Exemple #1
0
// Calculates the first intersection point of the sphere and the ray with
// the direction d.
int calculateIntersectionPoint(cv::Vec3d d) {
  double t1 = (- (d.t() * (e - c))[0] + sqrt(discriminant(d)))
      / (d.t() * d)[0];
  double t2 = (- (d.t() * (e - c))[0] - sqrt(discriminant(d)))
      / (d.t() * d)[0];
  return std::min(t1, t2);
}
void
RendererIterator::view_params(cv::Vec3d &T, cv::Vec3d &up) const
{
  float angle_rad = angle_ * CV_PI / 180.;

  // from http://www.xsi-blog.com/archives/115
  // compute the Point(x, y ,z) on the sphere based on index_ and radius_ using Golden Spiral technique
  static float inc = CV_PI * (3 - sqrt(5));
  static float off = 2.0f / float(n_points_);
  float y = index_ * off - 1.0f + (off / 2.0f);
  float r = sqrt(1.0f - y * y);
  float phi = index_ * inc;
  float x = std::cos(phi) * r;
  float z = std::sin(phi) * r;

  float lat = std::acos(z), lon;
  if ((fabs(std::sin(lat)) < 1e-5) || (fabs(y / std::sin(lat)) > 1))
    lon = 0;
  else
    lon = std::asin(y / std::sin(lat));

  x *= radius_; // * cos(lon) * sin(lat);
  y *= radius_; //float y = radius * sin(lon) * sin(lat);
  z *= radius_; //float z = radius * cos(lat);

  T = cv::Vec3d(x, y, z);

  // Figure out the up vector
  float x_up = radius_ * std::cos(lon) * std::sin(lat - 1e-5) - x;
  float y_up = radius_ * std::sin(lon) * std::sin(lat - 1e-5) - y;
  float z_up = radius_ * std::cos(lat - 1e-5) - z;
  normalize_vector(x_up, y_up, z_up);

  // Figure out the third vector of the basis
  float x_right = -y_up * z + z_up * y;
  float y_right = x_up * z - z_up * x;
  float z_right = -x_up * y + y_up * x;
  normalize_vector(x_right, y_right, z_right);

  // Rotate the up vector in that basis
  float x_new_up = x_up * std::cos(angle_rad) + x_right * std::sin(angle_rad);
  float y_new_up = y_up * std::cos(angle_rad) + y_right * std::sin(angle_rad);
  float z_new_up = z_up * std::cos(angle_rad) + z_right * std::sin(angle_rad);
  up = cv::Vec3d(x_new_up, y_new_up, z_new_up);

  // compute the left vector
  cv::Vec3d l;
  l = up.cross(T);  // cross product
  normalize_vector(l(0),l(1),l(2));

  up = T.cross(l);  // cross product
  normalize_vector(up(0), up(1), up(2));
}
DepthFinder::DepthFinder( const cv::Mat_<cv::Vec3f>& pc, const cv::Vec3d &focVec)
{
    imgRct_ = cv::Rect( 0, 0, pc.cols, pc.rows);
    // Integral image with single channel for depth
    const cv::Size imgSz( imgRct_.width, imgRct_.height);

    cv::Mat_<double> dmap(imgSz);
    cv::Mat_<byte> dcnts(imgSz);

    for ( int i = 0; i < imgSz.height; ++i)
    {
        double* drow = dmap.ptr<double>(i);
        byte* irow = dcnts.ptr<byte>(i);

        for ( int j = 0; j < imgSz.width; ++j)
        {
            const cv::Vec3f& fp = pc.at<cv::Vec3f>(i,j);
            cv::Vec3d p( fp[0], fp[1], fp[2]);
            double depth = focVec.dot( p);
            if ( depth < 0)
                depth = 0;
            if ( depth > MAX_DEPTH)
                depth = MAX_DEPTH;

            drow[j] = depth;
            irow[j] = depth > 0 ? 1 : 0; // Only points with valid depth are set
        }   // end for
    }   // end for

    cv::integral( dmap, depthIntImg, CV_64F);
    cv::integral( dcnts, depthCntImg, CV_32S);
}   // end ctor
Exemple #4
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// Calculates the cosine between two cv::Vec3d vectors.
double cosVec3d(cv::Vec3d a, cv::Vec3d b) {
  // Sorry, I'm afraid OpenCV in Debian repos is out of date :( There aren't
  // even operator[] and operator/ for cv::Vec3d vectors.
  a = a * (1 / cv::norm(a));
  b = b * (1 / cv::norm(b));
  return (a.t() * b)[0];
}
// public static
double ObjModelPolygonAngles::calcAngle( const cv::Vec3f& v, const cv::Vec3f& v0, const cv::Vec3f& v1)
{
    const cv::Vec3d u0 = v0 - v;
    const cv::Vec3d u1 = v1 - v;
    return acos( u0.dot(u1) / (cv::norm(u0) * cv::norm(u1)));
}   // end calcAngle
Exemple #6
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int discriminant(cv::Vec3d d) {
  return pow((d.t() * (e - c))[0], 2)
      - (d.t() * d)[0] * (((e - c).t() * (e - c))[0] - r * r);
}
 void
 set_d(float d)
 {
     p = cv::Vec3d(0, 0, d / n[2]);
     p_dot_n = p.dot(n);
 }