mirror of
https://github.com/brl/mutter.git
synced 2024-12-23 19:42:05 +00:00
864e5562df
Argument names and @$arg suffered from various little mismatches, fix them in a batch commit. (cherry picked from commit d2ac3c5a88d980e7519c98bd261111b93cf73a6e)
252 lines
8.1 KiB
C
252 lines
8.1 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>
|
|
*/
|
|
|
|
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
|
|
#error "Only <cogl/cogl.h> can be included directly."
|
|
#endif
|
|
|
|
#ifndef __COGL_EULER_H
|
|
#define __COGL_EULER_H
|
|
|
|
#include <cogl/cogl-types.h>
|
|
|
|
COGL_BEGIN_DECLS
|
|
|
|
/**
|
|
* SECTION:cogl-euler
|
|
* @short_description: Functions for initializing and manipulating
|
|
* euler angles.
|
|
*
|
|
* Euler angles are a simple representation of a 3 dimensional
|
|
* rotation; comprised of 3 ordered heading, pitch and roll rotations.
|
|
* An important thing to understand is that the axis of rotation
|
|
* belong to the object being rotated and so they also rotate as each
|
|
* of the heading, pitch and roll rotations are applied.
|
|
*
|
|
* One way to consider euler angles is to imagine controlling an
|
|
* aeroplane, where you first choose a heading (Such as flying south
|
|
* east), then you set the pitch (such as 30 degrees to take off) and
|
|
* then you might set a roll, by dipping the left, wing as you prepare
|
|
* to turn.
|
|
*
|
|
* They have some advantages and limitations that it helps to be
|
|
* aware of:
|
|
*
|
|
* Advantages:
|
|
* <itemizedlist>
|
|
* <listitem>
|
|
* Easy to understand and use, compared to quaternions and matrices,
|
|
* so may be a good choice for a user interface.
|
|
* </listitem>
|
|
* <listitem>
|
|
* Efficient storage, needing only 3 components any rotation can be
|
|
* represented.
|
|
* <note>Actually the #CoglEuler type isn't optimized for size because
|
|
* we may cache the equivalent #CoglQuaternion along with a euler
|
|
* rotation, but it would be trivial for an application to track the
|
|
* components of euler rotations in a packed float array if optimizing
|
|
* for size was important. The values could be passed to Cogl only when
|
|
* manipulation is necessary.</note>
|
|
* </listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* Disadvantages:
|
|
* <itemizedlist>
|
|
* <listitem>
|
|
* Aliasing: it's possible to represent some rotations with multiple
|
|
* different heading, pitch and roll rotations.
|
|
* </listitem>
|
|
* <listitem>
|
|
* They can suffer from a problem called Gimbal Lock. A good
|
|
* explanation of this can be seen on wikipedia here:
|
|
* http://en.wikipedia.org/wiki/Gimbal_lock but basically two
|
|
* of the axis of rotation may become aligned and so you loose a
|
|
* degree of freedom. For example a pitch of +-90° would mean that
|
|
* heading and bank rotate around the same axis.
|
|
* </listitem>
|
|
* <listitem>
|
|
* If you use euler angles to orient something in 3D space and try to
|
|
* transition between orientations by interpolating the component
|
|
* angles you probably wont get the transitions you expect as they may
|
|
* not follow the shortest path between the two orientations.
|
|
* </listitem>
|
|
* <listitem>
|
|
* There's no standard to what order the component axis rotations are
|
|
* applied. The most common convention seems to be what we do in Cogl
|
|
* with heading (y-axis), pitch (x-axis) and then roll (z-axis), but
|
|
* other software might apply x-axis, y-axis then z-axis or any other
|
|
* order so you need to consider this if you are accepting euler
|
|
* rotations from some other software. Other software may also use
|
|
* slightly different aeronautical terms, such as "yaw" instead of
|
|
* "heading" or "bank" instead of "roll".
|
|
* </listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* To minimize the aliasing issue we may refer to "Canonical Euler"
|
|
* angles where heading and roll are restricted to +- 180° and pitch is
|
|
* restricted to +- 90°. If pitch is +- 90° bank is set to 0°.
|
|
*
|
|
* Quaternions don't suffer from Gimbal Lock and they can be nicely
|
|
* interpolated between, their disadvantage is that they don't have an
|
|
* intuitive representation.
|
|
*
|
|
* A common practice is to accept angles in the intuitive Euler form
|
|
* and convert them to quaternions internally to avoid Gimbal Lock and
|
|
* handle interpolations. See cogl_quaternion_init_from_euler().
|
|
*/
|
|
|
|
/**
|
|
* CoglEuler:
|
|
* @heading: Angle to rotate around an object's y axis
|
|
* @pitch: Angle to rotate around an object's x axis
|
|
* @roll: Angle to rotate around an object's z axis
|
|
*
|
|
* Represents an ordered rotation first of @heading degrees around an
|
|
* object's y axis, then @pitch degrees around an object's x axis and
|
|
* finally @roll degrees around an object's z axis.
|
|
*
|
|
* <note>It's important to understand the that axis are associated
|
|
* with the object being rotated, so the axis also rotate in sequence
|
|
* with the rotations being applied.</note>
|
|
*
|
|
* The members of a #CoglEuler can be initialized, for example, with
|
|
* cogl_euler_init() and cogl_euler_init_from_quaternion ().
|
|
*
|
|
* You may also want to look at cogl_quaternion_init_from_euler() if
|
|
* you want to do interpolation between 3d rotations.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
struct _CoglEuler
|
|
{
|
|
/*< public > */
|
|
float heading;
|
|
float pitch;
|
|
float roll;
|
|
|
|
/*< private > */
|
|
/* May cached a quaternion here in the future */
|
|
float padding0;
|
|
float padding1;
|
|
float padding2;
|
|
float padding3;
|
|
float padding4;
|
|
};
|
|
COGL_STRUCT_SIZE_ASSERT (CoglEuler, 32);
|
|
|
|
/**
|
|
* cogl_euler_init:
|
|
* @euler: The #CoglEuler angle to initialize
|
|
* @heading: Angle to rotate around an object's y axis
|
|
* @pitch: Angle to rotate around an object's x axis
|
|
* @roll: Angle to rotate around an object's z axis
|
|
*
|
|
* Initializes @euler to represent a rotation of @x_angle degrees
|
|
* around the x axis, then @y_angle degrees around the y_axis and
|
|
* @z_angle degrees around the z axis.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_euler_init (CoglEuler *euler,
|
|
float heading,
|
|
float pitch,
|
|
float roll);
|
|
|
|
/**
|
|
* cogl_euler_init_from_matrix:
|
|
* @euler: The #CoglEuler angle to initialize
|
|
* @matrix: A #CoglMatrix containing a rotation, but no scaling,
|
|
* mirroring or skewing.
|
|
*
|
|
* Extracts a euler rotation from the given @matrix and
|
|
* initializses @euler with the component x, y and z rotation angles.
|
|
*/
|
|
void
|
|
cogl_euler_init_from_matrix (CoglEuler *euler,
|
|
const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_euler_init_from_quaternion:
|
|
* @euler: The #CoglEuler angle to initialize
|
|
* @quaternion: A #CoglEuler with the rotation to initialize with
|
|
*
|
|
* Initializes a @euler rotation with the equivalent rotation
|
|
* represented by the given @quaternion.
|
|
*/
|
|
void
|
|
cogl_euler_init_from_quaternion (CoglEuler *euler,
|
|
const CoglQuaternion *quaternion);
|
|
|
|
/**
|
|
* cogl_euler_equal:
|
|
* @v1: The first euler angle to compare
|
|
* @v2: The second euler angle to compare
|
|
*
|
|
* Compares the two given euler angles @v1 and @v1 and it they are
|
|
* equal returns %TRUE else %FALSE.
|
|
*
|
|
* <note>This function only checks that all three components rotations
|
|
* are numerically equal, it does not consider that some rotations
|
|
* can be represented with different component rotations</note>
|
|
*
|
|
* Returns: %TRUE if @v1 and @v2 are equal else %FALSE.
|
|
* Since: 2.0
|
|
*/
|
|
CoglBool
|
|
cogl_euler_equal (const void *v1, const void *v2);
|
|
|
|
/**
|
|
* cogl_euler_copy:
|
|
* @src: A #CoglEuler to copy
|
|
*
|
|
* Allocates a new #CoglEuler and initilizes it with the component
|
|
* angles of @src. The newly allocated euler should be freed using
|
|
* cogl_euler_free().
|
|
*
|
|
* Returns: A newly allocated #CoglEuler
|
|
* Since: 2.0
|
|
*/
|
|
CoglEuler *
|
|
cogl_euler_copy (const CoglEuler *src);
|
|
|
|
/**
|
|
* cogl_euler_free:
|
|
* @euler: A #CoglEuler allocated via cogl_euler_copy()
|
|
*
|
|
* Frees a #CoglEuler that was previously allocated using
|
|
* cogl_euler_copy().
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_euler_free (CoglEuler *euler);
|
|
|
|
COGL_END_DECLS
|
|
|
|
#endif /* __COGL_EULER_H */
|
|
|