opencv/modules/calib3d/test/test_chessboardgenerator.cpp
Andrey Kamaev 2a6fb2867e Remove all using directives for STL namespace and members
Made all STL usages explicit to be able automatically find all usages of
particular class or function.
2013-02-25 15:04:17 +04:00

333 lines
13 KiB
C++

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#include "test_precomp.hpp"
#include "test_chessboardgenerator.hpp"
#include <vector>
#include <iterator>
#include <algorithm>
using namespace cv;
using namespace std;
ChessBoardGenerator::ChessBoardGenerator(const Size& _patternSize) : sensorWidth(32), sensorHeight(24),
squareEdgePointsNum(200), min_cos(std::sqrt(2.f)*0.5f), cov(0.5),
patternSize(_patternSize), rendererResolutionMultiplier(4), tvec(Mat::zeros(1, 3, CV_32F))
{
Rodrigues(Mat::eye(3, 3, CV_32F), rvec);
}
void cv::ChessBoardGenerator::generateEdge(const Point3f& p1, const Point3f& p2, vector<Point3f>& out) const
{
Point3f step = (p2 - p1) * (1.f/squareEdgePointsNum);
for(size_t n = 0; n < squareEdgePointsNum; ++n)
out.push_back( p1 + step * (float)n);
}
Size cv::ChessBoardGenerator::cornersSize() const
{
return Size(patternSize.width-1, patternSize.height-1);
}
struct Mult
{
float m;
Mult(int mult) : m((float)mult) {}
Point2f operator()(const Point2f& p)const { return p * m; }
};
void cv::ChessBoardGenerator::generateBasis(Point3f& pb1, Point3f& pb2) const
{
RNG& rng = theRNG();
Vec3f n;
for(;;)
{
n[0] = rng.uniform(-1.f, 1.f);
n[1] = rng.uniform(-1.f, 1.f);
n[2] = rng.uniform(-1.f, 1.f);
float len = (float)norm(n);
n[0]/=len;
n[1]/=len;
n[2]/=len;
if (n[2] > min_cos)
break;
}
Vec3f n_temp = n; n_temp[0] += 100;
Vec3f b1 = n.cross(n_temp);
Vec3f b2 = n.cross(b1);
float len_b1 = (float)norm(b1);
float len_b2 = (float)norm(b2);
pb1 = Point3f(b1[0]/len_b1, b1[1]/len_b1, b1[2]/len_b1);
pb2 = Point3f(b2[0]/len_b1, b2[1]/len_b2, b2[2]/len_b2);
}
Mat cv::ChessBoardGenerator::generateChessBoard(const Mat& bg, const Mat& camMat, const Mat& distCoeffs,
const Point3f& zero, const Point3f& pb1, const Point3f& pb2,
float sqWidth, float sqHeight, const vector<Point3f>& whole,
vector<Point2f>& corners) const
{
vector< vector<Point> > squares_black;
for(int i = 0; i < patternSize.width; ++i)
for(int j = 0; j < patternSize.height; ++j)
if ( (i % 2 == 0 && j % 2 == 0) || (i % 2 != 0 && j % 2 != 0) )
{
vector<Point3f> pts_square3d;
vector<Point2f> pts_square2d;
Point3f p1 = zero + (i + 0) * sqWidth * pb1 + (j + 0) * sqHeight * pb2;
Point3f p2 = zero + (i + 1) * sqWidth * pb1 + (j + 0) * sqHeight * pb2;
Point3f p3 = zero + (i + 1) * sqWidth * pb1 + (j + 1) * sqHeight * pb2;
Point3f p4 = zero + (i + 0) * sqWidth * pb1 + (j + 1) * sqHeight * pb2;
generateEdge(p1, p2, pts_square3d);
generateEdge(p2, p3, pts_square3d);
generateEdge(p3, p4, pts_square3d);
generateEdge(p4, p1, pts_square3d);
projectPoints(Mat(pts_square3d), rvec, tvec, camMat, distCoeffs, pts_square2d);
squares_black.resize(squares_black.size() + 1);
vector<Point2f> temp;
approxPolyDP(Mat(pts_square2d), temp, 1.0, true);
transform(temp.begin(), temp.end(), back_inserter(squares_black.back()), Mult(rendererResolutionMultiplier));
}
/* calculate corners */
corners3d.clear();
for(int j = 0; j < patternSize.height - 1; ++j)
for(int i = 0; i < patternSize.width - 1; ++i)
corners3d.push_back(zero + (i + 1) * sqWidth * pb1 + (j + 1) * sqHeight * pb2);
corners.clear();
projectPoints(Mat(corners3d), rvec, tvec, camMat, distCoeffs, corners);
vector<Point3f> whole3d;
vector<Point2f> whole2d;
generateEdge(whole[0], whole[1], whole3d);
generateEdge(whole[1], whole[2], whole3d);
generateEdge(whole[2], whole[3], whole3d);
generateEdge(whole[3], whole[0], whole3d);
projectPoints(Mat(whole3d), rvec, tvec, camMat, distCoeffs, whole2d);
vector<Point2f> temp_whole2d;
approxPolyDP(Mat(whole2d), temp_whole2d, 1.0, true);
vector< vector<Point > > whole_contour(1);
transform(temp_whole2d.begin(), temp_whole2d.end(),
back_inserter(whole_contour.front()), Mult(rendererResolutionMultiplier));
Mat result;
if (rendererResolutionMultiplier == 1)
{
result = bg.clone();
drawContours(result, whole_contour, -1, Scalar::all(255), CV_FILLED, CV_AA);
drawContours(result, squares_black, -1, Scalar::all(0), CV_FILLED, CV_AA);
}
else
{
Mat tmp;
resize(bg, tmp, bg.size() * rendererResolutionMultiplier);
drawContours(tmp, whole_contour, -1, Scalar::all(255), CV_FILLED, CV_AA);
drawContours(tmp, squares_black, -1, Scalar::all(0), CV_FILLED, CV_AA);
resize(tmp, result, bg.size(), 0, 0, INTER_AREA);
}
return result;
}
Mat cv::ChessBoardGenerator::operator ()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs, vector<Point2f>& corners) const
{
cov = std::min(cov, 0.8);
double fovx, fovy, focalLen;
Point2d principalPoint;
double aspect;
calibrationMatrixValues( camMat, bg.size(), sensorWidth, sensorHeight,
fovx, fovy, focalLen, principalPoint, aspect);
RNG& rng = theRNG();
float d1 = static_cast<float>(rng.uniform(0.1, 10.0));
float ah = static_cast<float>(rng.uniform(-fovx/2 * cov, fovx/2 * cov) * CV_PI / 180);
float av = static_cast<float>(rng.uniform(-fovy/2 * cov, fovy/2 * cov) * CV_PI / 180);
Point3f p;
p.z = cos(ah) * d1;
p.x = sin(ah) * d1;
p.y = p.z * tan(av);
Point3f pb1, pb2;
generateBasis(pb1, pb2);
float cbHalfWidth = static_cast<float>(norm(p) * sin( std::min(fovx, fovy) * 0.5 * CV_PI / 180));
float cbHalfHeight = cbHalfWidth * patternSize.height / patternSize.width;
float cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
float cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
vector<Point3f> pts3d(4);
vector<Point2f> pts2d(4);
for(;;)
{
pts3d[0] = p + pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
pts3d[1] = p + pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
pts3d[2] = p - pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
pts3d[3] = p - pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
/* can remake with better perf */
projectPoints(Mat(pts3d), rvec, tvec, camMat, distCoeffs, pts2d);
bool inrect1 = pts2d[0].x < bg.cols && pts2d[0].y < bg.rows && pts2d[0].x > 0 && pts2d[0].y > 0;
bool inrect2 = pts2d[1].x < bg.cols && pts2d[1].y < bg.rows && pts2d[1].x > 0 && pts2d[1].y > 0;
bool inrect3 = pts2d[2].x < bg.cols && pts2d[2].y < bg.rows && pts2d[2].x > 0 && pts2d[2].y > 0;
bool inrect4 = pts2d[3].x < bg.cols && pts2d[3].y < bg.rows && pts2d[3].x > 0 && pts2d[3].y > 0;
if (inrect1 && inrect2 && inrect3 && inrect4)
break;
cbHalfWidth*=0.8f;
cbHalfHeight = cbHalfWidth * patternSize.height / patternSize.width;
cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
}
Point3f zero = p - pb1 * cbHalfWidth - cbHalfHeight * pb2;
float sqWidth = 2 * cbHalfWidth/patternSize.width;
float sqHeight = 2 * cbHalfHeight/patternSize.height;
return generateChessBoard(bg, camMat, distCoeffs, zero, pb1, pb2, sqWidth, sqHeight, pts3d, corners);
}
Mat cv::ChessBoardGenerator::operator ()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs,
const Size2f& squareSize, vector<Point2f>& corners) const
{
cov = std::min(cov, 0.8);
double fovx, fovy, focalLen;
Point2d principalPoint;
double aspect;
calibrationMatrixValues( camMat, bg.size(), sensorWidth, sensorHeight,
fovx, fovy, focalLen, principalPoint, aspect);
RNG& rng = theRNG();
float d1 = static_cast<float>(rng.uniform(0.1, 10.0));
float ah = static_cast<float>(rng.uniform(-fovx/2 * cov, fovx/2 * cov) * CV_PI / 180);
float av = static_cast<float>(rng.uniform(-fovy/2 * cov, fovy/2 * cov) * CV_PI / 180);
Point3f p;
p.z = cos(ah) * d1;
p.x = sin(ah) * d1;
p.y = p.z * tan(av);
Point3f pb1, pb2;
generateBasis(pb1, pb2);
float cbHalfWidth = squareSize.width * patternSize.width * 0.5f;
float cbHalfHeight = squareSize.height * patternSize.height * 0.5f;
float cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
float cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
vector<Point3f> pts3d(4);
vector<Point2f> pts2d(4);
for(;;)
{
pts3d[0] = p + pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
pts3d[1] = p + pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
pts3d[2] = p - pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
pts3d[3] = p - pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
/* can remake with better perf */
projectPoints(Mat(pts3d), rvec, tvec, camMat, distCoeffs, pts2d);
bool inrect1 = pts2d[0].x < bg.cols && pts2d[0].y < bg.rows && pts2d[0].x > 0 && pts2d[0].y > 0;
bool inrect2 = pts2d[1].x < bg.cols && pts2d[1].y < bg.rows && pts2d[1].x > 0 && pts2d[1].y > 0;
bool inrect3 = pts2d[2].x < bg.cols && pts2d[2].y < bg.rows && pts2d[2].x > 0 && pts2d[2].y > 0;
bool inrect4 = pts2d[3].x < bg.cols && pts2d[3].y < bg.rows && pts2d[3].x > 0 && pts2d[3].y > 0;
if ( inrect1 && inrect2 && inrect3 && inrect4)
break;
p.z *= 1.1f;
}
Point3f zero = p - pb1 * cbHalfWidth - cbHalfHeight * pb2;
return generateChessBoard(bg, camMat, distCoeffs, zero, pb1, pb2,
squareSize.width, squareSize.height, pts3d, corners);
}
Mat cv::ChessBoardGenerator::operator ()(const Mat& bg, const Mat& camMat, const Mat& distCoeffs,
const Size2f& squareSize, const Point3f& pos, vector<Point2f>& corners) const
{
cov = std::min(cov, 0.8);
Point3f p = pos;
Point3f pb1, pb2;
generateBasis(pb1, pb2);
float cbHalfWidth = squareSize.width * patternSize.width * 0.5f;
float cbHalfHeight = squareSize.height * patternSize.height * 0.5f;
float cbHalfWidthEx = cbHalfWidth * ( patternSize.width + 1) / patternSize.width;
float cbHalfHeightEx = cbHalfHeight * (patternSize.height + 1) / patternSize.height;
vector<Point3f> pts3d(4);
vector<Point2f> pts2d(4);
pts3d[0] = p + pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
pts3d[1] = p + pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
pts3d[2] = p - pb1 * cbHalfWidthEx - cbHalfHeightEx * pb2;
pts3d[3] = p - pb1 * cbHalfWidthEx + cbHalfHeightEx * pb2;
/* can remake with better perf */
projectPoints(Mat(pts3d), rvec, tvec, camMat, distCoeffs, pts2d);
Point3f zero = p - pb1 * cbHalfWidth - cbHalfHeight * pb2;
return generateChessBoard(bg, camMat, distCoeffs, zero, pb1, pb2,
squareSize.width, squareSize.height, pts3d, corners);
}