plane(const cv::Vec3f& point, const cv::Vec3f& normal)
	{
		a = normal[0];
		b = normal[1];
		c = normal[2];
		d = -(point.dot(normal));
	}
	plane(const cv::Vec3f& point1, const cv::Vec3f& point2, const cv::Vec3f& point3)
	{
		cv::Vec3f v1 = point2 - point1;
		cv::Vec3f v2 = point3 - point1;
		cv::Vec3f normal = (v1.cross(v2));
		normal /= cv::norm(normal, cv::NORM_L2);

		a = normal[0];
		b = normal[1];
		c = normal[2];
		d = -(point1.dot(normal));
	}
Exemple #3
0
float Utility::vecAngle(cv::Vec3f& v1, cv::Vec3f& v2) {
	float cosVal = v1.dot(v2);
	return std::acos(cosVal) * 57.29578049;
}