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42 LOGE(
"Could not create program.");
64 LOGE(
"Please set up vertices first!");
79 LOGE(
"Mesh::IsIntersecting, bounding box is not available.");
91 glm::mat4 mvp_mat = projection_mat * mv_mat;
bool IsIntersecting(const Segment &segment, const glm::quat &rotation, const glm::mat4 &transformation)
std::string GetBasicFragmentShader()
std::string GetShadedVertexShader()
GLM_FUNC_DECL const genType::value_type * value_ptr(genType const &vec)
std::vector< GLfloat > normals_
GLuint uniform_light_vec_
GLM_FUNC_DECL genType normalize(genType const &x)
GLuint CreateProgram(const char *vertex_source, const char *fragment_source)
Point2(* f)(const Point3 &, OptionalJacobian< 2, 3 >)
std::vector< GLushort > indices_
EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE FixedSegmentReturnType< N >::Type segment(Index start, Index n=N)
BoundingBox * bounding_box_
std::vector< GLfloat > vertices_
const char * c_str(Args &&...args)
void SetLightDirection(const glm::vec3 &light_direction)
void glUniformMatrix4fv(GLuint, int, int, float *)
void Render(const glm::mat4 &projection_mat, const glm::mat4 &view_mat) const
glm::vec3 light_direction_
bool IsIntersecting(const Segment &segment)
rtabmap
Author(s): Mathieu Labbe
autogenerated on Thu Jul 25 2024 02:50:13