version 5-10-2004 in progress
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@ -23,6 +23,9 @@
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.1 2004/09/15 22:58:05 ganovelli
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re-creation
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Revision 1.2 2004/09/06 21:41:30 ganovelli
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*** empty log message ***
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@ -43,6 +46,9 @@ creation
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// opengl
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#include <GL/glew.h>
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// TMP
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#include <qmessagebox.h>
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namespace vcg{
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template<class S>
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@ -54,40 +60,51 @@ public:
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f(0.f),s(vcg::Point2<S>(0.0,0.0)),
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c(vcg::Point2<S>(0.0,0.0)),
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viewport(vcg::Point2<int>(0.0,0.0)),
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ortho(false),viewportM(1)
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_flags(0),viewportM(1)
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{}
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S f; // Focal Distance (cioe' la distanza del piano immagine dal centro di proiezione
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vcg::Point2<S> s; // Fattore di scala dell'immagine (nei casi in cui a senso)
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vcg::Point2<S> c; // Posizione del pin-hole sull'immagine
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vcg::Point2<int> viewport; // Dimensione viewport
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vcg::Point2<S> s; // Scale factor of the image (nei casi in cui a senso)
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vcg::Point2<S> c; // pin-hole position
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vcg::Point2<int> viewport; // Size viewport (in pixels)
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S k[4]; // 1st & 2nd order radial lens distortion coefficient
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bool ortho; // Se true la camera e' ortogonale (f non conta)
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S viewportM; // rapporto tra la dimensione reale e la viewport in pixel: serve nelv
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// caso la camera sia ortogonale per non cambiare s o viewport quando si
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// zoomma
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S viewportM; // ratio between viewport in pixel and size (useful to avoid chancing s or viewport when
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// zooming a ortho camera (for a perspective camera it is 1)
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enum{
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ORTHO_BIT = 0x01 // true if the camera is orthogonal
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};
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char _flags;
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bool IsOrtho(){ return (_flags & ORTHO_BIT);}
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void SetOrtho(bool v ){ if(v) _flags |= ORTHO_BIT; else _flags &= ~ORTHO_BIT; };
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char & UberFlags() {return _flags;}
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public:
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/// project a point from space 3d (in the reference system of the camera) to the camera's plane
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/// the result is in absolute coordinates
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inline vcg::Point2<S> Project(const vcg::Point3<S> & p);
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/// return the projection matrix for opengl
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inline vcg::Matrix44<S> MatrixGL(S,vcg::Matrix44<S> &);
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/// inline vcg::Matrix44<S> MatrixGL(S,vcg::Matrix44<S> &);
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/// return the projection matrix for opengl
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inline void TransformGL(S far) const;
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/// apply opengl transformation
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/// inline void TransformGL(S far) const;
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};
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template<class S>
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vcg::Point2<S> Camera<S>::Project(const vcg::Point3<S> & p){
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::QMessageBox mb;
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char t[200];
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sprintf(t,"%f %f %f",p[0],p[1],p[2]);
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mb.setText(t);
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mb.exec();
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S tx = p.X();
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S ty = -p.Y();
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S qx,qy;
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vcg::Point2<S> q;
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// nota: per le camere ortogonali viewportM vale 1
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if(!IsOrtho())
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{
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//undistorted_to_distorted_sensor_coord(tx,ty,qx,qy);
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q[0] = qx/s.X()+c.X();
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q[1] = qy/s.Y()+C.Y();
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q[1] = qy/s.Y()+c.Y();
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}
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else
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{
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q[0] = tx/(s.X()*viewportM)+c.X();
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q[1] = ty/(s.Y()*viewportM)+c.Y();
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}
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sprintf(t,"%f %f",q[0],q[1]);
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mb.setText(t);
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mb.exec();
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return q;
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}
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@ -23,6 +23,9 @@
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.1 2004/09/15 22:58:05 ganovelli
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re-creation
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Revision 1.2 2004/09/06 21:41:30 ganovelli
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*** empty log message ***
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@ -54,7 +57,7 @@ public:
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Camera<S> & camera; // the camera that shot
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vcg::Similarity<S> similarity; // the position from where it did it
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Shot(const Camera<S> & c):camera(c){}
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Shot( Camera<S> & c):camera(c){}
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Camera<S> & Camera(){return camera;};
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@ -68,7 +71,7 @@ public:
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vcg::Point3<S> ConvertToCameraCoordinates(const vcg::Point3<S> & p) const;
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/// project onto the camera plane
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vcg::Point2<S> Shot<S>::Project(const vcg::Point3<S> & p) const;
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vcg::Point2<S> Project(const vcg::Point3<S> & p) const;
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/// take the distance from the point p and the plane parallel to the camera plane and passing through the view
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/// point. The would be z depth
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template <class S>
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vcg::Point3<S> Shot<S>::ConvertToCameraCoordinates(const vcg::Point3<S> & p) const{
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vcg::Point3 tmp = similarity.Matrix()*p;
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::QMessageBox mb;
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char t[200];
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sprintf(t,"shot in %f %f %f",p[0],p[1],p[2]);
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mb.setText(t);
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mb.exec();
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vcg::Point3<S> tmp = similarity.Matrix()*p;
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sprintf(t,"shot out %f %f %f",tmp[0],tmp[1],tmp[2]);
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mb.setText(t);
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mb.exec();
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return tmp;
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}
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template <class S>
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vcg::Point2<S> Shot<S>::Project(const vcg::Point3<S> & p) const{
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return cam->Project(ConvertToCameraCoordinates(p));
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return camera.Project(ConvertToCameraCoordinates(p));
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}
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template <class S>
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S Shot<S>::Depth(const vcg::Point3<S> & p)const {
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return (cam->Project(ConvertToCameraCoordinates(p))).
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return (camera.Project(ConvertToCameraCoordinates(p))).
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}
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}
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