_rotate_euler (test_fb, &euler);
|
||||
@ -68,13 +61,6 @@ test_euler_quaternion (void)
|
||||
cogl_framebuffer_get_modelview_matrix (test_fb, &matrix_b);
|
||||
COMPARE_MATRICES (&matrix_a, &matrix_b);
|
||||
|
||||
/* And again with a quaternion */
|
||||
cogl_framebuffer_identity_matrix (test_fb);
|
||||
cogl_framebuffer_rotate_quaternion (test_fb, &quaternion);
|
||||
memset (&matrix_b, 0, sizeof (matrix_b));
|
||||
cogl_framebuffer_get_modelview_matrix (test_fb, &matrix_b);
|
||||
COMPARE_MATRICES (&matrix_a, &matrix_b);
|
||||
|
||||
/* FIXME: This needs a lot more tests! */
|
||||
|
||||
if (cogl_test_verbose ())
|
Loading…
x
Reference in New Issue
Block a user