mutter/cogl/cogl-euler.c
Robert Bragg b72f255c0a Start to reduce dependence on glib
Since we've had several developers from admirable projects say they
would like to use Cogl but would really prefer not to pull in
gobject,gmodule and glib as extra dependencies we are investigating if
we can get to the point where glib is only an optional dependency.
Actually we feel like we only make minimal use of glib anyway, so it may
well be quite straightforward to achieve this.

This adds a --disable-glib configure option that can be used to disable
features that depend on glib.

Actually --disable-glib doesn't strictly disable glib at this point
because it's more helpful if cogl continues to build as we make
incremental progress towards this.

The first use of glib that this patch tackles is the use of
g_return_val_if_fail and g_return_if_fail which have been replaced with
equivalent _COGL_RETURN_VAL_IF_FAIL and _COGL_RETURN_IF_FAIL macros.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-11-01 12:03:02 +00:00

185 lines
5.3 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#include <cogl.h>
#include <cogl-util.h>
#include <cogl-euler.h>
#include <math.h>
#include <string.h>
void
cogl_euler_init (CoglEuler *euler,
float heading,
float pitch,
float roll)
{
euler->heading = heading;
euler->pitch = pitch;
euler->roll = roll;
}
void
cogl_euler_init_from_matrix (CoglEuler *euler,
const CoglMatrix *matrix)
{
/*
* Extracting a canonical Euler angle from a matrix:
* (where it is assumed the matrix contains no scaling, mirroring or
* skewing)
*
* A Euler angle is a combination of three rotations around mutually
* perpendicular axis. For this algorithm they are:
*
* Heading: A rotation about the Y axis by an angle H:
* | cosH 0 sinH|
* | 0 1 0|
* |-sinH 0 cosH|
*
* Pitch: A rotation around the X axis by an angle P:
* |1 0 0|
* |0 cosP -sinP|
* |0 sinP cosP|
*
* Roll: A rotation about the Z axis by an angle R:
* |cosR -sinR 0|
* |sinR cosR 0|
* | 0 0 1|
*
* When multiplied as matrices this gives:
* | cosHcosR+sinHsinPsinR sinRcosP -sinHcosR+cosHsinPsinR|
* M = |-cosHsinR+sinHsinPcosR cosRcosP sinRsinH+cosHsinPcosB|
* | sinHcosP -sinP cosHcosP |
*
* Given that there are an infinite number of ways to represent
* a given orientation, the "canonical" Euler angle is any such that:
* -180 < H < 180,
* -180 < R < 180 and
* -90 < P < 90
*
* M[3][2] = -sinP lets us immediately solve for P = asin(-M[3][2])
* (Note: asin has a range of +-90)
* This gives cosP
* This means we can use M[3][1] to calculate sinH:
* sinH = M[3][1]/cosP
* And use M[3][3] to calculate cosH:
* cosH = M[3][3]/cosP
* This lets us calculate H = atan2(sinH,cosH), but we optimise this:
* 1st note: atan2(x, y) does: atan(x/y) and uses the sign of x and y to
* determine the quadrant of the final angle.
* 2nd note: we know cosP is > 0 (ignoring cosP == 0)
* Therefore H = atan2((M[3][1]/cosP) / (M[3][3]/cosP)) can be simplified
* by skipping the division by cosP since it won't change the x/y ratio
* nor will it change their sign. This gives:
* H = atan2(M[3][1], M[3][3])
* R is computed in the same way as H from M[1][2] and M[2][2] so:
* R = atan2(M[1][2], M[2][2])
* Note: If cosP were == 0 then H and R could not be calculated as above
* because all the necessary matrix values would == 0. In other words we are
* pitched vertically and so H and R would now effectively rotate around the
* same axis - known as "Gimbal lock". In this situation we will set all the
* rotation on H and set R = 0.
* So with P = R = 0 we have cosP = 0, sinR = 0 and cosR = 1
* We can substitute those into the above equation for M giving:
* | cosH 0 -sinH|
* |sinHsinP 0 cosHsinP|
* | 0 -sinP 0|
* And calculate H as atan2 (-M[3][2], M[1][1])
*/
float sinP;
float H; /* heading */
float P; /* pitch */
float R; /* roll */
/* NB: CoglMatrix provides struct members named according to the
* [row][column] indexed. So matrix->zx is row 3 column 1. */
sinP = -matrix->zy;
/* Determine the Pitch, avoiding domain errors with asin () which
* might occur due to previous imprecision in manipulating the
* matrix. */
if (sinP <= -1.0f)
P = -G_PI_2;
else if (sinP >= 1.0f)
P = G_PI_2;
else
P = asinf (sinP);
/* If P is too close to 0 then we have hit Gimbal lock */
if (sinP > 0.999f)
{
H = atan2f (-matrix->zy, matrix->xx);
R = 0;
}
else
{
H = atan2f (matrix->zx, matrix->zz);
R = atan2f (matrix->xy, matrix->yy);
}
euler->heading = H;
euler->pitch = P;
euler->roll = R;
}
gboolean
cogl_euler_equal (gconstpointer v1, gconstpointer v2)
{
const CoglEuler *a = v1;
const CoglEuler *b = v2;
_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
if (v1 == v2)
return TRUE;
return (a->heading == b->heading &&
a->pitch == b->pitch &&
a->roll == b->roll);
}
CoglEuler *
cogl_euler_copy (const CoglEuler *src)
{
if (G_LIKELY (src))
{
CoglEuler *new = g_slice_new (CoglEuler);
memcpy (new, src, sizeof (float) * 3);
return new;
}
else
return NULL;
}
void
cogl_euler_free (CoglEuler *euler)
{
g_slice_free (CoglEuler, euler);
}