feat(slam): add rtabmap_ros

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X-lanni
2025-07-14 11:34:38 +08:00
parent 3b6641c1fb
commit 943ce5b06f
1635 changed files with 603092 additions and 0 deletions
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/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "tango-gl/util.h"
#include <rtabmap/utilite/ULogger.h>
namespace tango_gl {
namespace {
int NormalizedColorCameraRotation(int camera_rotation) {
int camera_n = 0;
switch (camera_rotation) {
case 90:
camera_n = 1;
break;
case 180:
camera_n = 2;
break;
case 270:
camera_n = 3;
break;
default:
camera_n = 0;
break;
}
return camera_n;
}
} // annonymous namespace
void util::CheckGlError(const char* operation) {
for (GLint error = glGetError(); error; error = glGetError()) {
LOGE("after %s() glError (0x%x)\n", operation, error);
}
}
// Convenience function used in CreateProgram below.
static GLuint LoadShader(GLenum shader_type, const char* shader_source) {
GLuint shader = glCreateShader(shader_type);
if (shader) {
glShaderSource(shader, 1, &shader_source, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint info_len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
if (info_len) {
char* buf = (char*) malloc(info_len);
if (buf) {
glGetShaderInfoLog(shader, info_len, NULL, buf);
LOGE("Could not compile shader %d:\n%s\n", shader_type, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}
GLuint util::CreateProgram(const char* vertex_source,
const char* fragment_source) {
GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vertex_source);
if (!vertexShader) {
return 0;
}
GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, fragment_source);
if (!fragment_shader) {
return 0;
}
GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertexShader);
CheckGlError("glAttachShader");
glAttachShader(program, fragment_shader);
CheckGlError("glAttachShader");
glLinkProgram(program);
GLint link_status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &link_status);
if (link_status != GL_TRUE) {
GLint buf_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &buf_length);
if (buf_length) {
char* buf = (char*) malloc(buf_length);
if (buf) {
glGetProgramInfoLog(program, buf_length, NULL, buf);
LOGE("Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
CheckGlError("CreateProgram");
return program;
}
void util::DecomposeMatrix (const glm::mat4& transform_mat,
glm::vec3& translation,
glm::quat& rotation,
glm::vec3& scale) {
float scale_x = glm::length( glm::vec3( transform_mat[0][0], transform_mat[1][0], transform_mat[2][0] ) );
float scale_y = glm::length( glm::vec3( transform_mat[0][1], transform_mat[1][1], transform_mat[2][1] ) );
float scale_z = glm::length( glm::vec3( transform_mat[0][2], transform_mat[1][2], transform_mat[2][2] ) );
float determinant = glm::determinant( transform_mat );
if( determinant < 0.0 )
scale_x = -scale_x;
translation.x = transform_mat[3][0];
translation.y = transform_mat[3][1];
translation.z = transform_mat[3][2];
float inverse_scale_x = 1.0 / scale_x;
float inverse_scale_y = 1.0 / scale_y;
float inverse_scale_z = 1.0 / scale_z;
glm::mat4 transform_unscaled = transform_mat;
transform_unscaled[0][0] *= inverse_scale_x;
transform_unscaled[1][0] *= inverse_scale_x;
transform_unscaled[2][0] *= inverse_scale_x;
transform_unscaled[0][1] *= inverse_scale_y;
transform_unscaled[1][1] *= inverse_scale_y;
transform_unscaled[2][1] *= inverse_scale_y;
transform_unscaled[0][2] *= inverse_scale_z;
transform_unscaled[1][2] *= inverse_scale_z;
transform_unscaled[2][2] *= inverse_scale_z;
rotation = glm::quat_cast( transform_mat );
scale.x = scale_x;
scale.y = scale_y;
scale.z = scale_z;
}
glm::vec3 util::GetColumnFromMatrix(const glm::mat4& mat, const int col) {
return glm::vec3(mat[col][0], mat[col][1], mat[col][2]);
}
glm::vec3 util::GetTranslationFromMatrix(const glm::mat4& mat) {
return glm::vec3(mat[3][0], mat[3][1], mat[3][2]);
}
float util::Clamp(float value, float min, float max) {
return value < min ? min : (value > max ? max : value);
}
// Print out a column major matrix.
void util::PrintMatrix(const glm::mat4& matrix) {
int i;
for (i = 0; i < 4; i++) {
LOGI("[ %f, %f, %f, %f ]", matrix[0][i], matrix[1][i], matrix[2][i],
matrix[3][i]);
}
LOGI(" ");
}
void util::PrintVector(const glm::vec3& vector) {
LOGI("[ %f, %f, %f ]", vector[0], vector[1], vector[2]);
LOGI(" ");
}
void util::PrintQuaternion(const glm::quat& quat) {
LOGI("[ %f, %f, %f, %f ]", quat[0], quat[1], quat[2], quat[3]);
LOGI(" ");
}
glm::vec3 util::LerpVector(const glm::vec3& x, const glm::vec3& y, float a) {
return x * (1.0f - a) + y * a;
}
float util::DistanceSquared(const glm::vec3& v1, const glm::vec3& v2) {
glm::vec3 delta = v2 - v1;
return glm::dot(delta, delta);
}
bool util::SegmentAABBIntersect(const glm::vec3& aabb_min,
const glm::vec3& aabb_max,
const glm::vec3& start,
const glm::vec3& end) {
float tmin, tmax, tymin, tymax, tzmin, tzmax;
glm::vec3 direction = end - start;
if (direction.x >= 0) {
tmin = (aabb_min.x - start.x) / direction.x;
tmax = (aabb_max.x - start.x) / direction.x;
} else {
tmin = (aabb_max.x - start.x) / direction.x;
tmax = (aabb_min.x - start.x) / direction.x;
}
if (direction.y >= 0) {
tymin = (aabb_min.y - start.y) / direction.y;
tymax = (aabb_max.y - start.y) / direction.y;
} else {
tymin = (aabb_max.y - start.y) / direction.y;
tymax = (aabb_min.y - start.y) / direction.y;
}
if ((tmin > tymax) || (tymin > tmax)) return false;
if (tymin > tmin) tmin = tymin;
if (tymax < tmax) tmax = tymax;
if (direction.z >= 0) {
tzmin = (aabb_min.z - start.z) / direction.z;
tzmax = (aabb_max.z - start.z) / direction.z;
} else {
tzmin = (aabb_max.z - start.z) / direction.z;
tzmax = (aabb_min.z - start.z) / direction.z;
}
if ((tmin > tzmax) || (tzmin > tmax)) return false;
if (tzmin > tmin) tmin = tzmin;
if (tzmax < tmax) tmax = tzmax;
// Use the full length of the segment.
return ((tmin < 1.0f) && (tmax > 0));
}
glm::vec3 util::ApplyTransform(const glm::mat4& mat, const glm::vec3& vec) {
return glm::vec3(mat * glm::vec4(vec, 1.0f));
}
} // namespace tango_gl