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17 #ifndef TANGO_GL_GL_TANGO_CONVERSIONS_H_
18 #define TANGO_GL_GL_TANGO_CONVERSIONS_H_
20 #define GLM_FORCE_RADIANS
27 namespace conversions {
82 return glm::vec3(tango_vec.
x, tango_vec.
z, -tango_vec.
y);
132 #endif // TANGO_GL_GL_TANGO_CONVERSIONS_H_
glm::vec3 Vec3FromArray(const double *array)
Creates a glm::vec3 from double[3] = {x, y, z}. This is designed to work with the TangoPoseData....
highp_quat quat
Quaternion of default single-precision floating-point numbers.
glm::vec3 Vec3TangoToGl(const glm::vec3 &tango_vec)
Convert (re-express, or rotate) a vector from the Tango ADF (or start- of-service) frame convention [...
glm::mat4 depth_camera_T_opengl_camera()
glm::vec3 Vec3GlToTango(const glm::vec3 &gl_vec)
Convert (re-express, or rotate) a vector from the typical OpenGl world frame convention [right,...
GLM_FUNC_DECL detail::tmat4x4< T, P > mat4_cast(detail::tquat< T, P > const &x)
Point2(* f)(const Point3 &, OptionalJacobian< 2, 3 >)
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 color_camera_T_opengl_camera()
glm::mat4 TransformFromVecAndQuat(const glm::vec3 &A_p_B, const glm::quat &A_q_B)
Creates a glm::mat4 rigid-frame transformation matrix from glm::vec3 and glm::quat....
glm::mat4 opengl_world_T_tango_world()
glm::quat QuatFromArray(const double *array)
Creates a glm::quat from double[4] = {x, y, z, w}. This is designed to work with the TangoPoseData....
glm::mat4 TransformFromArrays(const double *A_p_B, const double *A_q_B)
Creates a glm::mat4 rigid-frame transformation matrix from two arrays. This is designed for the Tango...
rtabmap
Author(s): Mathieu Labbe
autogenerated on Thu Jul 25 2024 02:50:08