#include <tango-gl/conversions.h>
#include <tango-gl/gesture_camera.h>
#include <tango-gl/util.h>
#include <rtabmap/utilite/ULogger.h>
#include <rtabmap/utilite/UStl.h>
#include <rtabmap/utilite/UTimer.h>
#include <rtabmap/core/util3d_filtering.h>
#include <rtabmap/core/util3d_transforms.h>
#include <rtabmap/core/util3d_surface.h>
#include <pcl/common/transforms.h>
#include <pcl/common/common.h>
#include <glm/gtx/transform.hpp>
#include "scene.h"
#include "util.h"
Go to the source code of this file.
Functions | |
std::vector< glm::vec4 > | computeFrustumPlanes (const glm::mat4 &mat, bool normalize=true) |
bool | intersectFrustumAABB (const std::vector< glm::vec4 > &planes, const pcl::PointXYZ &boxMin, const pcl::PointXYZ &boxMax) |
Variables | |
const glm::vec3 | kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f) |
const std::string | kGraphFragmentShader = "}\n" |
const std::string | kGraphVertexShader = "}\n" |
const tango_gl::Color | kGridColor (0.85f, 0.85f, 0.85f) |
const glm::vec3 | kHeightOffset = glm::vec3(0.0f, -1.3f, 0.0f) |
const tango_gl::Color | kTraceColor (0.66f, 0.66f, 0.66f) |
std::vector<glm::vec4> computeFrustumPlanes | ( | const glm::mat4 & | mat, |
bool | normalize = true |
||
) |
bool intersectFrustumAABB | ( | const std::vector< glm::vec4 > & | planes, |
const pcl::PointXYZ & | boxMin, | ||
const pcl::PointXYZ & | boxMax | ||
) |
Tells whether or not b is intersecting f. http://www.txutxi.com/?p=584
f | Viewing frustum. |
b | An axis aligned bounding box. |
const glm::vec3 kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f) |
const std::string kGraphFragmentShader = "}\n" |
const std::string kGraphVertexShader = "}\n" |
const tango_gl::Color kGridColor(0.85f, 0.85f, 0.85f) |
const glm::vec3 kHeightOffset = glm::vec3(0.0f, -1.3f, 0.0f) |
const tango_gl::Color kTraceColor(0.66f, 0.66f, 0.66f) |