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/util.h"
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#include <rtabmap/utilite/ULogger.h>
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namespace tango_gl {
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namespace {
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int NormalizedColorCameraRotation(int camera_rotation) {
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int camera_n = 0;
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switch (camera_rotation) {
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case 90:
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camera_n = 1;
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break;
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case 180:
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camera_n = 2;
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break;
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case 270:
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camera_n = 3;
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break;
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default:
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camera_n = 0;
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break;
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}
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return camera_n;
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}
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} // annonymous namespace
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void util::CheckGlError(const char* operation) {
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for (GLint error = glGetError(); error; error = glGetError()) {
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LOGE("after %s() glError (0x%x)\n", operation, error);
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}
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}
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// Convenience function used in CreateProgram below.
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static GLuint LoadShader(GLenum shader_type, const char* shader_source) {
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GLuint shader = glCreateShader(shader_type);
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if (shader) {
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glShaderSource(shader, 1, &shader_source, NULL);
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glCompileShader(shader);
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GLint compiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint info_len = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len) {
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char* buf = (char*) malloc(info_len);
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if (buf) {
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glGetShaderInfoLog(shader, info_len, NULL, buf);
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LOGE("Could not compile shader %d:\n%s\n", shader_type, buf);
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free(buf);
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}
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glDeleteShader(shader);
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shader = 0;
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}
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}
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}
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return shader;
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}
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GLuint util::CreateProgram(const char* vertex_source,
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const char* fragment_source) {
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GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vertex_source);
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if (!vertexShader) {
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return 0;
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}
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GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, fragment_source);
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if (!fragment_shader) {
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return 0;
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}
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GLuint program = glCreateProgram();
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if (program) {
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glAttachShader(program, vertexShader);
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CheckGlError("glAttachShader");
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glAttachShader(program, fragment_shader);
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CheckGlError("glAttachShader");
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glLinkProgram(program);
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GLint link_status = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &link_status);
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if (link_status != GL_TRUE) {
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GLint buf_length = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &buf_length);
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if (buf_length) {
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char* buf = (char*) malloc(buf_length);
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if (buf) {
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glGetProgramInfoLog(program, buf_length, NULL, buf);
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LOGE("Could not link program:\n%s\n", buf);
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free(buf);
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}
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}
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glDeleteProgram(program);
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program = 0;
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}
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}
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CheckGlError("CreateProgram");
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return program;
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}
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void util::DecomposeMatrix (const glm::mat4& transform_mat,
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glm::vec3& translation,
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glm::quat& rotation,
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glm::vec3& scale) {
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float scale_x = glm::length( glm::vec3( transform_mat[0][0], transform_mat[1][0], transform_mat[2][0] ) );
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float scale_y = glm::length( glm::vec3( transform_mat[0][1], transform_mat[1][1], transform_mat[2][1] ) );
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float scale_z = glm::length( glm::vec3( transform_mat[0][2], transform_mat[1][2], transform_mat[2][2] ) );
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float determinant = glm::determinant( transform_mat );
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if( determinant < 0.0 )
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scale_x = -scale_x;
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translation.x = transform_mat[3][0];
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translation.y = transform_mat[3][1];
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translation.z = transform_mat[3][2];
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float inverse_scale_x = 1.0 / scale_x;
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float inverse_scale_y = 1.0 / scale_y;
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float inverse_scale_z = 1.0 / scale_z;
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glm::mat4 transform_unscaled = transform_mat;
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transform_unscaled[0][0] *= inverse_scale_x;
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transform_unscaled[1][0] *= inverse_scale_x;
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transform_unscaled[2][0] *= inverse_scale_x;
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transform_unscaled[0][1] *= inverse_scale_y;
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transform_unscaled[1][1] *= inverse_scale_y;
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transform_unscaled[2][1] *= inverse_scale_y;
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transform_unscaled[0][2] *= inverse_scale_z;
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transform_unscaled[1][2] *= inverse_scale_z;
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transform_unscaled[2][2] *= inverse_scale_z;
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rotation = glm::quat_cast( transform_mat );
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scale.x = scale_x;
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scale.y = scale_y;
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scale.z = scale_z;
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}
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glm::vec3 util::GetColumnFromMatrix(const glm::mat4& mat, const int col) {
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return glm::vec3(mat[col][0], mat[col][1], mat[col][2]);
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}
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glm::vec3 util::GetTranslationFromMatrix(const glm::mat4& mat) {
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return glm::vec3(mat[3][0], mat[3][1], mat[3][2]);
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}
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float util::Clamp(float value, float min, float max) {
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return value < min ? min : (value > max ? max : value);
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}
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// Print out a column major matrix.
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void util::PrintMatrix(const glm::mat4& matrix) {
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int i;
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for (i = 0; i < 4; i++) {
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LOGI("[ %f, %f, %f, %f ]", matrix[0][i], matrix[1][i], matrix[2][i],
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matrix[3][i]);
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}
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LOGI(" ");
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}
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void util::PrintVector(const glm::vec3& vector) {
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LOGI("[ %f, %f, %f ]", vector[0], vector[1], vector[2]);
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LOGI(" ");
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}
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void util::PrintQuaternion(const glm::quat& quat) {
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LOGI("[ %f, %f, %f, %f ]", quat[0], quat[1], quat[2], quat[3]);
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LOGI(" ");
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}
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glm::vec3 util::LerpVector(const glm::vec3& x, const glm::vec3& y, float a) {
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return x * (1.0f - a) + y * a;
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}
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float util::DistanceSquared(const glm::vec3& v1, const glm::vec3& v2) {
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glm::vec3 delta = v2 - v1;
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return glm::dot(delta, delta);
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}
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bool util::SegmentAABBIntersect(const glm::vec3& aabb_min,
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const glm::vec3& aabb_max,
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const glm::vec3& start,
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const glm::vec3& end) {
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float tmin, tmax, tymin, tymax, tzmin, tzmax;
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glm::vec3 direction = end - start;
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if (direction.x >= 0) {
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tmin = (aabb_min.x - start.x) / direction.x;
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tmax = (aabb_max.x - start.x) / direction.x;
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} else {
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tmin = (aabb_max.x - start.x) / direction.x;
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tmax = (aabb_min.x - start.x) / direction.x;
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}
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if (direction.y >= 0) {
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tymin = (aabb_min.y - start.y) / direction.y;
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tymax = (aabb_max.y - start.y) / direction.y;
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} else {
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tymin = (aabb_max.y - start.y) / direction.y;
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tymax = (aabb_min.y - start.y) / direction.y;
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}
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if ((tmin > tymax) || (tymin > tmax)) return false;
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if (tymin > tmin) tmin = tymin;
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if (tymax < tmax) tmax = tymax;
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if (direction.z >= 0) {
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tzmin = (aabb_min.z - start.z) / direction.z;
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tzmax = (aabb_max.z - start.z) / direction.z;
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} else {
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tzmin = (aabb_max.z - start.z) / direction.z;
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tzmax = (aabb_min.z - start.z) / direction.z;
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}
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if ((tmin > tzmax) || (tzmin > tmax)) return false;
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if (tzmin > tmin) tmin = tzmin;
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if (tzmax < tmax) tmax = tzmax;
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// Use the full length of the segment.
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return ((tmin < 1.0f) && (tmax > 0));
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}
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glm::vec3 util::ApplyTransform(const glm::mat4& mat, const glm::vec3& vec) {
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return glm::vec3(mat * glm::vec4(vec, 1.0f));
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}
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} // namespace tango_gl
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