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Tango refactoring (#534)
* Created general CameraMobile interface. Tango is now optional. Camera is disabled on visualizaion (battery saving). * Working android app on non-tango android phones (tested on x86_64 android emulator). * fixed typo * android: updated tango not available msg * android: fixed build with latest android sdk/ndk * Added ARCore limited support for pose and rgb streams. * Added AREngine support. Don't assert if depth size is not a modulo of rgb size. * Added ARCore shared camera support * android: fixed read/write runtime permissions for >=api23. arcore ndk: added feature point cloud. Fixed file sharing persmissions (>=api24 issue) * ARCore NDK: mapping with feature point cloud * android: Added post build strip command to reduce native library size * android: fixed some compilation issues * android: put back gtsam as default optimizer, manifest min api is dynamic based on cmake parameters * AREngine: min api 24 * android: Fixed build without AREngine * android: fixed not available libraries for API<24 * android: fixed build with old cmake versions * android: set arcore min api to 23 * android: fixed arengine error on start when not built with native arengine support * android: fixed tango camera permission for api>=23 * Added bionic android docker files * Fixed wrong 3D words projection when depth size is not an exact multiple of rgb size. DbViewer: fixed images size not correctly shown in label of the calibration. ImageView: fixed depth scale when depth size is not a multiple of rgb size * CameraMobile: added exact display rotation for local transform * DbViewer: fixed gravity link shown in constraint view, show full local transform matrix in camera calibration label * Android: fixed localization mode in visualization, fixed some tansitions between some UI states * Android: Hide stop button when HUD is hidden. Updated About years.
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@@ -18,11 +18,14 @@
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namespace tango_gl {
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static const float float_vertices[] = {
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0.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f};
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0.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f,
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0.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f,
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0.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f,
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0.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f};
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Frustum::Frustum() : Line(3.0f, GL_LINES) {
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SetShader();
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