Exemplo n.º 1
0
// Look-at code
Matrix lookatMatrix(Vector eye, Vector center, Vector up) {
	Vector f = VectorSub(center, eye);
	Vector fn = VectorNorm(f);
	Vector upn = VectorNorm(up);
	Vector s = VectorCross(fn, upn);
	Vector u = VectorCross(s, fn);
	Matrix lookat = MakeMatrix(
		 s.x, s.y, s.z, 0.0f,
		 u.x, u.y, u.z, 0.0f,
		-f.x, -f.y, -f.z, 0.0f,
		0.0f, 0.0f, 0.0f, 1.0f
	);
	return lookat;
}
Exemplo n.º 2
0
void CCameraFreeFly::vectorsFromAngles()
{
    if (m_phi > 89.0f)
    {
        m_phi = 89.0f;
    }
    else if (m_phi < -89.0f)
    {
        m_phi = -89.0f;
    }

    // Pour éviter un dépassement de valeur ou une perte de précision
    if (m_theta < -180.0f)
    {
        m_theta += 360.0f;
    }
    else if (m_theta > 180.0f)
    {
        m_theta -= 360.0f;
    }

    double r_temp = cos(m_phi * PiOver180);
    m_forward.Z = sin(m_phi * PiOver180);
    m_forward.X = r_temp * cos(m_theta * PiOver180);
    m_forward.Y = r_temp * sin(m_theta * PiOver180);

    m_left = VectorCross(TVector3F(0.0f, 0.0f, 1.0f), m_forward);
    m_left.normalize();

    m_direction = m_position + m_forward;
}
Exemplo n.º 3
0
void CameraControl(CHARACTERid targetid)
{
	FnCamera camera;
	camera.ID(cID);

	FnCharacter actor;
	actor.ID(targetid);

	float targetPos[3];
	actor.GetPosition(targetPos);

	float negativeDistance[3];
	negativeDistance[0] = -distance;
	negativeDistance[1] = 0;
	negativeDistance[2] = 0;

	float* rotation = EulerToQuarternion(0, degToRad(rot_y), degToRad(rot_x));
	float* forwardDir = QuaternionMultiVector(rotation, negativeDistance);

	float camPos[3], GlobalRight[3];
	GlobalRight[0] = 0;
	GlobalRight[1] = 1;
	GlobalRight[2] = 0;


	camPos[0] = targetPos[0] - forwardDir[0];
	camPos[1] = targetPos[1] - forwardDir[1];
	camPos[2] = targetPos[2] - forwardDir[2];

	float* upDir = VectorCross(GlobalRight, forwardDir);

	//camera.Quaternion(rotation[0], rotation[1], rotation[2], rotation[3], GLOBAL);
	camera.SetPosition(camPos);
	camera.SetDirection(forwardDir, upDir);
}
Exemplo n.º 4
0
		/**
		 * Class constructor with initialize parameteres.
		 * @param	face1 is first face.
		 * @param	face2 is second face.
		 */
		Line::Line(Face * face1, Face * face2)
		{
			Vector normalFace1 = face1->getNormal();
			Vector normalFace2 = face2->getNormal();
			direction = VectorCross(normalFace1, normalFace2);

			if (!(direction.Magnitude()<TOL))
			{
				float d1 = -(normalFace1.x*face1->v1->x + normalFace1.y*face1->v1->y + normalFace1.z*face1->v1->z);
				float d2 = -(normalFace2.x*face2->v1->x + normalFace2.y*face2->v1->y + normalFace2.z*face2->v1->z);
				if(fabs(direction.x)>TOL)
				{
					point.x = 0;
					point.y = (d2*normalFace1.z - d1*normalFace2.z)/direction.x;
					point.z = (d1*normalFace2.y - d2*normalFace1.y)/direction.x;
				}
				else if(fabs(direction.y)>TOL)
				{
					point.x = (d1*normalFace2.z - d2*normalFace1.z)/direction.y;
					point.y = 0;
					point.z = (d2*normalFace1.x - d1*normalFace2.x)/direction.y;
				}
				else
				{
					point.x = (d2*normalFace1.y - d1*normalFace2.y)/direction.z;
					point.y = (d1*normalFace2.x - d2*normalFace1.x)/direction.z;
					point.z = 0;
				}
			}
			direction.Normalise();
		}
Exemplo n.º 5
0
void update() {
	// Redraw screen now, please, and call again in 15ms.
	glutPostRedisplay();
	glutTimerFunc(15, updateI, 0);

	
	// Input is win32 only
	HWND window = GetActiveWindow();
	if(window == GetForegroundWindow()) {
		POINT p;
		GetCursorPos(&p);
		ScreenToClient(window, &p);
		glutWarpPointer(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);

		float angleX = (p.x - (WINDOW_WIDTH / 2)) * CAM_ROTSPEED;
		Quaternion rotX = RotationQuaternion(-angleX, MakeVector(0, 1, 0));
		camera.front = TransformVector(RotationMatrixFromQuaternion(rotX), camera.front);

		camera.elevation += (p.y - (WINDOW_HEIGHT / 2)) * CAM_ROTSPEED;
		camera.elevation = max(-0.9f, min(camera.elevation, 0.9f));

		if(GetAsyncKeyState('W') != 0) {
			camera.pos = VectorAdd(camera.pos, VectorMul(camera.front, CAM_MOVESPEED));
		}

		if(GetAsyncKeyState('S') != 0) {
			camera.pos = VectorAdd(camera.pos, VectorMul(camera.front, -CAM_MOVESPEED));
		}

		if(GetAsyncKeyState('E') != 0) {
			camera.pos = VectorAdd(camera.pos, VectorMul(camera.up, CAM_MOVESPEED));
		}

		if(GetAsyncKeyState('Q') != 0) {
			camera.pos = VectorAdd(camera.pos, VectorMul(camera.up, -CAM_MOVESPEED));
		}

		if(GetAsyncKeyState('D') != 0) {
			camera.pos = VectorAdd(camera.pos, VectorMul(VectorCross(camera.front, camera.up), CAM_MOVESPEED));
		}

		if(GetAsyncKeyState('A') != 0) {
			camera.pos = VectorAdd(camera.pos, VectorMul(VectorCross(camera.front, camera.up), -CAM_MOVESPEED));
		}
	}
}
Exemplo n.º 6
0
CVector3 VectorTriangleNormal(CVector3 vTriangle[]) 
{                                                      
    CVector3 vVector1 = VectorSubtract(vTriangle[2], vTriangle[0]);
    CVector3 vVector2 = VectorSubtract(vTriangle[1], vTriangle[0]);
    CVector3 vNormal = VectorCross(vVector1, vVector2);
    vNormal = VectorNormalize(vNormal);                    
    return vNormal;                                    
}
Exemplo n.º 7
0
void VectorNormal(vector_t *out, vector_t *arg1, 
				    vector_t *arg2, vector_t *arg3){
  vector_t v1minusv2;
  vector_t v2minusv3;

  VectorSubtract(&v1minusv2, arg1, arg2);
  VectorSubtract(&v2minusv3, arg2, arg3);
  
  VectorCross(out, &v1minusv2, &v2minusv3);
  VectorNormalize(out);
}
Exemplo n.º 8
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void CameraSetViewPoint(camera_t *cam, float x, float y, float z) {
    cam->view.x = x;
    cam->view.y = y;
    cam->view.z = z;

    /* update the forward pointing vector and the right pointing vector */
    VectorSubtract(&cam->forward, &cam->view, &cam->position);
    VectorNormalize(&cam->forward);
    VectorCross(&cam->right, &cam->forward, &cam->up);
    VectorNormalize(&cam->right);
    return;
}
Exemplo n.º 9
0
void Bullet::moveto(QPoint pos){
	QPoint a = getSpeedVector(), b = pos - getCurPostion();
	double alength = VectorLength(a), blength = VectorLength(b);
	double rad;
	if (VectorCross(a, b) <= 0){
		rad = VectorAngle(a, b) / acos(-1.0) * 180.0;
	}
	else{
		rad = -VectorAngle(a, b) / acos(-1.0) * 180.0;
	}
	a = b * alength / blength;
	setSpeedVector(a);
	lastPos = lastPos + getSpeedVector();
}
Exemplo n.º 10
0
		/**
		 * Method is used to get face normal.
		 * @return	face normal.
		 */
		Vector Face::getNormal()
		{
			Vector p1 = v1->getPosition();
			Vector p2 = v2->getPosition();
			Vector p3 = v3->getPosition();
	
			Vector xy = p2 - p1;
			Vector xz = p3 - p1;

			Vector normal = VectorCross(xy, xz);
			normal.Normalise();
	
			return normal;
		}
Exemplo n.º 11
0
void Bullet::Paint(QPainter * painter, QRect){

	QPoint a(0, -10), b = this->speed;
	double rad;
	if (VectorCross(a, b) <= 0){
		rad = VectorAngle(a, b) / acos(-1.0) * 180.0;
	}
	else{
		rad = -VectorAngle(a, b) / acos(-1.0) * 180.0;
	}

	QPixmap tmpImg = img;
	QTransform transformed;
	transformed.rotate(-rad);
	painter->drawPixmap(getCurPostion() - QPoint(width() / 2, height() / 2), img.transformed(transformed));
}
Exemplo n.º 12
0
Line::Line(Face * face1, Face * face2)
{
	Vector normalFace1 = face1->getNormal();
	Vector normalFace2 = face2->getNormal();
	
	//direction: cross product of the faces normals
	
	direction = VectorCross(normalFace1, normalFace2);

	//double TOL = 0.00001f;
			
	//if direction lenght is not zero (the planes aren't parallel )...
	if (!(direction.Magnitude()<TOL))
	{
		//getting a line point, zero is set to a coordinate whose direction 
		//component isn't zero (line intersecting its origin plan)
		double d1 = -(normalFace1.x*face1->v1->x + normalFace1.y*face1->v1->y + normalFace1.z*face1->v1->z);
		double d2 = -(normalFace2.x*face2->v1->x + normalFace2.y*face2->v1->y + normalFace2.z*face2->v1->z);
		if(fabs(direction.x)>TOL)
		{
			point.x = 0;
			point.y = (d2*normalFace1.z - d1*normalFace2.z)/direction.x;
			point.z = (d1*normalFace2.y - d2*normalFace1.y)/direction.x;
		}
		else if(fabs(direction.y)>TOL)
		{
			point.x = (d1*normalFace2.z - d2*normalFace1.z)/direction.y;
			point.y = 0;
			point.z = (d2*normalFace1.x - d1*normalFace2.x)/direction.y;
		}
		else
		{
			point.x = (d2*normalFace1.y - d1*normalFace2.y)/direction.z;
			point.y = (d1*normalFace2.x - d2*normalFace1.x)/direction.z;
			point.z = 0;
		}
	}
			
	direction.Normalise();
}
Exemplo n.º 13
0
static float * CorrectQuaternionWithAccelerometer(float quat[4])
{
  // Assume that the accelerometer measures ONLY the resistance to gravity
  // (opposite the gravity vector). The direction of rotation that takes the
  // body from predicted to estimated gravity is (-accelerometer x g_b_ x). This
  // is equivalent to (g_b_ x accelerometer). Form a corrective quaternion from
  // this rotation.
  float quat_c[4] = { 1.0, 0.0, 0.0, 0.0 };
  VectorCross(g_b_, AccelerationVector(), &quat_c[1]);
  quat_c[1] *= 0.5 * ACCELEROMETER_CORRECTION_GAIN;
  quat_c[2] *= 0.5 * ACCELEROMETER_CORRECTION_GAIN;
  quat_c[3] *= 0.5 * ACCELEROMETER_CORRECTION_GAIN;

  // Apply the correction to the attitude quaternion.
  float result[4];
  QuaternionMultiply(quat, quat_c, result);
  quat[0] = result[0];
  quat[1] = result[1];
  quat[2] = result[2];
  quat[3] = result[3];

  return quat;
}
Exemplo n.º 14
0
void CCameraFreeFly::anglesFromVectors()
{
    m_forward = (m_direction - m_position).getNormalized();
    m_left = VectorCross(TVector3F(0.0f, 0.0f, 1.0f), m_forward);
    m_left.normalize();
    m_phi = asin(m_forward.Z) / PiOver180;

    if (std::abs(m_forward.X) < std::numeric_limits<float>::epsilon())
    {
        m_theta = 90;
    }
    else
    {
        m_theta = atan(m_forward.Y / m_forward.X) / PiOver180;
    }

    if (m_phi > 89.0f)
    {
        m_phi = 89.0f;
    }
    else if (m_phi < -89.0f)
    {
        m_phi = -89.0f;
    }

    // Pour éviter un dépassement de valeur ou une perte de précision
    if (m_theta < -180.0f)
    {
        m_theta += 360.0f;
    }
    else if (m_theta > 180.0f)
    {
        m_theta -= 360.0f;
    }

    m_direction = m_position + m_forward;
}
Exemplo n.º 15
0
/* define behavior for bots in reposition state */
void AIRepositionEnter(ai_t *brain){
  player_t *enemy;
  vector_t orthog;
  vector_t temp;
  float diff;
 
  brain->prevState = brain->curState;
  brain->curState = AI_REPOSITION;
  brain->timer = 0;
  brain->timeout = AI_REPO_TIMEOUT + R_TIME_MOD*rand();
  PlayerSetAnimation(brain->body, PLAYER_ANIM_RUN);
  PlayerReset(brain->body); 
  VectorClear(&brain->destination);
  
  /* we're currently fighting, we just want to move slightly
   * before attacking again */ 
  if((enemy = AIGetEnemy()) != NULL){
	/* get a vector pointing towards the enemy */
	VectorSubtract(&brain->enemyDir, &enemy->position, &brain->body->position);
	/* get the distance to the enemy */
	brain->enemy_dis = VectorMagnitude(&brain->enemyDir);
	VectorScale(&brain->enemyDir, &brain->enemyDir, 1.0/brain->enemy_dis);
	/* get a vector orthogonal to the direction of the enemy */
	VectorCross(&orthog, &brain->enemyDir, &brain->body->up);
	/* decide if we need to move closer */
	if(brain->enemy_dis > AI_DESIRED_RANGE){
      diff = brain->enemy_dis - AI_DESIRED_RANGE + UNIRAND(6.0);
	  VectorScale(&temp, &brain->enemyDir, diff);
	  VectorAdd(&brain->destination, &temp, &brain->body->position);
	}
	/* now move sideways some */
	diff = AI_MOVE_SIZE + UNIRAND(6.0);
	VectorScale(&temp, &orthog, 0.2*SIGN(UNIRAND(1.0))*diff);
	VectorAdd(&brain->destination, &brain->destination, &temp);
  }
}
Exemplo n.º 16
0
void CBaseModel::AdjustScaleAndComputeNormalsToVerts()
{
	if (m_Verts.empty())
		return;
	m_NormalsToVerts.resize(m_Verts.size(), CPoint3D(0, 0, 0));
	CPoint3D center(0, 0, 0);
	double sumArea(0);
	CPoint3D sumNormal(0, 0, 0);
	double deta(0);
	for (int i = 0; i < (int)m_Faces.size(); ++i)
	{
		CPoint3D normal = VectorCross(Vert(Face(i)[0]),
			Vert(Face(i)[1]),
			Vert(Face(i)[2]));
		double area = normal.Len();
		CPoint3D gravity3 = Vert(Face(i)[0]) +	Vert(Face(i)[1]) + Vert(Face(i)[2]);
		center += area * gravity3;
		sumArea += area;
		sumNormal += normal;
		deta += gravity3 ^ normal;
		normal.x /= area;
		normal.y /= area;
		normal.z /= area;
		for (int j = 0; j < 3; ++j)
		{
			m_NormalsToVerts[Face(i)[j]] += normal;
		}
	}
	center /= sumArea * 3;
    fprintf(stderr,"center %lf %lf %lf\n" , center.x , center.y , center.z );
	deta -= 3 * (center ^ sumNormal);
	if (true)//deta > 0)
	{
		for (int i = 0; i < GetNumOfVerts(); ++i)
		{
			if (fabs(m_NormalsToVerts[i].x)
				+ fabs(m_NormalsToVerts[i].y)
				+ fabs(m_NormalsToVerts[i].z) >= FLT_EPSILON)
			{					
				m_NormalsToVerts[i].Normalize();
			}
		}
	}
	else
	{
		for (int i = 0; i < GetNumOfFaces(); ++i)
		{
			int temp = m_Faces[i][0];
			m_Faces[i][0] = m_Faces[i][1];
			m_Faces[i][1] = temp;
		}
		for (int i = 0; i < GetNumOfVerts(); ++i)
		{
			if (fabs(m_NormalsToVerts[i].x)
				+ fabs(m_NormalsToVerts[i].y)
				+ fabs(m_NormalsToVerts[i].z) >= FLT_EPSILON)
			{					
				double len = m_NormalsToVerts[i].Len();
				m_NormalsToVerts[i].x /= -len;
				m_NormalsToVerts[i].y /= -len;
				m_NormalsToVerts[i].z /= -len;
			}
		}
	}

	CPoint3D ptUp(m_Verts[0]);
	CPoint3D ptDown(m_Verts[0]);
	for (int i = 1; i < GetNumOfVerts(); ++i)
	{
		if (m_Verts[i].x > ptUp.x)
			ptUp.x = m_Verts[i].x;
		else if (m_Verts[i].x < ptDown.x)
			ptDown.x = m_Verts[i].x;
		if (m_Verts[i].y > ptUp.y)
			ptUp.y = m_Verts[i].y;
		else if (m_Verts[i].y < ptDown.y)
			ptDown.y = m_Verts[i].y;
		if (m_Verts[i].z > ptUp.z)
			ptUp.z = m_Verts[i].z;
		else if (m_Verts[i].z < ptDown.z)
			ptDown.z = m_Verts[i].z;
	}	

	double maxEdgeLenOfBoundingBox = -1;
	if (ptUp.x - ptDown.x > maxEdgeLenOfBoundingBox)
		maxEdgeLenOfBoundingBox = ptUp.x - ptDown.x;
	if (ptUp.y - ptDown.y > maxEdgeLenOfBoundingBox)
		maxEdgeLenOfBoundingBox = ptUp.y - ptDown.y;
	if (ptUp.z - ptDown.z > maxEdgeLenOfBoundingBox)
		maxEdgeLenOfBoundingBox = ptUp.z - ptDown.z;
	m_scale = 2.0 / maxEdgeLenOfBoundingBox;
	m_center = center;
	m_ptUp = ptUp;
	m_ptDown = ptDown;

	m_ptUp = (m_ptUp - center) * m_scale;
	m_ptDown = (m_ptUp - m_ptDown) * m_scale;
	//for (int i = 0; i < (int)m_Verts.size(); ++i)
	//{
	//	m_Verts[i] = (m_Verts[i] - center) * m_scale;
	//}

	m_scale = 1;
	m_center = CPoint3D(0, 0, 0);
}
Exemplo n.º 17
0
void helicalTurnCntrl(void)
{
	union longww accum;
	int16_t pitchAdjustAngleOfAttack;
	int16_t rollErrorVector[3];
	int16_t rtlkick;
	int16_t desiredPitch;
	int16_t steeringInput;
	int16_t desiredTiltVector[3];
	int16_t desiredRotationRateGyro[3];
	uint16_t airSpeed;
	union longww desiredTilt;
	int16_t desiredPitchVector[2];
	int16_t desiredPerpendicularPitchVector[2];
	int16_t actualPitchVector[2];
	int16_t pitchDot;
	int16_t pitchCross;
	int16_t pitchError;
	int16_t pitchEarthBodyProjection[2];
	int16_t angleOfAttack;
#ifdef TestGains
	state_flags._.GPS_steering = 0;   // turn off navigation
	state_flags._.pitch_feedback = 1; // turn on stabilization
	airSpeed = 981; // for testing purposes, an airspeed is needed
#else
	airSpeed = air_speed_3DIMU;
	if (airSpeed < TURN_CALC_MINIMUM_AIRSPEED) airSpeed = TURN_CALC_MINIMUM_AIRSPEED;
#endif

	// determine the desired turn rate as the sum of navigation and fly by wire.
	// this allows the pilot to override navigation if needed.
	steeringInput = 0 ; // just in case no airframe type is specified or radio is off
	if (udb_flags._.radio_on == 1)
	{
#if ( (AIRFRAME_TYPE == AIRFRAME_STANDARD) || (AIRFRAME_TYPE == AIRFRAME_GLIDER) )
		if (AILERON_INPUT_CHANNEL != CHANNEL_UNUSED)  // compiler is smart about this
		{
			steeringInput = udb_pwIn[ AILERON_INPUT_CHANNEL ] - udb_pwTrim[ AILERON_INPUT_CHANNEL ];
			steeringInput = REVERSE_IF_NEEDED(AILERON_CHANNEL_REVERSED, steeringInput);
		}
		else if (RUDDER_INPUT_CHANNEL != CHANNEL_UNUSED)
		{
			steeringInput = udb_pwIn[ RUDDER_INPUT_CHANNEL ] - udb_pwTrim[ RUDDER_INPUT_CHANNEL ];
			steeringInput = REVERSE_IF_NEEDED(RUDDER_CHANNEL_REVERSED, steeringInput);
		}
		else
		{
			steeringInput = 0;
		}
#endif // AIRFRAME_STANDARD

#if (AIRFRAME_TYPE == AIRFRAME_VTAIL)
		// use aileron channel if it is available, otherwise use rudder
		if (AILERON_INPUT_CHANNEL != CHANNEL_UNUSED)  // compiler is smart about this
		{
			steeringInput = udb_pwIn[AILERON_INPUT_CHANNEL] - udb_pwTrim[AILERON_INPUT_CHANNEL];
			steeringInput = REVERSE_IF_NEEDED(AILERON_CHANNEL_REVERSED, steeringInput);
		}
		else if (RUDDER_INPUT_CHANNEL != CHANNEL_UNUSED)
		{
			// unmix the Vtail
			int16_t rudderInput  = REVERSE_IF_NEEDED(RUDDER_CHANNEL_REVERSED, (udb_pwIn[ RUDDER_INPUT_CHANNEL] - udb_pwTrim[RUDDER_INPUT_CHANNEL]));
			int16_t elevatorInput = REVERSE_IF_NEEDED(ELEVATOR_CHANNEL_REVERSED, (udb_pwIn[ ELEVATOR_INPUT_CHANNEL] - udb_pwTrim[ELEVATOR_INPUT_CHANNEL]));
			steeringInput = (-rudderInput + elevatorInput);
		}
		else
		{
			steeringInput = 0;
		}
#endif // AIRFRAME_VTAIL

#if (AIRFRAME_TYPE == AIRFRAME_DELTA)
		// delta wing must have an aileron input, so use that
		// unmix the elevons
		int16_t aileronInput  = REVERSE_IF_NEEDED(AILERON_CHANNEL_REVERSED, (udb_pwIn[AILERON_INPUT_CHANNEL] - udb_pwTrim[AILERON_INPUT_CHANNEL]));
		int16_t elevatorInput = REVERSE_IF_NEEDED(ELEVATOR_CHANNEL_REVERSED, (udb_pwIn[ELEVATOR_INPUT_CHANNEL] - udb_pwTrim[ELEVATOR_INPUT_CHANNEL]));
		steeringInput = REVERSE_IF_NEEDED(ELEVON_VTAIL_SURFACES_REVERSED, ((elevatorInput - aileronInput)));
#endif // AIRFRAME_DELTA
	}

	if (steeringInput > MAX_INPUT) steeringInput = MAX_INPUT;
	if (steeringInput < - MAX_INPUT) steeringInput = - MAX_INPUT;

	// note that total steering is the sum of pilot input and waypoint navigation,
	// so that the pilot always has some say in the matter

	accum.WW = __builtin_mulsu(steeringInput, turngainfbw) /(2*MAX_INPUT);

	if ((settings._.AileronNavigation || settings._.RudderNavigation) && state_flags._.GPS_steering)
	{
		accum.WW +=(int32_t) navigate_determine_deflection('t');
	}

	if (accum.WW >(int32_t) 2*(int32_t) RMAX - 1) accum.WW =(int32_t) 2*(int32_t) RMAX - 1;
	if (accum.WW <  -(int32_t) 2*(int32_t) RMAX + 1) accum.WW = -(int32_t) 2*(int32_t) RMAX + 1;

	desiredTurnRateRadians = accum._.W0;

	// compute the desired tilt from desired turn rate and air speed
	// range for acceleration is plus minus 4 times gravity
	// range for turning rate is plus minus 4 radians per second

	// desiredTilt is the ratio(-rmat[6]/rmat[8]), times RMAX/2 required for the turn
	// desiredTilt = desiredTurnRate * airSpeed / gravity
	// desiredTilt = RMAX/2*"real desired tilt"
	// desiredTurnRate = RMAX/2*"real desired turn rate", desired turn rate in radians per second
	// airSpeed is air speed centimeters per second
	// gravity is 981 centimeters per second per second 

	desiredTilt.WW = - __builtin_mulsu(desiredTurnRateRadians, airSpeed);
	desiredTilt.WW /= GRAVITYCMSECSEC;

	// limit the lateral acceleration to +- 4 times gravity, total wing loading approximately 4.12 times gravity

	if (desiredTilt.WW > (int32_t)2 * (int32_t)RMAX - 1)
	{
		desiredTilt.WW = (int32_t)2 * (int32_t)RMAX - 1;
		accum.WW = __builtin_mulsu(-desiredTilt._.W0, GRAVITYCMSECSEC);
		accum.WW /= airSpeed;
		desiredTurnRateRadians = accum._.W0;
	}
	else if (desiredTilt.WW < -(int32_t)2 * (int32_t)RMAX + 1)
	{
		desiredTilt.WW = -(int32_t)2 * (int32_t)RMAX + 1;
		accum.WW = __builtin_mulsu(-desiredTilt._.W0, GRAVITYCMSECSEC);
		accum.WW /= airSpeed;
		desiredTurnRateRadians = accum._.W0;
	}

	// Compute the amount of lift needed to perform the desired turn
	// Tests show that the best estimate of lift is obtained using
	// actual values of rmat[6] and rmat[8], and the commanded value of their ratio
	estimatedLift = wingLift(rmat[6], rmat[8], desiredTilt._.W0);

	// compute angle of attack and elevator trim based on relative wing loading.
	// relative wing loading is the ratio of wing loading divided by the stall wing loading, as a function of air speed
	// both angle of attack and trim are computed by a linear approximation as a function of relative loading:
	// y = (2m)*(x/2) + b, y is either angle of attack or elevator trim.
	// x is relative wing loading. (x/2 is computed instead of x)
	// 2m and b are determined from values of angle of attack and trim at stall speed, normal and inverted.
	// b =  (y_normal + y_inverted) / 2.
	// 2m = (y_normal - y_inverted).

	// If airspeed is greater than stall speed, compute angle of attack and elevator trim,
	// otherwise set AoA and trim to zero.

	if (air_speed_3DIMU > STALL_SPEED_CM_SEC)
	{
		// compute "x/2", the relative wing loading
		relativeLoading = relativeWingLoading(estimatedLift, air_speed_3DIMU);

		// multiply x/2 by 2m for angle of attack
		accum.WW = __builtin_mulss(AOA_SLOPE, relativeLoading);
		// add mx to b
		angleOfAttack = AOA_OFFSET + accum._.W1;

		// project angle of attack into the earth frame
		accum.WW =(__builtin_mulss(angleOfAttack, rmat[8])) << 2;
		pitchAdjustAngleOfAttack = accum._.W1;

		// similarly, compute elevator trim
		accum.WW = __builtin_mulss(ELEVATOR_TRIM_SLOPE, relativeLoading);
		elevatorLoadingTrim = ELEVATOR_TRIM_OFFSET + accum._.W1;
	}
	else
	{
		angleOfAttack = 0;
		pitchAdjustAngleOfAttack = 0;
		elevatorLoadingTrim = 0;
	}
//	SetAofA(angleOfAttack); // removed by helicalTurns

	// convert desired turn rate from radians/second to gyro units

	accum.WW = (((int32_t)desiredTurnRateRadians) << 4);  // desired turn rate in radians times 16 to provide resolution for the divide to follow
	accum.WW = accum.WW / RADSTOGYRO; // at this point accum._.W0 has 2 times the required gyro signal for the turn.

	// compute desired rotation rate vector in body frame, scaling is same as gyro signal

	VectorScale(3, desiredRotationRateGyro, &rmat[6], accum._.W0); // this operation has side effect of dividing by 2

	// compute desired rotation rate vector in body frame, scaling is in RMAX/2*radians/sec

	VectorScale(3, desiredRotationRateRadians, &rmat[6], desiredTurnRateRadians); // this produces half of what we want
	VectorAdd(3, desiredRotationRateRadians, desiredRotationRateRadians, desiredRotationRateRadians); // double

	// incorporate roll into desired tilt vector

	desiredTiltVector[0] = desiredTilt._.W0;
	desiredTiltVector[1] =  0;
	desiredTiltVector[2] = RMAX/2; // the divide by 2 is to account for the RMAX/2 scaling in both tilt and rotation rate
	vector3_normalize(desiredTiltVector, desiredTiltVector); // make sure tilt vector has magnitude RMAX

	// incorporate pitch into desired tilt vector
	// compute return to launch pitch down kick for unpowered RTL
	if (!udb_flags._.radio_on && state_flags._.GPS_steering)
	{
		rtlkick = RTLKICK;
	}
	else
	{
		rtlkick = 0;
	}

	// Compute Matt's glider pitch adjustment
#if (GLIDE_AIRSPEED_CONTROL == 1)
	fractional aspd_pitch_adj = gliding_airspeed_pitch_adjust();
#endif

	// Compute total desired pitch
#if (GLIDE_AIRSPEED_CONTROL == 1)
	desiredPitch = - rtlkick + aspd_pitch_adj + pitchAltitudeAdjust;
#else
	desiredPitch = - rtlkick + pitchAltitudeAdjust;
#endif

	// Adjustment for inverted flight
	if (!canStabilizeInverted() || !desired_behavior._.inverted)
	{
		// normal flight
		desiredTiltVector[1] =  - desiredPitch - pitchAdjustAngleOfAttack;
	}
	else
	{
		// inverted flight
		desiredTiltVector[0] = - desiredTiltVector[0];
		desiredTiltVector[1] = - desiredPitch - pitchAdjustAngleOfAttack - INVNPITCH; // only one of the adjustments is not zero
		desiredTiltVector[2] = - desiredTiltVector[2];
	}

	vector3_normalize(desiredTiltVector, desiredTiltVector); // make sure tilt vector has magnitude RMAX

	// compute roll error

	VectorCross(rollErrorVector, &rmat[6], desiredTiltVector); // compute tilt orientation error
	if (VectorDotProduct(3, &rmat[6], desiredTiltVector) < 0) // more than 90 degree error
	{
		vector3_normalize(rollErrorVector, rollErrorVector); // for more than 90 degrees, make the tilt error vector parallel to desired axis, with magnitude RMAX
	}
	
	tiltError[1] = rollErrorVector[1];

	// compute pitch error

	// start by computing the projection of earth frame pitch error to body frame

	pitchEarthBodyProjection[0] = rmat[6];
	pitchEarthBodyProjection[1] = rmat[8];

	// normalize the projection vector and compute the cosine of the actual pitch as a side effect 

	actualPitchVector[1] =(int16_t) vector2_normalize(pitchEarthBodyProjection, pitchEarthBodyProjection);

	// complete the actual pitch vector

	actualPitchVector[0] = rmat[7];

	// compute the desired pitch vector

	desiredPitchVector[0] = - desiredPitch;
	desiredPitchVector[1] = RMAX;
	vector2_normalize(desiredPitchVector, desiredPitchVector);

	// rotate desired pitch vector by 90 degrees to be able to compute cross product using VectorDot

	desiredPerpendicularPitchVector[0] = desiredPitchVector[1];
	desiredPerpendicularPitchVector[1] = - desiredPitchVector[0];

	// compute pitchDot, the dot product of actual and desired pitch vector
	// (the 2* that appears in several of the following expressions is a result of the Q2.14 format)

	pitchDot = 2*VectorDotProduct(2, actualPitchVector, desiredPitchVector);

	// compute pitchCross, the cross product of the actual and desired pitch vector

	pitchCross = 2*VectorDotProduct(2, actualPitchVector, desiredPerpendicularPitchVector);

	if (pitchDot > 0)
	{
		pitchError = pitchCross;
	}
	else
	{
		if (pitchCross > 0)
		{
			pitchError = RMAX;
		}
		else
		{
			pitchError = - RMAX;
		}
	}

	// multiply the normalized rmat[6], rmat[8] vector by the pitch error
	VectorScale(2, pitchEarthBodyProjection, pitchEarthBodyProjection, pitchError);
	tiltError[0] =   2*pitchEarthBodyProjection[1];
	tiltError[2] = - 2*pitchEarthBodyProjection[0];

	// compute the rotation rate error vector
	VectorSubtract(3, rotationRateError, omegaAccum, desiredRotationRateGyro);
}