feat(slam): add rtabmap_ros

This commit is contained in:
X-lanni
2025-07-14 11:34:38 +08:00
parent 3b6641c1fb
commit 943ce5b06f
1635 changed files with 603092 additions and 0 deletions
@@ -0,0 +1,62 @@
#include "tango-gl/bounding_box.h"
namespace tango_gl {
BoundingBox::BoundingBox(const std::vector<float>& vertices) {
// Set min and max to the first vertice.
bounding_min_ = glm::vec3(vertices[0], vertices[1], vertices[2]);
bounding_max_ = bounding_min_;
size_t vertices_count = vertices.size() / 3;
for (size_t i = 1; i < vertices_count; i += 3) {
bounding_min_.x = std::min(vertices[i * 3], bounding_min_.x);
bounding_min_.y = std::min(vertices[i * 3 + 1], bounding_min_.y);
bounding_min_.z = std::min(vertices[i * 3 + 2], bounding_min_.z);
bounding_max_.x = std::max(vertices[i * 3], bounding_max_.x);
bounding_max_.y = std::max(vertices[i * 3 + 1], bounding_max_.y);
bounding_max_.z = std::max(vertices[i * 3 + 2], bounding_max_.z);
}
}
bool BoundingBox::IsIntersecting(const Segment& segment,
const glm::quat& rotation,
const glm::mat4& transformation) {
// The current bounding box.
glm::vec3 min, max;
// If the mesh has been rotated, we need to derive a new bounding box
// based on the original one, if it just been translated or scaled,
// we can still use the original one with current model matrix applied.
if (rotation == glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {
min = util::ApplyTransform(transformation, bounding_min_);
max = util::ApplyTransform(transformation, bounding_max_);
} else {
std::vector<glm::vec3> box;
// Derive 8 vertices of the new bounding box from original min and max.
box.push_back(bounding_min_);
box.push_back(bounding_max_);
box.push_back(glm::vec3(bounding_min_.x, bounding_max_.y, bounding_max_.z));
box.push_back(glm::vec3(bounding_max_.x, bounding_min_.y, bounding_min_.z));
box.push_back(glm::vec3(bounding_min_.x, bounding_min_.y, bounding_max_.z));
box.push_back(glm::vec3(bounding_max_.x, bounding_max_.y, bounding_min_.z));
box.push_back(glm::vec3(bounding_max_.x, bounding_min_.y, bounding_max_.z));
box.push_back(glm::vec3(bounding_min_.x, bounding_max_.y, bounding_min_.z));
min = util::ApplyTransform(transformation, bounding_min_);
max = min;
for (size_t i = 1; i < box.size(); i++) {
glm::vec3 temp = util::ApplyTransform(transformation, box[i]);
min.x = std::min(temp.x, min.x);
min.y = std::min(temp.y, min.y);
min.z = std::min(temp.z, min.z);
max.x = std::max(temp.x, max.x);
max.y = std::max(temp.y, max.y);
max.z = std::max(temp.z, max.z);
}
}
return util::SegmentAABBIntersect(min, max, segment.start, segment.end);
}
} // namespace tango_gl