mirror of
https://github.com/brl/mutter.git
synced 2024-12-28 22:02:14 +00:00
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>
565 lines
16 KiB
C
565 lines
16 KiB
C
/*
|
|
* 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 <cogl/cogl-types.h>
|
|
#include <cogl/cogl-vector.h>
|
|
|
|
COGL_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 <cogl/cogl-euler.h>
|
|
|
|
#ifdef COGL_HAS_GTYPE_SUPPORT
|
|
#include <glib-object.h>
|
|
#endif
|
|
|
|
/**
|
|
* 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);
|
|
|
|
#ifdef COGL_HAS_GTYPE_SUPPORT
|
|
/**
|
|
* cogl_quaternion_get_gtype:
|
|
*
|
|
* Returns: a #GType that can be used with the GLib type system.
|
|
*/
|
|
GType cogl_quaternion_get_gtype (void);
|
|
#endif
|
|
|
|
/**
|
|
* 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 #CoglEuler with which to initialize the quaternion
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
|
|
const CoglEuler *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
|
|
*/
|
|
CoglBool
|
|
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);
|
|
|
|
COGL_END_DECLS
|
|
|
|
#endif /* __COGL_QUATERNION_H__ */
|
|
|