MotionCal/visualize.c

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#include "imuread.h"
magdata_t caldata[MAGBUFFSIZE];
magdata_t hard_iron = {0.0, 0.0, 80.0, 1};
float soft_iron[9] = {1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0};
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quat_t current_orientation;
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// longitude = 0 to 2pi (meaning 0 to 360 degrees)
// latitude = -pi/2 to +pi/2 (meaning -90 to +90 degrees)
// return 0 to 99 - which region on the sphere (100 of equal surface area)
static int sphere_region(float longitude, float latitude)
{
int region;
// https://etna.mcs.kent.edu/vol.25.2006/pp309-327.dir/pp309-327.html
// sphere equations....
// area of unit sphere = 4*pi
// area of unit sphere cap = 2*pi*h h = cap height
// lattitude of unit sphere cap = arcsin(1 - h)
if (latitude > 1.37046f /* 78.52 deg */) {
// arctic cap, 1 region
return 0;
} else if (latitude < -1.37046f /* -78.52 deg */) {
// antarctic cap, 1 region
return 99;
} else if (latitude > 0.74776f /* 42.84 deg */ || latitude < -0.74776f ) {
// temperate zones, 15 regions each
region = floorf(longitude * (float)(15.0 / (M_PI * 2.0)));
if (region < 0) region = 0;
else if (region > 14) region = 14;
if (latitude > 0.0) {
return region + 1; // 1 to 15
} else {
return region + 84; // 84 to 98
}
} else {
// tropic zones, 34 regions each
region = floorf(longitude * (float)(34.0 / (M_PI * 2.0)));
if (region < 0) region = 0;
else if (region > 33) region = 33;
if (latitude >= 0.0) {
return region + 16; // 16 to 49
} else {
return region + 50; // 50 to 83
}
}
}
static void apply_calibration(const magdata_t *in, magdata_t *out)
{
float x, y, z;
x = in->x - hard_iron.x;
y = in->y - hard_iron.y;
z = in->z - hard_iron.z;
out->x = x * soft_iron[0] + y * soft_iron[1] + z * soft_iron[2];
out->y = x * soft_iron[3] + y * soft_iron[4] + z * soft_iron[5];
out->z = x * soft_iron[6] + y * soft_iron[7] + z * soft_iron[8];
out->valid = 1;
}
static void quad_to_rotation(const quat_t *quat, float *rmatrix)
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{
float qx = quat->x;
float qy = quat->y;
float qz = quat->z;
float qw = quat->w;
rmatrix[0] = 1.0f - 2.0f * qy * qy - 2.0f * qz * qz;
rmatrix[1] = 2.0f * qx * qy - 2.0f * qz * qw;
rmatrix[2] = 2.0f * qx * qz + 2.0f * qy * qw;
rmatrix[3] = 2.0f * qx * qy + 2.0f * qz * qw;
rmatrix[4] = 1.0f - 2.0f * qx * qx - 2.0f * qz * qz;
rmatrix[5] = 2.0f * qy * qz - 2.0f * qx * qw;
rmatrix[6] = 2.0f * qx * qz - 2.0f * qy * qw;
rmatrix[7] = 2.0f * qy * qz + 2.0f * qx * qw;
rmatrix[8] = 1.0f - 2.0f * qx * qx - 2.0f * qy * qy;
}
static void rotate(const magdata_t *in, magdata_t *out, const float *rmatrix)
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{
if (out == NULL) return;
if (in == NULL || in->valid == 0) {
out->valid = 0;
out->x = out->y = out->z = 0;
return;
}
out->x = in->x * rmatrix[0] + in->y * rmatrix[1] + in->z * rmatrix[2];
out->y = in->x * rmatrix[3] + in->y * rmatrix[4] + in->z * rmatrix[5];
out->z = in->x * rmatrix[6] + in->y * rmatrix[7] + in->z * rmatrix[8];
out->valid = 1;
}
/*
typedef struct {
float x;
float y;
float z;
int valid;
} magdata_t;
magdata_t caldata[MAGBUFFSIZE];
*/
static GLuint spherelist;
static GLuint spherelowreslist;
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void display_callback(void)
{
//static int updatenum=0;
int i, count=0;
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float xscale, yscale, zscale;
float xoff, yoff, zoff;
float rotation[9];
magdata_t point, draw;
float magnitude[MAGBUFFSIZE];
float latitude[MAGBUFFSIZE]; // 0 to PI
float longitude[MAGBUFFSIZE]; // -PI to +PI
float sumx=0.0, sumy=0.0, sumz=0.0, summag=0.0;
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int spheredist[100];
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 0, 0); // set current color to red
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memset(spheredist, 0, sizeof(spheredist));
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xscale = 0.05;
yscale = 0.05;
zscale = 0.05;
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xoff = 0.0;
yoff = 0.0;
zoff = -7.0;
if (hard_iron.valid) {
quad_to_rotation(&current_orientation, rotation);
for (i=0; i < MAGBUFFSIZE; i++) {
if (caldata[i].valid) {
apply_calibration(&caldata[i], &point);
sumx += point.x;
sumy += point.y;
sumz += point.z;
magnitude[i] = sqrtf(point.x * point.x +
point.y * point.y + point.z * point.z);
summag += magnitude[i];
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longitude[i] = atan2f(point.y, point.x) + (float)M_PI;
latitude[i] = atan2f(sqrtf(point.x * point.x +
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point.y * point.y), point.z) - (float)(M_PI / 2.0);
spheredist[sphere_region(longitude[i], latitude[i])]++;
count++;
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rotate(&point, &draw, rotation);
glPushMatrix();
glTranslatef(
draw.x * xscale + xoff,
draw.z * yscale + yoff,
draw.y * zscale + zoff
);
if (draw.y >= 0.0f) {
glCallList(spherelist);
} else {
glCallList(spherelowreslist);
}
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glPopMatrix();
}
}
}
#if 0
if (updatenum++ == 500) {
for (i=0; i < MAGBUFFSIZE; i++) {
if (caldata[i].valid) {
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printf("long: %6.2f lat: %6.2f (%.2f)\n",
longitude[i] * 180.0 / M_PI,
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latitude[i] * 180.0 / M_PI, latitude[i]);
}
}
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for (i=0; i < 100; i++) {
printf("sphere %d region: %d points\n", 1, spheredist[i]);
}
printf("count = %d\n", count);
printf("sum = %.2f %.2f %.2f\n", sumx, sumy, sumz);
printf("summag = %.2f avg: %.2f\n", summag, summag / (float)count);
printf("exit here\n");
exit(1);
}
#endif
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}
void resize_callback(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
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}
static const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
static const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
static const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
static const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
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static const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
static const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
static const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
static const GLfloat high_shininess[] = { 100.0f };
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void visualize_init(void)
{
GLUquadric *sphere;
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glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
//glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
sphere = gluNewQuadric();
gluQuadricDrawStyle(sphere, GLU_FILL);
gluQuadricNormals(sphere, GLU_SMOOTH);
spherelist = glGenLists(1);
glNewList(spherelist, GL_COMPILE);
gluSphere(sphere, 0.08, 16, 14);
glEndList();
spherelowreslist = glGenLists(1);
glNewList(spherelowreslist, GL_COMPILE);
gluSphere(sphere, 0.08, 12, 10);
glEndList();
gluDeleteQuadric(sphere);
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}