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- class Transform {
- float[] inv_rot; // inverse of rotation matrix
- PVector inv_mov; // inverse of movement vector
- float focal; // the focal distacne of real camera
- int w, h; // the width and height of the frame
- float normalier; // nomalization factor of depth
- Transform(float tx, float ty, float tz, float qx, float qy, float qz,
- float qw, float fov, int w, int h, float normalier) {
- // currently, we did not use the info of real camera's position and
- // quaternion maybe we will use it in the future when combine all frames
- float[] rot = quaternion2Mat3x3(qx, qy, qz, qw);
- inv_rot = transpose3x3(rot);
- inv_mov = new PVector(-tx, -ty, -tz);
- this.focal = 0.5f * h / tan(fov / 2.0);
- this.w = w;
- this.h = h;
- this.normalier = normalier;
- }
- PVector transform(int i, int j, float d) {
- // transfer from camera view to world view
- float z = d / normalier;
- float x = (i - w / 2.0f) * z / focal;
- float y = (j - h / 2.0f) * z / focal;
- return new PVector(x, y, z);
- }
- }
- // get rotation matrix by using rotation axis and angle
- float[] getRotationMat3x3(float angle, float ax, float ay, float az) {
- float[] mat = new float[9];
- float c = cos(angle);
- float s = sin(angle);
- mat[0] = c + ax * ax * (1 - c);
- mat[1] = ax * ay * (1 - c) - az * s;
- mat[2] = ax * az * (1 - c) + ay * s;
- mat[3] = ay * ax * (1 - c) + az * s;
- mat[4] = c + ay * ay * (1 - c);
- mat[5] = ay * az * (1 - c) - ax * s;
- mat[6] = az * ax * (1 - c) - ay * s;
- mat[7] = az * ay * (1 - c) + ax * s;
- mat[8] = c + az * az * (1 - c);
- return mat;
- }
- // get rotation matrix by using quaternion
- float[] quaternion2Mat3x3(float qx, float qy, float qz, float qw) {
- float[] mat = new float[9];
- mat[0] = 1 - 2 * qy * qy - 2 * qz * qz;
- mat[1] = 2 * qx * qy - 2 * qz * qw;
- mat[2] = 2 * qx * qz + 2 * qy * qw;
- mat[3] = 2 * qx * qy + 2 * qz * qw;
- mat[4] = 1 - 2 * qx * qx - 2 * qz * qz;
- mat[5] = 2 * qy * qz - 2 * qx * qw;
- mat[6] = 2 * qx * qz - 2 * qy * qw;
- mat[7] = 2 * qy * qz + 2 * qx * qw;
- mat[8] = 1 - 2 * qx * qx - 2 * qy * qy;
- return mat;
- }
- // tranpose a 3x3 matrix
- float[] transpose3x3(float[] mat) {
- float[] Tmat = new float[9];
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++) {
- Tmat[i * 3 + j] = mat[j * 3 + i];
- }
- return Tmat;
- }
- // multiply a matrix with vector
- PVector MatxVec3(float[] mat, PVector v) {
- float[] vec = v.array();
- float[] res = new float[3];
- for (int i = 0; i < 3; i++) {
- res[i] = 0.0f;
- for (int j = 0; j < 3; j++) {
- res[i] += mat[i * 3 + j] * vec[j];
- }
- }
- return new PVector(res[0], res[1], res[2]);
- }
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