Code Search for Developers
 
 
  

exquat.c from Allegro game programming library at Krugle


Show exquat.c syntax highlighted

/*
 *    Example program for the Allegro library, by Jason Wilkins.
 *
 *    A Comparison Between Euler Angles and Quaternions.
 *
 *    Euler angles are convenient for storing and creating 3D orientations.
 *    However, this program demonstrates that they are not good when
 *    interpolating between two different orientations. The problem is
 *    solved by using Allegro's quaternion operations.
 *
 *    In this program, two cubes are rotated between random orientations.
 *    Notice that although they are have the same beginning and ending
 *    orientations, they do not follow the same path between orientations.
 *
 *    One cube is being rotated by directly incrementing or decrementing
 *    the Euler angles from the starting point to the ending point.
 *    This is an intuitive notion, but it is incorrect because it does not
 *    cause the object to turn around a single unchanging axis of rotation.
 *    The axis of rotation wobbles resulting in the object spinning in
 *    strange ways. The object will eventually end up in the orientation
 *    that the user intended, but it gets there in a way that is unattractive.
 *    Imagine if this method was used to update the position of a camera in a
 *    game! Sometimes it would swing wildly and disorient the player.
 *
 *    The other cube is animated using quaternions. This results in a much
 *    more pleasing animation because the cube turns around a single axis
 *    of rotation.
 */


#include <stdlib.h>
#include <time.h>

#include "allegro.h"



/* the number of steps to get from the starting to the ending orientation */
#define NUM_STEPS    200



/* this structure holds an orientation expressed as Euler angles. Each number
 * represents a rotation about the x, y, and z axis. In the case of Allegro
 * there are 256 degrees to a al_draw_circle.  Yaw, pitch, and roll correspond to
 * x, y, and z 
 */
typedef struct EULER 
{
   float x, y, z;
} EULER;



/* matrix to transform world coordinates into normalized eye coordinates */
AL_MATRIX_F camera;
AL_MATRIX_F rotation;



/* the parts of the al_screen that display the demo boxes */
AL_BITMAP *euler_screen;
AL_BITMAP *quat_screen;



/* these are backbuffers, drawing is done here before updating the al_screen */
AL_BITMAP *euler_buffer;
AL_BITMAP *quat_buffer;



/* In these identifiers, 'from' refers to the starting orientation, 'to'
 * refers to the ending orientation and 'in' refers to the interpolated
 * orientation. 'q' refers to quaternion, 'e' refers to Euler
 */
AL_MATRIX_F q_from_matrix;
AL_MATRIX_F q_to_matrix;
AL_MATRIX_F q_in_matrix;

AL_MATRIX_F e_from_matrix;
AL_MATRIX_F e_to_matrix;
AL_MATRIX_F e_in_matrix;

AL_QUAT q_to;
AL_QUAT q_in;
AL_QUAT q_from;

EULER e_from;
EULER e_to;
EULER e_in;



/* Here is defined a 2x2x2 cube centered about the origin, and
 * an arrow pointing straight up. They are wireframe objects
 * so only the points and edges are specified.
 *
 * It should be noted that the world coordinate system in this
 * program is oriented like it is in most math books. X and Y
 * are oriented like a floor and Z refers to the height above
 * that floor.
 *
 * N - North
 * S - South
 * W - West
 * E - East
 * U - Up
 * D - Down
 */

float box_points[8][3] =
{
   /* X,    Y,    Z   */
   { -1.0, -1.0, -1.0 },   /* NWD */
   { -1.0, -1.0,  1.0 },   /* NWU */
   { -1.0,  1.0, -1.0 },   /* NED */
   { -1.0,  1.0,  1.0 },   /* NEU */
   {  1.0, -1.0, -1.0 },   /* SWD */
   {  1.0, -1.0,  1.0 },   /* SWU */
   {  1.0,  1.0, -1.0 },   /* SED */
   {  1.0,  1.0,  1.0 },   /* SEU */
};



int box_edges[12][2] =
{
   /* from, to */
   { 0, 2 },               /* bottom */
   { 2, 6 },
   { 6, 4 },
   { 4, 0 },
   { 1, 3 },               /* top */
   { 3, 7 },
   { 7, 5 },
   { 5, 1 },
   { 0, 1 },               /* sides */
   { 2, 3 },
   { 4, 5 },
   { 6, 7 }
};



float arrow_points[4][3] =
{
   /* X,    Y,    Z  */
   { 0.0,  0.0,  0.0 },    /* tail of the arrow, at the origin */
   { 0.0,  0.0,  2.0 },    /* tip of the arrow head */
   { 0.0,  0.25, 1.5 },    /* eastern part of the head */
   { 0.0, -0.25, 1.5 }     /* western part of the head */
};



int arrow_edges[3][2] =
{
   /* from, to */
   { 0, 1 },
   { 1, 2 },
   { 1, 3 }
};



/* Each demo box has associated with it two paths (stored as wireframe
 * objects). These are used to store a history of the orientation of their
 * interpolated axis. These sets of points are used to draw ribbons that
 * show how an object rotated from one orientation to another.
 */
float e_path_points_1[NUM_STEPS+1][3];
float e_path_points_2[NUM_STEPS+1][3];
float q_path_points_1[NUM_STEPS+1][3];
float q_path_points_2[NUM_STEPS+1][3];



/* these arrays are shared by both ribbons */
float tmp_points[NUM_STEPS+1][3];
int path_edges[NUM_STEPS][2];



/* draw an object defined as a set of points and edges */
void render_wireframe_object(AL_MATRIX_F *m, AL_BITMAP *b, float p[][3], float t[][3], int e[][2], int np, int ne, int c)
{
   int index, from, to;

   /* transform the points and store them in a buffer */
   for (index=0; index<np; index++) {
      al_apply_matrix_f(m, p[index][0], p[index][1], p[index][2],
		     &(t[index][0]), &(t[index][1]), &(t[index][2]));

      al_persp_project_f(t[index][0], t[index][1], t[index][2],
		      &(t[index][0]), &(t[index][1]));
   }

   /* draw the edges */
   for (index=0; index<ne; index++) {
      from = e[index][0];
      to = e[index][1];

      al_draw_line(b, (int)(t[from][0]), (int)(t[from][1]), (int)(t[to][0]), (int)(t[to][1]), c);
   }
}



/* draws a set of objects that demonstrate whats going on. It consists
 * of a cube, an arrow showing the 'to' orientation, an another arrow 
 * showing the 'from' orientation, and another arrow showing the
 * interpolated orientation.
 */
void render_demo_box(AL_BITMAP *b, AL_MATRIX_F *from, AL_MATRIX_F *in, AL_MATRIX_F *to, int col1, int col2, int col3)
{
   float tmp_points[8][3];

   render_wireframe_object(in, b, box_points, tmp_points, box_edges, 8, 12, col1);
   render_wireframe_object(from, b, arrow_points, tmp_points, arrow_edges, 4, 3, col3);
   render_wireframe_object(to, b, arrow_points, tmp_points, arrow_edges, 4, 3, col3);
   render_wireframe_object(in, b, arrow_points, tmp_points, arrow_edges, 4, 3, col2);
}



/* Just interpolate linearly yaw, pitch, and roll. Doing this _correctly_
 * (I.E get the same results as al_quat_interpolate) would require one to use
 * linear integration, a subject that is in the last 100 pages of my 1500
 * page Calculus book. This function is an example of what you should NOT
 * do, as in some cases it will cause the orientation to swing wildly about.
 * The path could be anything from nearly correct, a spiral, or a curly Q.
 * The simple solution is to use quaternion interpolation, which always
 * results in a simple circular path.
 */
void euler_interpolate(EULER * from, EULER * to, float t, EULER * out)
{
   float delta;

   delta = (to->x-from->x) * t;
   out->x = from->x+delta;

   delta = (to->y-from->y) * t;
   out->y = from->y+delta;

   delta = (to->z-from->z) * t;
   out->z = from->z+delta;
}



int main()
{
   int index;

   allegro_init();
   al_install_keyboard();
   if (al_set_gfx_mode(AL_GFX_SAFE, 640, 480, 0, 0) != 0) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Unable to set any graphic mode\n%s\n", al_error);
      return 1;
   }
   al_set_palette(al_desktop_palette);
   al_clear_to_color(al_screen, al_palette_color[0]);
   al_text_mode(-1);

   /* Each back-buffer is one quarter the size of the al_screen
    */
   euler_buffer = al_create_bitmap(320, 240);
   quat_buffer = al_create_bitmap(320, 240);

   if ((!euler_buffer) || (!quat_buffer)) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Error creating bitmaps\n");
      return 1;
   }

   al_set_palette(al_desktop_palette);

   /* setup the viewport for rendering into the back-buffers */
   al_set_projection_viewport(0, 0, 320, 240);

   /* print out something helpful for the user */
   al_put_text(al_screen, al_font_8x8, "SPACE - next interpolation", 184, 24, al_palette_color[15]);
   al_put_text(al_screen, al_font_8x8, "    R - repeat last interpolation", 184, 40, al_palette_color[15]);
   al_put_text(al_screen, al_font_8x8, "  ESC - quit", 184, 56, al_palette_color[15]);

   al_put_text(al_screen, al_font_8x8, "Interpolating Euler Angles", 56, 110, al_palette_color[15]);
   al_put_text(al_screen, al_font_8x8, "Interpolating Quaternions", 380, 110, al_palette_color[15]);

   al_put_text(al_screen, al_font_8x8, "Incorrect!", 120, 360, al_palette_color[15]);
   al_put_text(al_screen, al_font_8x8, "Correct!", 448, 360, al_palette_color[15]);

   /* initialize the path edges. This structure is used by both the Euler
    * path and the quaternion path. It connects all the points end to end
    */
   for (index=0; index<(NUM_STEPS-1); index++) {
      path_edges[index][0] = index;
      path_edges[index][1] = index + 1;
   }

   /* initialize the first destination orientation */
   srand(time(NULL));

   e_to.x = (float)(rand() % 256);
   e_to.y = (float)(rand() % 256);
   e_to.z = (float)(rand() % 256);

   /* the camera is backed away from the origin and turned to face it */
   al_get_camera_matrix_f(&camera, 5, 0, 0, -1, 0, 0, 0, 0, 1, 46, 1);

   /* this is a 'for'ever loop */
   for (;;) {
      float t;

      for (index=0; index<(NUM_STEPS+1); index++) {
	 t = index * (1.0 / NUM_STEPS);

	 /* the first part shows how to animate the cube incorrectly
	  * using Euler angles
	  */

	 /* create the matrix for the starting orientation */
	 al_get_rotation_matrix_f(&rotation, e_from.x, e_from.y, e_from.z);
	 al_matrix_mul_f(&rotation, &camera, &e_from_matrix);

	 /* create the matrix for the ending orientation */
	 al_get_rotation_matrix_f(&rotation, e_to.x, e_to.y, e_to.z);
	 al_matrix_mul_f(&rotation, &camera, &e_to_matrix);

	 /* use the incorrect method to interpolate between them */
	 euler_interpolate(&e_from, &e_to, t, &e_in);
	 al_get_rotation_matrix_f(&rotation, e_in.x, e_in.y, e_in.z);
	 al_matrix_mul_f(&rotation, &camera, &e_in_matrix);

	 /* update the lines that make up the Euler orientation path */
	 al_apply_matrix_f(&rotation, 0, 0, 1.5,
			&(e_path_points_1[index][0]),
			&(e_path_points_1[index][1]),
			&(e_path_points_1[index][2]));

	 al_apply_matrix_f(&rotation, 0, 0, 2.0,
			&(e_path_points_2[index][0]),
			&(e_path_points_2[index][1]),
			&(e_path_points_2[index][2]));

	 /* render the results to the Euler sub-bitmap */
	 al_clear_to_color(euler_buffer, al_palette_color[0]);
	 render_demo_box(euler_buffer, &e_from_matrix, &e_in_matrix, &e_to_matrix,
			 al_palette_color[15], al_palette_color[1], al_palette_color[4]);

	 render_wireframe_object(&camera, euler_buffer, e_path_points_1,
				 tmp_points, path_edges, index+1, index,
				 al_palette_color[5]);

	 render_wireframe_object(&camera, euler_buffer, e_path_points_2,
				 tmp_points, path_edges, index+1, index,
				 al_palette_color[5]);

	 /* here is how to animate the cube correctly using quaternions */

	 /* create a matrix for the starting orientation. This time
	  * we create it using quaternions.  This is to demonstrate
	  * that the quaternion gotten with al_get_rotation_quat will
	  * generate the save matrix as that gotten by al_get_rotation_matrix
	  */
	 al_get_rotation_quat(&q_from, e_from.x, e_from.y, e_from.z);
	 al_quat_to_matrix(&q_from, &rotation);
	 al_matrix_mul_f(&rotation, &camera, &q_from_matrix);

	 /* this is the same as above, but for the ending orientation */
	 al_get_rotation_quat(&q_to, e_to.x, e_to.y, e_to.z);
	 al_quat_to_matrix(&q_to, &rotation);
	 al_matrix_mul_f(&rotation, &camera, &q_to_matrix);

	 /* al_quat_interpolate is the proper way to interpolate between two
	  * orientations. 
	  */
	 al_quat_interpolate(&q_from, &q_to, t, &q_in);
	 al_quat_to_matrix(&q_in, &rotation);
	 al_matrix_mul_f(&rotation, &camera, &q_in_matrix);

	 /* update the lines that make up the quaternion orientation path */
	 al_apply_matrix_f(&rotation, 0, 0, 1.5,
			&(q_path_points_1[index][0]),
			&(q_path_points_1[index][1]),
			&(q_path_points_1[index][2]));

	 al_apply_matrix_f(&rotation, 0, 0, 2.0,
			&(q_path_points_2[index][0]),
			&(q_path_points_2[index][1]),
			&(q_path_points_2[index][2]));

	 /* render the results to the quaternion sub-bitmap */
	 al_clear_to_color(quat_buffer, al_palette_color[0]);

	 render_demo_box(quat_buffer, &q_from_matrix, &q_in_matrix, &q_to_matrix,
	 		 al_palette_color[15], al_palette_color[1], al_palette_color[4]);

	 render_wireframe_object(&camera, quat_buffer, q_path_points_1,
				 tmp_points, path_edges, index+1, index,
				 al_palette_color[5]);

	 render_wireframe_object(&camera, quat_buffer, q_path_points_2,
				 tmp_points, path_edges, index+1, index,
				 al_palette_color[5]);

	 /* update the al_screen */
	 al_vsync();

         al_acquire_bitmap(al_screen);
	 al_blit(euler_buffer, al_screen, 0, 0, 0,   120, 320, 240);
	 al_blit(quat_buffer,  al_screen, 0, 0, 320, 120, 320, 240);
         al_release_bitmap(al_screen);
      }

      /* handle user input */
      for (;;) {
	 int input = al_read_key() >> 8;

	 if (input == AL_KEY_R) {
	    /* skip updating the EULER angles so that the last interpolation
	     * will repeat
	     */
	    break;
	 }
	 else if (input == AL_KEY_SPACE) {
	    /* make the last ending orientation the starting orientation and
	     * generate a random new ending orientation
	     */
	    e_from = e_to;

	    e_to.x = (float)(rand() % 256);
	    e_to.y = (float)(rand() % 256);
	    e_to.z = (float)(rand() % 256);

	    break;
	 }
	 else if (input == AL_KEY_ESC) {
	    /* quit the program */
	    al_destroy_bitmap(euler_buffer);
	    al_destroy_bitmap(quat_buffer);
	    return 0;
	 }
      }
   }
}

AL_END_OF_MAIN();




See more files for this project here

Allegro game programming library

Allegro is a cross-platform library intended for use in computer games and other types of multimedia programming.

Project homepage: http://sourceforge.net/projects/alleg
Programming language(s): Assembly,C,Shell Script
License: other

  allegro.pcx
  ex12bit.c
  ex3buf.c
  ex3d.c
  exaccel.c
  exalpha.c
  example.dat
  example.h
  examples.txt
  exbitmap.c
  exblend.c
  excamera.c
  excolmap.c
  excustom.c
  exdata.c
  exdbuf.c
  exdodgy.c
  exexedat.c
  exfixed.c
  exflame.c
  exflip.c
  exgui.c
  exhello.c
  exjoy.c
  exkeys.c
  exlights.c
  exmem.c
  exmidi.c
  exmouse.c
  expal.c
  expat.c
  exquat.c
  exrgbhsv.c
  exsample.c
  exscale.c
  exscn3d.c
  exscroll.c
  exshade.c
  exspline.c
  exsprite.c
  exstars.c
  exstream.c
  exswitch.c
  extimer.c
  extrans.c
  extruec.c
  exunicod.c
  exupdate.c
  exxfade.c
  exzbuf.c
  mysha.pcx
  planet.pcx
  running.dat
  running.h
  unifont.dat