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agv_pro_ros2/rtabmap/app/android/jni/tango-gl/band.cpp
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2025-07-14 11:34:38 +08:00

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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/band.h"
#include "tango-gl/util.h"
namespace tango_gl {
// Set band resolution to 0.01m(1cm) when using UpdateVertexArray()
static const float kMinDistanceSquared = 0.0001f;
Band::Band(const unsigned int max_length)
: band_width_(0.2), max_length_(max_length) {
SetShader();
vertices_v_.reserve(max_length);
pivot_left = glm::vec3(0, 0, 0);
pivot_right = glm::vec3(0, 0, 0);
}
void Band::SetWidth(const float width) {
band_width_ = width;
}
void Band::UpdateVertexArray(const glm::mat4 m, BandMode mode) {
// First 2 vertices of a band + 3 arrow head vertices.
bool need_to_initialize = (vertices_v_.size() < 5);
bool sufficient_delta = false;
if (!need_to_initialize) {
// Band head is the first two vertices after arrow head.
glm::vec3 band_front = 0.5f * (vertices_v_[vertices_v_.size() - 4] +
vertices_v_[vertices_v_.size() - 5]);
sufficient_delta = kMinDistanceSquared <
util::DistanceSquared(band_front, util::GetTranslationFromMatrix(m));
}
if (need_to_initialize || sufficient_delta) {
glm::vec3 left = glm::vec3(-band_width_ * 0.5f, 0, 0);
glm::vec3 right = glm::vec3(band_width_ * 0.5f, 0, 0);
glm::vec3 arrow_left = glm::vec3(-band_width_ * 0.75f, 0, 0);
glm::vec3 arrow_right = glm::vec3(band_width_ * 0.75f, 0, 0);
glm::vec3 arrow_front = glm::vec3(0, 0, -band_width_ * 0.75f);
// If keep right pivot point, or normal mode,
// then only update left pivot point.
if (mode == BandMode::kNormal || mode == BandMode::kKeepRight) {
pivot_left = util::ApplyTransform(m, left);
}
// If keep left pivot point, or normal mode,
// then only update right pivot point.
if (mode == BandMode::kNormal || mode == BandMode::kKeepLeft) {
pivot_right = util::ApplyTransform(m, right);
}
glm::mat4 head_m = m;
if (mode != BandMode::kNormal) {
glm::vec3 up = glm::vec3(0, 1.0f, 0);
glm::vec3 position = 0.5f * (pivot_left + pivot_right);
glm::vec3 heading = glm::cross(up, pivot_right-pivot_left);
head_m = glm::inverse(glm::lookAt(glm::vec3(0, 0, 0), heading, up));
head_m[3][0] = position.x;
head_m[3][1] = position.y;
head_m[3][2] = position.z;
}
if (need_to_initialize) {
vertices_v_.resize(5);
} else {
vertices_v_.resize(vertices_v_.size() + 2);
}
size_t insertion_start = vertices_v_.size() - 5;
vertices_v_[insertion_start + 0] = pivot_left;
vertices_v_[insertion_start + 1] = pivot_right;
vertices_v_[insertion_start + 2] = util::ApplyTransform(head_m, arrow_left);
vertices_v_[insertion_start + 3] = util::ApplyTransform(head_m, arrow_right);
vertices_v_[insertion_start + 4] = util::ApplyTransform(head_m, arrow_front);
if (vertices_v_.size() > max_length_) {
vertices_v_.erase(vertices_v_.begin(), vertices_v_.begin() + 2);
}
}
}
void Band::UpdateVertexArray(const glm::mat4 m) {
// Defualt to call update with normal mode.
UpdateVertexArray(m, BandMode::kNormal);
}
void Band::SetVertexArray(const std::vector<glm::vec3>& v,
const glm::vec3& up) {
vertices_v_.clear();
vertices_v_.reserve(2 * v.size());
if (v.size() < 2)
return;
for (size_t i = 0; i < v.size() - 1; ++i) {
glm::vec3 gl_p_world_a = v[i];
glm::vec3 gl_p_world_b = v[i + 1];
glm::vec3 dir = glm::normalize(gl_p_world_b - gl_p_world_a);
glm::vec3 left = glm::cross(up, dir);
glm::normalize(left);
vertices_v_.push_back(gl_p_world_a + (band_width_ / 2.0f * left));
vertices_v_.push_back(gl_p_world_a - (band_width_ / 2.0f * left));
// Cap the end of the path.
if (i == v.size() - 2) {
vertices_v_.push_back(gl_p_world_b + (band_width_ / 2.0f * left));
vertices_v_.push_back(gl_p_world_b - (band_width_ / 2.0f * left));
}
}
}
void Band::ClearVertexArray() { vertices_v_.clear(); }
void Band::Render(const glm::mat4& projection_mat,
const glm::mat4& view_mat) const {
glUseProgram(shader_program_);
glm::mat4 model_mat = GetTransformationMatrix();
glm::mat4 mvp_mat = projection_mat * view_mat * model_mat;
glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
glUniform4f(uniform_color_, red_, green_, blue_, alpha_);
glEnableVertexAttribArray(attrib_vertices_);
glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE,
sizeof(glm::vec3), &vertices_v_[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices_v_.size());
glDisableVertexAttribArray(attrib_vertices_);
glUseProgram(0);
}
} // namespace tango_gl