133 lines
3.4 KiB
C
133 lines
3.4 KiB
C
#include "imuread.h"
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magdata_t caldata[MAGBUFFSIZE];
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magdata_t hard_iron;
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magdata_t current_position;
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quat_t current_orientation;
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void quad_to_rotation(const quat_t *quat, float *rmatrix)
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{
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float qx = quat->x;
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float qy = quat->y;
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float qz = quat->z;
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float qw = quat->w;
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rmatrix[0] = 1.0f - 2.0f * qy * qy - 2.0f * qz * qz;
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rmatrix[1] = 2.0f * qx * qy - 2.0f * qz * qw;
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rmatrix[2] = 2.0f * qx * qz + 2.0f * qy * qw;
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rmatrix[3] = 2.0f * qx * qy + 2.0f * qz * qw;
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rmatrix[4] = 1.0f - 2.0f * qx * qx - 2.0f * qz * qz;
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rmatrix[5] = 2.0f * qy * qz - 2.0f * qx * qw;
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rmatrix[6] = 2.0f * qx * qz - 2.0f * qy * qw;
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rmatrix[7] = 2.0f * qy * qz + 2.0f * qx * qw;
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rmatrix[8] = 1.0f - 2.0f * qx * qx - 2.0f * qy * qy;
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}
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void rotate(const magdata_t *in, magdata_t *out, const float *rmatrix)
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{
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if (out == NULL) return;
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if (in == NULL || in->valid == 0) {
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out->valid = 0;
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out->x = out->y = out->z = 0;
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return;
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}
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out->x = in->x * rmatrix[0] + in->y * rmatrix[1] + in->z * rmatrix[2];
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out->y = in->x * rmatrix[3] + in->y * rmatrix[4] + in->z * rmatrix[5];
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out->z = in->x * rmatrix[6] + in->y * rmatrix[7] + in->z * rmatrix[8];
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out->valid = 1;
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}
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/*
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typedef struct {
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float x;
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float y;
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float z;
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int valid;
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} magdata_t;
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magdata_t caldata[MAGBUFFSIZE];
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*/
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void display_callback(void)
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{
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int i;
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//float x, y, z;
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float xscale, yscale, zscale;
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float xoff, yoff, zoff;
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float rotation[9];
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magdata_t point, draw;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor3f(1, 0, 0); // set current color to red
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xscale = 0.05;
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yscale = 0.05;
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zscale = 0.05;
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xoff = 0.0;
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yoff = 0.0;
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zoff = -7.0;
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if (hard_iron.valid) {
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quad_to_rotation(¤t_orientation, rotation);
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for (i=0; i < MAGBUFFSIZE; i++) {
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if (caldata[i].valid) {
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point.x = caldata[i].x - hard_iron.x;
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point.y = caldata[i].y - hard_iron.y;
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point.z = caldata[i].z - hard_iron.z;
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point.valid = 1;
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// TODO: apply soft iron cal
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memcpy(&draw, &point, sizeof(draw));
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rotate(&point, &draw, rotation);
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glPushMatrix();
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glTranslatef(
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draw.x * xscale + xoff,
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draw.z * yscale + yoff,
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draw.y * zscale + zoff
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);
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glutSolidSphere(0.08,16,16); // radius, slices, stacks
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glPopMatrix();
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}
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}
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}
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glutSwapBuffers();
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}
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const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
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const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
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const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
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const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat high_shininess[] = { 100.0f };
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void visualize_init(void)
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{
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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//glShadeModel(GL_FLAT);
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//gluOrtho2D(0, 600, 0, 500);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glEnable(GL_LIGHT0);
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//glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_LIGHTING);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
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}
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