feat(slam): add rtabmap_ros
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/*
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* Copyright 2014 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "tango-gl/grid.h"
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namespace tango_gl {
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// Initialize Grid with x and y grid count,
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// qx, quantity in x
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// qy, quantity in y.
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Grid::Grid(float density, int qx, int qy) : Line(1.0f, GL_LINES) {
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SetShader();
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// 3 float in 1 vertex, 2 vertices form a line.
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// Horizontal line and vertical line forms the grid.
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float width = density * qx / 2;
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float height = density * qy / 2;
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// Horizontal line.
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for (int i = 0; i < (qy + 1); i++) {
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for (int j = 0; j < (qx + 1); j++) {
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vec_vertices_.push_back(glm::vec3(-width + j*density, 0.0f, -height + i * density));
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vec_vertices_.push_back(glm::vec3(-width+ + (j+1)*density, 0.0f, -height + i * density));
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}
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}
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for (int i = 0; i < (qx + 1); i++) {
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for (int j = 0; j < (qy + 1); j++) {
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vec_vertices_.push_back(glm::vec3(-width + i * density, 0.0f, -height + j*density));
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vec_vertices_.push_back(glm::vec3(-width + i * density, 0.0f, -height + (j+1)*density));
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}
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}
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}
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} // namespace tango_gl
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