void RealisticCamera::ComputeThickLensApproximation(Float pz[2], Float fz[2]) const { // Find height $x$ from optical axis for parallel rays Float x = .001 * film->diagonal; // Compute cardinal points for film side of lens system Ray rScene(Point3f(x, 0, LensFrontZ() + 1), Vector3f(0, 0, -1)); Ray rFilm; bool ok = TraceLensesFromScene(rScene, &rFilm); if (!ok) Severe( "Unable to trace ray from scene to film for thick lens " "approximation. Is aperture stop extremely small?"); ComputeCardinalPoints(rScene, rFilm, &pz[0], &fz[0]); // Compute cardinal points for scene side of lens system rFilm = Ray(Point3f(x, 0, LensRearZ() - 1), Vector3f(0, 0, 1)); ok = TraceLensesFromFilm(rFilm, &rScene); if (!ok) Severe( "Unable to trace ray from film to scene for thick lens " "approximation. Is aperture stop extremely small?"); ComputeCardinalPoints(rFilm, rScene, &pz[1], &fz[1]); }
void Game::spawnAllBlocks() { float z = -currentLevel->length + 16.0f + 6 * currentStep; for (int i = 0; i < currentLevel->height; ++i) { for (int j = 0; j < currentLevel->width; ++j) { float x = 2.0f * j - currentLevel->width; float y = i*2.0f + 1.0f; if (1 == rand() % 2) { mainBlocks.push_back(std::make_shared<GameObject>(Point3f(x, y, z), 2.0f, SDL_COLOR_BLUE)); } else { freeBlockSlots.push_back(Point3f(x, y, z)); } } } int blocksNeeded = currentLevel->width * currentLevel->height - mainBlocks.size(); for (int i = 0; i < blocksNeeded; ++i) { Point3f p((float)getRandom(-currentLevel->width, currentLevel->width), 4 + (blocksNeeded-i)*2.0f, player->getCenter().z + getRandom(-5, 5)); extraBlocks.push_back(std::make_shared<GameObject>(p, 2.0f, getRandomColor(50, 200))); } }
void CameraCalibration::calcBoardCornerPositions(Size boardSize, float squareSize, vector<Point3f>& corners, Settings::Pattern patternType) { corners.clear(); switch (patternType) { case Settings::CHESSBOARD: case Settings::CIRCLES_GRID: for (int i = 0; i < boardSize.height; ++i) for (int j = 0; j < boardSize.width; ++j) corners.push_back(Point3f(float(j*squareSize), float(i*squareSize), 0)); break; case Settings::ASYMMETRIC_CIRCLES_GRID: for (int i = 0; i < boardSize.height; i++) for (int j = 0; j < boardSize.width; j++) corners.push_back(Point3f(float((2 * j + i % 2)*squareSize), float(i*squareSize), 0)); break; default: break; } }
Point3f Reprojector::reproject_to_3d(float pt0_x, float pt0_y, float pt1_x, float pt1_y) { float disparity_val = abs(pt1_x - pt0_x); float depth = compute_depth(disparity_val); Point2f plane_size = compute_plane_size(depth); float half_plane_width = plane_size.x / 2; float halfPlaneHeight = plane_size.y / 2; float real_x = map_val(pt0_x, 0, WIDTH_LARGE, -half_plane_width, half_plane_width); float real_y = map_val(pt0_y, 0, HEIGHT_LARGE, -halfPlaneHeight, halfPlaneHeight); return Point3f(real_x * 10, real_y * 10, depth * 10); }
Level_1::Level_1() : /*m_floor(Point3f(0.0f, 0.0f, 0.0f), Vector3f(200.0f, 200.0f, -1.0f)), m_crate(Point3f(50.0f, 50.0f, 0.0f), Vector3f(30.0f, 30.0f, 30.0f)), m_crate1(Point3f(150.0f, 0.0f, 0.0f), Vector3f(20.0f, 20.0f, 20.0f)), m_crate2(Point3f(0.0f, 150.0f, 100.0f), Vector3f(40.0f, 40.0f, 40.0f)),*/ m_player(Camera(Point3f(-200.0f, 0.0f, 50.0f), Quaternion(), 1.0f, 10000.0f), Vector3f(0.0f, 0.0f, -39.0f), 12.0f)/*, m_fire(false)*/ { m_floor = Crate(Point3f(-200.0f, -200.0f, 0.0f), Vector3f(400.0f, 400.0f, -1.0f)); m_crate = Crate(Point3f(0.0f, 60.0f, 0.0f), Vector3f(30.0f, 30.0f, 30.0f)); //m_crate1 = Crate(Point3f(150.0f, 0.0f, 0.0f), Vector3f(20.0f, 20.0f, 20.0f)); m_crate2 = Crate(Point3f(100.0f, 0.0f, 20.0f), Vector3f(10.0f, 10.0f, 10.0f)); //m_player = Player(Camera(Point3f(0.0f, 0.0f, 50.0f), Quaternion(), 1.0f, 10000.0f), Vector3f(0.0f, 0.0f, -39.0f), 12.0f); m_fire = false; set_pausable(true); }
Point3f Unproject( float xp, float yp, float depth ) const { CV_Assert( depth > 0 ); Matx31f x, ray, ret; x(0) = xp; x(1) = yp; x(2) = 1; ray = m_inv_K * x; ray *= depth; // -z into the screen ray(2) = -ray(2); ret = m_inv_R*( ray - m_t ); return Point3f( ret(0), ret(1), ret(2) ); }
void Game::initLevel() { // clear everything associated with level mainBlocks.clear(); extraBlocks.clear(); freeBlockSlots.clear(); platforms.clear(); openPlatforms.clear(); // tell the "platform builder" where to start Point2 firstPlatform(currentLevel->width / 2, 0); openPlatforms.push_back(firstPlatform); currentLevel->data[firstPlatform.x][firstPlatform.y] = true; // return objects to initial state player->setCenter(Point3f(-1.0f, 1.0f, -currentLevel->length + 6.0f)); // set player at the beginning + 6 blocks for some margin prize->setCenter(Point3f(-1.0f, 1.0f, currentLevel->length - 2.0f)); // set prize right at the end prize->setRotate(0, 0, 0); prize->setScale(1, 1, 1); currentStep = 0; worldTimer.reset(); currentCutScene = CutScene::LEVEL_BEGINNING; }
//导入标定图片,提取角点 bool CSingleCalib::addChessBoardPoints(String *strImageName) { cout << "CSingleCalib::addChessBoardPoints !" << endl; bool bRet = false; do { vector<Point2f> imageCorners; vector<Point3f> objectCorners; for (int i = 0; i < ChessBoardSize_h; ++i) { for (int j = 0; j < ChessBoardSize_w; ++j) { objectCorners.push_back(Point3f(i*SquareWidth, j*SquareWidth, 0)); } } cv::Mat image; for (int i = 1; i <= NImage; ++i) { image = imread(*strImageName); cvtColor(image, grayImage, CV_BGR2GRAY); bool found = findChessboardCorners(image, ChessBoardSize, imageCorners); cornerSubPix(grayImage, imageCorners, Size(5, 5), cv::Size(-1, -1), cv::TermCriteria(CV_TERMCRIT_EPS | CV_TERMCRIT_ITER, 20, 0.1)); cout << i << endl; if (imageCorners.size() != ChessBoardSize.area()) { cout << "检测的角点数和棋盘格本身的数目不等" << endl; break; } addPoints(imageCorners, objectCorners); cv::drawChessboardCorners(image, ChessBoardSize, imageCorners, found); cv::imshow("BoardCorner", image); cv::waitKey(10); ++strImageName; } // cvDestroyWindow("image"); cvDestroyWindow("BoardCorner"); bRet = true; } while (false); return bRet; }
void draw() { engine->controller.updateMouse(); pos_x = engine->controller.getMousePos().x; pos_y = engine->controller.getMousePos().y; renderer->drawQuad(square,Point3f(pos_x+100,pos_y,0),pos_y*1.0,pos_y*1.0,rot); renderer->drawQuad(square2,Point3f(pos_x,pos_y,-.01),pos_y*1.0,pos_y*1.0,rot*.9); renderer->drawQuad(square3,Point3f(pos_x-100,pos_y,-.02),pos_y*1.0,pos_y*1.0,rot*.8); renderer->drawText("default font","Scale 1",Point3f(100,100,0),ColorRGBA(1,1,1,1),8,1.0); renderer->drawText("default font","Scale 2",Point3f(100,200,0),ColorRGBA(1,1,1,1),8*2,2.0); renderer->drawText("default font","Scale 3",Point3f(100,300,0),ColorRGBA(1,1,1,1),8*3,3.0); renderer->drawText("default font",std::to_string(engine->t).c_str(),Point3f(100,400,0),ColorRGBA(1,1,1,1),8*10,10.0); renderer->drawBuffer(); }; //executes as often as possible
Float PerspectiveCamera::GenerateRayDifferential(const CameraSample &sample, RayDifferential *ray) const { ProfilePhase prof(Prof::GenerateCameraRay); // Compute raster and camera sample positions Point3f pFilm = Point3f(sample.pFilm.x, sample.pFilm.y, 0); Point3f pCamera = RasterToCamera(pFilm); Vector3f dir = Normalize(Vector3f(pCamera.x, pCamera.y, pCamera.z)); *ray = RayDifferential(Point3f(0, 0, 0), dir); // Modify ray for depth of field if (lensRadius > 0) { // Sample point on lens Point2f pLens = lensRadius * ConcentricSampleDisk(sample.pLens); // Compute point on plane of focus Float ft = focalDistance / ray->d.z; Point3f pFocus = (*ray)(ft); // Update ray for effect of lens ray->o = Point3f(pLens.x, pLens.y, 0); ray->d = Normalize(pFocus - ray->o); } // Compute offset rays for _PerspectiveCamera_ ray differentials if (lensRadius > 0) { // Compute _PerspectiveCamera_ ray differentials accounting for lens // Sample point on lens Point2f pLens = lensRadius * ConcentricSampleDisk(sample.pLens); Vector3f dx = Normalize(Vector3f(pCamera + dxCamera)); Float ft = focalDistance / dx.z; Point3f pFocus = Point3f(0, 0, 0) + (ft * dx); ray->rxOrigin = Point3f(pLens.x, pLens.y, 0); ray->rxDirection = Normalize(pFocus - ray->rxOrigin); Vector3f dy = Normalize(Vector3f(pCamera + dyCamera)); ft = focalDistance / dy.z; pFocus = Point3f(0, 0, 0) + (ft * dy); ray->ryOrigin = Point3f(pLens.x, pLens.y, 0); ray->ryDirection = Normalize(pFocus - ray->ryOrigin); } else { ray->rxOrigin = ray->ryOrigin = ray->o; ray->rxDirection = Normalize(Vector3f(pCamera) + dxCamera); ray->ryDirection = Normalize(Vector3f(pCamera) + dyCamera); } ray->time = Lerp(sample.time, shutterOpen, shutterClose); ray->medium = medium; *ray = CameraToWorld(*ray); ray->hasDifferentials = true; return 1; }
void SPHSystem::computeForce() { int i, j, s, numNei; float dij; float term1, term2; Point3f vij; Point3f pf, vf, tf, gf, cf; //#pragma omp parallel for private( j, nId, numNei, d, term1, term2, dv, pf, vf, tf, gf ) for(i=0; i<p.size(); ++i) { pf.Set(0,0,0); vf.Set(0,0,0); tf.Set(0,0,0); numNei = p[i]->pq.getSize(); for(s=1; s<=numNei; ++s) { j = p[i]->pq.queue[s]; if(i==j) continue; term1 = p[i]->p/(p[i]->d*p[i]->d); term2 = p[j]->p/(p[j]->d*p[j]->d); vij = *p[i]-*p[j]; dij = vij.Length(); // pressure force pf += (term1+term2)*p[j]->m*k->pw1(dij)*vij; // viscosity force vf += p[j]->m*k->vw2(dij)*(p[j]->v-p[i]->v); // surface tension } pf = -p[i]->d*pf; vf = (X/p[i]->d)*vf; gf = p[i]->d*Point3f(0.0f, -GR, 0.0f); if(p[i]->n.Length() < ( SIM_DIM==2 ? 0.6f : 3.0f) ) // for 2d < 0.6 , 3d < 3.0 tf.Zero(); else tf = -p[i]->lapc*p[i]->n.GetNormalized(); p[i]->tf = tf; p[i]->pf = pf; p[i]->vf = vf; p[i]->a = (pf+vf+gf+tf)/p[i]->d; } }
SpotLight(const PropertyList &props) : Emitter() { //set the arguments m_position = props.getPoint("position"); m_intensity = props.getColor("Intensity"); bool useLookAt = props.getBoolean("useLookAt", true); if(useLookAt){ Vector3f lookPT = props.getPoint("lookAt", Point3f(0.0f, 0.0f, 0.0f)); m_direction = (lookPT - m_position).normalized(); } else { m_direction = props.getVector("direction"); } m_theta = props.getFloat("theta"); m_cosFalloffStart = props.getFloat("falloff"); }
void Game::playCutSceneGameWin() { player->lookAt(Point3f(0, 0, 0)); if (cutSceneTimer.getElapsed() >= 0.075 * __SECOND) { killPlatform(); player->addScore(SCORE_PER_BLOCK); } if (eventSystem->isPressed(Key::SPACE) || platforms.empty()) { while (!platforms.empty()) { killPlatform(); player->addScore(SCORE_PER_BLOCK); } resetCutScene(); running = false; } }
int Get3d_2dPoints(PointCloud<PointXYZ>::ConstPtr cloud_p, PointCloud<PointXYZ>::ConstPtr cloud_p2, MatrixXf &x3d, MatrixXf &x2d, vector <Point3f>& points3d, vector <Point2f>& imagePoints){ x3d= MatrixXf::Ones(cloud_p->points.size (),4); x2d= MatrixXf::Ones(cloud_p2->points.size (),3); std::cout<<"points selected \n"<<cloud_p->points.size ()<<std::endl; if (cloud_p->points.size ()!=cloud_p2->points.size ()){ return (-1); } int i,j; for (i=0;i<cloud_p->points.size ();i++){ x3d(i,0)=cloud_p->points[i].x; x3d(i,1)=cloud_p->points[i].y; x3d(i,2)=cloud_p->points[i].z; x3d(i,3)=1; points3d.push_back(Point3f(x3d(i,0), x3d(i,1), x3d(i,2))); } for (i=0;i<cloud_p2->points.size ();i++){ x2d(i,0)=cloud_p2->points[i].x; x2d(i,1)=cloud_p2->points[i].y; x2d(i,2)=cloud_p2->points[i].z; imagePoints.push_back(Point2f(x2d(i,0), x2d(i,1))); } return (0); }
void RealisticCamera::TestExitPupilBounds() const { Float filmDiagonal = film->diagonal; static RNG rng; Float u = rng.UniformFloat(); Point3f pFilm(u * filmDiagonal / 2, 0, 0); Float r = pFilm.x / (filmDiagonal / 2); int pupilIndex = std::min((int)exitPupilBounds.size() - 1, (int)std::floor(r * (exitPupilBounds.size() - 1))); Bounds2f pupilBounds = exitPupilBounds[pupilIndex]; if (pupilIndex + 1 < (int)exitPupilBounds.size()) pupilBounds = Union(pupilBounds, exitPupilBounds[pupilIndex + 1]); // Now, randomly pick points on the aperture and see if any are outside // of pupil bounds... for (int i = 0; i < 1000; ++i) { Point2f pd = ConcentricSampleDisk( Point2f(rng.UniformFloat(), rng.UniformFloat())); pd *= RearElementRadius(); Ray testRay(pFilm, Point3f(pd.x, pd.y, 0.f) - pFilm); Ray testOut; if (!TraceLensesFromFilm(testRay, &testOut)) continue; if (!Inside(pd, pupilBounds)) { fprintf(stderr, "Aha! (%f,%f) went through, but outside bounds (%f,%f) - " "(%f,%f)\n", pd.x, pd.y, pupilBounds.pMin[0], pupilBounds.pMin[1], pupilBounds.pMax[0], pupilBounds.pMax[1]); RenderExitPupil( (Float)pupilIndex / exitPupilBounds.size() * filmDiagonal / 2.f, 0.f, "low.exr"); RenderExitPupil((Float)(pupilIndex + 1) / exitPupilBounds.size() * filmDiagonal / 2.f, 0.f, "high.exr"); RenderExitPupil(pFilm.x, 0.f, "mid.exr"); exit(0); } } fprintf(stderr, "."); }
System3d::System3d() { scale = 3; // initiate Mat images //pmdGrayImage = Mat::zeros(scale*IMG_HEIGHT, scale*IMG_WIDTH, CV_32F); pmdGrayImage = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_32F); pmdDepthImage = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_32F); webcamImage = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_8UC3); pmdChessImage = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_8U); webcamChessImage = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_8U); webcamImageTmp = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_8UC3); pmdTmp = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_8U); webTmp = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_8UC3); undistortPMD = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_32F); undistortWebcam = Mat::zeros(scale*IMG_WIDTH, scale*IMG_HEIGHT, CV_8UC3); // calibration matrices offset = Mat::zeros(4,4,CV_64F); // cloud parameters cloud.width = scale*IMG_WIDTH; cloud.height = scale*IMG_HEIGHT; cloud.points.resize (cloud.width*cloud.height); cloud_width = cloud.width; cloud_height = cloud.height; // chessboard pattern points coordinate for (int i=0; i<4; i++) for (int j=0; j<3; j++) chessboardPointsWebcam.push_back(Point3f(i*0.0988, j*0.0994, 0)); // poziomo - 9.94 cm, pionowo - 9.88 cm /* for (int i=0; i<4; i++) for (int j=0; j<3; j++) chessboardPointsPMDcam.push_back(Point3f(i*0.0988*scale, j*0.0994*scale, 0)); */ calibrated = false; patternCount = 0; }
static void longLatLabel(const string& labelText, double longitude, double latitude, const Vec3d& viewRayOrigin, const Vec3d& viewNormal, const Vec3d& bodyCenter, const Quatd& bodyOrientation, const Vec3f& semiAxes, float labelOffset, Renderer* renderer) { double theta = degToRad(longitude); double phi = degToRad(latitude); Vec3d pos(cos(phi) * cos(theta) * semiAxes.x, sin(phi) * semiAxes.y, -cos(phi) * sin(theta) * semiAxes.z); float nearDist = renderer->getNearPlaneDistance(); pos = pos * (1.0 + labelOffset); double boundingRadius = max(semiAxes.x, max(semiAxes.y, semiAxes.z)); // Draw the label only if it isn't obscured by the body ellipsoid double t = 0.0; if (testIntersection(Ray3d(Point3d(0.0, 0.0, 0.0) + viewRayOrigin, pos - viewRayOrigin), Ellipsoidd(Vec3d(semiAxes.x, semiAxes.y, semiAxes.z)), t) && t >= 1.0) { // Compute the position of the label Vec3d labelPos = bodyCenter + (1.0 + labelOffset) * pos * bodyOrientation.toMatrix3(); // Calculate the intersection of the eye-to-label ray with the plane perpendicular to // the view normal that touches the front of the objects bounding sphere double planetZ = viewNormal * bodyCenter - boundingRadius; if (planetZ < -nearDist * 1.001) planetZ = -nearDist * 1.001; double z = viewNormal * labelPos; labelPos *= planetZ / z; renderer->addObjectAnnotation(NULL, labelText, Renderer::PlanetographicGridLabelColor, Point3f((float) labelPos.x, (float) labelPos.y, (float) labelPos.z)); } }
bool PointerMapper::project_to_plane(Point3f& pt, Point3f& result, float& dist_to_plane) { Ray ray = Ray(pt, direction_plane); float t; if (ray.intersects(plane, t)) { const float x = pt.x + t * direction_plane.x; const float y = pt.y + t * direction_plane.y; const float z = pt.z + t * direction_plane.z; result = Point3f(x, y, z); dist_to_plane = get_distance(result, pt); return true; } return false; }
void Game::buildPlatforms() { std::list<Point2> neighbors; for (auto point : openPlatforms) { std::list<Point2> tmp = getNeighborPlatforms(point); for (auto p : tmp) neighbors.push_back(p); float x = 2.0f * point.x - currentLevel->width; float z = 2.0f * point.y - currentLevel->length; // place it the way that level center is always at 0.0.0 origin // y = -0.1f so that the top of the platforms represent the 0th line in Y - the ground std::shared_ptr<GameObject> plat = std::make_shared<GameObject>(Point3f(x, -0.1f, z), 2.0f, 0.2f, 2.0f, ResourceManager::getTextureID(_RES_TEX_BRICK)); platforms.push_back(plat); } openPlatforms = neighbors; }
void testApp::updatePointCloud() { pointCloud.clear(); const unsigned int Xres = 640; const unsigned int Yres = 480; Point2d fov = kinectCalibration.getUndistortedIntrinsics().getFov(); float fx = tanf(ofDegToRad(fov.x) / 2) * 2; float fy = tanf(ofDegToRad(fov.y) / 2) * 2; Point2d principalPoint = kinectCalibration.getUndistortedIntrinsics().getPrincipalPoint(); cv::Size imageSize = kinectCalibration.getUndistortedIntrinsics().getImageSize(); int w = 640; int h = 480; // int w = curKinect.getWidth(); // int h = curKinect.getHeight(); // float* pixels = curKinect.getPixels(); Mat pixels = curKinect; int i = 0; /* principalPoint.x += ofMap(mouseX, 0, ofGetWidth(), -4, 4); principalPoint.y += ofMap(mouseY, 0, ofGetHeight(), -4, 4); cout << "fudge: " << ofMap(mouseX, 0, ofGetWidth(), -4, 4) << "x" << ofMap(mouseY, 0, ofGetHeight(), -4, 4) << endl; */ for(int y = 0; y < h; y++) { for(int j = 0; j < w; j++) { float pixel = curKinect.at<float>(y, j); if(pixel < 1000) { // the rest is basically noise int x = Xres - j - 1; // x axis is flipped from depth image float z = rawToCentimeters(pixel); float xReal = (((float) x - principalPoint.x) / imageSize.width) * z * fx; float yReal = (((float) y - principalPoint.y) / imageSize.height) * z * fy; // add each point into pointCloud pointCloud.push_back(Point3f(xReal, yReal, z)); } i++; } } }
/// Unprojects a point from the window to the scene. Point3f GraphicsView::unproject(qreal x, qreal y, qreal z) const { // flip y y = height() - y; // adjust point to normalized window coordinates Eigen::Matrix<float, 4, 1> point; point[0] = 2 * x / width() - 1; point[1] = 2 * y / height() - 1; point[2] = 2 * z - 1; point[3] = 1; // map to object-space coordinates GraphicsTransform transform = projectionTransform() * modelViewTransform(); point = transform.inverseMultiply(point); point *= 1.0 / point[3]; return Point3f(point[0], point[1], point[2]); }
void HumanBodyLaser::refine3DPoints(vector<Point3f>& points, vector<Vec3b>& colors, int& validnum) { float maxdepth = MAXDEPTH; float mindepth = MINDEPTH; int size = points.size(); for(int i = 0; i < size; ++i) { if(points[i].z == PT_UNDEFINED) continue; float z = points[i].z; if(z < mindepth || z > maxdepth) { points[i] = Point3f(PT_UNDEFINED, PT_UNDEFINED, PT_UNDEFINED); colors[i] = Vec3b(0,0,0); validnum --; } } }
Point3f RealisticCamera::SampleExitPupil(const Point2f &pFilm, const Point2f &lensSample, Float *sampleBoundsArea) const { // Find exit pupil bound for sample distance from film center Float rFilm = std::sqrt(pFilm.x * pFilm.x + pFilm.y * pFilm.y); int rIndex = rFilm / (film->diagonal / 2) * exitPupilBounds.size(); rIndex = std::min((int)exitPupilBounds.size() - 1, rIndex); Bounds2f pupilBounds = exitPupilBounds[rIndex]; if (sampleBoundsArea) *sampleBoundsArea = pupilBounds.Area(); // Generate sample point inside exit pupil bound Point2f pLens = pupilBounds.Lerp(lensSample); // Return sample point rotated by angle of _pFilm_ with $+x$ axis Float sinTheta = (rFilm != 0) ? pFilm.y / rFilm : 0; Float cosTheta = (rFilm != 0) ? pFilm.x / rFilm : 1; return Point3f(cosTheta * pLens.x - sinTheta * pLens.y, sinTheta * pLens.x + cosTheta * pLens.y, LensRearZ()); }
void Game::playCutSceneLevelBeginning() { if (cutSceneTimer.getTime() == 0) { // means running for 1st time // move to level beginning -20 units, so player can see how platforms are being built dummyCameraObject->moveTo(Point3f(1.0f, 45.0f, -currentLevel->length*1.0f - 20.0f)); dummyCameraObject->lookAt(prize->getCenter()); camera->follow(dummyCameraObject); } if (cutSceneTimer.getElapsed() >= 0.075 * __SECOND) { buildPlatforms(); if (dummyCameraObject->getCenter().y > 7.0f) { dummyCameraObject->move(Vector3f(0, -1.0f, 0.25f)); } else { if (distanceBetween(dummyCameraObject->getCenter(), prize->getCenter()) > 7.5f) { dummyCameraObject->move(Vector3f(0, 0, 1.5f)); } else { cutSceneFrame++; } } dummyCameraObject->lookAt(prize->getCenter()); cutSceneTimer.measure(); } if (eventSystem->isPressed(Key::SPACE) || (isLevelBuilt() && cutSceneFrame > 0)) { while (!isLevelBuilt()) { buildPlatforms(); } camera->follow(player); resetCutScene(); spawnAllBlocks(); #ifdef __DEBUG debug("Level Created, Blocks spawned, CutScene::LEVEL_BEGINNING completed"); #endif } }
void AugmentedView::Update(Mat * rgbaImage, Engine * engine) { tabs->Draw(rgbaImage); if (!updateObjectMap.empty()) { if (engine->communicator != NULL && engine->communicator->IsConnected()) { for (map<string,ARObjectMessage*>::iterator it = updateObjectMap.begin();it != updateObjectMap.end();it++) { LOGD(LOGTAG_ARINPUT,"Sending update for object %s",(*it).first.c_str()); engine->communicator->SendMessage((*it).second); } } updateObjectMap.clear(); } if (createNext) { Point3f cameraPosition = getCameraPosition(projection); char objectName[100]; sprintf(objectName,"user_obj_%d",objectVector.size()+1); GLObject * glObject = OpenGLHelper::CreateMultiColorCube(20); Point3f newLocation = Point3f(0,0,0); if (testObject != NULL) newLocation = testObject->position; ARObject * newObject = new ARObject(glObject, newLocation); newObject->BoundingSphereRadius = 12; newObject->objectID = objectName; if (engine->communicator->IsConnected()) { engine->communicator->SendMessage(new ARObjectMessage(newObject,true)); } createNext = false; objectVector.push_back(newObject); } canDraw = true; }
////////////////////////////////////////////////////////////////////////// //@intro 初始化当前控件的参数 ////////////////////////////////////////////////////////////////////////// void GLTextureArea::initializeGL() { readMtlFile(); glClearColor(1.0, 1.0, 1.0, 0); //glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glOrtho(-2,2,-2,2,-2,2); trackball.center = Point3f(glmModel->mAvePt[0],glmModel->mAvePt[1],glmModel->mAvePt[2]); trackball.radius = 1; trackball.ClearModes(); trackball.modes[0] = NULL; trackball.modes[Trackball::BUTTON_LEFT] = new PanMode(); //trackball.modes[Trackball::BUTTON_LEFT] = new PlaneMode(0,0,1,0); trackball.modes[Trackball::KEY_LEFT] = trackball.modes[Trackball::KEY_RIGHT] = trackball.modes[Trackball::KEY_UP] = trackball.modes[Trackball::KEY_DOWN] = new PanMode(); trackball.modes[Trackball::WHEEL] = new ScaleMode(); //trackball.GetView(); trackball.Apply(false); }
int main(int argc, char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(winW,winH); glutInitWindowPosition(100,100); glutCreateWindow("SPH"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(specialKeys); glutMouseFunc(mouse); glutMotionFunc(motion); glInit(); simInit(); cam.setPos(0.01f, -PI, 15.0f, Point3f(0.2f,0.2f,0)); cam.moveDrive(-3,-3); glutMainLoop(); return 0; }
void ASM_Gaze_Tracker::findBestFrontalFaceShapeIn3D() { int currentIndex = -1; vector<vector<Point2f> > pointsSeries = tracker.smodel.matY2pts(); currentIndex = 0; vector<Point2f> points = pointsSeries[currentIndex]; Point2f center = points[0]*0.5f + points[1]*0.5f; float normVaue = tracker.annotations.getDistanceBetweenOuterCanthuses()/norm(points[3]-points[2]); for (int i = 0 ; i < points.size(); i++) { points[i] =points[i]- center; points[i] *=normVaue; } vector<Point3f> faceFeatures; for (int i =0 ; i < points.size() ; i ++) { faceFeatures.push_back(Point3f(points[i].x,points[i].y,0)); } faceFeatures[4].z = 8; faceFeatures[5].z = 8; facialPointsIn3D = faceFeatures; }
Float RealisticCamera::FocusDistance(Float filmDistance) { // Find offset ray from film center through lens Bounds2f bounds = BoundExitPupil(0, .001 * film->diagonal); Float lu = 0.1f * bounds.pMax[0]; Ray ray; if (!TraceLensesFromFilm(Ray(Point3f(0, 0, LensRearZ() - filmDistance), Vector3f(lu, 0, filmDistance)), &ray)) { Error( "Focus ray at lens pos(%f,0) didn't make it through the lenses " "with film distance %f?!??\n", lu, filmDistance); return Infinity; } // Compute distance _zFocus_ where ray intersects the principal axis Float tFocus = -ray.o.x / ray.d.x; Float zFocus = ray(tFocus).z; if (zFocus < 0) zFocus = Infinity; return zFocus; }
MT::MT(Mat img, Rect2f rect, ostream *os) : log(os), image_size(img.size()), window_size(rect.size()), feature(image_size), warp(image_size) { warp.set(locate(rect)); float fine_stride = sqrt(window_size.area() / fine_n); int W = int(floor(window_size.width / (2.0f * fine_stride))); int H = int(floor(window_size.height / (2.0f * fine_stride))); for (int y = 0; y <= 2 * H; ++y) for (int x = 0; x <= 2 * W; ++x) fine_samples.push_back(Point3f((x - W) * fine_stride, (y - H) * fine_stride, 0.0f)); feature.process(img, 0.0f); fine_train(warp); fast_train(warp); error = 0.0f; roll = yaw = pitch = 0.0f; count = N = 0; }