1 #ifndef VR_COORD_TRANSFORM_H
2 #define VR_COORD_TRANSFORM_H
22 cv::Matx33d mat3dTo2d_;
24 cv::Matx33d mat2dTo3d_;
25 cv::Mat distortionCoeffs_;
28 cv::Vec3d rvec_, tvec_;
31 const cv::Matx33d& scaledCameraMatrix(
const cv::Matx33d& cameraMatrix,
double scaleFactor);
39 const cv::Mat& distortionCoeffs,
40 double scaleFactor = 1.0);
49 void init(cv::InputArray objPoints, cv::InputArray imgPoints,
50 const cv::Vec3d& rvec,
const cv::Vec3d& tvec);
62 inline const cv::Vec3d& getRotationVector()
const {
return rvec_; };
63 inline const cv::Vec3d& getTranslationVector()
const {
return tvec_; };
72 cv::Vec3d&
fromScreen(
const cv::Point2f& imgPoint, cv::Vec3d& imgPlanePoint)
const;
78 cv::Point2f&
toScreen(
const cv::Vec3d& camPoint, cv::Point2f& imgPoint)
const;
84 void toScreen(cv::InputArray camPoints, cv::OutputArray imgPoints)
const
86 cv::Vec3d rvec(0, 0, 0);
87 cv::Vec3d tvec(0, 0, 0);
88 cv::projectPoints(camPoints, rvec, tvec, mat3dTo2d_, distortionCoeffs_, imgPoints);
96 cv::Vec3d&
fromWorld(
const cv::Vec3d& objPoint, cv::Vec3d& camPoint)
const;
97 cv::Point3f&
fromWorld(
const cv::Point3f& objPoint, cv::Point3f& camPoint)
const;
103 cv::Vec3d&
toWorld(
const cv::Vec3d& camPoint, cv::Vec3d& objPoint)
const;
110 void worldToScreen(cv::InputArray objPoints, cv::OutputArray imgPoints)
const
112 cv::projectPoints(objPoints, rvec_, tvec_, mat3dTo2d_, distortionCoeffs_, imgPoints);
120 cv::Point2f&
worldToScreen(
const cv::Vec3d& objPoint, cv::Point2f& imgPoint)
const;
134 #endif // VR_COORD_TRANSFORM_H
Gerade im Raum.
Definition: algorithms.h:22