//M*////////////////////////////////////////////////////////////////////////////////////// // // IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING. // // By downloading, copying, installing or using the software you agree to this license. // If you do not agree to this license, do not download, install, // copy or use the software. // // // Intel License Agreement // For Open Source Computer Vision Library // // Copyright (C) 2000, Intel Corporation, all rights reserved. // Third party copyrights are property of their respective owners. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // * Redistribution's of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // // * Redistribution's in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // * The name of Intel Corporation may not be used to endorse or promote products // derived from this software without specific prior written permission. // // This software is provided by the copyright holders and contributors "as is" and // any express or implied warranties, including, but not limited to, the implied // warranties of merchantability and fitness for a particular purpose are disclaimed. // In no event shall the Intel Corporation or contributors be liable for any direct, // indirect, incidental, special, exemplary, or consequential damages // (including, but not limited to, procurement of substitute goods or services; // loss of use, data, or profits; or business interruption) however caused // and on any theory of liability, whether in contract, strict liability, // or tort (including negligence or otherwise) arising in any way out of // the use of this software, even if advised of the possibility of such damage. // //M*/ /************************************************************************************\ This is improved variant of chessboard corner detection algorithm that uses a graph of connected quads. It is based on the code contributed by Vladimir Vezhnevets and Philip Gruebele. Here is the copyright notice from the original Vladimir's code: =============================================================== The algorithms developed and implemented by Vezhnevets Vldimir aka Dead Moroz (vvp@graphics.cs.msu.ru) See http://graphics.cs.msu.su/en/research/calibration/opencv.html for detailed information. Reliability additions and modifications made by Philip Gruebele. pgruebele@cox.net Some further improvements for detection of partially ocluded boards at non-ideal lighting conditions have been made by Alex Bovyrin and Kurt Kolonige \************************************************************************************/ #include "precomp.hpp" #include //#define ENABLE_TRIM_COL_ROW //#pragma comment(lib, "highgui200d.lib") //#define DEBUG_CHESSBOARD #ifdef DEBUG_CHESSBOARD static int PRINTF( const char* fmt, ... ) { va_list args; va_start(args, fmt); return vprintf(fmt, args); } #include "..//..//include/opencv/highgui.h" #else static int PRINTF( const char*, ... ) { return 0; } #endif //===================================================================================== // Implementation for the enhanced calibration object detection //===================================================================================== #define MAX_CONTOUR_APPROX 7 struct CvContourEx { CV_CONTOUR_FIELDS() int counter; }; //===================================================================================== /// Corner info structure /** This structure stores information about the chessboard corner.*/ struct CvCBCorner { CvPoint2D32f pt; // Coordinates of the corner int row; // Board row index int count; // Number of neighbor corners struct CvCBCorner* neighbors[4]; // Neighbor corners float meanDist(int *_n) const { float sum = 0; int n = 0; for( int i = 0; i < 4; i++ ) { if( neighbors[i] ) { float dx = neighbors[i]->pt.x - pt.x; float dy = neighbors[i]->pt.y - pt.y; sum += sqrt(dx*dx + dy*dy); n++; } } if(_n) *_n = n; return sum/MAX(n,1); } }; //===================================================================================== /// Quadrangle contour info structure /** This structure stores information about the chessboard quadrange.*/ struct CvCBQuad { int count; // Number of quad neighbors int group_idx; // quad group ID int row, col; // row and column of this quad bool ordered; // true if corners/neighbors are ordered counter-clockwise float edge_len; // quad edge len, in pix^2 // neighbors and corners are synced, i.e., neighbor 0 shares corner 0 CvCBCorner *corners[4]; // Coordinates of quad corners struct CvCBQuad *neighbors[4]; // Pointers of quad neighbors }; //===================================================================================== //static CvMat* debug_img = 0; static int icvGenerateQuads( CvCBQuad **quads, CvCBCorner **corners, CvMemStorage *storage, CvMat *image, int flags ); /*static int icvGenerateQuadsEx( CvCBQuad **out_quads, CvCBCorner **out_corners, CvMemStorage *storage, CvMat *image, CvMat *thresh_img, int dilation, int flags );*/ static void icvFindQuadNeighbors( CvCBQuad *quads, int quad_count ); static int icvFindConnectedQuads( CvCBQuad *quads, int quad_count, CvCBQuad **quad_group, int group_idx, CvMemStorage* storage ); static int icvCheckQuadGroup( CvCBQuad **quad_group, int count, CvCBCorner **out_corners, CvSize pattern_size ); static int icvCleanFoundConnectedQuads( int quad_count, CvCBQuad **quads, CvSize pattern_size ); static int icvOrderFoundConnectedQuads( int quad_count, CvCBQuad **quads, int *all_count, CvCBQuad **all_quads, CvCBCorner **corners, CvSize pattern_size, CvMemStorage* storage ); static void icvOrderQuad(CvCBQuad *quad, CvCBCorner *corner, int common); #ifdef ENABLE_TRIM_COL_ROW static int icvTrimCol(CvCBQuad **quads, int count, int col, int dir); static int icvTrimRow(CvCBQuad **quads, int count, int row, int dir); #endif static int icvAddOuterQuad(CvCBQuad *quad, CvCBQuad **quads, int quad_count, CvCBQuad **all_quads, int all_count, CvCBCorner **corners); static void icvRemoveQuadFromGroup(CvCBQuad **quads, int count, CvCBQuad *q0); static int icvCheckBoardMonotony( CvPoint2D32f* corners, CvSize pattern_size ); #if 0 static void icvCalcAffineTranf2D32f(CvPoint2D32f* pts1, CvPoint2D32f* pts2, int count, CvMat* affine_trans) { int i, j; int real_count = 0; for( j = 0; j < count; j++ ) { if( pts1[j].x >= 0 ) real_count++; } if(real_count < 3) return; cv::Ptr xy = cvCreateMat( 2*real_count, 6, CV_32FC1 ); cv::Ptr uv = cvCreateMat( 2*real_count, 1, CV_32FC1 ); //estimate affine transfromation for( i = 0, j = 0; j < count; j++ ) { if( pts1[j].x >= 0 ) { CV_MAT_ELEM( *xy, float, i*2+1, 2 ) = CV_MAT_ELEM( *xy, float, i*2, 0 ) = pts2[j].x; CV_MAT_ELEM( *xy, float, i*2+1, 3 ) = CV_MAT_ELEM( *xy, float, i*2, 1 ) = pts2[j].y; CV_MAT_ELEM( *xy, float, i*2, 2 ) = CV_MAT_ELEM( *xy, float, i*2, 3 ) = CV_MAT_ELEM( *xy, float, i*2, 5 ) = \ CV_MAT_ELEM( *xy, float, i*2+1, 0 ) = CV_MAT_ELEM( *xy, float, i*2+1, 1 ) = CV_MAT_ELEM( *xy, float, i*2+1, 4 ) = 0; CV_MAT_ELEM( *xy, float, i*2, 4 ) = CV_MAT_ELEM( *xy, float, i*2+1, 5 ) = 1; CV_MAT_ELEM( *uv, float, i*2, 0 ) = pts1[j].x; CV_MAT_ELEM( *uv, float, i*2+1, 0 ) = pts1[j].y; i++; } } cvSolve( xy, uv, affine_trans, CV_SVD ); } #endif CV_IMPL int cvFindChessboardCorners( const void* arr, CvSize pattern_size, CvPoint2D32f* out_corners, int* out_corner_count, int flags ) { int found = 0; CvCBQuad *quads = 0, **quad_group = 0; CvCBCorner *corners = 0, **corner_group = 0; try { int k = 0; const int min_dilations = 0; const int max_dilations = 7; cv::Ptr norm_img, thresh_img; #ifdef DEBUG_CHESSBOARD cv::Ptr dbg_img; cv::Ptr dbg1_img; cv::Ptr dbg2_img; #endif cv::Ptr storage; CvMat stub, *img = (CvMat*)arr; int expected_corners_num = (pattern_size.width/2+1)*(pattern_size.height/2+1); int prev_sqr_size = 0; if( out_corner_count ) *out_corner_count = 0; IplImage _img; int check_chessboard_result; int quad_count = 0, group_idx = 0, i = 0, dilations = 0; img = cvGetMat( img, &stub ); //debug_img = img; if( CV_MAT_DEPTH( img->type ) != CV_8U || CV_MAT_CN( img->type ) == 2 ) CV_Error( CV_StsUnsupportedFormat, "Only 8-bit grayscale or color images are supported" ); if( pattern_size.width <= 2 || pattern_size.height <= 2 ) CV_Error( CV_StsOutOfRange, "Both width and height of the pattern should have bigger than 2" ); if( !out_corners ) CV_Error( CV_StsNullPtr, "Null pointer to corners" ); storage = cvCreateMemStorage(0); thresh_img = cvCreateMat( img->rows, img->cols, CV_8UC1 ); #ifdef DEBUG_CHESSBOARD dbg_img = cvCreateImage(cvGetSize(img), IPL_DEPTH_8U, 3 ); dbg1_img = cvCreateImage(cvGetSize(img), IPL_DEPTH_8U, 3 ); dbg2_img = cvCreateImage(cvGetSize(img), IPL_DEPTH_8U, 3 ); #endif if( CV_MAT_CN(img->type) != 1 || (flags & CV_CALIB_CB_NORMALIZE_IMAGE) ) { // equalize the input image histogram - // that should make the contrast between "black" and "white" areas big enough norm_img = cvCreateMat( img->rows, img->cols, CV_8UC1 ); if( CV_MAT_CN(img->type) != 1 ) { cvCvtColor( img, norm_img, CV_BGR2GRAY ); img = norm_img; } if( flags & CV_CALIB_CB_NORMALIZE_IMAGE ) { cvEqualizeHist( img, norm_img ); img = norm_img; } } if( flags & CV_CALIB_CB_FAST_CHECK) { cvGetImage(img, &_img); check_chessboard_result = cvCheckChessboard(&_img, pattern_size); if(check_chessboard_result <= 0) { return 0; } } // Try our standard "1" dilation, but if the pattern is not found, iterate the whole procedure with higher dilations. // This is necessary because some squares simply do not separate properly with a single dilation. However, // we want to use the minimum number of dilations possible since dilations cause the squares to become smaller, // making it difficult to detect smaller squares. for( k = 0; k < 3; k++ ) { for( dilations = min_dilations; dilations <= max_dilations; dilations++ ) { if (found) break; // already found it cvFree(&quads); cvFree(&corners); /*if( k == 1 ) { //Pattern was not found using binarization // Run multi-level quads extraction // In case one-level binarization did not give enough number of quads CV_CALL( quad_count = icvGenerateQuadsEx( &quads, &corners, storage, img, thresh_img, dilations, flags )); PRINTF("EX quad count: %d/%d\n", quad_count, expected_corners_num); } else*/ { // convert the input grayscale image to binary (black-n-white) if( flags & CV_CALIB_CB_ADAPTIVE_THRESH ) { int block_size = cvRound(prev_sqr_size == 0 ? MIN(img->cols,img->rows)*0.2 : prev_sqr_size*2.)|1; // convert to binary cvAdaptiveThreshold( img, thresh_img, 255, CV_ADAPTIVE_THRESH_MEAN_C, CV_THRESH_BINARY, block_size, k*5 ); if (dilations > 0) cvDilate( thresh_img, thresh_img, 0, dilations-1 ); } else { // Make dilation before the thresholding. // It splits chessboard corners //cvDilate( img, thresh_img, 0, 1 ); // empiric threshold level double mean = cvAvg( img ).val[0]; int thresh_level = cvRound( mean - 10 ); thresh_level = MAX( thresh_level, 10 ); cvThreshold( img, thresh_img, thresh_level, 255, CV_THRESH_BINARY ); cvDilate( thresh_img, thresh_img, 0, dilations ); } #ifdef DEBUG_CHESSBOARD cvCvtColor(thresh_img,dbg_img,CV_GRAY2BGR); #endif // So we can find rectangles that go to the edge, we draw a white line around the image edge. // Otherwise FindContours will miss those clipped rectangle contours. // The border color will be the image mean, because otherwise we risk screwing up filters like cvSmooth()... cvRectangle( thresh_img, cvPoint(0,0), cvPoint(thresh_img->cols-1, thresh_img->rows-1), CV_RGB(255,255,255), 3, 8); quad_count = icvGenerateQuads( &quads, &corners, storage, thresh_img, flags ); PRINTF("Quad count: %d/%d\n", quad_count, expected_corners_num); } #ifdef DEBUG_CHESSBOARD cvCopy(dbg_img, dbg1_img); cvNamedWindow("all_quads", 1); // copy corners to temp array for( i = 0; i < quad_count; i++ ) { for (int k=0; k<4; k++) { CvPoint2D32f pt1, pt2; CvScalar color = CV_RGB(30,255,30); pt1 = quads[i].corners[k]->pt; pt2 = quads[i].corners[(k+1)%4]->pt; pt2.x = (pt1.x + pt2.x)/2; pt2.y = (pt1.y + pt2.y)/2; if (k>0) color = CV_RGB(200,200,0); cvLine( dbg1_img, cvPointFrom32f(pt1), cvPointFrom32f(pt2), color, 3, 8); } } cvShowImage("all_quads", (IplImage*)dbg1_img); cvWaitKey(); #endif if( quad_count <= 0 ) continue; // Find quad's neighbors icvFindQuadNeighbors( quads, quad_count ); // allocate extra for adding in icvOrderFoundQuads cvFree(&quad_group); cvFree(&corner_group); quad_group = (CvCBQuad**)cvAlloc( sizeof(quad_group[0]) * (quad_count+quad_count / 2)); corner_group = (CvCBCorner**)cvAlloc( sizeof(corner_group[0]) * (quad_count+quad_count / 2)*4 ); for( group_idx = 0; ; group_idx++ ) { int count = 0; count = icvFindConnectedQuads( quads, quad_count, quad_group, group_idx, storage ); int icount = count; if( count == 0 ) break; // order the quad corners globally // maybe delete or add some PRINTF("Starting ordering of inner quads\n"); count = icvOrderFoundConnectedQuads(count, quad_group, &quad_count, &quads, &corners, pattern_size, storage ); PRINTF("Orig count: %d After ordering: %d\n", icount, count); #ifdef DEBUG_CHESSBOARD cvCopy(dbg_img,dbg2_img); cvNamedWindow("connected_group", 1); // copy corners to temp array for( i = 0; i < quad_count; i++ ) { if (quads[i].group_idx == group_idx) for (int k=0; k<4; k++) { CvPoint2D32f pt1, pt2; CvScalar color = CV_RGB(30,255,30); if (quads[i].ordered) color = CV_RGB(255,30,30); pt1 = quads[i].corners[k]->pt; pt2 = quads[i].corners[(k+1)%4]->pt; pt2.x = (pt1.x + pt2.x)/2; pt2.y = (pt1.y + pt2.y)/2; if (k>0) color = CV_RGB(200,200,0); cvLine( dbg2_img, cvPointFrom32f(pt1), cvPointFrom32f(pt2), color, 3, 8); } } cvShowImage("connected_group", (IplImage*)dbg2_img); cvWaitKey(); #endif if (count == 0) continue; // haven't found inner quads // If count is more than it should be, this will remove those quads // which cause maximum deviation from a nice square pattern. count = icvCleanFoundConnectedQuads( count, quad_group, pattern_size ); PRINTF("Connected group: %d orig count: %d cleaned: %d\n", group_idx, icount, count); count = icvCheckQuadGroup( quad_group, count, corner_group, pattern_size ); PRINTF("Connected group: %d count: %d cleaned: %d\n", group_idx, icount, count); { int n = count > 0 ? pattern_size.width * pattern_size.height : -count; n = MIN( n, pattern_size.width * pattern_size.height ); float sum_dist = 0; int total = 0; for( i = 0; i < n; i++ ) { int ni = 0; float avgi = corner_group[i]->meanDist(&ni); sum_dist += avgi*ni; total += ni; } prev_sqr_size = cvRound(sum_dist/MAX(total, 1)); if( count > 0 || (out_corner_count && -count > *out_corner_count) ) { // copy corners to output array for( i = 0; i < n; i++ ) out_corners[i] = corner_group[i]->pt; if( out_corner_count ) *out_corner_count = n; if( count == pattern_size.width*pattern_size.height && icvCheckBoardMonotony( out_corners, pattern_size )) { found = 1; break; } } } } }//dilations }// if( found ) found = icvCheckBoardMonotony( out_corners, pattern_size ); // check that none of the found corners is too close to the image boundary if( found ) { const int BORDER = 8; for( k = 0; k < pattern_size.width*pattern_size.height; k++ ) { if( out_corners[k].x <= BORDER || out_corners[k].x > img->cols - BORDER || out_corners[k].y <= BORDER || out_corners[k].y > img->rows - BORDER ) break; } found = k == pattern_size.width*pattern_size.height; } if( found && pattern_size.height % 2 == 0 && pattern_size.width % 2 == 0 ) { int last_row = (pattern_size.height-1)*pattern_size.width; double dy0 = out_corners[last_row].y - out_corners[0].y; if( dy0 < 0 ) { int i, n = pattern_size.width*pattern_size.height; for( i = 0; i < n/2; i++ ) { CvPoint2D32f temp; CV_SWAP(out_corners[i], out_corners[n-i-1], temp); } } } if( found ) { cv::Ptr gray; if( CV_MAT_CN(img->type) != 1 ) { gray = cvCreateMat(img->rows, img->cols, CV_8UC1); cvCvtColor(img, gray, CV_BGR2GRAY); } else { gray = cvCloneMat(img); } int wsize = 2; cvFindCornerSubPix( gray, out_corners, pattern_size.width*pattern_size.height, cvSize(wsize, wsize), cvSize(-1,-1), cvTermCriteria(CV_TERMCRIT_EPS+CV_TERMCRIT_ITER, 15, 0.1)); } } catch(...) { cvFree(&quads); cvFree(&corners); cvFree(&quad_group); cvFree(&corner_group); throw; } cvFree(&quads); cvFree(&corners); cvFree(&quad_group); cvFree(&corner_group); return found; } // // Checks that each board row and column is pretty much monotonous curve: // It analyzes each row and each column of the chessboard as following: // for each corner c lying between end points in the same row/column it checks that // the point projection to the line segment (a,b) is lying between projections // of the neighbor corners in the same row/column. // // This function has been created as temporary workaround for the bug in current implementation // of cvFindChessboardCornes that produces absolutely unordered sets of corners. // static int icvCheckBoardMonotony( CvPoint2D32f* corners, CvSize pattern_size ) { int i, j, k; for( k = 0; k < 2; k++ ) { for( i = 0; i < (k == 0 ? pattern_size.height : pattern_size.width); i++ ) { CvPoint2D32f a = k == 0 ? corners[i*pattern_size.width] : corners[i]; CvPoint2D32f b = k == 0 ? corners[(i+1)*pattern_size.width-1] : corners[(pattern_size.height-1)*pattern_size.width + i]; float prevt = 0, dx0 = b.x - a.x, dy0 = b.y - a.y; if( fabs(dx0) + fabs(dy0) < FLT_EPSILON ) return 0; for( j = 1; j < (k == 0 ? pattern_size.width : pattern_size.height) - 1; j++ ) { CvPoint2D32f c = k == 0 ? corners[i*pattern_size.width + j] : corners[j*pattern_size.width + i]; float t = ((c.x - a.x)*dx0 + (c.y - a.y)*dy0)/(dx0*dx0 + dy0*dy0); if( t < prevt || t > 1 ) return 0; prevt = t; } } } return 1; } // // order a group of connected quads // order of corners: // 0 is top left // clockwise from there // note: "top left" is nominal, depends on initial ordering of starting quad // but all other quads are ordered consistently // // can change the number of quads in the group // can add quads, so we need to have quad/corner arrays passed in // static int icvOrderFoundConnectedQuads( int quad_count, CvCBQuad **quads, int *all_count, CvCBQuad **all_quads, CvCBCorner **corners, CvSize pattern_size, CvMemStorage* storage ) { cv::Ptr temp_storage = cvCreateChildMemStorage( storage ); CvSeq* stack = cvCreateSeq( 0, sizeof(*stack), sizeof(void*), temp_storage ); int i; // first find an interior quad CvCBQuad *start = NULL; for (i=0; icount == 4) { start = quads[i]; break; } } if (start == NULL) return 0; // no 4-connected quad // start with first one, assign rows/cols int row_min = 0, col_min = 0, row_max=0, col_max = 0; std::map col_hist; std::map row_hist; cvSeqPush(stack, &start); start->row = 0; start->col = 0; start->ordered = true; // Recursively order the quads so that all position numbers (e.g., // 0,1,2,3) are in the at the same relative corner (e.g., lower right). while( stack->total ) { CvCBQuad* q; cvSeqPop( stack, &q ); int col = q->col; int row = q->row; col_hist[col]++; row_hist[row]++; // check min/max if (row > row_max) row_max = row; if (row < row_min) row_min = row; if (col > col_max) col_max = col; if (col < col_min) col_min = col; for(int i = 0; i < 4; i++ ) { CvCBQuad *neighbor = q->neighbors[i]; switch(i) // adjust col, row for this quad { // start at top left, go clockwise case 0: row--; col--; break; case 1: col += 2; break; case 2: row += 2; break; case 3: col -= 2; break; } // just do inside quads if (neighbor && neighbor->ordered == false && neighbor->count == 4) { PRINTF("col: %d row: %d\n", col, row); icvOrderQuad(neighbor, q->corners[i], (i+2)%4); // set in order neighbor->ordered = true; neighbor->row = row; neighbor->col = col; cvSeqPush( stack, &neighbor ); } } } for (i=col_min; i<=col_max; i++) PRINTF("HIST[%d] = %d\n", i, col_hist[i]); // analyze inner quad structure int w = pattern_size.width - 1; int h = pattern_size.height - 1; int drow = row_max - row_min + 1; int dcol = col_max - col_min + 1; // normalize pattern and found quad indices if ((w > h && dcol < drow) || (w < h && drow < dcol)) { h = pattern_size.width - 1; w = pattern_size.height - 1; } PRINTF("Size: %dx%d Pattern: %dx%d\n", dcol, drow, w, h); // check if there are enough inner quads if (dcol < w || drow < h) // found enough inner quads? { PRINTF("Too few inner quad rows/cols\n"); return 0; // no, return } #ifdef ENABLE_TRIM_COL_ROW // too many columns, not very common if (dcol == w+1) // too many, trim { PRINTF("Trimming cols\n"); if (col_hist[col_max] > col_hist[col_min]) { PRINTF("Trimming left col\n"); quad_count = icvTrimCol(quads,quad_count,col_min,-1); } else { PRINTF("Trimming right col\n"); quad_count = icvTrimCol(quads,quad_count,col_max,+1); } } // too many rows, not very common if (drow == h+1) // too many, trim { PRINTF("Trimming rows\n"); if (row_hist[row_max] > row_hist[row_min]) { PRINTF("Trimming top row\n"); quad_count = icvTrimRow(quads,quad_count,row_min,-1); } else { PRINTF("Trimming bottom row\n"); quad_count = icvTrimRow(quads,quad_count,row_max,+1); } } #endif // check edges of inner quads // if there is an outer quad missing, fill it in // first order all inner quads int found = 0; for (i=0; icount == 4) { // ok, look at neighbors int col = quads[i]->col; int row = quads[i]->row; for (int j=0; j<4; j++) { switch(j) // adjust col, row for this quad { // start at top left, go clockwise case 0: row--; col--; break; case 1: col += 2; break; case 2: row += 2; break; case 3: col -= 2; break; } CvCBQuad *neighbor = quads[i]->neighbors[j]; if (neighbor && !neighbor->ordered && // is it an inner quad? col <= col_max && col >= col_min && row <= row_max && row >= row_min) { // if so, set in order PRINTF("Adding inner: col: %d row: %d\n", col, row); found++; icvOrderQuad(neighbor, quads[i]->corners[j], (j+2)%4); neighbor->ordered = true; neighbor->row = row; neighbor->col = col; } } } } // if we have found inner quads, add corresponding outer quads, // which are missing if (found > 0) { PRINTF("Found %d inner quads not connected to outer quads, repairing\n", found); for (int i=0; icount < 4 && quads[i]->ordered) { int added = icvAddOuterQuad(quads[i],quads,quad_count,all_quads,*all_count,corners); *all_count += added; quad_count += added; } } } // final trimming of outer quads if (dcol == w && drow == h) // found correct inner quads { PRINTF("Inner bounds ok, check outer quads\n"); int rcount = quad_count; for (int i=quad_count-1; i>=0; i--) // eliminate any quad not connected to // an ordered quad { if (quads[i]->ordered == false) { bool outer = false; for (int j=0; j<4; j++) // any neighbors that are ordered? { if (quads[i]->neighbors[j] && quads[i]->neighbors[j]->ordered) outer = true; } if (!outer) // not an outer quad, eliminate { PRINTF("Removing quad %d\n", i); icvRemoveQuadFromGroup(quads,rcount,quads[i]); rcount--; } } } return rcount; } return 0; } // add an outer quad // looks for the neighbor of that isn't present, // tries to add it in. // is ordered static int icvAddOuterQuad( CvCBQuad *quad, CvCBQuad **quads, int quad_count, CvCBQuad **all_quads, int all_count, CvCBCorner **corners ) { int added = 0; for (int i=0; i<4; i++) // find no-neighbor corners { if (!quad->neighbors[i]) // ok, create and add neighbor { int j = (i+2)%4; PRINTF("Adding quad as neighbor 2\n"); CvCBQuad *q = &(*all_quads)[all_count]; memset( q, 0, sizeof(*q) ); added++; quads[quad_count] = q; quad_count++; // set neighbor and group id quad->neighbors[i] = q; quad->count += 1; q->neighbors[j] = quad; q->group_idx = quad->group_idx; q->count = 1; // number of neighbors q->ordered = false; q->edge_len = quad->edge_len; // make corners of new quad // same as neighbor quad, but offset CvPoint2D32f pt = quad->corners[i]->pt; CvCBCorner* corner; float dx = pt.x - quad->corners[j]->pt.x; float dy = pt.y - quad->corners[j]->pt.y; for (int k=0; k<4; k++) { corner = &(*corners)[all_count*4+k]; pt = quad->corners[k]->pt; memset( corner, 0, sizeof(*corner) ); corner->pt = pt; q->corners[k] = corner; corner->pt.x += dx; corner->pt.y += dy; } // have to set exact corner q->corners[j] = quad->corners[i]; // now find other neighbor and add it, if possible if (quad->neighbors[(i+3)%4] && quad->neighbors[(i+3)%4]->ordered && quad->neighbors[(i+3)%4]->neighbors[i] && quad->neighbors[(i+3)%4]->neighbors[i]->ordered ) { CvCBQuad *qn = quad->neighbors[(i+3)%4]->neighbors[i]; q->count = 2; q->neighbors[(j+1)%4] = qn; qn->neighbors[(i+1)%4] = q; qn->count += 1; // have to set exact corner q->corners[(j+1)%4] = qn->corners[(i+1)%4]; } all_count++; } } return added; } // trimming routines #ifdef ENABLE_TRIM_COL_ROW static int icvTrimCol(CvCBQuad **quads, int count, int col, int dir) { int rcount = count; // find the right quad(s) for (int i=0; iordered) PRINTF("index: %d cur: %d\n", col, quads[i]->col); #endif if (quads[i]->ordered && quads[i]->col == col) { if (dir == 1) { if (quads[i]->neighbors[1]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[1]); rcount--; } if (quads[i]->neighbors[2]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[2]); rcount--; } } else { if (quads[i]->neighbors[0]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[0]); rcount--; } if (quads[i]->neighbors[3]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[3]); rcount--; } } } } return rcount; } static int icvTrimRow(CvCBQuad **quads, int count, int row, int dir) { int i, rcount = count; // find the right quad(s) for (i=0; iordered) PRINTF("index: %d cur: %d\n", row, quads[i]->row); #endif if (quads[i]->ordered && quads[i]->row == row) { if (dir == 1) // remove from bottom { if (quads[i]->neighbors[2]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[2]); rcount--; } if (quads[i]->neighbors[3]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[3]); rcount--; } } else // remove from top { if (quads[i]->neighbors[0]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[0]); rcount--; } if (quads[i]->neighbors[1]) { icvRemoveQuadFromGroup(quads,rcount,quads[i]->neighbors[1]); rcount--; } } } } return rcount; } #endif // // remove quad from quad group // static void icvRemoveQuadFromGroup(CvCBQuad **quads, int count, CvCBQuad *q0) { int i, j; // remove any references to this quad as a neighbor for(i = 0; i < count; i++ ) { CvCBQuad *q = quads[i]; for(j = 0; j < 4; j++ ) { if( q->neighbors[j] == q0 ) { q->neighbors[j] = 0; q->count--; for(int k = 0; k < 4; k++ ) if( q0->neighbors[k] == q ) { q0->neighbors[k] = 0; q0->count--; break; } break; } } } // remove the quad for(i = 0; i < count; i++ ) { CvCBQuad *q = quads[i]; if (q == q0) { quads[i] = quads[count-1]; break; } } } // // put quad into correct order, where has value // static void icvOrderQuad(CvCBQuad *quad, CvCBCorner *corner, int common) { // find the corner int tc; for (tc=0; tc<4; tc++) if (quad->corners[tc]->pt.x == corner->pt.x && quad->corners[tc]->pt.y == corner->pt.y) break; // set corner order // shift while (tc != common) { // shift by one CvCBCorner *tempc; CvCBQuad *tempq; tempc = quad->corners[3]; tempq = quad->neighbors[3]; for (int i=3; i>0; i--) { quad->corners[i] = quad->corners[i-1]; quad->neighbors[i] = quad->neighbors[i-1]; } quad->corners[0] = tempc; quad->neighbors[0] = tempq; tc++; tc = tc%4; } } // if we found too many connect quads, remove those which probably do not belong. static int icvCleanFoundConnectedQuads( int quad_count, CvCBQuad **quad_group, CvSize pattern_size ) { CvPoint2D32f center = {0,0}; int i, j, k; // number of quads this pattern should contain int count = ((pattern_size.width + 1)*(pattern_size.height + 1) + 1)/2; // if we have more quadrangles than we should, // try to eliminate duplicates or ones which don't belong to the pattern rectangle... if( quad_count <= count ) return quad_count; // create an array of quadrangle centers cv::AutoBuffer centers( quad_count ); cv::Ptr temp_storage = cvCreateMemStorage(0); for( i = 0; i < quad_count; i++ ) { CvPoint2D32f ci = {0,0}; CvCBQuad* q = quad_group[i]; for( j = 0; j < 4; j++ ) { CvPoint2D32f pt = q->corners[j]->pt; ci.x += pt.x; ci.y += pt.y; } ci.x *= 0.25f; ci.y *= 0.25f; centers[i] = ci; center.x += ci.x; center.y += ci.y; } center.x /= quad_count; center.y /= quad_count; // If we still have more quadrangles than we should, // we try to eliminate bad ones based on minimizing the bounding box. // We iteratively remove the point which reduces the size of // the bounding box of the blobs the most // (since we want the rectangle to be as small as possible) // remove the quadrange that causes the biggest reduction // in pattern size until we have the correct number for( ; quad_count > count; quad_count-- ) { double min_box_area = DBL_MAX; int skip, min_box_area_index = -1; CvCBQuad *q0, *q; // For each point, calculate box area without that point for( skip = 0; skip < quad_count; skip++ ) { // get bounding rectangle CvPoint2D32f temp = centers[skip]; // temporarily make index 'skip' the same as centers[skip] = center; // pattern center (so it is not counted for convex hull) CvMat pointMat = cvMat(1, quad_count, CV_32FC2, centers); CvSeq *hull = cvConvexHull2( &pointMat, temp_storage, CV_CLOCKWISE, 1 ); centers[skip] = temp; double hull_area = fabs(cvContourArea(hull, CV_WHOLE_SEQ)); // remember smallest box area if( hull_area < min_box_area ) { min_box_area = hull_area; min_box_area_index = skip; } cvClearMemStorage( temp_storage ); } q0 = quad_group[min_box_area_index]; // remove any references to this quad as a neighbor for( i = 0; i < quad_count; i++ ) { q = quad_group[i]; for( j = 0; j < 4; j++ ) { if( q->neighbors[j] == q0 ) { q->neighbors[j] = 0; q->count--; for( k = 0; k < 4; k++ ) if( q0->neighbors[k] == q ) { q0->neighbors[k] = 0; q0->count--; break; } break; } } } // remove the quad quad_count--; quad_group[min_box_area_index] = quad_group[quad_count]; centers[min_box_area_index] = centers[quad_count]; } return quad_count; } //===================================================================================== static int icvFindConnectedQuads( CvCBQuad *quad, int quad_count, CvCBQuad **out_group, int group_idx, CvMemStorage* storage ) { cv::Ptr temp_storage = cvCreateChildMemStorage( storage ); CvSeq* stack = cvCreateSeq( 0, sizeof(*stack), sizeof(void*), temp_storage ); int i, count = 0; // Scan the array for a first unlabeled quad for( i = 0; i < quad_count; i++ ) { if( quad[i].count > 0 && quad[i].group_idx < 0) break; } // Recursively find a group of connected quads starting from the seed quad[i] if( i < quad_count ) { CvCBQuad* q = &quad[i]; cvSeqPush( stack, &q ); out_group[count++] = q; q->group_idx = group_idx; q->ordered = false; while( stack->total ) { cvSeqPop( stack, &q ); for( i = 0; i < 4; i++ ) { CvCBQuad *neighbor = q->neighbors[i]; if( neighbor && neighbor->count > 0 && neighbor->group_idx < 0 ) { cvSeqPush( stack, &neighbor ); out_group[count++] = neighbor; neighbor->group_idx = group_idx; neighbor->ordered = false; } } } } return count; } //===================================================================================== static int icvCheckQuadGroup( CvCBQuad **quad_group, int quad_count, CvCBCorner **out_corners, CvSize pattern_size ) { const int ROW1 = 1000000; const int ROW2 = 2000000; const int ROW_ = 3000000; int result = 0; int i, out_corner_count = 0, corner_count = 0; std::vector corners(quad_count*4); int j, k, kk; int width = 0, height = 0; int hist[5] = {0,0,0,0,0}; CvCBCorner* first = 0, *first2 = 0, *right, *cur, *below, *c; // build dual graph, which vertices are internal quad corners // and two vertices are connected iff they lie on the same quad edge for( i = 0; i < quad_count; i++ ) { CvCBQuad* q = quad_group[i]; /*CvScalar color = q->count == 0 ? cvScalar(0,255,255) : q->count == 1 ? cvScalar(0,0,255) : q->count == 2 ? cvScalar(0,255,0) : q->count == 3 ? cvScalar(255,255,0) : cvScalar(255,0,0);*/ for( j = 0; j < 4; j++ ) { //cvLine( debug_img, cvPointFrom32f(q->corners[j]->pt), cvPointFrom32f(q->corners[(j+1)&3]->pt), color, 1, CV_AA, 0 ); if( q->neighbors[j] ) { CvCBCorner *a = q->corners[j], *b = q->corners[(j+1)&3]; // mark internal corners that belong to: // - a quad with a single neighbor - with ROW1, // - a quad with two neighbors - with ROW2 // make the rest of internal corners with ROW_ int row_flag = q->count == 1 ? ROW1 : q->count == 2 ? ROW2 : ROW_; if( a->row == 0 ) { corners[corner_count++] = a; a->row = row_flag; } else if( a->row > row_flag ) a->row = row_flag; if( q->neighbors[(j+1)&3] ) { if( a->count >= 4 || b->count >= 4 ) goto finalize; for( k = 0; k < 4; k++ ) { if( a->neighbors[k] == b ) goto finalize; if( b->neighbors[k] == a ) goto finalize; } a->neighbors[a->count++] = b; b->neighbors[b->count++] = a; } } } } if( corner_count != pattern_size.width*pattern_size.height ) goto finalize; for( i = 0; i < corner_count; i++ ) { int n = corners[i]->count; assert( 0 <= n && n <= 4 ); hist[n]++; if( !first && n == 2 ) { if( corners[i]->row == ROW1 ) first = corners[i]; else if( !first2 && corners[i]->row == ROW2 ) first2 = corners[i]; } } // start with a corner that belongs to a quad with a signle neighbor. // if we do not have such, start with a corner of a quad with two neighbors. if( !first ) first = first2; if( !first || hist[0] != 0 || hist[1] != 0 || hist[2] != 4 || hist[3] != (pattern_size.width + pattern_size.height)*2 - 8 ) goto finalize; cur = first; right = below = 0; out_corners[out_corner_count++] = cur; for( k = 0; k < 4; k++ ) { c = cur->neighbors[k]; if( c ) { if( !right ) right = c; else if( !below ) below = c; } } if( !right || (right->count != 2 && right->count != 3) || !below || (below->count != 2 && below->count != 3) ) goto finalize; cur->row = 0; //cvCircle( debug_img, cvPointFrom32f(cur->pt), 3, cvScalar(0,255,0), -1, 8, 0 ); first = below; // remember the first corner in the next row // find and store the first row (or column) for(j=1;;j++) { right->row = 0; out_corners[out_corner_count++] = right; //cvCircle( debug_img, cvPointFrom32f(right->pt), 3, cvScalar(0,255-j*10,0), -1, 8, 0 ); if( right->count == 2 ) break; if( right->count != 3 || out_corner_count >= MAX(pattern_size.width,pattern_size.height) ) goto finalize; cur = right; for( k = 0; k < 4; k++ ) { c = cur->neighbors[k]; if( c && c->row > 0 ) { for( kk = 0; kk < 4; kk++ ) { if( c->neighbors[kk] == below ) break; } if( kk < 4 ) below = c; else right = c; } } } width = out_corner_count; if( width == pattern_size.width ) height = pattern_size.height; else if( width == pattern_size.height ) height = pattern_size.width; else goto finalize; // find and store all the other rows for( i = 1; ; i++ ) { if( !first ) break; cur = first; first = 0; for( j = 0;; j++ ) { cur->row = i; out_corners[out_corner_count++] = cur; //cvCircle( debug_img, cvPointFrom32f(cur->pt), 3, cvScalar(0,0,255-j*10), -1, 8, 0 ); if( cur->count == 2 + (i < height-1) && j > 0 ) break; right = 0; // find a neighbor that has not been processed yet // and that has a neighbor from the previous row for( k = 0; k < 4; k++ ) { c = cur->neighbors[k]; if( c && c->row > i ) { for( kk = 0; kk < 4; kk++ ) { if( c->neighbors[kk] && c->neighbors[kk]->row == i-1 ) break; } if( kk < 4 ) { right = c; if( j > 0 ) break; } else if( j == 0 ) first = c; } } if( !right ) goto finalize; cur = right; } if( j != width - 1 ) goto finalize; } if( out_corner_count != corner_count ) goto finalize; // check if we need to transpose the board if( width != pattern_size.width ) { CV_SWAP( width, height, k ); memcpy( &corners[0], out_corners, corner_count*sizeof(corners[0]) ); for( i = 0; i < height; i++ ) for( j = 0; j < width; j++ ) out_corners[i*width + j] = corners[j*height + i]; } // check if we need to revert the order in each row { CvPoint2D32f p0 = out_corners[0]->pt, p1 = out_corners[pattern_size.width-1]->pt, p2 = out_corners[pattern_size.width]->pt; if( (p1.x - p0.x)*(p2.y - p1.y) - (p1.y - p0.y)*(p2.x - p1.x) < 0 ) { if( width % 2 == 0 ) { for( i = 0; i < height; i++ ) for( j = 0; j < width/2; j++ ) CV_SWAP( out_corners[i*width+j], out_corners[i*width+width-j-1], c ); } else { for( j = 0; j < width; j++ ) for( i = 0; i < height/2; i++ ) CV_SWAP( out_corners[i*width+j], out_corners[(height - i - 1)*width+j], c ); } } } result = corner_count; finalize: if( result <= 0 ) { corner_count = MIN( corner_count, pattern_size.width*pattern_size.height ); for( i = 0; i < corner_count; i++ ) out_corners[i] = corners[i]; result = -corner_count; if (result == -pattern_size.width*pattern_size.height) result = -result; } return result; } //===================================================================================== static void icvFindQuadNeighbors( CvCBQuad *quads, int quad_count ) { const float thresh_scale = 1.f; int idx, i, k, j; float dx, dy, dist; // find quad neighbors for( idx = 0; idx < quad_count; idx++ ) { CvCBQuad* cur_quad = &quads[idx]; // choose the points of the current quadrangle that are close to // some points of the other quadrangles // (it can happen for split corners (due to dilation) of the // checker board). Search only in other quadrangles! // for each corner of this quadrangle for( i = 0; i < 4; i++ ) { CvPoint2D32f pt; float min_dist = FLT_MAX; int closest_corner_idx = -1; CvCBQuad *closest_quad = 0; CvCBCorner *closest_corner = 0; if( cur_quad->neighbors[i] ) continue; pt = cur_quad->corners[i]->pt; // find the closest corner in all other quadrangles for( k = 0; k < quad_count; k++ ) { if( k == idx ) continue; for( j = 0; j < 4; j++ ) { if( quads[k].neighbors[j] ) continue; dx = pt.x - quads[k].corners[j]->pt.x; dy = pt.y - quads[k].corners[j]->pt.y; dist = dx * dx + dy * dy; if( dist < min_dist && dist <= cur_quad->edge_len*thresh_scale && dist <= quads[k].edge_len*thresh_scale ) { // check edge lengths, make sure they're compatible // edges that are different by more than 1:4 are rejected float ediff = cur_quad->edge_len - quads[k].edge_len; if (ediff > 32*cur_quad->edge_len || ediff > 32*quads[k].edge_len) { PRINTF("Incompatible edge lengths\n"); continue; } closest_corner_idx = j; closest_quad = &quads[k]; min_dist = dist; } } } // we found a matching corner point? if( closest_corner_idx >= 0 && min_dist < FLT_MAX ) { // If another point from our current quad is closer to the found corner // than the current one, then we don't count this one after all. // This is necessary to support small squares where otherwise the wrong // corner will get matched to closest_quad; closest_corner = closest_quad->corners[closest_corner_idx]; for( j = 0; j < 4; j++ ) { if( cur_quad->neighbors[j] == closest_quad ) break; dx = closest_corner->pt.x - cur_quad->corners[j]->pt.x; dy = closest_corner->pt.y - cur_quad->corners[j]->pt.y; if( dx * dx + dy * dy < min_dist ) break; } if( j < 4 || cur_quad->count >= 4 || closest_quad->count >= 4 ) continue; // Check that each corner is a neighbor of different quads for( j = 0; j < closest_quad->count; j++ ) { if( closest_quad->neighbors[j] == cur_quad ) break; } if( j < closest_quad->count ) continue; // check whether the closest corner to closest_corner // is different from cur_quad->corners[i]->pt for( k = 0; k < quad_count; k++ ) { CvCBQuad* q = &quads[k]; if( k == idx || q == closest_quad ) continue; for( j = 0; j < 4; j++ ) if( !q->neighbors[j] ) { dx = closest_corner->pt.x - q->corners[j]->pt.x; dy = closest_corner->pt.y - q->corners[j]->pt.y; dist = dx*dx + dy*dy; if( dist < min_dist ) break; } if( j < 4 ) break; } if( k < quad_count ) continue; closest_corner->pt.x = (pt.x + closest_corner->pt.x) * 0.5f; closest_corner->pt.y = (pt.y + closest_corner->pt.y) * 0.5f; // We've found one more corner - remember it cur_quad->count++; cur_quad->neighbors[i] = closest_quad; cur_quad->corners[i] = closest_corner; closest_quad->count++; closest_quad->neighbors[closest_corner_idx] = cur_quad; } } } } //===================================================================================== // returns corners in clockwise order // corners don't necessarily start at same position on quad (e.g., // top left corner) static int icvGenerateQuads( CvCBQuad **out_quads, CvCBCorner **out_corners, CvMemStorage *storage, CvMat *image, int flags ) { int quad_count = 0; cv::Ptr temp_storage; if( out_quads ) *out_quads = 0; if( out_corners ) *out_corners = 0; CvSeq *src_contour = 0; CvSeq *root; CvContourEx* board = 0; CvContourScanner scanner; int i, idx, min_size; CV_Assert( out_corners && out_quads ); // empiric bound for minimal allowed perimeter for squares min_size = 25; //cvRound( image->cols * image->rows * .03 * 0.01 * 0.92 ); // create temporary storage for contours and the sequence of pointers to found quadrangles temp_storage = cvCreateChildMemStorage( storage ); root = cvCreateSeq( 0, sizeof(CvSeq), sizeof(CvSeq*), temp_storage ); // initialize contour retrieving routine scanner = cvStartFindContours( image, temp_storage, sizeof(CvContourEx), CV_RETR_CCOMP, CV_CHAIN_APPROX_SIMPLE ); // get all the contours one by one while( (src_contour = cvFindNextContour( scanner )) != 0 ) { CvSeq *dst_contour = 0; CvRect rect = ((CvContour*)src_contour)->rect; // reject contours with too small perimeter if( CV_IS_SEQ_HOLE(src_contour) && rect.width*rect.height >= min_size ) { const int min_approx_level = 2, max_approx_level = MAX_CONTOUR_APPROX; int approx_level; for( approx_level = min_approx_level; approx_level <= max_approx_level; approx_level++ ) { dst_contour = cvApproxPoly( src_contour, sizeof(CvContour), temp_storage, CV_POLY_APPROX_DP, (float)approx_level ); // we call this again on its own output, because sometimes // cvApproxPoly() does not simplify as much as it should. dst_contour = cvApproxPoly( dst_contour, sizeof(CvContour), temp_storage, CV_POLY_APPROX_DP, (float)approx_level ); if( dst_contour->total == 4 ) break; } // reject non-quadrangles if( dst_contour->total == 4 && cvCheckContourConvexity(dst_contour) ) { CvPoint pt[4]; double d1, d2, p = cvContourPerimeter(dst_contour); double area = fabs(cvContourArea(dst_contour, CV_WHOLE_SEQ)); double dx, dy; for( i = 0; i < 4; i++ ) pt[i] = *(CvPoint*)cvGetSeqElem(dst_contour, i); dx = pt[0].x - pt[2].x; dy = pt[0].y - pt[2].y; d1 = sqrt(dx*dx + dy*dy); dx = pt[1].x - pt[3].x; dy = pt[1].y - pt[3].y; d2 = sqrt(dx*dx + dy*dy); // philipg. Only accept those quadrangles which are more square // than rectangular and which are big enough double d3, d4; dx = pt[0].x - pt[1].x; dy = pt[0].y - pt[1].y; d3 = sqrt(dx*dx + dy*dy); dx = pt[1].x - pt[2].x; dy = pt[1].y - pt[2].y; d4 = sqrt(dx*dx + dy*dy); if( !(flags & CV_CALIB_CB_FILTER_QUADS) || (d3*4 > d4 && d4*4 > d3 && d3*d4 < area*1.5 && area > min_size && d1 >= 0.15 * p && d2 >= 0.15 * p) ) { CvContourEx* parent = (CvContourEx*)(src_contour->v_prev); parent->counter++; if( !board || board->counter < parent->counter ) board = parent; dst_contour->v_prev = (CvSeq*)parent; //for( i = 0; i < 4; i++ ) cvLine( debug_img, pt[i], pt[(i+1)&3], cvScalar(200,255,255), 1, CV_AA, 0 ); cvSeqPush( root, &dst_contour ); } } } } // finish contour retrieving cvEndFindContours( &scanner ); // allocate quad & corner buffers *out_quads = (CvCBQuad*)cvAlloc((root->total+root->total / 2) * sizeof((*out_quads)[0])); *out_corners = (CvCBCorner*)cvAlloc((root->total+root->total / 2) * 4 * sizeof((*out_corners)[0])); // Create array of quads structures for( idx = 0; idx < root->total; idx++ ) { CvCBQuad* q = &(*out_quads)[quad_count]; src_contour = *(CvSeq**)cvGetSeqElem( root, idx ); if( (flags & CV_CALIB_CB_FILTER_QUADS) && src_contour->v_prev != (CvSeq*)board ) continue; // reset group ID memset( q, 0, sizeof(*q) ); q->group_idx = -1; assert( src_contour->total == 4 ); for( i = 0; i < 4; i++ ) { CvPoint2D32f pt = cvPointTo32f(*(CvPoint*)cvGetSeqElem(src_contour, i)); CvCBCorner* corner = &(*out_corners)[quad_count*4 + i]; memset( corner, 0, sizeof(*corner) ); corner->pt = pt; q->corners[i] = corner; } q->edge_len = FLT_MAX; for( i = 0; i < 4; i++ ) { float dx = q->corners[i]->pt.x - q->corners[(i+1)&3]->pt.x; float dy = q->corners[i]->pt.y - q->corners[(i+1)&3]->pt.y; float d = dx*dx + dy*dy; if( q->edge_len > d ) q->edge_len = d; } quad_count++; } return quad_count; } CV_IMPL void cvDrawChessboardCorners( CvArr* _image, CvSize pattern_size, CvPoint2D32f* corners, int count, int found ) { const int shift = 0; const int radius = 4; const int r = radius*(1 << shift); int i; CvMat stub, *image; double scale = 1; int type, cn, line_type; image = cvGetMat( _image, &stub ); type = CV_MAT_TYPE(image->type); cn = CV_MAT_CN(type); if( cn != 1 && cn != 3 && cn != 4 ) CV_Error( CV_StsUnsupportedFormat, "Number of channels must be 1, 3 or 4" ); switch( CV_MAT_DEPTH(image->type) ) { case CV_8U: scale = 1; break; case CV_16U: scale = 256; break; case CV_32F: scale = 1./255; break; default: CV_Error( CV_StsUnsupportedFormat, "Only 8-bit, 16-bit or floating-point 32-bit images are supported" ); } line_type = type == CV_8UC1 || type == CV_8UC3 ? CV_AA : 8; if( !found ) { CvScalar color = {{0,0,255}}; if( cn == 1 ) color = cvScalarAll(200); color.val[0] *= scale; color.val[1] *= scale; color.val[2] *= scale; color.val[3] *= scale; for( i = 0; i < count; i++ ) { CvPoint pt; pt.x = cvRound(corners[i].x*(1 << shift)); pt.y = cvRound(corners[i].y*(1 << shift)); cvLine( image, cvPoint( pt.x - r, pt.y - r ), cvPoint( pt.x + r, pt.y + r ), color, 1, line_type, shift ); cvLine( image, cvPoint( pt.x - r, pt.y + r), cvPoint( pt.x + r, pt.y - r), color, 1, line_type, shift ); cvCircle( image, pt, r+(1<& corners, int flags ) { int count = patternSize.area()*2; corners.resize(count); CvMat _image = image; bool ok = cvFindChessboardCorners(&_image, patternSize, (CvPoint2D32f*)&corners[0], &count, flags ) > 0; corners.resize(count); return ok; } void drawChessboardCorners( Mat& image, Size patternSize, const Mat& corners, bool patternWasFound ) { CvMat _image = image; CV_Assert((corners.cols == 1 || corners.rows == 1) && corners.type() == CV_32FC2 && corners.isContinuous()); cvDrawChessboardCorners( &_image, patternSize, (CvPoint2D32f*)corners.data, corners.cols + corners.rows - 1, patternWasFound ); } } /* End of file. */