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visualize.c
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visualize.c
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#include "imuread.h"
MagCalibration_t magcal;
Quaternion_t current_orientation;
void apply_calibration(int16_t rawx, int16_t rawy, int16_t rawz, Point_t *out)
{
float x, y, z;
x = ((float)rawx * UT_PER_COUNT) - magcal.V[0];
y = ((float)rawy * UT_PER_COUNT) - magcal.V[1];
z = ((float)rawz * UT_PER_COUNT) - magcal.V[2];
out->x = x * magcal.invW[0][0] + y * magcal.invW[0][1] + z * magcal.invW[0][2];
out->y = x * magcal.invW[1][0] + y * magcal.invW[1][1] + z * magcal.invW[1][2];
out->z = x * magcal.invW[2][0] + y * magcal.invW[2][1] + z * magcal.invW[2][2];
}
static void quad_to_rotation(const Quaternion_t *quat, float *rmatrix)
{
float qw = quat->q0;
float qx = quat->q1;
float qy = quat->q2;
float qz = quat->q3;
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 Point_t *in, Point_t *out, const float *rmatrix)
{
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];
}
static GLuint spherelist;
static GLuint spherelowreslist;
int invert_q0=0;
int invert_q1=0;
int invert_q2=0;
int invert_q3=1;
int invert_x=0;
int invert_y=0;
int invert_z=0;
void display_callback(void)
{
int i;
float xscale, yscale, zscale;
float xoff, yoff, zoff;
float rotation[9];
Point_t point, draw;
Quaternion_t orientation;
quality_reset();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 0, 0); // set current color to red
glLoadIdentity();
#if 0
gluLookAt(0.0, 0.0, 0.8, // eye location
0.0, 0.0, 0.0, // center
0.0, 1.0, 0.0); // up direction
#endif
xscale = 0.05;
yscale = 0.05;
zscale = 0.05;
xoff = 0.0;
yoff = 0.0;
zoff = -7.0;
//if (hard_iron.valid) {
if (1) {
memcpy(&orientation, ¤t_orientation, sizeof(orientation));
// TODO: this almost but doesn't perfectly seems to get the
// real & screen axes in sync....
if (invert_q0) orientation.q0 *= -1.0f;
if (invert_q1) orientation.q1 *= -1.0f;
if (invert_q2) orientation.q2 *= -1.0f;
if (invert_q3) orientation.q3 *= -1.0f;
quad_to_rotation(&orientation, rotation);
//rotation[0] *= -1.0f;
//rotation[1] *= -1.0f;
//rotation[2] *= -1.0f;
//rotation[3] *= -1.0f;
//rotation[4] *= -1.0f;
//rotation[5] *= -1.0f;
//rotation[6] *= -1.0f;
//rotation[7] *= -1.0f;
//rotation[8] *= -1.0f;
for (i=0; i < MAGBUFFSIZE; i++) {
if (magcal.valid[i]) {
apply_calibration(magcal.BpFast[0][i], magcal.BpFast[1][i],
magcal.BpFast[2][i], &point);
//point.x *= -1.0f;
//point.y *= -1.0f;
//point.z *= -1.0f;
quality_update(&point);
rotate(&point, &draw, rotation);
glPushMatrix();
if (invert_x) draw.x *= -1.0f;
if (invert_y) draw.y *= -1.0f;
if (invert_z) draw.z *= -1.0f;
glTranslatef(
draw.x * xscale + xoff,
draw.z * yscale + yoff,
draw.y * zscale + zoff
);
if (draw.y >= 0.0f) {
glCallList(spherelist);
} else {
glCallList(spherelowreslist);
}
glPopMatrix();
}
}
}
#if 0
printf(" quality: %5.1f %5.1f %5.1f %5.1f\n",
quality_surface_gap_error(),
quality_magnitude_variance_error(),
quality_wobble_error(),
quality_spherical_fit_error());
#endif
}
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);
}