#include "imuread.h" magdata_t caldata[MAGBUFFSIZE]; magdata_t hard_iron; magdata_t current_position; quat_t current_orientation; static void quad_to_rotation(const quat_t *quat, float *rmatrix) { 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) { 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; void display_callback(void) { int i; float xscale, yscale, zscale; float xoff, yoff, zoff; float rotation[9]; magdata_t point, draw; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1, 0, 0); // set current color to red xscale = 0.05; yscale = 0.05; zscale = 0.05; xoff = 0.0; yoff = 0.0; zoff = -7.0; if (hard_iron.valid) { quad_to_rotation(¤t_orientation, rotation); for (i=0; i < MAGBUFFSIZE; i++) { if (caldata[i].valid) { point.x = caldata[i].x - hard_iron.x; point.y = caldata[i].y - hard_iron.y; point.z = caldata[i].z - hard_iron.z; point.valid = 1; // TODO: apply soft iron cal memcpy(&draw, &point, sizeof(draw)); 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); } glPopMatrix(); } } } } 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() ; } 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 }; 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 }; void visualize_init(void) { GLUquadric *sphere; 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); }