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math: Adds an experimental euler API
This adds an experimental CoglEuler data type and the following new functions: cogl_euler_init cogl_euler_init_from_matrix cogl_euler_init_from_quaternion cogl_euler_equal cogl_euler_copy cogl_euler_free cogl_quaternion_init_from_euler Since this is experimental API you need to define COGL_ENABLE_EXPERIMENTAL_API before including cogl.h
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@ -64,6 +64,7 @@ cogl_public_h = \
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$(srcdir)/cogl-material-compat.h \
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$(srcdir)/cogl-pipeline.h \
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$(srcdir)/cogl-vector.h \
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$(srcdir)/cogl-euler.h \
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$(srcdir)/cogl-quaternion.h \
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$(srcdir)/cogl-matrix.h \
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$(srcdir)/cogl-offscreen.h \
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@ -231,6 +232,7 @@ cogl_sources_c = \
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$(srcdir)/cogl-primitive.c \
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$(srcdir)/cogl-matrix.c \
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$(srcdir)/cogl-vector.c \
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$(srcdir)/cogl-euler.c \
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$(srcdir)/cogl-quaternion.c \
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$(srcdir)/cogl-matrix-private.h \
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$(srcdir)/cogl-matrix-stack.c \
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183
cogl/cogl-euler.c
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183
cogl/cogl-euler.c
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@ -0,0 +1,183 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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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#include <cogl.h>
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#include <cogl-euler.h>
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#include <math.h>
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#include <string.h>
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void
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cogl_euler_init (CoglEuler *euler,
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float heading,
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float pitch,
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float roll)
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{
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euler->heading = heading;
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euler->pitch = pitch;
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euler->roll = roll;
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}
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void
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cogl_euler_init_from_matrix (CoglEuler *euler,
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const CoglMatrix *matrix)
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{
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/*
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* Extracting a canonical Euler angle from a matrix:
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* (where it is assumed the matrix contains no scaling, mirroring or
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* skewing)
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*
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* A Euler angle is a combination of three rotations around mutually
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* perpendicular axis. For this algorithm they are:
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*
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* Heading: A rotation about the Y axis by an angle H:
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* | cosH 0 sinH|
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* | 0 1 0|
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* |-sinH 0 cosH|
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*
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* Pitch: A rotation around the X axis by an angle P:
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* |1 0 0|
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* |0 cosP -sinP|
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* |0 sinP cosP|
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*
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* Roll: A rotation about the Z axis by an angle R:
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* |cosR -sinR 0|
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* |sinR cosR 0|
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* | 0 0 1|
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*
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* When multiplied as matrices this gives:
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* | cosHcosR+sinHsinPsinR sinRcosP -sinHcosR+cosHsinPsinR|
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* M = |-cosHsinR+sinHsinPcosR cosRcosP sinRsinH+cosHsinPcosB|
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* | sinHcosP -sinP cosHcosP |
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*
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* Given that there are an infinite number of ways to represent
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* a given orientation, the "canonical" Euler angle is any such that:
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* -180 < H < 180,
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* -180 < R < 180 and
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* -90 < P < 90
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*
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* M[3][2] = -sinP lets us immediately solve for P = asin(-M[3][2])
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* (Note: asin has a range of +-90)
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* This gives cosP
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* This means we can use M[3][1] to calculate sinH:
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* sinH = M[3][1]/cosP
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* And use M[3][3] to calculate cosH:
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* cosH = M[3][3]/cosP
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* This lets us calculate H = atan2(sinH,cosH), but we optimise this:
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* 1st note: atan2(x, y) does: atan(x/y) and uses the sign of x and y to
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* determine the quadrant of the final angle.
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* 2nd note: we know cosP is > 0 (ignoring cosP == 0)
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* Therefore H = atan2((M[3][1]/cosP) / (M[3][3]/cosP)) can be simplified
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* by skipping the division by cosP since it won't change the x/y ratio
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* nor will it change their sign. This gives:
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* H = atan2(M[3][1], M[3][3])
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* R is computed in the same way as H from M[1][2] and M[2][2] so:
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* R = atan2(M[1][2], M[2][2])
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* Note: If cosP were == 0 then H and R could not be calculated as above
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* because all the necessary matrix values would == 0. In other words we are
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* pitched vertically and so H and R would now effectively rotate around the
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* same axis - known as "Gimbal lock". In this situation we will set all the
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* rotation on H and set R = 0.
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* So with P = R = 0 we have cosP = 0, sinR = 0 and cosR = 1
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* We can substitute those into the above equation for M giving:
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* | cosH 0 -sinH|
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* |sinHsinP 0 cosHsinP|
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* | 0 -sinP 0|
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* And calculate H as atan2 (-M[3][2], M[1][1])
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*/
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float sinP;
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float H; /* heading */
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float P; /* pitch */
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float R; /* roll */
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/* NB: CoglMatrix provides struct members named according to the
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* [row][column] indexed. So matrix->zx is row 3 column 1. */
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sinP = -matrix->zy;
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/* Determine the Pitch, avoiding domain errors with asin () which
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* might occur due to previous imprecision in manipulating the
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* matrix. */
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if (sinP <= -1.0f)
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P = -G_PI_2;
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else if (sinP >= 1.0f)
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P = G_PI_2;
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else
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P = asinf (sinP);
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/* If P is too close to 0 then we have hit Gimbal lock */
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if (sinP > 0.999f)
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{
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H = atan2f (-matrix->zy, matrix->xx);
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R = 0;
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}
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else
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{
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H = atan2f (matrix->zx, matrix->zz);
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R = atan2f (matrix->xy, matrix->yy);
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}
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euler->heading = H;
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euler->pitch = P;
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euler->roll = R;
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}
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gboolean
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cogl_euler_equal (gconstpointer v1, gconstpointer v2)
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{
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const CoglEuler *a = v1;
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const CoglEuler *b = v2;
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g_return_val_if_fail (v1 != NULL, FALSE);
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g_return_val_if_fail (v2 != NULL, FALSE);
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if (v1 == v2)
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return TRUE;
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return (a->heading == b->heading &&
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a->pitch == b->pitch &&
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a->roll == b->roll);
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}
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CoglEuler *
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cogl_euler_copy (const CoglEuler *src)
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{
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if (G_LIKELY (src))
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{
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CoglEuler *new = g_slice_new (CoglEuler);
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memcpy (new, src, sizeof (float) * 3);
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return new;
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}
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else
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return NULL;
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}
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void
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cogl_euler_free (CoglEuler *euler)
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{
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g_slice_free (CoglEuler, euler);
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}
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252
cogl/cogl-euler.h
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252
cogl/cogl-euler.h
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@ -0,0 +1,252 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_EULER_H
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#define __COGL_EULER_H
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#include <cogl/cogl-types.h>
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#include <glib.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-euler
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* @short_description: Functions for initializing and manipulating
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* euler angles.
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*
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* Euler angles are a simple representation of a 3 dimensional
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* rotation; comprised of 3 ordered heading, pitch and roll rotations.
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* An important thing to understand is that the axis of rotation
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* belong to the object being rotated and so they also rotate as each
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* of the heading, pitch and roll rotations are applied.
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*
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* One way to consider euler angles is to imagine controlling an
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* aeroplane, where you first choose a heading (Such as flying south
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* east), then you set the pitch (such as 30 degrees to take off) and
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* then you might set a roll, by dipping the left, wing as you prepare
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* to turn.
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*
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* They have some advantages and limitations that it helps to be
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* aware of:
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*
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* Advantages:
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* <itemizedlist>
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* <listitem>
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* Easy to understand and use, compared to quaternions and matrices,
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* so may be a good choice for a user interface.
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* <listitem>
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* <listitem>
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* Efficient storage, needing only 3 components any rotation can be
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* represented.
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* <note>Actually the #CoglEuler type isn't optimized for size because
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* we may cache the equivalent #CoglQuaternion along with a euler
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* rotation, but it would be trivial for an application to track the
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* components of euler rotations in a packed float array if optimizing
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* for size was important. The values could be passed to Cogl only when
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* manipulation is necessary.</note>
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* </listitem>
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* </itemizedlist>
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*
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* Disadvantages:
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* <itemizedlist>
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* <listitem>
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* Aliasing: it's possible to represent some rotations with multiple
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* different heading, pitch and roll rotations.
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* </listitem>
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* <listitem>
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* They can suffer from a problem called Gimbal Lock. A good
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* explanation of this can be seen on wikipedia here:
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* http://en.wikipedia.org/wiki/Gimbal_lock but basically two
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* of the axis of rotation may become aligned and so you loose a
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* degree of freedom. For example a pitch of +-90° would mean that
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* heading and bank rotate around the same axis.
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* </listitem>
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* <listitem>
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* If you use euler angles to orient something in 3D space and try to
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* transition between orientations by interpolating the component
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* angles you probably wont get the transitions you expect as they may
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* not follow the shortest path between the two orientations.
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* </listitem>
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* <listitem>
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* There's no standard to what order the component axis rotations are
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* applied. The most common convention seems to be what we do in Cogl
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* with heading (y-axis), pitch (x-axis) and then roll (z-axis), but
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* other software might apply x-axis, y-axis then z-axis or any other
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* order so you need to consider this if you are accepting euler
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* rotations from some other software. Other software may also use
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* slightly different aeronautical terms, such as "yaw" instead of
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* "heading" or "bank" instead of "roll".
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* </listitem>
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* </itemlist>
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*
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* To minimize the aliasing issue we may refer to "Canonical Euler"
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* angles where heading and roll are restricted to +- 180° and pitch is
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* restricted to +- 90°. If pitch is +- 90° bank is set to 0°.
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*
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* Quaternions don't suffer from Gimbal Lock and they can be nicely
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* interpolated between, their disadvantage is that they don't have an
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* intuitive representation.
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*
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* A common practice is to accept angles in the intuitive Euler form
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* and convert them to quaternions internally to avoid Gimbal Lock and
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* handle interpolations. See cogl_quaternion_init_from_euler().
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*/
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/**
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* CoglEuler:
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* @heading: Angle to rotate around an object's y axis
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* @pitch: Angle to rotate around an object's x axis
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* @roll: Angle to rotate around an object's z axis
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*
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* Represents an ordered rotation first of @heading degrees around an
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* object's y axis, then @pitch degrees around an object's x axis and
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* finally @roll degrees around an object's z axis.
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*
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* <note>It's important to understand the that axis are associated
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* with the object being rotated, so the axis also rotate in sequence
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* with the rotations being applied.</note>
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*
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* The members of a #CoglEuler can be initialized, for example, with
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* cogl_euler_init() and cogl_euler_init_from_quaternion ().
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*
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* You may also want to look at cogl_quaternion_init_from_euler() if
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* you want to do interpolation between 3d rotations.
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*
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* Since: 2.0
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*/
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struct _CoglEuler
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{
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/*< public > */
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float heading;
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float pitch;
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float roll;
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/*< private > */
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/* May cached a quaternion here in the future */
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float padding0;
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float padding1;
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float padding2;
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float padding3;
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float padding4;
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};
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/**
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* cogl_euler_init:
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* @euler: The #CoglEuler angle to initialize
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* @heading: Angle to rotate around an object's y axis
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* @pitch: Angle to rotate around an object's x axis
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* @roll: Angle to rotate around an object's z axis
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*
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* Initializes @euler to represent a rotation of @x_angle degrees
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* around the x axis, then @y_angle degrees around the y_axis and
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* @z_angle degrees around the z axis.
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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_euler_init (CoglEuler *euler,
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float heading,
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float pitch,
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float roll);
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/**
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* cogl_euler_init_from_matrix:
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* @euler: The #CoglEuler angle to initialize
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* @matrix: A #CoglMatrix containing a rotation, but no scaling,
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* mirroring or skewing.
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*
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* Extracts a euler rotation from the given @matrix and
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* initializses @euler with the component x, y and z rotation angles.
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*/
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void
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cogl_euler_init_from_matrix (CoglEuler *euler,
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const CoglMatrix *matrix);
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/**
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* cogl_euler_init_from_quaternion:
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* @euler: The #CoglEuler angle to initialize
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* @quaternion: A #CoglEuler with the rotation to initialize with
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*
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* Initializes a @euler rotation with the equivalent rotation
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* represented by the given @quaternion.
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*/
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void
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cogl_euler_init_from_quaternion (CoglEuler *euler,
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const CoglQuaternion *quaternion);
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/**
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* cogl_euler_equal:
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* @v1: The first euler angle to compare
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* @v1: The second euler angle to compare
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*
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* Compares the two given euler angles @v1 and @v1 and it they are
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* equal returns %TRUE else %FALSE.
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*
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* <note>This function only checks that all three components rotations
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* are numerically equal, it does not consider that some rotations
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* can be represented with different component rotations</note>
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*
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* Returns: %TRUE if @v1 and @v2 are equal else %FALSE.
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* Since: 2.0
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*/
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gboolean
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cogl_euler_equal (gconstpointer v1, gconstpointer v2);
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/**
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* cogl_euler_copy:
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* @src: A #CoglEuler to copy
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*
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* Allocates a new #CoglEuler and initilizes it with the component
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* angles of @src. The newly allocated euler should be freed using
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* cogl_euler_free().
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*
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* Returns: A newly allocated #CoglEuler
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* Since: 2.0
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*/
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CoglEuler *
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cogl_euler_copy (const CoglEuler *src);
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/**
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* cogl_euler_free:
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* @euler: A #CoglEuler allocated via cogl_euler_copy()
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*
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* Frees a #CoglEuler that was previously allocated using
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* cogl_euler_copy().
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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_euler_free (CoglEuler *euler);
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G_END_DECLS
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#endif /* __COGL_EULER_H */
|
||||
|
@ -39,6 +39,7 @@
|
||||
#include <cogl-quaternion-private.h>
|
||||
#include <cogl-matrix.h>
|
||||
#include <cogl-vector.h>
|
||||
#include <cogl-euler.h>
|
||||
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
@ -174,6 +175,42 @@ cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion,
|
||||
quaternion->z = sinf (half_angle);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
|
||||
const CoglEuler *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 (euler->heading * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float sin_pitch =
|
||||
sinf (euler->pitch * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float sin_roll =
|
||||
sinf (euler->roll * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float cos_heading =
|
||||
cosf (euler->heading * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float cos_pitch =
|
||||
cosf (euler->pitch * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
|
||||
float cos_roll =
|
||||
cosf (euler->roll * _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)
|
||||
|
@ -49,6 +49,8 @@ G_BEGIN_DECLS
|
||||
* rotation may become aligned and you loose a degree of freedom.
|
||||
* (<ulink url="http://en.wikipedia.org/wiki/Gimbal_lock"/>).
|
||||
*/
|
||||
#include <cogl/cogl-vector.h>
|
||||
#include <cogl/cogl-euler.h>
|
||||
|
||||
/**
|
||||
* CoglQuaternion:
|
||||
@ -244,6 +246,10 @@ void
|
||||
cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion,
|
||||
float angle);
|
||||
|
||||
void
|
||||
cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
|
||||
const CoglEuler *euler);
|
||||
|
||||
/**
|
||||
* cogl_quaternion_equal:
|
||||
* @a: A #CoglQuaternion
|
||||
|
@ -122,6 +122,14 @@ typedef void (* CoglFuncPtr) (void);
|
||||
* between cogl-matrix.h, cogl-euler.h and cogl-quaterion.h */
|
||||
typedef struct _CoglMatrix CoglMatrix;
|
||||
|
||||
/* Same as above we forward declared CoglQuaternion to avoid
|
||||
* circular dependencies. */
|
||||
typedef struct _CoglQuaternion CoglQuaternion;
|
||||
|
||||
/* Same as above we forward declared CoglEuler to avoid
|
||||
* circular dependencies. */
|
||||
typedef struct _CoglEuler CoglEuler;
|
||||
|
||||
/**
|
||||
* CoglFixed:
|
||||
*
|
||||
|
@ -77,6 +77,7 @@ typedef struct _CoglFramebuffer CoglFramebuffer;
|
||||
#include <cogl/cogl-buffer.h>
|
||||
#include <cogl/cogl-pixel-array.h>
|
||||
#include <cogl/cogl-vector.h>
|
||||
#include <cogl/cogl-euler.h>
|
||||
#include <cogl/cogl-quaternion.h>
|
||||
#include <cogl/cogl-texture-3d.h>
|
||||
#include <cogl/cogl-index-array.h>
|
||||
|
@ -355,6 +355,17 @@ cogl_matrix_get_array
|
||||
cogl_matrix_get_inverse
|
||||
</SECTION>
|
||||
|
||||
<FILE>cogl-euler</FILE>
|
||||
<TITLE>Eulers (Rotations)</TITLE>
|
||||
CoglEuler
|
||||
cogl_euler_init
|
||||
cogl_euler_init_from_matrix
|
||||
cogl_euler_init_from_quaternion
|
||||
cogl_euler_equal
|
||||
cogl_euler_copy
|
||||
cogl_euler_free
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-quaternion</FILE>
|
||||
<TITLE>Quaternions (Rotations)</TITLE>
|
||||
|
@ -659,6 +659,18 @@ cogl_offscreen_ref
|
||||
cogl_offscreen_unref
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-euler</FILE>
|
||||
<TITLE>Eulers (Rotations)</TITLE>
|
||||
CoglEuler
|
||||
cogl_euler_init
|
||||
cogl_euler_init_from_matrix
|
||||
cogl_euler_init_from_quaternion
|
||||
cogl_euler_equal
|
||||
cogl_euler_copy
|
||||
cogl_euler_free
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-quaternion</FILE>
|
||||
<TITLE>Quaternions (Rotations)</TITLE>
|
||||
|
Loading…
x
Reference in New Issue
Block a user