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1b2dd815b4
This adds much more comprehensive support for gobject-introspection based bindings by registering all objects as fundamental types that inherit from CoglObject, and all structs as boxed types. Co-Author: Robert Bragg <robert@linux.intel.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
199 lines
5.9 KiB
C
199 lines
5.9 KiB
C
/*
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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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <cogl-util.h>
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#include <cogl-euler.h>
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#include <cogl-matrix.h>
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#include "cogl-gtype-private.h"
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#include <math.h>
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#include <string.h>
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COGL_GTYPE_DEFINE_BOXED (Euler, euler,
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cogl_euler_copy,
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cogl_euler_free);
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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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CoglBool
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cogl_euler_equal (const void *v1, const void *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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_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
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_COGL_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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