# include "precomp.hpp"
# include "ap3p.h"
# include <cmath>
# include <complex>
# if defined (_MSC_VER) && (_MSC_VER <= 1700)
static inline double cbrt ( double x ) { return ( double ) cv : : cubeRoot ( ( float ) x ) ; } ;
# endif
using namespace std ;
namespace {
void solveQuartic ( const double * factors , double * realRoots ) {
const double & a4 = factors [ 0 ] ;
const double & a3 = factors [ 1 ] ;
const double & a2 = factors [ 2 ] ;
const double & a1 = factors [ 3 ] ;
const double & a0 = factors [ 4 ] ;
double a4_2 = a4 * a4 ;
double a3_2 = a3 * a3 ;
double a4_3 = a4_2 * a4 ;
double a2a4 = a2 * a4 ;
double p4 = ( 8 * a2a4 - 3 * a3_2 ) / ( 8 * a4_2 ) ;
double q4 = ( a3_2 * a3 - 4 * a2a4 * a3 + 8 * a1 * a4_2 ) / ( 8 * a4_3 ) ;
double r4 = ( 256 * a0 * a4_3 - 3 * ( a3_2 * a3_2 ) - 64 * a1 * a3 * a4_2 + 16 * a2a4 * a3_2 ) / ( 256 * ( a4_3 * a4 ) ) ;
double p3 = ( ( p4 * p4 ) / 12 + r4 ) / 3 ; // /=-3
double q3 = ( 72 * r4 * p4 - 2 * p4 * p4 * p4 - 27 * q4 * q4 ) / 432 ; // /=2
double t ; // *=2
complex < double > w ;
if ( q3 > = 0 )
w = - sqrt ( static_cast < complex < double > > ( q3 * q3 - p3 * p3 * p3 ) ) - q3 ;
else
w = sqrt ( static_cast < complex < double > > ( q3 * q3 - p3 * p3 * p3 ) ) - q3 ;
if ( w . imag ( ) = = 0.0 ) {
w . real ( cbrt ( w . real ( ) ) ) ;
t = 2.0 * ( w . real ( ) + p3 / w . real ( ) ) ;
} else {
w = pow ( w , 1.0 / 3 ) ;
t = 4.0 * w . real ( ) ;
}
complex < double > sqrt_2m = sqrt ( static_cast < complex < double > > ( - 2 * p4 / 3 + t ) ) ;
double B_4A = - a3 / ( 4 * a4 ) ;
double complex1 = 4 * p4 / 3 + t ;
# if defined(__clang__) && defined(__arm__) && (__clang_major__ == 3 || __clang_major__ == 4) && !defined(__ANDROID__)
// details: https://github.com/opencv/opencv/issues/11135
// details: https://github.com/opencv/opencv/issues/11056
complex < double > complex2 = 2 * q4 ;
complex2 = complex < double > ( complex2 . real ( ) / sqrt_2m . real ( ) , 0 ) ;
# else
complex < double > complex2 = 2 * q4 / sqrt_2m ;
# endif
double sqrt_2m_rh = sqrt_2m . real ( ) / 2 ;
double sqrt1 = sqrt ( - ( complex1 + complex2 ) ) . real ( ) / 2 ;
realRoots [ 0 ] = B_4A + sqrt_2m_rh + sqrt1 ;
realRoots [ 1 ] = B_4A + sqrt_2m_rh - sqrt1 ;
double sqrt2 = sqrt ( - ( complex1 - complex2 ) ) . real ( ) / 2 ;
realRoots [ 2 ] = B_4A - sqrt_2m_rh + sqrt2 ;
realRoots [ 3 ] = B_4A - sqrt_2m_rh - sqrt2 ;
}
void polishQuarticRoots ( const double * coeffs , double * roots ) {
const int iterations = 2 ;
for ( int i = 0 ; i < iterations ; + + i ) {
for ( int j = 0 ; j < 4 ; + + j ) {
double error =
( ( ( coeffs [ 0 ] * roots [ j ] + coeffs [ 1 ] ) * roots [ j ] + coeffs [ 2 ] ) * roots [ j ] + coeffs [ 3 ] ) * roots [ j ] +
coeffs [ 4 ] ;
double
derivative =
( ( 4 * coeffs [ 0 ] * roots [ j ] + 3 * coeffs [ 1 ] ) * roots [ j ] + 2 * coeffs [ 2 ] ) * roots [ j ] + coeffs [ 3 ] ;
roots [ j ] - = error / derivative ;
}
}
}
inline void vect_cross ( const double * a , const double * b , double * result ) {
result [ 0 ] = a [ 1 ] * b [ 2 ] - a [ 2 ] * b [ 1 ] ;
result [ 1 ] = - ( a [ 0 ] * b [ 2 ] - a [ 2 ] * b [ 0 ] ) ;
result [ 2 ] = a [ 0 ] * b [ 1 ] - a [ 1 ] * b [ 0 ] ;
}
inline double vect_dot ( const double * a , const double * b ) {
return a [ 0 ] * b [ 0 ] + a [ 1 ] * b [ 1 ] + a [ 2 ] * b [ 2 ] ;
}
inline double vect_norm ( const double * a ) {
return sqrt ( a [ 0 ] * a [ 0 ] + a [ 1 ] * a [ 1 ] + a [ 2 ] * a [ 2 ] ) ;
}
inline void vect_scale ( const double s , const double * a , double * result ) {
result [ 0 ] = a [ 0 ] * s ;
result [ 1 ] = a [ 1 ] * s ;
result [ 2 ] = a [ 2 ] * s ;
}
inline void vect_sub ( const double * a , const double * b , double * result ) {
result [ 0 ] = a [ 0 ] - b [ 0 ] ;
result [ 1 ] = a [ 1 ] - b [ 1 ] ;
result [ 2 ] = a [ 2 ] - b [ 2 ] ;
}
inline void vect_divide ( const double * a , const double d , double * result ) {
result [ 0 ] = a [ 0 ] / d ;
result [ 1 ] = a [ 1 ] / d ;
result [ 2 ] = a [ 2 ] / d ;
}
inline void mat_mult ( const double a [ 3 ] [ 3 ] , const double b [ 3 ] [ 3 ] , double result [ 3 ] [ 3 ] ) {
result [ 0 ] [ 0 ] = a [ 0 ] [ 0 ] * b [ 0 ] [ 0 ] + a [ 0 ] [ 1 ] * b [ 1 ] [ 0 ] + a [ 0 ] [ 2 ] * b [ 2 ] [ 0 ] ;
result [ 0 ] [ 1 ] = a [ 0 ] [ 0 ] * b [ 0 ] [ 1 ] + a [ 0 ] [ 1 ] * b [ 1 ] [ 1 ] + a [ 0 ] [ 2 ] * b [ 2 ] [ 1 ] ;
result [ 0 ] [ 2 ] = a [ 0 ] [ 0 ] * b [ 0 ] [ 2 ] + a [ 0 ] [ 1 ] * b [ 1 ] [ 2 ] + a [ 0 ] [ 2 ] * b [ 2 ] [ 2 ] ;
result [ 1 ] [ 0 ] = a [ 1 ] [ 0 ] * b [ 0 ] [ 0 ] + a [ 1 ] [ 1 ] * b [ 1 ] [ 0 ] + a [ 1 ] [ 2 ] * b [ 2 ] [ 0 ] ;
result [ 1 ] [ 1 ] = a [ 1 ] [ 0 ] * b [ 0 ] [ 1 ] + a [ 1 ] [ 1 ] * b [ 1 ] [ 1 ] + a [ 1 ] [ 2 ] * b [ 2 ] [ 1 ] ;
result [ 1 ] [ 2 ] = a [ 1 ] [ 0 ] * b [ 0 ] [ 2 ] + a [ 1 ] [ 1 ] * b [ 1 ] [ 2 ] + a [ 1 ] [ 2 ] * b [ 2 ] [ 2 ] ;
result [ 2 ] [ 0 ] = a [ 2 ] [ 0 ] * b [ 0 ] [ 0 ] + a [ 2 ] [ 1 ] * b [ 1 ] [ 0 ] + a [ 2 ] [ 2 ] * b [ 2 ] [ 0 ] ;
result [ 2 ] [ 1 ] = a [ 2 ] [ 0 ] * b [ 0 ] [ 1 ] + a [ 2 ] [ 1 ] * b [ 1 ] [ 1 ] + a [ 2 ] [ 2 ] * b [ 2 ] [ 1 ] ;
result [ 2 ] [ 2 ] = a [ 2 ] [ 0 ] * b [ 0 ] [ 2 ] + a [ 2 ] [ 1 ] * b [ 1 ] [ 2 ] + a [ 2 ] [ 2 ] * b [ 2 ] [ 2 ] ;
}
}
namespace cv {
void ap3p : : init_inverse_parameters ( ) {
inv_fx = 1. / fx ;
inv_fy = 1. / fy ;
cx_fx = cx / fx ;
cy_fy = cy / fy ;
}
ap3p : : ap3p ( cv : : Mat cameraMatrix ) {
if ( cameraMatrix . depth ( ) = = CV_32F )
init_camera_parameters < float > ( cameraMatrix ) ;
else
init_camera_parameters < double > ( cameraMatrix ) ;
init_inverse_parameters ( ) ;
}
ap3p : : ap3p ( double _fx , double _fy , double _cx , double _cy ) {
fx = _fx ;
fy = _fy ;
cx = _cx ;
cy = _cy ;
init_inverse_parameters ( ) ;
}
// This algorithm is from "Tong Ke, Stergios Roumeliotis, An Efficient Algebraic Solution to the Perspective-Three-Point Problem" (Accepted by CVPR 2017)
// See https://arxiv.org/pdf/1701.08237.pdf
// featureVectors: The 3 bearing measurements (normalized) stored as column vectors
// worldPoints: The positions of the 3 feature points stored as column vectors
// solutionsR: 4 possible solutions of rotation matrix of the world w.r.t the camera frame
// solutionsT: 4 possible solutions of translation of the world origin w.r.t the camera frame
int ap3p : : computePoses ( const double featureVectors [ 3 ] [ 4 ] ,
const double worldPoints [ 3 ] [ 4 ] ,
double solutionsR [ 4 ] [ 3 ] [ 3 ] ,
double solutionsT [ 4 ] [ 3 ] ,
bool p4p ) {
//world point vectors
double w1 [ 3 ] = { worldPoints [ 0 ] [ 0 ] , worldPoints [ 1 ] [ 0 ] , worldPoints [ 2 ] [ 0 ] } ;
double w2 [ 3 ] = { worldPoints [ 0 ] [ 1 ] , worldPoints [ 1 ] [ 1 ] , worldPoints [ 2 ] [ 1 ] } ;
double w3 [ 3 ] = { worldPoints [ 0 ] [ 2 ] , worldPoints [ 1 ] [ 2 ] , worldPoints [ 2 ] [ 2 ] } ;
// k1
double u0 [ 3 ] ;
vect_sub ( w1 , w2 , u0 ) ;
double nu0 = vect_norm ( u0 ) ;
double k1 [ 3 ] ;
vect_divide ( u0 , nu0 , k1 ) ;
// bi
double b1 [ 3 ] = { featureVectors [ 0 ] [ 0 ] , featureVectors [ 1 ] [ 0 ] , featureVectors [ 2 ] [ 0 ] } ;
double b2 [ 3 ] = { featureVectors [ 0 ] [ 1 ] , featureVectors [ 1 ] [ 1 ] , featureVectors [ 2 ] [ 1 ] } ;
double b3 [ 3 ] = { featureVectors [ 0 ] [ 2 ] , featureVectors [ 1 ] [ 2 ] , featureVectors [ 2 ] [ 2 ] } ;
// k3,tz
double k3 [ 3 ] ;
vect_cross ( b1 , b2 , k3 ) ;
double nk3 = vect_norm ( k3 ) ;
vect_divide ( k3 , nk3 , k3 ) ;
double tz [ 3 ] ;
vect_cross ( b1 , k3 , tz ) ;
// ui,vi
double v1 [ 3 ] ;
vect_cross ( b1 , b3 , v1 ) ;
double v2 [ 3 ] ;
vect_cross ( b2 , b3 , v2 ) ;
double u1 [ 3 ] ;
vect_sub ( w1 , w3 , u1 ) ;
// coefficients related terms
double u1k1 = vect_dot ( u1 , k1 ) ;
double k3b3 = vect_dot ( k3 , b3 ) ;
// f1i
double f11 = k3b3 ;
double f13 = vect_dot ( k3 , v1 ) ;
double f15 = - u1k1 * f11 ;
//delta
double nl [ 3 ] ;
vect_cross ( u1 , k1 , nl ) ;
double delta = vect_norm ( nl ) ;
vect_divide ( nl , delta , nl ) ;
f11 * = delta ;
f13 * = delta ;
// f2i
double u2k1 = u1k1 - nu0 ;
double f21 = vect_dot ( tz , v2 ) ;
double f22 = nk3 * k3b3 ;
double f23 = vect_dot ( k3 , v2 ) ;
double f24 = u2k1 * f22 ;
double f25 = - u2k1 * f21 ;
f21 * = delta ;
f22 * = delta ;
f23 * = delta ;
double g1 = f13 * f22 ;
double g2 = f13 * f25 - f15 * f23 ;
double g3 = f11 * f23 - f13 * f21 ;
double g4 = - f13 * f24 ;
double g5 = f11 * f22 ;
double g6 = f11 * f25 - f15 * f21 ;
double g7 = - f15 * f24 ;
double coeffs [ 5 ] = { g5 * g5 + g1 * g1 + g3 * g3 ,
2 * ( g5 * g6 + g1 * g2 + g3 * g4 ) ,
g6 * g6 + 2 * g5 * g7 + g2 * g2 + g4 * g4 - g1 * g1 - g3 * g3 ,
2 * ( g6 * g7 - g1 * g2 - g3 * g4 ) ,
g7 * g7 - g2 * g2 - g4 * g4 } ;
double s [ 4 ] ;
solveQuartic ( coeffs , s ) ;
polishQuarticRoots ( coeffs , s ) ;
double temp [ 3 ] ;
vect_cross ( k1 , nl , temp ) ;
double Ck1nl [ 3 ] [ 3 ] =
{ { k1 [ 0 ] , nl [ 0 ] , temp [ 0 ] } ,
{ k1 [ 1 ] , nl [ 1 ] , temp [ 1 ] } ,
{ k1 [ 2 ] , nl [ 2 ] , temp [ 2 ] } } ;
double Cb1k3tzT [ 3 ] [ 3 ] =
{ { b1 [ 0 ] , b1 [ 1 ] , b1 [ 2 ] } ,
{ k3 [ 0 ] , k3 [ 1 ] , k3 [ 2 ] } ,
{ tz [ 0 ] , tz [ 1 ] , tz [ 2 ] } } ;
double b3p [ 3 ] ;
vect_scale ( ( delta / k3b3 ) , b3 , b3p ) ;
double X3 = worldPoints [ 0 ] [ 3 ] ;
double Y3 = worldPoints [ 1 ] [ 3 ] ;
double Z3 = worldPoints [ 2 ] [ 3 ] ;
double mu3 = featureVectors [ 0 ] [ 3 ] ;
double mv3 = featureVectors [ 1 ] [ 3 ] ;
double reproj_errors [ 4 ] ;
int nb_solutions = 0 ;
for ( int i = 0 ; i < 4 ; + + i ) {
double ctheta1p = s [ i ] ;
if ( abs ( ctheta1p ) > 1 )
continue ;
double stheta1p = sqrt ( 1 - ctheta1p * ctheta1p ) ;
stheta1p = ( k3b3 > 0 ) ? stheta1p : - stheta1p ;
double ctheta3 = g1 * ctheta1p + g2 ;
double stheta3 = g3 * ctheta1p + g4 ;
double ntheta3 = stheta1p / ( ( g5 * ctheta1p + g6 ) * ctheta1p + g7 ) ;
ctheta3 * = ntheta3 ;
stheta3 * = ntheta3 ;
double C13 [ 3 ] [ 3 ] =
{ { ctheta3 , 0 , - stheta3 } ,
{ stheta1p * stheta3 , ctheta1p , stheta1p * ctheta3 } ,
{ ctheta1p * stheta3 , - stheta1p , ctheta1p * ctheta3 } } ;
double temp_matrix [ 3 ] [ 3 ] ;
double R [ 3 ] [ 3 ] ;
mat_mult ( Ck1nl , C13 , temp_matrix ) ;
mat_mult ( temp_matrix , Cb1k3tzT , R ) ;
// R' * p3
double rp3 [ 3 ] =
{ w3 [ 0 ] * R [ 0 ] [ 0 ] + w3 [ 1 ] * R [ 1 ] [ 0 ] + w3 [ 2 ] * R [ 2 ] [ 0 ] ,
w3 [ 0 ] * R [ 0 ] [ 1 ] + w3 [ 1 ] * R [ 1 ] [ 1 ] + w3 [ 2 ] * R [ 2 ] [ 1 ] ,
w3 [ 0 ] * R [ 0 ] [ 2 ] + w3 [ 1 ] * R [ 1 ] [ 2 ] + w3 [ 2 ] * R [ 2 ] [ 2 ] } ;
double pxstheta1p [ 3 ] ;
vect_scale ( stheta1p , b3p , pxstheta1p ) ;
vect_sub ( pxstheta1p , rp3 , solutionsT [ nb_solutions ] ) ;
solutionsR [ nb_solutions ] [ 0 ] [ 0 ] = R [ 0 ] [ 0 ] ;
solutionsR [ nb_solutions ] [ 1 ] [ 0 ] = R [ 0 ] [ 1 ] ;
solutionsR [ nb_solutions ] [ 2 ] [ 0 ] = R [ 0 ] [ 2 ] ;
solutionsR [ nb_solutions ] [ 0 ] [ 1 ] = R [ 1 ] [ 0 ] ;
solutionsR [ nb_solutions ] [ 1 ] [ 1 ] = R [ 1 ] [ 1 ] ;
solutionsR [ nb_solutions ] [ 2 ] [ 1 ] = R [ 1 ] [ 2 ] ;
solutionsR [ nb_solutions ] [ 0 ] [ 2 ] = R [ 2 ] [ 0 ] ;
solutionsR [ nb_solutions ] [ 1 ] [ 2 ] = R [ 2 ] [ 1 ] ;
solutionsR [ nb_solutions ] [ 2 ] [ 2 ] = R [ 2 ] [ 2 ] ;
if ( p4p ) {
double X3p = solutionsR [ nb_solutions ] [ 0 ] [ 0 ] * X3 + solutionsR [ nb_solutions ] [ 0 ] [ 1 ] * Y3 + solutionsR [ nb_solutions ] [ 0 ] [ 2 ] * Z3 + solutionsT [ nb_solutions ] [ 0 ] ;
double Y3p = solutionsR [ nb_solutions ] [ 1 ] [ 0 ] * X3 + solutionsR [ nb_solutions ] [ 1 ] [ 1 ] * Y3 + solutionsR [ nb_solutions ] [ 1 ] [ 2 ] * Z3 + solutionsT [ nb_solutions ] [ 1 ] ;
double Z3p = solutionsR [ nb_solutions ] [ 2 ] [ 0 ] * X3 + solutionsR [ nb_solutions ] [ 2 ] [ 1 ] * Y3 + solutionsR [ nb_solutions ] [ 2 ] [ 2 ] * Z3 + solutionsT [ nb_solutions ] [ 2 ] ;
double mu3p = X3p / Z3p ;
double mv3p = Y3p / Z3p ;
reproj_errors [ nb_solutions ] = ( mu3p - mu3 ) * ( mu3p - mu3 ) + ( mv3p - mv3 ) * ( mv3p - mv3 ) ;
}
nb_solutions + + ;
}
//sort the solutions
if ( p4p ) {
for ( int i = 1 ; i < nb_solutions ; i + + ) {
for ( int j = i ; j > 0 & & reproj_errors [ j - 1 ] > reproj_errors [ j ] ; j - - ) {
std : : swap ( reproj_errors [ j ] , reproj_errors [ j - 1 ] ) ;
std : : swap ( solutionsR [ j ] , solutionsR [ j - 1 ] ) ;
std : : swap ( solutionsT [ j ] , solutionsT [ j - 1 ] ) ;
}
}
}
return nb_solutions ;
}
bool ap3p : : solve ( cv : : Mat & R , cv : : Mat & tvec , const cv : : Mat & opoints , const cv : : Mat & ipoints ) {
CV_INSTRUMENT_REGION ( ) ;
double rotation_matrix [ 3 ] [ 3 ] = { } , translation [ 3 ] = { } ;
std : : vector < double > points ;
if ( opoints . depth ( ) = = ipoints . depth ( ) ) {
if ( opoints . depth ( ) = = CV_32F )
extract_points < cv : : Point3f , cv : : Point2f > ( opoints , ipoints , points ) ;
else
extract_points < cv : : Point3d , cv : : Point2d > ( opoints , ipoints , points ) ;
} else if ( opoints . depth ( ) = = CV_32F )
extract_points < cv : : Point3f , cv : : Point2d > ( opoints , ipoints , points ) ;
else
extract_points < cv : : Point3d , cv : : Point2f > ( opoints , ipoints , points ) ;
bool result = solve ( rotation_matrix , translation ,
points [ 0 ] , points [ 1 ] , points [ 2 ] , points [ 3 ] , points [ 4 ] ,
points [ 5 ] , points [ 6 ] , points [ 7 ] , points [ 8 ] , points [ 9 ] ,
points [ 10 ] , points [ 11 ] , points [ 12 ] , points [ 13 ] , points [ 14 ] ,
points [ 15 ] , points [ 16 ] , points [ 17 ] , points [ 18 ] , points [ 19 ] ) ;
cv : : Mat ( 3 , 1 , CV_64F , translation ) . copyTo ( tvec ) ;
cv : : Mat ( 3 , 3 , CV_64F , rotation_matrix ) . copyTo ( R ) ;
return result ;
}
int ap3p : : solve ( std : : vector < cv : : Mat > & Rs , std : : vector < cv : : Mat > & tvecs , const cv : : Mat & opoints , const cv : : Mat & ipoints ) {
CV_INSTRUMENT_REGION ( ) ;
double rotation_matrix [ 4 ] [ 3 ] [ 3 ] = { } , translation [ 4 ] [ 3 ] = { } ;
std : : vector < double > points ;
if ( opoints . depth ( ) = = ipoints . depth ( ) ) {
if ( opoints . depth ( ) = = CV_32F )
extract_points < cv : : Point3f , cv : : Point2f > ( opoints , ipoints , points ) ;
else
extract_points < cv : : Point3d , cv : : Point2d > ( opoints , ipoints , points ) ;
} else if ( opoints . depth ( ) = = CV_32F )
extract_points < cv : : Point3f , cv : : Point2d > ( opoints , ipoints , points ) ;
else
extract_points < cv : : Point3d , cv : : Point2f > ( opoints , ipoints , points ) ;
const bool p4p = std : : max ( opoints . checkVector ( 3 , CV_32F ) , opoints . checkVector ( 3 , CV_64F ) ) = = 4 ;
int solutions = solve ( rotation_matrix , translation ,
points [ 0 ] , points [ 1 ] , points [ 2 ] , points [ 3 ] , points [ 4 ] ,
points [ 5 ] , points [ 6 ] , points [ 7 ] , points [ 8 ] , points [ 9 ] ,
points [ 10 ] , points [ 11 ] , points [ 12 ] , points [ 13 ] , points [ 14 ] ,
points [ 15 ] , points [ 16 ] , points [ 17 ] , points [ 18 ] , points [ 19 ] ,
p4p ) ;
for ( int i = 0 ; i < solutions ; i + + ) {
cv : : Mat R , tvec ;
cv : : Mat ( 3 , 1 , CV_64F , translation [ i ] ) . copyTo ( tvec ) ;
cv : : Mat ( 3 , 3 , CV_64F , rotation_matrix [ i ] ) . copyTo ( R ) ;
Rs . push_back ( R ) ;
tvecs . push_back ( tvec ) ;
}
return solutions ;
}
bool
ap3p : : solve ( double R [ 3 ] [ 3 ] , double t [ 3 ] ,
double mu0 , double mv0 , double X0 , double Y0 , double Z0 ,
double mu1 , double mv1 , double X1 , double Y1 , double Z1 ,
double mu2 , double mv2 , double X2 , double Y2 , double Z2 ,
double mu3 , double mv3 , double X3 , double Y3 , double Z3 ) {
double Rs [ 4 ] [ 3 ] [ 3 ] = { } , ts [ 4 ] [ 3 ] = { } ;
const bool p4p = true ;
int n = solve ( Rs , ts , mu0 , mv0 , X0 , Y0 , Z0 , mu1 , mv1 , X1 , Y1 , Z1 , mu2 , mv2 , X2 , Y2 , Z2 , mu3 , mv3 , X3 , Y3 , Z3 , p4p ) ;
if ( n = = 0 )
return false ;
for ( int i = 0 ; i < 3 ; i + + ) {
for ( int j = 0 ; j < 3 ; j + + )
R [ i ] [ j ] = Rs [ 0 ] [ i ] [ j ] ;
t [ i ] = ts [ 0 ] [ i ] ;
}
return true ;
}
int ap3p : : solve ( double R [ 4 ] [ 3 ] [ 3 ] , double t [ 4 ] [ 3 ] ,
double mu0 , double mv0 , double X0 , double Y0 , double Z0 ,
double mu1 , double mv1 , double X1 , double Y1 , double Z1 ,
double mu2 , double mv2 , double X2 , double Y2 , double Z2 ,
double mu3 , double mv3 , double X3 , double Y3 , double Z3 ,
bool p4p ) {
double mk0 , mk1 , mk2 ;
double norm ;
mu0 = inv_fx * mu0 - cx_fx ;
mv0 = inv_fy * mv0 - cy_fy ;
norm = sqrt ( mu0 * mu0 + mv0 * mv0 + 1 ) ;
mk0 = 1. / norm ;
mu0 * = mk0 ;
mv0 * = mk0 ;
mu1 = inv_fx * mu1 - cx_fx ;
mv1 = inv_fy * mv1 - cy_fy ;
norm = sqrt ( mu1 * mu1 + mv1 * mv1 + 1 ) ;
mk1 = 1. / norm ;
mu1 * = mk1 ;
mv1 * = mk1 ;
mu2 = inv_fx * mu2 - cx_fx ;
mv2 = inv_fy * mv2 - cy_fy ;
norm = sqrt ( mu2 * mu2 + mv2 * mv2 + 1 ) ;
mk2 = 1. / norm ;
mu2 * = mk2 ;
mv2 * = mk2 ;
mu3 = inv_fx * mu3 - cx_fx ;
mv3 = inv_fy * mv3 - cy_fy ;
double mk3 = 1 ; //not used
double featureVectors [ 3 ] [ 4 ] = { { mu0 , mu1 , mu2 , mu3 } ,
{ mv0 , mv1 , mv2 , mv3 } ,
{ mk0 , mk1 , mk2 , mk3 } } ;
double worldPoints [ 3 ] [ 4 ] = { { X0 , X1 , X2 , X3 } ,
{ Y0 , Y1 , Y2 , Y3 } ,
{ Z0 , Z1 , Z2 , Z3 } } ;
return computePoses ( featureVectors , worldPoints , R , t , p4p ) ;
}
}