Commit c6f37932 authored by Patrik Huber's avatar Patrik Huber

Removed r_x/y/z from RenderingParameters, added c'tor for explicit rotation angles

parent 30ff5944
......@@ -103,6 +103,19 @@ struct RenderingParameters
// Creates with default frustum...
RenderingParameters() {};
// Initialisation for Eigen::LevMarq
// This creates the correct rotation quaternion in the case the angles were estimated/given by R*P*Y*v.
// Angles given in radian.
// Note: If you subsequently use RP::get_rotation() and glm::eulerAngles() on it, the angles you get out will be slightly different from the ones you put in here.
// But they will describe the same rotation! Just in a different order. (i.e. the rotation matrix or quaternion for both of these two sets of angles is identical.)
RenderingParameters(CameraType camera_type, Frustum camera_frustum, float r_x, float r_y, float r_z, float tx, float ty, int screen_width, int screen_height) : camera_type(camera_type), frustum(camera_frustum), t_x(tx), t_y(ty), screen_width(screen_width), screen_height(screen_height) {
auto rot_mtx_x = glm::rotate(glm::mat4(1.0f), r_x, glm::vec3{ 1.0f, 0.0f, 0.0f });
auto rot_mtx_y = glm::rotate(glm::mat4(1.0f), r_y, glm::vec3{ 0.0f, 1.0f, 0.0f });
auto rot_mtx_z = glm::rotate(glm::mat4(1.0f), r_z, glm::vec3{ 0.0f, 0.0f, 1.0f });
auto zxy_rotation_matrix = rot_mtx_z * rot_mtx_x * rot_mtx_y;
rotation = zxy_rotation_matrix;
};
// This assumes estimate_sop was run on points with OpenCV viewport! I.e. y flipped.
RenderingParameters(ScaledOrthoProjectionParameters ortho_params, int image_width, int image_height) {
camera_type = CameraType::Orthographic;
......@@ -142,9 +155,9 @@ struct RenderingParameters
Frustum frustum; // Can construct a glm::ortho or glm::perspective matrix from this.
// Todo: Get rid of the Euler angles and just use the quaternion.
float r_x; // Pitch.
float r_y; // Yaw. Positive means subject is looking left (we see her right cheek).
float r_z; // Roll. Positive means the subject's right eye is further down than the other one (he tilts his head to the right).
//float r_x; // Pitch.
//float r_y; // Yaw. Positive means subject is looking left (we see her right cheek).
//float r_z; // Roll. Positive means the subject's right eye is further down than the other one (he tilts his head to the right).
glm::quat rotation;
float t_x;
......@@ -164,7 +177,8 @@ struct RenderingParameters
template<class Archive>
void serialize(Archive& archive)
{
archive(CEREAL_NVP(camera_type), CEREAL_NVP(frustum), CEREAL_NVP(r_x), CEREAL_NVP(r_y), CEREAL_NVP(r_z), CEREAL_NVP(t_x), CEREAL_NVP(t_y), CEREAL_NVP(screen_width), CEREAL_NVP(screen_height));
// TODO add the quaternion!
archive(CEREAL_NVP(camera_type), CEREAL_NVP(frustum), CEREAL_NVP(t_x), CEREAL_NVP(t_y), CEREAL_NVP(screen_width), CEREAL_NVP(screen_height));
};
};
......@@ -194,35 +208,6 @@ glm::vec4 get_opencv_viewport(int width, int height)
return glm::vec4(0, height, width, -height);
};
/**
* @brief Creates a 4x4 model-view matrix from given fitting parameters.
*
* Together with the Frustum information, this describes the full
* orthographic rendering parameters of the OpenGL pipeline.
* Example:
*
* @code
* fitting::OrthographicRenderingParameters rendering_params = ...;
* glm::mat4x4 view_model = get_4x4_modelview_matrix(rendering_params);
* glm::mat4x4 ortho_projection = glm::ortho(rendering_params.frustum.l, rendering_params.frustum.r, rendering_params.frustum.b, rendering_params.frustum.t);
* glm::vec4 viewport(0, image.rows, image.cols, -image.rows); // flips y, origin top-left, like in OpenCV
*
* // project a point from 3D to 2D:
* glm::vec3 point_3d = ...; // from a mesh for example
* glm::vec3 point_2d = glm::project(point_3d, view_model, ortho_projection, viewport);
* @endcode
*/
glm::mat4x4 get_4x4_modelview_matrix(fitting::RenderingParameters params)
{
// rotation order: RPY * P
auto rot_mtx_x = glm::rotate(glm::mat4(1.0f), params.r_x, glm::vec3{ 1.0f, 0.0f, 0.0f });
auto rot_mtx_y = glm::rotate(glm::mat4(1.0f), params.r_y, glm::vec3{ 0.0f, 1.0f, 0.0f });
auto rot_mtx_z = glm::rotate(glm::mat4(1.0f), params.r_z, glm::vec3{ 0.0f, 0.0f, 1.0f });
auto t_mtx = glm::translate(glm::mat4(1.0f), glm::vec3{ params.t_x, params.t_y, 0.0f });
auto modelview = t_mtx * rot_mtx_z * rot_mtx_x * rot_mtx_y;
return modelview;
};
/**
* @brief Creates a 3x4 affine camera matrix from given fitting parameters. The
* matrix transforms points directly from model-space to screen-space.
......@@ -232,7 +217,7 @@ glm::mat4x4 get_4x4_modelview_matrix(fitting::RenderingParameters params)
*/
cv::Mat get_3x4_affine_camera_matrix(fitting::RenderingParameters params, int width, int height)
{
auto view_model = render::to_mat(get_4x4_modelview_matrix(params));
auto view_model = render::to_mat(params.get_modelview());
auto ortho_projection = render::to_mat(glm::ortho(params.frustum.l, params.frustum.r, params.frustum.b, params.frustum.t));
cv::Mat mvp = ortho_projection * view_model;
......
......@@ -87,17 +87,7 @@ RenderingParameters estimate_orthographic_camera(std::vector<cv::Vec2f> image_po
// 'parameters' contains the solution now.
Frustum camera_frustum{ -1.0f * aspect * static_cast<float>(parameters[5]), 1.0f * aspect * static_cast<float>(parameters[5]), -1.0f * static_cast<float>(parameters[5]), 1.0f * static_cast<float>(parameters[5]) };
RenderingParameters rp;
rp.camera_type = CameraType::Orthographic;
rp.frustum = camera_frustum;
rp.r_x = static_cast<float>(parameters[0]); // Todo: This needs to be changed, once the RenderingParameters is completely rewritten.
rp.r_y = static_cast<float>(parameters[1]);
rp.r_z = static_cast<float>(parameters[2]);
rp.t_x = static_cast<float>(parameters[3]);
rp.t_y = static_cast<float>(parameters[4]);
rp.screen_width = width;
rp.screen_height = height;
return rp;
return RenderingParameters(CameraType::Orthographic, camera_frustum, static_cast<float>(parameters[0]), static_cast<float>(parameters[1]), static_cast<float>(parameters[2]), static_cast<float>(parameters[3]), static_cast<float>(parameters[4]), width, height);
};
} /* namespace fitting */
......
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