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gl_test.cpp
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219 lines (177 loc) · 6.58 KB
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/*
* This is a horribly ugly test code to get a cube spinning when the IMU moves.
* I checked it in to have as a backup to test if the IMU works as wanted...
* I think it only compiles on mac (because GLUT not GL) (works on Yosemite 2015-05-24)
*
* Most of it is taken from an old demo code I found, I left the original header
* (GPL) as is below.
*
* - Torkel Danielsson
*/
/* ============================================================================
**
** Demonstration of spinning cube
** Copyright (C) 2005 Julien Guertault
**
** This program is free software; you can redistribute it and/or
** modify it under the terms of the GNU General Public License
** as published by the Free Software Foundation; either version 2
** of the License, or (at your option) any later version.
**
** This program 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
**
** ========================================================================= */
#include <iostream>
#include <stdlib.h>
#include <GLUT/glut.h>
#include <math.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "imu_receiver.h"
quaternion_t quaternion;
IMUReceiver imuReceiver;
void normaliseQuaternion(quaternion_t *q) {
float mag2 = q->w * q->w + q->x * q->x + q->y * q->y + q->z * q->z;
float mag = sqrt(mag2);
q->w /= mag;
q->x /= mag;
q->y /= mag;
q->z /= mag;
}
glm::mat4 matrixFromQuaternion(quaternion_t q) {
normaliseQuaternion(&q);
float x2 = q.x * q.x;
float y2 = q.y * q.y;
float z2 = q.z * q.z;
float xy = q.x * q.y;
float xz = q.x * q.z;
float yz = q.y * q.z;
float wx = q.w * q.x;
float wy = q.w * q.y;
float wz = q.w * q.z;
// This calculation would be a lot more complicated for non-unit length quaternions
// Note: The constructor of Matrix4 expects the Matrix in column-major format like expected by
// OpenGL
return glm::mat4( 1.0f - 2.0f * (y2 + z2), 2.0f * (xy - wz), 2.0f * (xz + wy), 0.0f,
2.0f * (xy + wz), 1.0f - 2.0f * (x2 + z2), 2.0f * (yz - wx), 0.0f,
2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (x2 + y2), 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
/*
** Function called to update rendering
*/
void DisplayFunc(void)
{
static float alpha = 0;
quaternion = imuReceiver.getQuaternion();
glm::quat rotation;
rotation = glm::quat(quaternion.w, quaternion.x, quaternion.y, quaternion.z);
//std::cout << "quaternion: " << rotation.w << " " << rotation.x << " " << rotation.y << " " << rotation.z << std::endl;
rotation = glm::normalize(rotation);
//std::cout << "quaternion: " << rotation.w << " " << rotation.x << " " << rotation.y << " " << rotation.z << std::endl;
float yaw = atan2(2.0f * (quaternion.x * quaternion.y + quaternion.w * quaternion.z), quaternion.w * quaternion.w + quaternion.x * quaternion.x - quaternion.y * quaternion.y - quaternion.z * quaternion.z);
float pitch = -asin(2.0f * (quaternion.x * quaternion.z - quaternion.w * quaternion.y));
float roll = atan2(2.0f * (quaternion.w * quaternion.x + quaternion.y * quaternion.z), quaternion.w * quaternion.w - quaternion.x * quaternion.x - quaternion.y * quaternion.y + quaternion.z * quaternion.z);
pitch *= 180.0f / 3.14159265f;
yaw *= 180.0f / 3.14159265f;
roll *= 180.0f / 3.14159265f;
glm::mat4 rotMatrix = glm::mat4_cast(rotation);
/* Clear the buffer, clear the matrix */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -10);
GLfloat m[16];
glGetFloatv (GL_MODELVIEW_MATRIX, m);
glm::mat4 modelViewMatrix = glm::make_mat4(m);
glLoadMatrixf(glm::value_ptr(modelViewMatrix * rotMatrix));
/* We tell we want to draw quads */
glBegin(GL_QUADS);
/* Every four calls to glVertex, a quad is drawn */
glColor3f(0, 0, 0); glVertex3f(-1, -1, -1);
glColor3f(0, 0, 1); glVertex3f(-1, -1, 1);
glColor3f(0, 1, 1); glVertex3f(-1, 1, 1);
glColor3f(0, 1, 0); glVertex3f(-1, 1, -1);
glColor3f(1, 0, 0); glVertex3f( 1, -1, -1);
glColor3f(1, 0, 1); glVertex3f( 1, -1, 1);
glColor3f(1, 1, 1); glVertex3f( 1, 1, 1);
glColor3f(1, 1, 0); glVertex3f( 1, 1, -1);
glColor3f(0, 0, 0); glVertex3f(-1, -1, -1);
glColor3f(0, 0, 1); glVertex3f(-1, -1, 1);
glColor3f(1, 0, 1); glVertex3f( 1, -1, 1);
glColor3f(1, 0, 0); glVertex3f( 1, -1, -1);
glColor3f(0, 1, 0); glVertex3f(-1, 1, -1);
glColor3f(0, 1, 1); glVertex3f(-1, 1, 1);
glColor3f(1, 1, 1); glVertex3f( 1, 1, 1);
glColor3f(1, 1, 0); glVertex3f( 1, 1, -1);
glColor3f(0, 0, 0); glVertex3f(-1, -1, -1);
glColor3f(0, 1, 0); glVertex3f(-1, 1, -1);
glColor3f(1, 1, 0); glVertex3f( 1, 1, -1);
glColor3f(1, 0, 0); glVertex3f( 1, -1, -1);
glColor3f(0, 0, 1); glVertex3f(-1, -1, 1);
glColor3f(0, 1, 1); glVertex3f(-1, 1, 1);
glColor3f(1, 1, 1); glVertex3f( 1, 1, 1);
glColor3f(1, 0, 1); glVertex3f( 1, -1, 1);
/* No more quads */
glEnd();
/* Rotate a bit more */
alpha = alpha + 0.1;
/* End */
glFlush();
glutSwapBuffers();
/* Update again and again */
glutPostRedisplay();
}
/*
** Function called when the window is created or resized
*/
void ReshapeFunc(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(20, width / (float) height, 5, 15);
glViewport(0, 0, width, height);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
/*
** Function called when a key is hit
*/
void KeyboardFunc(unsigned char key, int x, int y)
{
int foo;
foo = x + y; /* Has no effect: just to avoid a warning */
if ('q' == key || 'Q' == key || 27 == key)
exit(0);
}
int main(int argc, char **argv)
{
imuReceiver.run();
/* Creation of the window */
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow("Spinning cube");
/* OpenGL settings */
glClearColor(0, 0, 0, 0);
glEnable(GL_DEPTH_TEST);
/* Declaration of the callbacks */
glutDisplayFunc(&DisplayFunc);
glutReshapeFunc(&ReshapeFunc);
glutKeyboardFunc(&KeyboardFunc);
/* Loop */
glutMainLoop();
/* Never reached */
return 0;
}
/* ========================================================================= */