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/*****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2022 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include "shot.h"
namespace vcg {
template<class S, class RotationType>
Shot<S, RotationType>::Shot() : Intrinsics(), Extrinsics()
{
Extrinsics.SetIdentity();
}
template<class S, class RotationType>
Shot<S, RotationType>::Shot(const Camera<S>& i, const ReferenceFrame& e) :
Intrinsics(), Extrinsics()
{
Intrinsics = i;
Extrinsics = e;
}
template<class S, class RotationType>
Shot<S, RotationType>::Shot(const Camera<S>& c) : Intrinsics(), Extrinsics()
{
Intrinsics = c;
Extrinsics.SetIdentity();
}
template<class S, class RotationType>
template<class Q>
Shot<S, RotationType> Shot<S, RotationType>::Construct(const Shot<Q>& b)
{
ReferenceFrame r;
r.SetRot(Matrix44<S>::Construct(b.Extrinsics.Rot()));
r.SetTra(Point3<S>::Construct(b.Extrinsics.Tra()));
return Shot(Camera<S>::Construct(b.Intrinsics), r);
}
/**
* @brief get the i-th axis of the coordinate system of the camera
*/
template<class S, class RotationType>
vcg::Point3<S> Shot<S, RotationType>::Axis(const int& i) const
{
vcg::Matrix44<S> m;
Extrinsics.rot.ToMatrix(m);
vcg::Point3<S> aa = m.GetRow3(i);
return aa;
}
/**
* @brief Get the viewdir
*/
template<class S, class RotationType>
const vcg::Point3<S> Shot<S, RotationType>::GetViewDir() const
{
return Extrinsics.Rot().GetRow3(2);
}
/**
* @brief Get the viewpoint
*/
template<class S, class RotationType>
const vcg::Point3<S> Shot<S, RotationType>::GetViewPoint() const
{
return Extrinsics.tra;
}
/**
* @brief set the viewpoint
*/
template<class S, class RotationType>
void Shot<S, RotationType>::SetViewPoint(const vcg::Point3<S>& viewpoint)
{
Extrinsics.SetTra(viewpoint);
}
/**
* @brief get fov from focal
*/
template<class S, class RotationType>
float Shot<S, RotationType>::GetFovFromFocal() const
{
double viewportYMm = Intrinsics.PixelSizeMm[1] * Intrinsics.ViewportPx[1];
return 2 * (vcg::math::ToDeg(atanf(viewportYMm / (2 * Intrinsics.FocalMm))));
}
/**
* @brief look at (point+up)
*/
template<class S, class RotationType>
void Shot<S, RotationType>::LookAt(const vcg::Point3<S>& z_dir, const vcg::Point3<S>& up)
{
LookTowards(z_dir - GetViewPoint(), up);
}
/**
* @brief look at (opengl-like)
*/
template<class S, class RotationType>
void Shot<S, RotationType>::LookAt(
const S& eye_x,
const S& eye_y,
const S& eye_z,
const S& at_x,
const S& at_y,
const S& at_z,
const S& up_x,
const S& up_y,
const S& up_z)
{
SetViewPoint(Point3<S>(eye_x, eye_y, eye_z));
LookAt(Point3<S>(at_x, at_y, at_z), Point3<S>(up_x, up_y, up_z));
}
/**
* @brief look towards (dir+up)
*/
template<class S, class RotationType>
void Shot<S, RotationType>::LookTowards(const vcg::Point3<S>& z_dir, const vcg::Point3<S>& up)
{
vcg::Point3<S> x_dir = up ^ -z_dir;
vcg::Point3<S> y_dir = -z_dir ^ x_dir;
Matrix44<S> m;
m.SetIdentity();
*(vcg::Point3<S>*) &m[0][0] = x_dir / x_dir.Norm();
*(vcg::Point3<S>*) &m[1][0] = y_dir / y_dir.Norm();
*(vcg::Point3<S>*) &m[2][0] = -z_dir / z_dir.Norm();
Extrinsics.rot.FromMatrix(m);
}
/**
* @brief Sometimes the focal is given in pixels. In this case, this function can be used to convert
* it in millimiters given the CCD width (in mm). This method should be moved in vcg::Camera().
* Equivalent focal length is obtained by setting the ccd width to 35 mm.
*/
template<class S, class RotationType>
void Shot<S, RotationType>::ConvertFocalToMM(S ccdwidth)
{
double ccd_width = ccdwidth; // ccd is assumed conventionally to be 35mm
double ccd_height = (ccd_width * Intrinsics.ViewportPx[1]) / Intrinsics.ViewportPx[0];
Intrinsics.PixelSizeMm[0] = (ccd_width / Intrinsics.ViewportPx[0]);
Intrinsics.PixelSizeMm[1] = (ccd_height / Intrinsics.ViewportPx[1]);
Intrinsics.FocalMm =
(ccd_width * Intrinsics.FocalMm) / Intrinsics.ViewportPx[0]; // NOW FOCAL IS IN MM
}
/**
* @brief Sometimes the 3D World coordinates are known up to a scale factor. This method adjust the
* camera/shot parameters to account for the re-scaling of the World. If the intrisic parameters are
* just reasonable values the cameras need only a re-positioning.
*/
template<class S, class RotationType>
void Shot<S, RotationType>::RescalingWorld(S scalefactor, bool adjustIntrinsics)
{
// adjust INTRINSICS (if required)
if (adjustIntrinsics) {
Intrinsics.FocalMm = Intrinsics.FocalMm * scalefactor;
double ccdwidth = static_cast<double>(Intrinsics.ViewportPx[0] * Intrinsics.PixelSizeMm[0]);
double ccdheight =
static_cast<double>(Intrinsics.ViewportPx[1] * Intrinsics.PixelSizeMm[1]);
Intrinsics.PixelSizeMm[0] = (ccdwidth * scalefactor) / Intrinsics.ViewportPx[0];
Intrinsics.PixelSizeMm[1] = (ccdheight * scalefactor) / Intrinsics.ViewportPx[1];
}
// adjust EXTRINSICS
// rotation remains the same (!)
// nothing to do..
// the viewpoint should be modified according to the scale factor
Extrinsics.tra *= scalefactor;
}
/**
* @brief Given a pure roto-translation matrix (4-by-4) modify the reference frame accordingly.
*/
template<class S, class RotationType>
void Shot<S, RotationType>::ApplyRigidTransformation(const Matrix44<S>& M)
{
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
// roto-translate the viewpoint
Extrinsics.tra = M * Extrinsics.tra;
Matrix44<S> newRot = rotM * M.transpose();
newRot[3][0] = newRot[3][1] = newRot[3][2] = 0.0;
Extrinsics.SetRot(newRot);
}
/**
* @brief Given a similarity transformation modifies the reference frame accordingly.
*/
template<class S, class RotationType>
void Shot<S, RotationType>::ApplySimilarity(Matrix44<S> M)
{
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
// normalize
M = M * (1 / M.ElementAt(3, 3));
M[3][3] = 1; // just for numeric precision
// compute scale factor
ScalarType scalefactor = 1.0 / pow(ScalarType(M.Determinant()), 1 / ScalarType(3.0));
// roto-translate the viewpoint
Extrinsics.tra = M * Extrinsics.tra;
vcg::Matrix44<S> M2 = M;
M2 = M2 * scalefactor; // remove the scaling
M2[3][3] = 1.0;
M2[0][3] = M2[1][3] = M2[2][3] = 0; // remove the translation
rotM = rotM * M2.transpose();
Extrinsics.SetRot(rotM);
}
/**
* @brief Given a similarity transformation modifies the reference frame accordingly.
*/
template<class S, class RotationType>
void Shot<S, RotationType>::ApplySimilarity(const Similarity<S>& Sm)
{
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
// similarity decomposition
vcg::Matrix44<S> R;
Sm.rot.ToMatrix(R);
vcg::Matrix44<S> T;
T.SetIdentity();
T.ElementAt(0, 3) = Sm.tra[0];
T.ElementAt(1, 3) = Sm.tra[1];
T.ElementAt(2, 3) = Sm.tra[2];
vcg::Matrix44d S44;
S44.SetIdentity();
S44 *= Sm.sca;
S44.ElementAt(3, 3) = 1.0;
vcg::Matrix44<S> M = T * R * S44;
// roto-translate the viewpoint
Extrinsics.tra = M * Extrinsics.tra;
vcg::Matrix44<S> M2 = M;
M2 = M2 * (1.0 / Sm.sca);
Extrinsics.rot = rotM * M2.transpose();
Extrinsics.rot.ElementAt(3, 0) = 0;
Extrinsics.rot.ElementAt(3, 1) = 0;
Extrinsics.rot.ElementAt(3, 2) = 0;
Extrinsics.rot.ElementAt(3, 3) = 1;
}
/**
* @brief Convert a 3d point from world to camera coordinates (do not confuse with the Shot
* reference frame)
*/
template<class S, class RotationType>
vcg::Point3<S> Shot<S, RotationType>::ConvertWorldToCameraCoordinates(const vcg::Point3<S>& p) const
{
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
vcg::Point3<S> cp = rotM * (p - GetViewPoint());
cp[2] = -cp[2];
return cp;
}
/**
* @brief Convert a 3d point from camera coordinates (do not confuse with the Shot reference frame)
* to world coordinates
*/
template<class S, class RotationType>
vcg::Point3<S> Shot<S, RotationType>::ConvertCameraToWorldCoordinates(const vcg::Point3<S>& p) const
{
Matrix44<S> rotM;
vcg::Point3<S> cp = p;
cp[2] = -cp[2];
Extrinsics.rot.ToMatrix(rotM);
cp = rotM.transpose() * cp + GetViewPoint();
return cp;
}
/**
* @brief Convert a 3d point from camera to world coordinates, uses inverse instead of trranspose
* for non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
*/
template<class S, class RotationType>
vcg::Point3<S>
Shot<S, RotationType>::ConvertCameraToWorldCoordinates_Substitute(const vcg::Point3<S>& p) const
{
Matrix44<S> rotM;
vcg::Point3<S> cp = p;
cp[2] = -cp[2];
Extrinsics.rot.ToMatrix(rotM);
cp = Inverse(rotM) * cp + GetViewPoint();
return cp;
}
/**
* @brief Project a 3d point from world coordinates to 2d camera viewport (the value returned is in
* pixel)
*/
template<class S, class RotationType>
vcg::Point2<S> Shot<S, RotationType>::Project(const vcg::Point3<S>& p) const
{
Point3<S> cp = ConvertWorldToCameraCoordinates(p);
Point2<S> pp = Intrinsics.Project(cp);
Point2<S> vp = Intrinsics.LocalToViewportPx(pp);
return vp;
}
/**
* @brief Inverse projection from 2d camera viewport (in pixels) to 3d world coordinates (it
* requires the original depth of the point to unproject)
*/
template<class S, class RotationType>
vcg::Point3<S> Shot<S, RotationType>::UnProject(const vcg::Point2<S>& p, const S& d) const
{
Point2<S> lp = Intrinsics.ViewportPxToLocal(p);
Point3<S> cp = Intrinsics.UnProject(lp, d);
Point3<S> wp = ConvertCameraToWorldCoordinates(cp);
return wp;
}
/**
* @brief Inverse projection from 2d camera viewport (in pixels) to 3d world coordinates (it
* requires the original depth of the projected point) uses inverse instead of trranspose for
* non-exactly-rigid rotation matrices (such as calculated by tsai and garcia)
*/
template<class S, class RotationType>
vcg::Point3<S>
Shot<S, RotationType>::UnProject_Substitute(const vcg::Point2<S>& p, const S& d) const
{
Point2<S> lp = Intrinsics.ViewportPxToLocal(p);
Point3<S> cp = Intrinsics.UnProject(lp, d);
Point3<S> wp = ConvertCameraToWorldCoordinates_Substitute(cp);
return wp;
}
/**
* @brief Returns the distance of point p from camera plane (z depth), required for unprojection
* operation
*/
template<class S, class RotationType>
S Shot<S, RotationType>::Depth(const vcg::Point3<S>& p) const
{
return ConvertWorldToCameraCoordinates(p).Z();
}
/**
* @brief Returns the (4-by-4) matrix M such that 3dpoint_in_world_coordinates = M *
* 3dpoint_in_local_coordinates
*/
template<class S, class RotationType>
Matrix44<S> Shot<S, RotationType>::GetExtrinsicsToWorldMatrix() const
{
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
return Matrix44<S>().SetTranslate(Extrinsics.tra) * rotM.transpose();
}
/**
* @brief Returns the (4-by-4) matrix M such that 3dpoint_in_local_coordinates = M *
* 3dpoint_in_world_coordinates
*/
template<class S, class RotationType>
Matrix44<S> Shot<S, RotationType>::GetWorldToExtrinsicsMatrix() const
{
Matrix44<S> rotM;
Extrinsics.rot.ToMatrix(rotM);
return rotM * Matrix44<S>().SetTranslate(-Extrinsics.tra);
}
/**
* @brief multiply the current reference frame for the matrix passed
* note: it is up to the caller to check the the matrix passed is a pure rototranslation
*/
template<class S, class RotationType>
void Shot<S, RotationType>::MultMatrix(vcg::Matrix44<S> m44)
{
Extrinsics.tra = m44 * Extrinsics.tra;
m44[0][3] = m44[1][3] = m44[2][3] = 0.0; // set no translation
const S k = m44.GetRow3(0).Norm(); // compute scaling (assumed uniform)
Extrinsics.rot = Extrinsics.rot * m44.transpose() * (1 / k);
}
/**
* @brief Multiply the current reference frame for the similarity passed
* note: it is up to the caller to check the the matrix passed is a pure rototranslation
*/
template<class S, class RotationType>
void Shot<S, RotationType>::MultSimilarity(const Similarity<S>& s)
{
MultMatrix(s.Matrix());
}
template<class S, class RotationType>
bool Shot<S, RotationType>::IsValid() const
{
return Intrinsics.PixelSizeMm[0] > 0 && Intrinsics.PixelSizeMm[1] > 0;
}
template<class S, class RotationType>
bool Shot<S, RotationType>::operator==(const Shot<S, RotationType> &oth) const
{
return Intrinsics == oth.Intrinsics && Extrinsics == oth.Extrinsics;
}
template<class S, class RotationType>
bool Shot<S, RotationType>::operator!=(const Shot<S, RotationType> &oth) const
{
return !(*this == oth);
}
template<class S, class RotationType>
Shot<S, RotationType>::ReferenceFrame::ReferenceFrame() : rot(), tra()
{
}
template<class S, class RotationType>
void Shot<S, RotationType>::ReferenceFrame::SetIdentity()
{
rot.SetIdentity();
tra = Point3<S>(0.0, 0.0, 0.0);
}
template<class S, class RotationType>
void vcg::Shot<S, RotationType>::ReferenceFrame::SetTra(const Point3<S> &tr)
{
tra = tr;
}
template<class S, class RotationType>
void vcg::Shot<S, RotationType>::ReferenceFrame::SetRot(const RotationType &rt)
{
rot = rt;
}
template<class S, class RotationType>
Point3<S> vcg::Shot<S, RotationType>::ReferenceFrame::Tra() const
{
return tra;
}
template<class S, class RotationType>
RotationType vcg::Shot<S, RotationType>::ReferenceFrame::Rot() const
{
return rot;
}
template<class S, class RotationType>
bool vcg::Shot<S, RotationType>::ReferenceFrame::operator==(
const Shot<S, RotationType>::ReferenceFrame& oth) const
{
return rot == oth.rot && tra == oth.tra;
}
template<class S, class RotationType>
bool vcg::Shot<S, RotationType>::ReferenceFrame::operator!=(
const Shot<S, RotationType>::ReferenceFrame& oth) const
{
return !(*this == oth);
}
} // namespace vcg