20 namespace conversions {
25 0.0
f, 0.0
f, -1.0
f, 0.0
f,
26 0.0
f, 1.0
f, 0.0
f, 0.0
f,
27 0.0
f, 0.0
f, 0.0
f, 1.0
f);
33 0.0
f, -1.0
f, 0.0
f, 0.0
f,
34 0.0
f, 0.0
f, -1.0
f, 0.0
f,
35 0.0
f, 0.0
f, 0.0
f, 1.0
f);
40 return glm::mat4(1.0
f, 0.0
f, 0.0
f, 0.0
f, 0.0
f, -1.0
f, 0.0
f, 0.0
f, 0.0
f, 0.0
f,
41 -1.0
f, 0.0
f, 0.0
f, 0.0
f, 0.0
f, 1.0
f);
45 const float kSqrt2Over2 =
std::sqrt(2.0) / 2.0f;
48 return gl_q_tango * tango_q_frame;
GLM_FUNC_DECL vecType< T, P > sqrt(vecType< T, P > const &x)
highp_quat quat
Quaternion of default single-precision floating-point numbers.
glm::mat4 color_camera_T_opengl_camera()
glm::mat4 depth_camera_T_opengl_camera()
glm::quat QuatTangoToGl(const glm::quat &tango_q_frame)
Given a quaternion representing the rotation matrix tango_R_any, returns the quaternion representing ...
glm::mat4 opengl_world_T_tango_world()