void CameraControlEngine::calculateYImageCoordinate(const Vector3<>& hip2Target, const Pose3D& transformMatrix, const Pose3D& transformMatrixOther, float& yImage, float& yImageOther) { const Pose3D transformMatrixInv = transformMatrix.invert(); const Pose3D transformMatrixOtherInv = transformMatrixOther.invert(); // We don't want points to be behind the camera. Since we only need the y image coordinate, // we pretend lies directly in front of the camera. const float absInPlane = sqrt(sqr(hip2Target.x) + sqr(hip2Target.y)); const Vector3<> fakeTarget(absInPlane * cos(theFilteredJointData.angles[JointData::HeadYaw]), absInPlane * sin(theFilteredJointData.angles[JointData::HeadYaw]), hip2Target.z); const Vector3<> fakeTargetCamera = transformMatrixInv * fakeTarget; const Vector3<> fakeTargetCameraOther = transformMatrixOtherInv * fakeTarget; yImage = -fakeTargetCamera.z * theCameraInfo.focalLength / fakeTargetCamera.x; yImageOther = -fakeTargetCameraOther.z * theCameraInfo.focalLength / fakeTargetCameraOther.x; }
bool Transformation::imageToRobotWithCameraRotation(const Vector2<int>& pointInImage, const CameraMatrix& cameraMatrix, const CameraInfo& cameraInfo, Vector2<>& relativePosition) { const bool ret = imageToRobot(pointInImage, cameraMatrix, cameraInfo, relativePosition); if(ret) { Pose3D cameraRotatedMatrix; cameraRotatedMatrix.rotateZ(cameraMatrix.rotation.getZAngle()); const Vector3<> point3D = cameraRotatedMatrix.invert() * Vector3<>(relativePosition.x, relativePosition.y, 0.f); relativePosition.x = point3D.x; relativePosition.y = point3D.y; } return ret; }