Exemplo n.º 1
0
  /**
   * Generate the vtkDataSet from the objects input IMDEventWorkspace
   * @param progressUpdating : Reporting object to pass progress information up the stack.
   * @return fully constructed vtkDataSet.
   */
  vtkDataSet* vtkSplatterPlotFactory::create(ProgressAction& progressUpdating) const
  {
    UNUSED_ARG(progressUpdating);

    // If initialize() wasn't run, we don't have a workspace.
    if(!m_workspace)
    {
      throw std::runtime_error("Invalid vtkSplatterPlotFactory. Workspace is null");
    }

    size_t nd = m_workspace->getNumDims();
     
    Mantid::Kernel::ReadLock lock(*m_workspace);
    if (nd > 3)
    {
      // Slice from >3D down to 3D
      this->slice = true;
      this->sliceMask = new bool[nd];
      this->sliceImplicitFunction = new MDImplicitFunction();
      // Make the mask of dimensions
      // TODO: Smarter mapping
      for (size_t d = 0; d < nd; d++)
        this->sliceMask[d] = (d < 3);

      // Define where the slice is in 4D
      // TODO: Where to slice? Right now is just 0
      std::vector<coord_t> point(nd, 0);
      point[3] = coord_t(m_time); //Specifically for 4th/time dimension.

      // Define two opposing planes that point in all higher dimensions
      std::vector<coord_t> normal1(nd, 0);
      std::vector<coord_t> normal2(nd, 0);
      for (size_t d = 3; d < nd; d++)
      {
        normal1[d] = +1.0;
        normal2[d] = -1.0;
      }
      // This creates a 0-thickness region to slice in.
      sliceImplicitFunction->addPlane(MDPlane(normal1, point));
      sliceImplicitFunction->addPlane(MDPlane(normal2, point));
    }
    else
    {
      // Direct 3D, so no slicing
      this->slice = false;
    }

    // Macro to call the right instance of the
    CALL_MDEVENT_FUNCTION(this->doCreate, m_workspace);

    // Clean up
    if (this->slice)
    {
      delete[] this->sliceMask;
      delete this->sliceImplicitFunction;
    }

    // The macro does not allow return calls, so we used a member variable.
    return this->dataSet;
  }
Exemplo n.º 2
0
BaseIF* makeVane(const Real&     thick,
                 const RealVect& normal,
                 const Real&     innerRadius,
                 const Real&     outerRadius,
                 const Real&     offset,
                 const Real&     height)
{
  RealVect zero(D_DECL(0.0,0.0,0.0));
  RealVect xAxis(D_DECL(1.0,0.0,0.0));
  bool inside = true;

  Vector<BaseIF*> vaneParts;

  // Each side of the vane (infinite)
  RealVect normal1(normal);
  RealVect point1(D_DECL(offset+height/2.0,-thick/2.0,0.0));
  PlaneIF plane1(normal1,point1,inside);

  vaneParts.push_back(&plane1);

  RealVect normal2(-normal);
  RealVect point2(D_DECL(offset+height/2.0,thick/2.0,0.0));
  PlaneIF plane2(normal2,point2,inside);

  vaneParts.push_back(&plane2);

  // Make sure we only get something to the right of the origin
  RealVect normal3(D_DECL(0.0,0.0,1.0));
  RealVect point3(D_DECL(0.0,0.0,0.0));
  PlaneIF plane3(normal3,point3,inside);

  vaneParts.push_back(&plane3);

  // Cut off the top and bottom
  RealVect normal4(D_DECL(1.0,0.0,0.0));
  RealVect point4(D_DECL(offset,0.0,0.0));
  PlaneIF plane4(normal4,point4,inside);

  vaneParts.push_back(&plane4);

  RealVect normal5(D_DECL(-1.0,0.0,0.0));
  RealVect point5(D_DECL(offset+height,0.0,0.0));
  PlaneIF plane5(normal5,point5,inside);

  vaneParts.push_back(&plane5);

  // The outside of the inner cylinder
  TiltedCylinderIF inner(innerRadius,xAxis,zero,!inside);

  vaneParts.push_back(&inner);

  // The inside of the outer cylinder
  TiltedCylinderIF outer(outerRadius,xAxis,zero,inside);

  vaneParts.push_back(&outer);

  IntersectionIF* vane = new IntersectionIF(vaneParts);

  return vane;
}
Exemplo n.º 3
0
BaseIF* makeChamber(const Real& radius,
                    const Real& thick,
                    const Real& offset,
                    const Real& height)
{
  RealVect zero(D_DECL(0.0,0.0,0.0));
  RealVect xAxis(D_DECL(1.0,0.0,0.0));
  bool inside = true;

  Vector<BaseIF*> pieces;

  // Create a chamber
  TiltedCylinderIF chamberOut(radius + thick/2.0,xAxis,zero, inside);
  TiltedCylinderIF chamberIn (radius - thick/2.0,xAxis,zero,!inside);

  IntersectionIF infiniteChamber(chamberIn,chamberOut);

  pieces.push_back(&infiniteChamber);

  RealVect normal1(D_DECL(1.0,0.0,0.0));
  RealVect point1(D_DECL(offset,0.0,0.0));
  PlaneIF plane1(normal1,point1,inside);

  pieces.push_back(&plane1);

  RealVect normal2(D_DECL(-1.0,0.0,0.0));
  RealVect point2(D_DECL(offset+height,0.0,0.0));
  PlaneIF plane2(normal2,point2,inside);

  pieces.push_back(&plane2);

  IntersectionIF* chamber = new IntersectionIF(pieces);

  return chamber;
}
Exemplo n.º 4
0
Arquivo: call-5.c Projeto: Alexpux/GCC
NOMIPS16 f (int *p)
{
  *p = normal ();
  normal2 ();
  staticfunc ();
  return 1;
}
Exemplo n.º 5
0
    QImage *createRoundButtonBackground(const QMatrix &matrix) const
    {
        QRect scaledRect;
        scaledRect = matrix.mapRect(QRect(0, 0, this->logicalSize.width(), this->logicalSize.height()));

        QImage *image = new QImage(scaledRect.width(), scaledRect.height(), QImage::Format_ARGB32_Premultiplied);
        image->fill(QColor(0, 0, 0, 0).rgba());
        QPainter painter(image);
        painter.setRenderHint(QPainter::SmoothPixmapTransform);
        painter.setRenderHint(QPainter::Antialiasing);
        painter.setPen(Qt::NoPen);

        if (Colors::useEightBitPalette){
            painter.setPen(QColor(120, 120, 120));
            if (this->pressed)
                painter.setBrush(QColor(60, 60, 60));
            else if (this->highlighted)
                painter.setBrush(QColor(100, 100, 100));
            else
                painter.setBrush(QColor(80, 80, 80));
        }
        else {
            QLinearGradient outlinebrush(0, 0, 0, scaledRect.height());
            QLinearGradient brush(0, 0, 0, scaledRect.height());

            brush.setSpread(QLinearGradient::PadSpread);
            QColor highlight(255, 255, 255, 70);
            QColor shadow(0, 0, 0, 70);
            QColor sunken(220, 220, 220, 30);
            QColor normal1(255, 255, 245, 60);
            QColor normal2(255, 255, 235, 10);

            if (this->type == TextButton::PANEL){
                normal1 = QColor(200, 170, 160, 50);
                normal2 = QColor(50, 10, 0, 50);
            }

           if (pressed) {
               outlinebrush.setColorAt(0.0f, shadow);
               outlinebrush.setColorAt(1.0f, highlight);
               brush.setColorAt(0.0f, sunken);
               painter.setPen(Qt::NoPen);
           } else {
               outlinebrush.setColorAt(1.0f, shadow);
               outlinebrush.setColorAt(0.0f, highlight);
               brush.setColorAt(0.0f, normal1);
               if (!this->highlighted)
                   brush.setColorAt(1.0f, normal2);
               painter.setPen(QPen(outlinebrush, 1));
           }
           painter.setBrush(brush);
        }

        if (this->type == TextButton::PANEL)
            painter.drawRect(0, 0, scaledRect.width(), scaledRect.height());
        else
            painter.drawRoundedRect(0, 0, scaledRect.width(), scaledRect.height(), 10, 90, Qt::RelativeSize);
        return image;
    }
Exemplo n.º 6
0
//-------------------------法向计算------------------------------
void testApp::compute_normal(const ofVec3f *vec,const int rows,const int cols,ofVec3f *normalmap)
{
	ofVec3f normal1(0),normal2(0);
	const ofVec3f *line_one=vec;
	const ofVec3f *line_two=vec+cols;
	
	clock_t t1=clock();
	for(int i=0;i<rows;i++)
	{
		for(int j=0;j<cols;j++)
		{
			if(j!=cols-1)
			{
				normal1=line_one[j+1]-line_one[j];
				normal2=line_two[j]-line_one[j];
			}
			else if(j==cols-1)
			{
				normal1=line_one[j]-line_one[j-1];
				normal2=line_two[j]-line_one[j];
			}

			int num=i*cols+j;
			if(vec[num].z>0)
			{
				normalmap[num]=normal2.cross(normal1);
				normalmap[num]=normalmap[num].normalized();
			}
			else
			{
				normalmap[num]=ofVec3f(0.0,0.0,0.0);
			}
		}
		if(i!=rows-2)
		{
			line_two+=cols;
			line_one+=cols;
		}
	}
	clock_t t2=clock();
	double ti=(double)(t2-t1)/CLOCKS_PER_SEC;
	//cout<<ti<<endl;
}
Exemplo n.º 7
0
void Ellipsoid::subDraw()
{
	computeAssistVar();
	getPrimitiveSetList().clear();

	osg::ref_ptr<osg::Vec3Array> vertexArr = new osg::Vec3Array;
	osg::ref_ptr<osg::Vec3Array> normalArr = new osg::Vec3Array;
	setVertexArray(vertexArr);
	setNormalArray(normalArr, osg::Array::BIND_PER_VERTEX);
	osg::ref_ptr<osg::Vec4Array> colArr = new osg::Vec4Array();
	colArr->push_back(m_color);
	setColorArray(colArr, osg::Array::BIND_OVERALL);

	bool isFull = osg::equivalent(m_angle, 2 * M_PI, GetEpsilon());
	if (isFull)
	{
		m_angle = 2 * M_PI;
	}

	osg::Vec3 bottomNormal = -m_aLen;
	bottomNormal.normalize();
	osg::Quat localToWold;
	localToWold.makeRotate(osg::Z_AXIS, -bottomNormal);
	osg::Vec3 xVec = localToWold * osg::X_AXIS;
	osg::Vec3 yVec = xVec ^ bottomNormal;
	int hCount = m_bDivision;
	double hIncAng = 2 * M_PI / hCount;
	osg::Quat hQuat(hIncAng, bottomNormal);

	int vCount = (int)ceil(m_angle / (2 * M_PI / m_aDivision));
	if (vCount & 1) // 如果是奇数,则变成偶数
		++vCount;
	double vIncAng = m_angle / vCount;

	double currAngle = m_angle / 2.0;
	double b = m_bRadius;
	double a = m_aLen.length();
	osg::Vec3 vec1(b * sin(currAngle), 0, a * cos(currAngle));
	vec1 = localToWold * vec1;
	osg::Vec3 normal1(sin(currAngle) / b, 0, cos(currAngle) / a);
	normal1 = localToWold * normal1;
	normal1.normalize();

	currAngle -= vIncAng;
	osg::Vec3 vec2(b * sin(currAngle), 0, a * cos(currAngle));
	vec2 = localToWold * vec2;
	osg::Vec3 normal2(sin(currAngle) / b, 0, cos(currAngle) / a);
	normal2 = localToWold * normal2;
	normal2.normalize();

	const GLint first = vertexArr->size();
	for (int i = 0; i < vCount / 2; ++i)
	{
		osg::Vec3 hVec1 = vec1;
		osg::Vec3 hVec2 = vec2;
		osg::Vec3 hNormal1 = normal1;
		osg::Vec3 hNormal2 = normal2;
		const size_t hFirst = vertexArr->size();
		for (int j = 0; j < hCount; ++j)
		{
			vertexArr->push_back(m_center + hVec1);
			vertexArr->push_back(m_center + hVec2);
			normalArr->push_back(hNormal1);
			normalArr->push_back(hNormal2);

			hVec1 = hQuat * hVec1;
			hVec2 = hQuat * hVec2;

			hNormal1 = hQuat * hNormal1;
			hNormal2 = hQuat * hNormal2;
		}
		vertexArr->push_back((*vertexArr)[hFirst]);
		vertexArr->push_back((*vertexArr)[hFirst + 1]);
		normalArr->push_back((*normalArr)[hFirst]);
		normalArr->push_back((*normalArr)[hFirst + 1]);

		vec1 = vec2;
		currAngle -= vIncAng;
		vec2.set(b * sin(currAngle), 0, a * cos(currAngle));
		vec2 = localToWold * vec2;

		normal1 = normal2;
		normal2.set(sin(currAngle) / b, 0, cos(currAngle) / a);
		normal2 = localToWold * normal2;
		normal2.normalize();
	}
	addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP, first, vertexArr->size() - first));

	if (!isFull && m_bottomVis)
	{
		const GLint first = vertexArr->size();
		currAngle = m_angle / 2.0;
		osg::Vec3 vec1(b * sin(currAngle), 0, a * cos(currAngle));
		vec1 = localToWold * vec1;
		osg::Vec3 vec2(0, 0, a * cos(currAngle));
		vec2 = localToWold * vec2;

		vertexArr->push_back(m_center + vec2);
		normalArr->push_back(bottomNormal);
		for (int i = 0; i < hCount; ++i)
		{
			vertexArr->push_back(m_center + vec1);
			normalArr->push_back(bottomNormal);
			vec1 = hQuat * vec1;
		}
		vertexArr->push_back((*vertexArr)[first + 1]);
		normalArr->push_back(bottomNormal);
		addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN, first, vertexArr->size() - first));
	}
}
void ShapeParabolicRectangle::generatePrimitives(SoAction *action)
{
    SoPrimitiveVertex   pv;
    SoState  *state = action->getState();

    SbBool useTexFunc = ( SoTextureCoordinateElement::getType(state) ==
                          SoTextureCoordinateElement::FUNCTION );

    const SoTextureCoordinateElement* tce = 0;
    if ( useTexFunc ) tce = SoTextureCoordinateElement::getInstance(state);


    SbVec3f  point;
 	const int rows = 12; // Number of points per row
    const int columns = 12; // Number of points per column
    const int totalPoints = (rows)*(columns); // Total points in the grid

    float vertex[totalPoints][6];

    int h = 0;
    double ui = 0;
	double vj = 0;

    for (int i = 0; i < rows; ++i )
    {
    	ui =( 1.0 /(double)(rows-1) ) * i;

    	for ( int j = 0 ; j < columns ; ++j )
    	{
    		vj = ( 1.0 /(double)(columns-1) ) * j;

    		Point3D point = GetPoint3D(ui, vj);
    		NormalVector normal;
    		if( activeSide.getValue() == 0 )	normal = -GetNormal(ui, vj);
    		else	normal = GetNormal(ui, vj);

    		vertex[h][0] = point.x;
    		vertex[h][1] = point.y;
    		vertex[h][2] = point.z;
    		vertex[h][3] = normal.x;
    		vertex[h][4] = normal.y;
    		vertex[h][5] = normal.z;

    		pv.setPoint( vertex[h][0], vertex[h][1], vertex[h][2] );
    		h++; //Increase h to the next point.

    	}
    }

    float u = 1;
    float v = 1;
    beginShape(action, QUADS );
	for( int irow = 0; irow < (rows-1); ++irow )
	{
		for( int icolumn = 0; icolumn < (columns-1); ++icolumn )
		{
			int index0 = irow*columns + icolumn;
			SbVec3f  point0( vertex[index0][0], vertex[index0][1],  vertex[index0][2] );
			SbVec3f normal0(vertex[index0][3], vertex[index0][4], vertex[index0][5] );
			SbVec4f texCoord0 = useTexFunc ? tce->get(point0, normal0): SbVec4f( u,v, 0.0, 1.0 );
			pv.setPoint(point0);
			pv.setNormal(normal0);
			pv.setTextureCoords(texCoord0);
			shapeVertex(&pv);

			int index1 = index0 + 1;
			SbVec3f  point1( vertex[index1][0], vertex[index1][1],  vertex[index1][2] );
			SbVec3f normal1(vertex[index1][3], vertex[index1][4], vertex[index1][5] );
			SbVec4f texCoord1 = useTexFunc ? tce->get(point1, normal1): SbVec4f( u,v, 0.0, 1.0 );
			pv.setPoint(point1);
			pv.setNormal(normal1);
			pv.setTextureCoords(texCoord1);
			shapeVertex(&pv);

			int index3 = index0 + columns;
			int index2 = index3 + 1;

			SbVec3f  point2( vertex[index2][0], vertex[index2][1],  vertex[index2][2] );
			SbVec3f normal2(vertex[index2][3], vertex[index2][4], vertex[index2][5] );
			SbVec4f texCoord2 = useTexFunc ? tce->get(point2, normal2): SbVec4f( u,v, 0.0, 1.0 );
			pv.setPoint(point2);
			pv.setNormal(normal2);
			pv.setTextureCoords(texCoord2);
			shapeVertex(&pv);

			SbVec3f  point3( vertex[index3][0], vertex[index3][1],  vertex[index3][2] );
			SbVec3f normal3(vertex[index3][3], vertex[index3][4], vertex[index3][5] );
			SbVec4f texCoord3 = useTexFunc ? tce->get(point3, normal3): SbVec4f( u,v, 0.0, 1.0 );
			pv.setPoint(point3);
			pv.setNormal(normal3);
			pv.setTextureCoords(texCoord3);
			shapeVertex(&pv);

		}
	}

	endShape();

}
Exemplo n.º 9
0
void ToolButton::paintEvent( QPaintEvent * _pe )
{
	const bool active = isDown() || isChecked();

	QPainter painter(this);
	painter.setRenderHint(QPainter::SmoothPixmapTransform);
	painter.setRenderHint(QPainter::Antialiasing);
	painter.setPen(Qt::NoPen);

	QLinearGradient outlinebrush(0, 0, 0, height());
	QLinearGradient brush(0, 0, 0, height());

	brush.setSpread(QLinearGradient::PadSpread);
	QColor highlight(255, 255, 255, 70);
	QColor shadow(0, 0, 0, 70);
	QColor sunken(220, 220, 220, 30);
	QColor normal1(255, 255, 245, 60);
	QColor normal2(255, 255, 235, 10);

	if( active )
	{
		outlinebrush.setColorAt(0.0f, shadow);
		outlinebrush.setColorAt(1.0f, highlight);
		brush.setColorAt(0.0f, sunken);
		painter.setPen(Qt::NoPen);
	}
	else
	{
		outlinebrush.setColorAt(1.0f, shadow);
		outlinebrush.setColorAt(0.0f, highlight);
		brush.setColorAt(0.0f, normal1);
		if( m_mouseOver == false )
		{
			brush.setColorAt(1.0f, normal2);
		}
		painter.setPen(QPen(outlinebrush, 1));
	}

	painter.setBrush(brush);

	painter.drawRoundedRect( 0, 0, width(), height(), 5, 5 );

	const int dd = active ? 1 : 0;
	QPoint pt = QPoint( ( width() - m_img.width() ) / 2 + dd, 3 + dd );
	if( s_iconOnlyMode )
	{
		pt.setY( ( height() - m_img.height() ) / 2 - 1 + dd );
	}
	painter.drawImage( pt, m_img );

	if( s_iconOnlyMode == false )
	{
		const QString l = ( active && m_altLabel.isEmpty() == FALSE ) ?
								m_altLabel : m_label;
		const int w = painter.fontMetrics().width( l );
		painter.setPen( Qt::black );
		painter.drawText( ( width() - w ) / 2 +1+dd, height() - 4+dd, l );
		painter.setPen( Qt::white );
		painter.drawText( ( width() - w ) / 2 +dd, height() - 5+dd, l );
	}
}
Exemplo n.º 10
0
BaseIF* makePlate(const Real& height,
                  const Real& thick,
                  const Real& radius,
                  const int&  doHoles,
                  const Real& holeRadius,
                  const Real& holeSpace)
{
  RealVect zero(D_DECL(0.0,0.0,0.0));
  RealVect xAxis(D_DECL(1.0,0.0,0.0));
  bool inside = true;

  // Create the plate without holes
  Vector<BaseIF*> pieces;

  RealVect normal1(D_DECL(1.0,0.0,0.0));
  RealVect point1(D_DECL(height,0.0,0.0));
  PlaneIF plane1(normal1,point1,inside);

  pieces.push_back(&plane1);

  RealVect normal2(D_DECL(-1.0,0.0,0.0));
  RealVect point2(D_DECL(height+thick,0.0,0.0));
  PlaneIF plane2(normal2,point2,inside);

  pieces.push_back(&plane2);

  TiltedCylinderIF middle(radius,xAxis,zero,inside);

  pieces.push_back(&middle);

  IntersectionIF plate(pieces);

  // Make the drills
  Vector<BaseIF*> drillBits;

  // Compute how many drills are needed in each direciton - 2*num+1 -
  // conservatively
  int num = (int)((radius - holeRadius) / holeSpace + 1.0);

  if (doHoles != 0)
  {
    for (int i = -num; i <= num; i++)
    {
      for (int j = -num; j <= num; j++)
      {
        RealVect center(D_DECL(0.0,i*holeSpace,j*holeSpace));
        TiltedCylinderIF* drill = new TiltedCylinderIF(holeRadius,xAxis,center,inside);

        drillBits.push_back(drill);
      }
    }
  }

  UnionIF drills(drillBits);
  ComplementIF notDrills(drills,true);

  // Drill the plate
  IntersectionIF* holyPlate = new IntersectionIF(plate,notDrills);

  return holyPlate;
}
Exemplo n.º 11
0
void main()
{
	bool patternfound = false;
	bool resetAuto = false;
	int nbImages = 0;
	double moyFinale = 0;
	bool detectionVisage = false;

	int nbrLoopSinceLastDetection = 0;
	int criticalValueOfLoopWithoutDetection = 15;

	std::cout << "initialisation de Chehra..." << std::endl;
	Chehra chehra;
	std::cout << "done" << std::endl;

	cv::Mat cameraMatrix, distCoeffs;
	cv::Mat rvecs, tvecs;

	std::vector<cv::Point2f> imagePoints;
	std::vector<cv::Point2f> pointsVisage2D;
	std::vector<cv::Point2f> moyPointsVisage2D;
	std::vector<cv::Point3f> pointsVisage3D;
	std::vector<cv::Point3f> visage;
	std::vector<double> distances;
	double moyDistances;

	std::vector<std::vector<cv::Point2f>> images;
	std::vector<cv::Mat> frames;

	double s = 10.0f;

	osg::Matrixd matrixS; // scale
	matrixS.set(
		s,	0,	0,	0,
		0,	s,	0,	0,
		0,	0,	s,	0,
		0,	0,	0,	1);
	
	pointsVisage3D.push_back(cv::Point3f(90,0,-80));
	pointsVisage3D.push_back(cv::Point3f(-90,0,-80));
	pointsVisage3D.push_back(cv::Point3f(0,0,0));
	pointsVisage3D.push_back(cv::Point3f(600,0,600));
	pointsVisage3D.push_back(cv::Point3f(0,0,600));
	pointsVisage3D.push_back(cv::Point3f(-600,0,600));
	/*
	pointsVisage3D.push_back(cv::Point3f(13.1, -98.1,108.3)); // exterieur narine gauche
	pointsVisage3D.push_back(cv::Point3f(-13.1, -98.1,108.3)); // exterieur narine droite
	pointsVisage3D.push_back(cv::Point3f(0, -87.2, 124.2)); // bout du nez
	pointsVisage3D.push_back(cv::Point3f(44.4, -57.9, 83.7)); // exterieur oeil gauche
	pointsVisage3D.push_back(cv::Point3f(0, 55.4, 101.4)); // haut du nez, centre des yeux
	pointsVisage3D.push_back(cv::Point3f(-44.4, -57.9, 83.7)); // exterieur oeil droit
	*/
	cv::FileStorage fs("../rsc/intrinsicMatrix.yml", cv::FileStorage::READ);

	fs["cameraMatrix"] >> cameraMatrix;
	fs["distCoeffs"] >> distCoeffs;

	double f = (cameraMatrix.at<double>(0, 0) + cameraMatrix.at<double>(1, 1)) / 2; // NEAR = distance focale ; si pixels carrés, fx = fy -> np 
	//mais est généralement différent de fy donc on prend (pour l'instant) par défaut la valeur médiane
	double g = 2000 * f; // je sais pas pourquoi. au pif.

	fs.release();

	cv::VideoCapture vcap(0); 
	if(!vcap.isOpened())
	{
		std::cout << "FAIL!" << std::endl;
		return;
	}

	cv::Mat *frame = new cv::Mat(cv::Mat::zeros(vcap.get(CV_CAP_PROP_FRAME_HEIGHT), vcap.get(CV_CAP_PROP_FRAME_WIDTH), CV_8UC3));

	do
	{
		vcap >> *frame;
	}while(frame->empty());

	osg::ref_ptr<osg::Image> backgroundImage = new osg::Image;
	backgroundImage->setImage(frame->cols, frame->rows, 3,
		GL_RGB, GL_BGR, GL_UNSIGNED_BYTE,
		(uchar*)(frame->data),
		osg::Image::AllocationMode::NO_DELETE, 1);

	// read the scene from the list of file specified commandline args.
	osg::ref_ptr<osg::Group> group = new osg::Group;
	osg::ref_ptr<osg::Geode> cam = createHUD(backgroundImage, vcap.get(CV_CAP_PROP_FRAME_WIDTH), vcap.get(CV_CAP_PROP_FRAME_HEIGHT), cameraMatrix.at<double>(0, 2), cameraMatrix.at<double>(1, 2), f);

	std::cout << "initialisation de l'objet 3D..." << std::endl;
	osg::ref_ptr<osg::Node> objet3D = osgDB::readNodeFile("../rsc/objets3D/brain.obj");
	//osg::ref_ptr<osg::Node> objet3D = osgDB::readNodeFile("../rsc/objets3D/dumptruck.osgt");

	////////////////////////////////////////////////////////////////////////////////////////////////////////////////  
	/*
	osg::Sphere* unitSphere = new osg::Sphere(osg::Vec3(0, -1000, 1000), 100.0);
	osg::ShapeDrawable* unitSphereDrawable = new osg::ShapeDrawable(unitSphere);

	osg::Geode* objet3D = new osg::Geode();

	objet3D->addDrawable(unitSphereDrawable);
	*/
	//osg::StateSet* sphereStateset = unitSphereDrawable->getOrCreateStateSet();
	//sphereStateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
	//sphereStateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF); 
	////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	std::cout << "done" << std::endl;

	osg::StateSet* obectStateset = objet3D->getOrCreateStateSet();
	obectStateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
	obectStateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
	osg::ref_ptr<osg::MatrixTransform> mat = new osg::MatrixTransform();

	// construct the viewer.
	osgViewer::CompositeViewer compositeViewer;
	osgViewer::View* viewer = new osgViewer::View;
	osgViewer::View* viewer2 = new osgViewer::View;

	// add the HUD subgraph.
	group->addChild(cam);

	mat->addChild(objet3D);
	group->addChild(mat);

	osg::Matrixd projectionMatrix;

	projectionMatrix.makeFrustum(
		-cameraMatrix.at<double>(0, 2),		vcap.get(CV_CAP_PROP_FRAME_WIDTH) - cameraMatrix.at<double>(0, 2),
		-cameraMatrix.at<double>(1, 2),		vcap.get(CV_CAP_PROP_FRAME_HEIGHT) - cameraMatrix.at<double>(1, 2),
		f,									g);

	osg::Vec3d eye(0.0f, 0.0f, 0.0f), target(0.0f, g, 0.0f), normal(0.0f, 0.0f, 1.0f);

	// set the scene to render
	viewer->setSceneData(group.get());
	viewer->setUpViewInWindow(0, 0, 1920 / 2, 1080 / 2); 
	viewer->getCamera()->setProjectionMatrix(projectionMatrix);
	viewer->getCamera()->setViewMatrixAsLookAt(eye, target, normal);

	viewer2->setSceneData(group.get());
	viewer2->setUpViewInWindow(1920 / 2, 0, 1920 / 2, 1080 / 2); 
	viewer2->getCamera()->setProjectionMatrix(projectionMatrix);
	osg::Vec3d eye2(4 * f, 3 * f / 2, 0.0f), target2(0.0f, f, 0.0f), normal2(0.0f, 0.0f, 1.0f);
	viewer2->getCamera()->setViewMatrixAsLookAt(eye2, target2, normal2);

	compositeViewer.addView(viewer2);
	compositeViewer.addView(viewer);

	compositeViewer.realize();  // set up windows and associated threads.

	do
	{       
		patternfound = false;
		resetAuto = false;
		detectionVisage = false;

		moyPointsVisage2D.clear();
		pointsVisage2D.clear();
		visage.clear();
		moyDistances = 0;
		distances.clear();

		std::cout << "recherche de pattern" << std::endl
			<< "nbr images sauvegardees : " << images.size() << std::endl;

		vcap >> *frame;
		frames.push_back(*frame);

		detectionVisage = detecterVisage(frame, &chehra, &pointsVisage2D, &visage);

		if(detectionVisage)
		{
			images.push_back(pointsVisage2D);
			nbrLoopSinceLastDetection = 0;
			group->addChild(mat);
		}
		else
			nbrLoopSinceLastDetection++;

		if((images.size() > NBRSAVEDIMAGES || nbrLoopSinceLastDetection > criticalValueOfLoopWithoutDetection) && !images.empty())
			images.erase(images.begin());

		if(images.empty())
			group->removeChild(mat);

		else
		{
			//cv::cornerSubPix(*frame, pointsVisage2D, cv::Size(5, 5), cv::Size(-1, -1), cv::TermCriteria(CV_TERMCRIT_EPS + CV_TERMCRIT_ITER, 30, 0.1));

			for(int i = 0; i < NBRFACEPOINTSDETECTED; i++)
			{
				cv::Point2f coordonee(0.0f, 0.0f);
				for(int j = 0; j < images.size(); j++)
				{
					coordonee.x += images[j][i].x;
					coordonee.y += images[j][i].y;
				}
				coordonee.x /= images.size();
				coordonee.y /= images.size();

				moyPointsVisage2D.push_back(coordonee);
			}

			cv::solvePnP(pointsVisage3D, moyPointsVisage2D, cameraMatrix, distCoeffs, rvecs, tvecs);

			cv::Mat rotVec(3, 3, CV_64F);
			cv::Rodrigues(rvecs, rotVec);
			
			imagePoints = dessinerPoints(frame, pointsVisage3D, rotVec, tvecs, cameraMatrix, distCoeffs);

			double t3 = tvecs.at<double>(2, 0);
			double t1 = tvecs.at<double>(0, 0);
			double t2 = tvecs.at<double>(1, 0) + t3 / 27.5; // and now, magic !

			double r11 = rotVec.at<double>(0, 0);
			double r12 = rotVec.at<double>(0, 1);
			double r13 = rotVec.at<double>(0, 2);
			double r21 = rotVec.at<double>(1, 0);
			double r22 = rotVec.at<double>(1, 1);
			double r23 = rotVec.at<double>(1, 2);
			double r31 = rotVec.at<double>(2, 0);
			double r32 = rotVec.at<double>(2, 1);
			double r33 = rotVec.at<double>(2, 2);


			osg::Matrixd matrixR; // rotation (transposee de rotVec)
			matrixR.set(
				r11,	r21,	r31,	0,
				r12,	r22,	r32,	0,
				r13,	r23,	r33,	0,
				0,		0,		0,		1);

			osg::Matrixd matrixT; // translation
			matrixT.makeTranslate(t1, t2, t3);

			osg::Matrixd matrix90; // rotation de repere entre opencv et osg
			matrix90.makeRotate(osg::Quat(osg::DegreesToRadians(-90.0f), osg::Vec3d(1.0, 0.0, 0.0)));

			mat->setMatrix(matrixS * matrixR * matrixT * matrix90);

			// Calcul d'erreur de reprojection
			double moy = 0;
			for(int i = 0; i < pointsVisage2D.size(); i++)
			{
				double d = sqrt(pow(pointsVisage2D[i].y - imagePoints[i].y, 2) + pow(pointsVisage2D[i].x - imagePoints[i].x, 2));
				distances.push_back(d);
				moy += d;
			}

			moyDistances = moy / pointsVisage2D.size();

			if(moyDistances > 2) // si l'ecart de reproj est trop grand, reset
				resetAuto = true;
		}
		
		backgroundImage->dirty();
		compositeViewer.frame();

	}while(!compositeViewer.done());
}
Exemplo n.º 12
0
BaseIF* makeVane(const Real&     thick,
                 const RealVect& normal,
                 const Real&     innerRadius,
                 const Real&     outerRadius,
                 const Real&     offset,
                 const Real&     height,
                 const Real&     angle)
{
  RealVect zeroVect(D_DECL(0.0,0.0,0.0));
  RealVect xAxis(D_DECL(1.0,0.0,0.0));
  bool inside = true;

  Vector<BaseIF*> vaneParts;

  Real sinTheta = sin(angle);
#if CH_SPACEDIM == 3
  Real cosTheta = cos(angle);

  // Each side of the vane (infinite)
  // rotate the normal around x-axis
  RealVect normal1(D_DECL(normal[0],cosTheta*normal[1]-sinTheta*normal[2],sinTheta*normal[1]+cosTheta*normal[2]));
  // rotate point on top of vane around x-axis
  RealVect point(D_DECL(offset+height/2.0,-thick/2.0,0.0));
  RealVect point1(D_DECL(point[0],cosTheta*point[1]-sinTheta*point[2],sinTheta*point[1]+cosTheta*point[2]));
  PlaneIF plane1(normal1,point1,inside);

  vaneParts.push_back(&plane1);

  RealVect normal2(-normal1);
  // rotate point on bottom (-point[2] of vane around x-axis
  RealVect point2(D_DECL(point[0],-cosTheta*point[1]-sinTheta*point[2],-sinTheta*point[1]+cosTheta*point[2]));
  PlaneIF plane2(normal2,point2,inside);

  vaneParts.push_back(&plane2);
#endif

  // Make sure we only get something to the right of the origin
  RealVect normal3(D_DECL(0.0,-sinTheta,cosTheta));
  RealVect point3(D_DECL(0.0,0.0,0.0));
  PlaneIF plane3(normal3,point3,inside);

  vaneParts.push_back(&plane3);

  // Cut off the top and bottom
  RealVect normal4(D_DECL(1.0,0.0,0.0));
  RealVect point4(D_DECL(offset,0.0,0.0));
  PlaneIF plane4(normal4,point4,inside);

  vaneParts.push_back(&plane4);

  RealVect normal5(D_DECL(-1.0,0.0,0.0));
  RealVect point5(D_DECL(offset+height,0.0,0.0));
  PlaneIF plane5(normal5,point5,inside);

  vaneParts.push_back(&plane5);

  // The outside of the inner cylinder
  TiltedCylinderIF inner(innerRadius,xAxis,zeroVect,!inside);

  vaneParts.push_back(&inner);

  // The inside of the outer cylinder
  TiltedCylinderIF outer(outerRadius,xAxis,zeroVect,inside);

  vaneParts.push_back(&outer);

  IntersectionIF* vane = new IntersectionIF(vaneParts);

  return vane;
}
Exemplo n.º 13
0
	void Collision::modify(Particle& particle,float deltaTime) const
	{
		size_t index = particle.getIndex();
		float radius1 = particle.getParamCurrentValue(PARAM_SIZE) * scale * 0.5f;
		float m1 = particle.getParamCurrentValue(PARAM_MASS);
		Group& group = *particle.getGroup();

		// Tests collisions with all the particles that are stored before in the pool
		for (size_t i = 0; i < index; ++i)
		{
			Particle& particle2 = group.getParticle(i);
			float radius2 = particle2.getParamCurrentValue(PARAM_SIZE) * scale * 0.5f;				
			
			float sqrRadius = radius1 + radius2;
			sqrRadius *= sqrRadius;

			// Gets the normal of the collision plane
			vec3 normal = particle.position();
			normal -= particle2.position();
//			float sqrDist = normal.getSqrNorm();
			float sqrDist = glm::length2(normal);

			if (sqrDist < sqrRadius) // particles are intersecting each other
			{
				vec3 delta = particle.velocity();
				delta -= particle2.velocity();

				if (dotProduct(normal,delta) < 0.0f) // particles are moving towards each other
				{
					float oldSqrDist = getSqrDist(particle.oldPosition(),particle2.oldPosition());
					if (oldSqrDist > sqrDist)
					{
						// Disables the move from this frame
						particle.position() = particle.oldPosition();
						particle2.position() = particle2.oldPosition();

						normal = particle.position();
						normal -= particle2.position();

						if (dotProduct(normal,delta) >= 0.0f)
							continue;
					}

//					normal.normalize();
					normal = glm::normalize(normal);

					// Gets the normal components of the velocities
					vec3 normal1(normal);
					vec3 normal2(normal);
					normal1 *= dotProduct(normal,particle.velocity());
					normal2 *= dotProduct(normal,particle2.velocity());

					// Resolves collision
					float m2 = particle2.getParamCurrentValue(PARAM_MASS);

					if (oldSqrDist < sqrRadius && sqrDist < sqrRadius)
					{
						// Tweak to separate particles that intersects at both t - deltaTime and t
						// In that case the collision is no more considered as punctual
						if (dotProduct(normal,normal1) < 0.0f)
						{
							particle.velocity() -= normal1;
							particle2.velocity() += normal1;
						}

						if (dotProduct(normal,normal2) > 0.0f)
						{
							particle2.velocity() -= normal2;
							particle.velocity() += normal2;
						}
					}
					else
					{
						// Else classic collision equations are applied
						// Tangent components of the velocities are left untouched
						particle.velocity() -= (1.0f + (elasticity * m2 - m1) / (m1 + m2)) * normal1;
						particle2.velocity() -= (1.0f + (elasticity * m1 - m2) / (m1 + m2)) * normal2;

						normal1 *= ((1.0f + elasticity) * m1) / (m1 + m2);
						normal2 *= ((1.0f + elasticity) * m2) / (m1 + m2);

						particle.velocity() += normal2;
						particle2.velocity() += normal1;
					}
				}
			}
		}
	}
Exemplo n.º 14
0
void  QmaxButton::createButton(QPainter &painter)
{
    QRect scaledRect;
    scaledRect = matrix.mapRect(QRect(0,0,this->logicalSize.width(),this->logicalSize.height()));
    QImage bg(this->m_strImage);
    painter.setRenderHint(QPainter::SmoothPixmapTransform);
    painter.setRenderHint(QPainter::Antialiasing);
    painter.setPen(Qt::NoPen);
    QLinearGradient brush1(0,0,0,scaledRect.height());
    painter.drawImage(-2, -2, bg);


    if(Colors::useEightBitPalette)
    {
        painter.setPen(QColor(120,120,120));
        if(this->m_nPressed)
            painter.setBrush(QColor(60,60,60));
        else if(this->m_nHighlight)
            painter.setBrush(QColor(100,100,100));
        else
            painter.setBrush(QColor(80,80,80));
    }
    else
    {
        QLinearGradient outlinebrush(0,0,0,scaledRect.height());
        QLinearGradient brush(0,0,0,scaledRect.height());

        brush.setSpread(QLinearGradient::PadSpread);
        QColor highlight(255,255,255,128);
        QColor shadow(0,0,0,70);
        QColor sunken(220,220,220,30);
        QColor normal1(255,255,245,60);
        QColor normal2(255,255,235,10);
        QColor normal3(200,200,200,10);
        QColor normal4(255,255,250,255);

         if(m_nType && m_nType != 5  )
         {
            normal1 = QColor(200,170,160,50);
            normal2 = QColor(50,10,0,50);
         }
        if(m_nPressed)
        {
            outlinebrush.setColorAt(0.0f,shadow);
            outlinebrush.setColorAt(1.0f,highlight);
            brush.setColorAt(1.0f,sunken);
            painter.setPen(Qt::NoPen);

        }
        else
        {
            outlinebrush.setColorAt(1.0f,shadow);
            outlinebrush.setColorAt(0.0f,highlight);
            brush.setColorAt(0.0f,normal1);
            if(m_nHighlight)
                brush.setColorAt(1.0f,normal2);
            painter.setPen(QPen(outlinebrush,1));
        }
        if(this->isEnabled()==false )
        {
            outlinebrush.setColorAt(1.0f,shadow);
            outlinebrush.setColorAt(0.0f,highlight);
            brush.setColorAt(0.0f,normal3);
            painter.setPen(QPen(outlinebrush,1));

        }
        if(m_nStatus )
        {
            outlinebrush.setColorAt(1.0f,shadow);
            outlinebrush.setColorAt(0.0f,highlight);
            brush.setColorAt(0.0f,normal4);
            painter.setPen(QPen(outlinebrush,1));
        }
        painter.setBrush(brush);

    }


    if(m_nType == 1)
        painter.drawRect(0,0,scaledRect.width(),scaledRect.height());
    else if(m_nType == 0)
        painter.drawRoundedRect(0,0,scaledRect.width(),scaledRect.height(),40.0,40.0,Qt::RelativeSize);
    else if(m_nType == 5)
        painter.drawEllipse(0,0,scaledRect.width(),scaledRect.height());
    QFont font( "DejaVu Sans" );
    font.setPointSize( 12 );
    painter.setFont( font );
    brush1.setColorAt(1.0f,QColor(255,255,255,255));
    if(this->isEnabled()==false)
    {
        brush1.setColorAt(1.0f,QColor(200,200,200,100));
    }
    painter.setPen(QPen(brush1,1));
    painter.setBrush(brush1);
    QFontMetrics fMetrics = painter.fontMetrics();
    QSize sz = fMetrics.size( Qt::TextWordWrap, m_strText );
    QRectF txtRect( scaledRect.center(), sz );
    int xPoint = (scaledRect.width()/2)- ((m_strText.count()/2)*10);
    int yPoint = scaledRect.height()/2;
    painter.drawText(xPoint,yPoint,m_strText);
}
Exemplo n.º 15
0
QImage Button::createBackground() const
{
	QImage image(rect().width(), rect().height(), QImage::Format_ARGB32_Premultiplied);
	image.fill(QColor(0, 0, 0, 0).rgba());

	QPainter painter(&image);
	painter.setRenderHint(QPainter::SmoothPixmapTransform);
	painter.setRenderHint(QPainter::Antialiasing);
	painter.setPen(Qt::NoPen);

	QLinearGradient outlinebrush(0, 0, 0, rect().height());
	QLinearGradient brush(0, 0, 0, rect().height());

	brush.setSpread(QLinearGradient::PadSpread);
	QColor highlight(255, 255, 255, 70);
	QColor shadow(0, 0, 0, 70);
	QColor sunken(220, 220, 220, 30);
	QColor normal1(255, 255, 245, 60);
	QColor normal2(255, 255, 235, 10);

	if (dark)
	{
		normal1 = QColor(200, 170, 160, 50);
		normal2 = QColor(50, 10, 0, 50);
	}

	if (!isEnabled() || isDown())
	{
		outlinebrush.setColorAt(0.0f, shadow);
		outlinebrush.setColorAt(1.0f, highlight);
		brush.setColorAt(0.0f, sunken);
		painter.setPen(Qt::NoPen);
	}
	else
	{
		outlinebrush.setColorAt(1.0f, shadow);
		outlinebrush.setColorAt(0.0f, highlight);
		brush.setColorAt(0.0f, normal1);
		if (!hover)	brush.setColorAt(1.0f, normal2);
		painter.setPen(QPen(outlinebrush, 1));
	}
	painter.setBrush(brush);

	if (round)
		painter.drawRoundedRect(rect(), 15, rect().height());
	else
		painter.drawRect(0, 0, rect().width(), rect().height());

	if (text() == "##Left##" || text() == "##Right##")
	{
		qreal xCenter = rect().width() * 0.5;
		qreal yCenter = rect().height() * 0.5;
		qreal xSize = 12;
		qreal ySize = 6;

		if (text() == "##Right##")	xSize *= -1;

		QPainterPath path;
		path.moveTo(xCenter - xSize, yCenter);
		path.lineTo(xCenter + xSize, yCenter - ySize);
		path.lineTo(xCenter + xSize, yCenter + ySize);
		path.lineTo(xCenter - xSize, yCenter);
		painter.drawPath(path);
	}

	return image;
}
Exemplo n.º 16
0
void main()
{
    bool patternfound = false;
    bool reset = false;
    bool resetAuto = false;
    int nbImages = 0;
    double moyFinale = 0;
    char key = 0;
    bool detectionMire = false;
	bool detectionVisage = false;
	int cpt = 0, moyCpt = 0, i = 0;

	std::cout << "initialisation de Chehra..." << std::endl;
	Chehra chehra;
	std::cout << "done" << std::endl;

    cv::TermCriteria termcrit(CV_TERMCRIT_ITER | CV_TERMCRIT_EPS, 20, 0.03);
    cv::Size winSize(31, 31);
    
    cv::Mat cameraMatrix, distCoeffs;
    cv::Mat imCalib;
    cv::Mat imCalibColor;
    cv::Mat imCalibNext;
    cv::Mat rvecs, tvecs;
    cv::Mat Rc, C = cv::Mat(3, 1, CV_64F), rotVecInv;
    
    std::vector<cv::Point2f> imagePoints;
    std::vector<cv::Point3f> objectPoints;
    std::vector<cv::Point3f> cubeObjectPoints;
	std::vector<cv::Point3f> dessinPointsVisage;
    std::vector<std::vector<cv::Point2f>> chessCornersInit(2);
	std::vector<std::vector<cv::Point2f>> pointsVisageInit(2);
    std::vector<cv::Point3f> chessCorners3D;
	std::vector<cv::Point3f> pointsVisage3D;
	std::vector<cv::Point3f> visage;
    std::vector<double> distances;
    double moyDistances;

    // Creation des coins de la mire
    for(int x = 0; x < COLCHESSBOARD; x++)
        for(int y = 0; y < ROWCHESSBOARD; y++)
            chessCorners3D.push_back(cv::Point3f(x * SIZEMIRE, y * SIZEMIRE, 0.0f));  

    // Creation des points a projeter
    for(int x = 0; x < COLCHESSBOARD; x++)
        for(int y = 0; y < ROWCHESSBOARD; y++)
            objectPoints.push_back(cv::Point3f(x * SIZEMIRE, y * SIZEMIRE, 0.0f));
	
	cv::FileStorage fs("../rsc/intrinsicMatrix.yml", cv::FileStorage::READ);

	fs["cameraMatrix"] >> cameraMatrix;
	fs["distCoeffs"] >> distCoeffs;

	double f = (cameraMatrix.at<double>(0, 0) + cameraMatrix.at<double>(1, 1)) / 2; // NEAR = distance focale ; si pixels carrés, fx = fy -> np 
	//mais est généralement différent de fy donc on prend (pour l'instant) par défaut la valeur médiane
	double g = 2000 * f; // je sais pas pourquoi. au pif.

	fs.release();

	cv::VideoCapture vcap(0); 
	if(!vcap.isOpened()){
		std::cout << "FAIL!" << std::endl;
		return;
	}

	cv::Mat *frame = new cv::Mat(cv::Mat::zeros(vcap.get(CV_CAP_PROP_FRAME_HEIGHT), vcap.get(CV_CAP_PROP_FRAME_WIDTH), CV_8UC3));

	do
	{
		vcap >> *frame;
	}while(frame->empty());

	osg::ref_ptr<osg::Image> backgroundImage = new osg::Image;
	backgroundImage->setImage(frame->cols, frame->rows, 3,
		GL_RGB, GL_BGR, GL_UNSIGNED_BYTE,
		(uchar*)(frame->data),
		osg::Image::AllocationMode::NO_DELETE, 1);

	// read the scene from the list of file specified commandline args.
	osg::ref_ptr<osg::Group> group = new osg::Group;
	osg::ref_ptr<osg::Geode> cam = createHUD(backgroundImage, vcap.get(CV_CAP_PROP_FRAME_WIDTH), vcap.get(CV_CAP_PROP_FRAME_HEIGHT), cameraMatrix.at<double>(0, 2), cameraMatrix.at<double>(1, 2), f);

	std::cout << "initialisation de l'objet 3D..." << std::endl;
	osg::ref_ptr<osg::Node> objet3D = osgDB::readNodeFile("../rsc/objets3D/Creature.obj");
	std::cout << "done" << std::endl;
   
	osg::StateSet* obectStateset = objet3D->getOrCreateStateSet();
       obectStateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
	osg::ref_ptr<osg::MatrixTransform> mat = new osg::MatrixTransform();
	osg::ref_ptr<osg::PositionAttitudeTransform> pat = new osg::PositionAttitudeTransform();

	// construct the viewer.
	osgViewer::CompositeViewer compositeViewer;
	osgViewer::View* viewer = new osgViewer::View;
	osgViewer::View* viewer2 = new osgViewer::View;

	// add the HUD subgraph.
	group->addChild(cam);

	mat->addChild(objet3D);
	pat->addChild(mat);
	group->addChild(pat);

    pat->setScale(osg::Vec3d(3, 3, 3));

	osg::Matrixd projectionMatrix;

	projectionMatrix.makeFrustum(
		-cameraMatrix.at<double>(0, 2),		vcap.get(CV_CAP_PROP_FRAME_WIDTH) - cameraMatrix.at<double>(0, 2),
		-cameraMatrix.at<double>(1, 2),		vcap.get(CV_CAP_PROP_FRAME_HEIGHT) - cameraMatrix.at<double>(1, 2),
		f,								g);

	osg::Vec3d eye(0.0f, 0.0f, 0.0f), target(0.0f, g, 0.0f), normal(0.0f, 0.0f, 1.0f);

	// set the scene to render
	viewer->setSceneData(group.get());
	viewer->setUpViewInWindow(0, 0, 1920 / 2, 1080 / 2); 
	viewer->getCamera()->setProjectionMatrix(projectionMatrix);
	viewer->getCamera()->setViewMatrixAsLookAt(eye, target, normal);

	viewer2->setSceneData(group.get());
	viewer2->setUpViewInWindow(1920 / 2, 0, 1920 / 2, 1080 / 2); 
	viewer2->getCamera()->setProjectionMatrix(projectionMatrix);
	osg::Vec3d eye2(4 * f, 3 * f / 2, 0.0f), target2(0.0f, f, 0.0f), normal2(0.0f, 0.0f, 1.0f);
	viewer2->getCamera()->setViewMatrixAsLookAt(eye2, target2, normal2);

	compositeViewer.addView(viewer);
	compositeViewer.addView(viewer2);

	compositeViewer.realize();  // set up windows and associated threads.



    do
    {       
		group->removeChild(pat);
        patternfound = false;
        resetAuto = false;
        detectionMire = false;
		detectionVisage = false;
            
        imagePoints.clear();
        chessCornersInit[0].clear();
        chessCornersInit[1].clear();
		pointsVisageInit[0].clear();
		pointsVisageInit[1].clear();
		pointsVisage3D.clear();
		dessinPointsVisage.clear();
		visage.clear();
        moyDistances = 0;
        distances.clear();
        imCalibNext.release();
        
        std::cout << "recherche de pattern" << std::endl;

		time_t start = clock();
		double timer = 0;
		
        do
        {
			start = clock();

            vcap >> *frame;

			backgroundImage->dirty();
            //detectionMire = detecterMire(frame, &chessCornersInit[1], &imCalibNext);
			detectionVisage = detecterVisage(frame, &chehra, &pointsVisageInit[1], &visage, &pointsVisage3D, &imCalibNext);

			cpt++;
			double duree = (clock() - start)/(double) CLOCKS_PER_SEC;
			timer += duree;

			if(timer >= 1){
				std::cout << cpt << " fps" << std::endl;
				moyCpt += cpt;
				timer = 0;
				duree = 0;
				i++;
				cpt = 0;
				start = clock();
			}

            compositeViewer.frame();
        }while(!detectionMire && !detectionVisage && !compositeViewer.done());

        if(compositeViewer.done())
            break;

        std::cout << "pattern detectee" << std::endl << std::endl;

		group->addChild(pat);
		
        do
        {           
			start = clock();

            vcap >> *frame;
            
			cv::Mat rotVec = trackingMire(frame, &imCalibNext, &pointsVisageInit, &pointsVisage3D, &cameraMatrix, &distCoeffs, &tvecs);
            //cv::Mat rotVec = trackingMire(frame, &imCalibNext, &chessCornersInit, &chessCorners3D, &cameraMatrix, &distCoeffs, &tvecs);

            //imagePoints = dessinerPoints(frame, objectPoints, rotVec, tvecs, cameraMatrix, distCoeffs);
			imagePoints = dessinerPoints(frame, pointsVisage3D, rotVec, tvecs, cameraMatrix, distCoeffs);
            
            double r11 = rotVec.at<double>(0, 0);
            double r21 = rotVec.at<double>(1, 0);
            double r31 = rotVec.at<double>(2, 0);
            double r32 = rotVec.at<double>(2, 1);
            double r33 = rotVec.at<double>(2, 2);

			osg::Matrixd matrixR;
            matrixR.makeRotate(
                atan2(r32, r33), osg::Vec3d(1.0, 0.0, 0.0),
                -atan2(-r31, sqrt((r32 * r32) + (r33 * r33))), osg::Vec3d(0.0, 0.0, 1.0),
                atan2(r21, r11), osg::Vec3d(0.0, 1.0, 0.0));
            
            mat->setMatrix(matrixR);
			pat->setPosition(osg::Vec3d(tvecs.at<double>(0, 0), tvecs.at<double>(2, 0), -tvecs.at<double>(1, 0)));

			//std::cout << "x = " << tvecs.at<double>(0, 0) << " - y = " << tvecs.at<double>(1, 0) << " - z = " << tvecs.at<double>(2, 0) << std::endl;

            // Calcul d'erreur de reprojection
            double moy = 0;
            for(int j = 0; j < pointsVisageInit[1].size() ; j++)
			{
				double d = sqrt(pow(pointsVisageInit[0][j].y - imagePoints[j].y, 2) + pow(pointsVisageInit[0][j].x - imagePoints[j].x, 2));
				distances.push_back(d);
				moy += d;
			}

            moyDistances = moy / pointsVisageInit[1].size();

            if(moyDistances > 1) // si l'ecart de reproj est trop grand, reset
                resetAuto = true;

			double duree = (clock() - start)/(double) CLOCKS_PER_SEC;


				std::cout << (int)(1/duree) << " fps" << std::endl;
				moyCpt += (int)(1/duree);
				duree = 0;
				i++;
			
            backgroundImage->dirty();
            compositeViewer.frame();
        }while(!compositeViewer.done() && !resetAuto);
		
    }while(!compositeViewer.done());

	std::cout << std::endl << "Moyenne des fps : " << moyCpt/i << std::endl;

	std::system("PAUSE");
}
Exemplo n.º 17
0
void  QmaxButton::createArrowBackground(QPainter &painter)
{
   // printf("Arrow BackGround2\n");
    QRect scaledRect;
    scaledRect = matrix.mapRect(QRect(0, 0, this->logicalSize.width(), this->logicalSize.height()));

    QImage image(scaledRect.width(), scaledRect.height(), QImage::Format_ARGB32_Premultiplied);
    image.fill(QColor(0, 0, 0, 0).rgba());
    //QPainter painter(image);
    painter.setRenderHint(QPainter::SmoothPixmapTransform);
    painter.setRenderHint(QPainter::Antialiasing);
    painter.setPen(Qt::NoPen);
    painter.drawImage(0, 0, image);

    if(Colors::useEightBitPalette)
    {
        painter.setPen(QColor(120,120,120));
        if(this->m_nPressed)
            painter.setBrush(QColor(60,60,60));
        else if(this->m_nHighlight)
            painter.setBrush(QColor(100,100,100));
        else
            painter.setBrush(QColor(80,80,80));
    }
    else
    {
        QLinearGradient outlinebrush(0,0,0,scaledRect.height());
        QLinearGradient brush(0,0,0,scaledRect.height());

        brush.setSpread(QLinearGradient::PadSpread);
        QColor highlight(255,255,255,128);
        QColor shadow(0,0,0,70);
        QColor sunken(220,220,220,30);
        QColor normal1(88,88,89,255);
        QColor normal2(88,88,89,255);
        QColor normal3(0,0,200,10);
        QColor normal4(255,255,250,255);

         if(m_nType==3 || m_nType == 4)
         {
            normal1 = QColor(100,180,189,55);
            normal2 = QColor(100,180,189,255);
         }
        if(m_nPressed)
        {
            outlinebrush.setColorAt(0.0f,shadow);
            outlinebrush.setColorAt(1.0f,highlight);
            brush.setColorAt(1.0f,sunken);
            painter.setPen(Qt::NoPen);

        }
        else
        {
            outlinebrush.setColorAt(0.75f,shadow);
            outlinebrush.setColorAt(0.0f,highlight);
            brush.setColorAt(0.0f,normal2);
            if(m_nHighlight)
                brush.setColorAt(1.0f,normal1);
            painter.setPen(QPen(outlinebrush,1));
        }
        if(this->isEnabled()==false )
        {
            outlinebrush.setColorAt(1.0f,shadow);
            outlinebrush.setColorAt(0.0f,highlight);
            brush.setColorAt(0.0f,normal3);
            painter.setPen(QPen(outlinebrush,2));

        }
        if(m_nStatus )
        {
            outlinebrush.setColorAt(1.0f,shadow);
            outlinebrush.setColorAt(0.0f,highlight);
            brush.setColorAt(0.0f,normal2);
            painter.setPen(QPen(outlinebrush,1));
        }
        painter.setBrush(brush);

    }

    
   // painter.drawRect(0, 0, scaledRect.width(), scaledRect.height());

    float xOff = scaledRect.width() / 2;
    float yOff = scaledRect.height() / 2;
    float sizex = 5.0f * matrix.m11();
    float sizey = 3.5f * matrix.m22();
    if (m_nType == 3)
        sizey *= -1;
    QPainterPath path;
    path.moveTo(xOff, yOff + (5 * sizey));
    path.lineTo(xOff - (4 * sizex), yOff - (3 * sizey));
    path.lineTo(xOff + (4 * sizex), yOff - (3 * sizey));
    path.lineTo(xOff, yOff + (5 * sizey));
    painter.drawPath(path);

}