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Open Source Computer Vision Library
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268 lines
8.9 KiB
268 lines
8.9 KiB
// Yannick Verdie 2010 |
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// --- Please read help() below: --- |
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#include <iostream> |
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#include <vector> |
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#include <opencv2/calib3d/calib3d.hpp> |
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#include <opencv2/core/core.hpp> |
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#include <opencv2/highgui/highgui.hpp> |
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#include <opencv2/imgproc/imgproc.hpp> |
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#include <opencv2/legacy/compat.hpp> |
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#ifdef __APPLE__ |
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#include <OpenGL/gl.h> |
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#else |
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#include <GL/gl.h> |
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#endif |
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using namespace std; |
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using namespace cv; |
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static void help() |
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{ |
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cout << "This demo demonstrates the use of the Qt enhanced version of the highgui GUI interface\n" |
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"and dang if it doesn't throw in the use of of the POSIT 3D tracking algorithm too\n" |
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"It works off of the video: cube4.avi\n" |
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"Using OpenCV version " << CV_VERSION << "\n\n" |
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" 1) This demo is mainly based on work from Javier Barandiaran Martirena\n" |
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" See this page http://code.opencv.org/projects/opencv/wiki/Posit.\n" |
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" 2) This is a demo to illustrate how to use **OpenGL Callback**.\n" |
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" 3) You need Qt binding to compile this sample with OpenGL support enabled.\n" |
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" 4) The features' detection is very basic and could highly be improved\n" |
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" (basic thresholding tuned for the specific video) but 2).\n" |
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" 5) Thanks to Google Summer of Code 2010 for supporting this work!\n" << endl; |
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} |
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#define FOCAL_LENGTH 600 |
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#define CUBE_SIZE 0.5 |
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static void renderCube(float size) |
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{ |
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glBegin(GL_QUADS); |
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// Front Face |
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glNormal3f( 0.0f, 0.0f, 1.0f); |
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glVertex3f( 0.0f, 0.0f, 0.0f); |
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glVertex3f( size, 0.0f, 0.0f); |
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glVertex3f( size, size, 0.0f); |
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glVertex3f( 0.0f, size, 0.0f); |
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// Back Face |
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glNormal3f( 0.0f, 0.0f,-1.0f); |
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glVertex3f( 0.0f, 0.0f, size); |
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glVertex3f( 0.0f, size, size); |
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glVertex3f( size, size, size); |
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glVertex3f( size, 0.0f, size); |
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// Top Face |
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glNormal3f( 0.0f, 1.0f, 0.0f); |
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glVertex3f( 0.0f, size, 0.0f); |
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glVertex3f( size, size, 0.0f); |
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glVertex3f( size, size, size); |
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glVertex3f( 0.0f, size, size); |
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// Bottom Face |
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glNormal3f( 0.0f,-1.0f, 0.0f); |
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glVertex3f( 0.0f, 0.0f, 0.0f); |
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glVertex3f( 0.0f, 0.0f, size); |
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glVertex3f( size, 0.0f, size); |
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glVertex3f( size, 0.0f, 0.0f); |
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// Right face |
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glNormal3f( 1.0f, 0.0f, 0.0f); |
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glVertex3f( size, 0.0f, 0.0f); |
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glVertex3f( size, 0.0f, size); |
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glVertex3f( size, size, size); |
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glVertex3f( size, size, 0.0f); |
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// Left Face |
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glNormal3f(-1.0f, 0.0f, 0.0f); |
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glVertex3f( 0.0f, 0.0f, 0.0f); |
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glVertex3f( 0.0f, size, 0.0f); |
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glVertex3f( 0.0f, size, size); |
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glVertex3f( 0.0f, 0.0f, size); |
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glEnd(); |
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} |
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static void on_opengl(void* param) |
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{ |
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//Draw the object with the estimated pose |
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glLoadIdentity(); |
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glScalef( 1.0f, 1.0f, -1.0f); |
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glMultMatrixf( (float*)param ); |
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glEnable( GL_LIGHTING ); |
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glEnable( GL_LIGHT0 ); |
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glEnable( GL_BLEND ); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
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renderCube( CUBE_SIZE ); |
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glDisable(GL_BLEND); |
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glDisable( GL_LIGHTING ); |
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} |
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static void initPOSIT(std::vector<CvPoint3D32f> * modelPoints) |
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{ |
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// Create the model pointss |
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modelPoints->push_back(cvPoint3D32f(0.0f, 0.0f, 0.0f)); // The first must be (0, 0, 0) |
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modelPoints->push_back(cvPoint3D32f(0.0f, 0.0f, CUBE_SIZE)); |
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modelPoints->push_back(cvPoint3D32f(CUBE_SIZE, 0.0f, 0.0f)); |
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modelPoints->push_back(cvPoint3D32f(0.0f, CUBE_SIZE, 0.0f)); |
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} |
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static void foundCorners(vector<CvPoint2D32f> * srcImagePoints, const Mat & source, Mat & grayImage) |
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{ |
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cvtColor(source, grayImage, COLOR_RGB2GRAY); |
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GaussianBlur(grayImage, grayImage, Size(11, 11), 0, 0); |
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normalize(grayImage, grayImage, 0, 255, NORM_MINMAX); |
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threshold(grayImage, grayImage, 26, 255, THRESH_BINARY_INV); //25 |
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Mat MgrayImage = grayImage; |
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vector<vector<Point> > contours; |
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vector<Vec4i> hierarchy; |
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findContours(MgrayImage, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE); |
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Point p; |
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vector<CvPoint2D32f> srcImagePoints_temp(4, cvPoint2D32f(0, 0)); |
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if (contours.size() == srcImagePoints_temp.size()) |
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{ |
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for (size_t i = 0; i < contours.size(); i++ ) |
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{ |
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p.x = p.y = 0; |
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for (size_t j = 0 ; j < contours[i].size(); j++) |
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p += contours[i][j]; |
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srcImagePoints_temp.at(i) = cvPoint2D32f(float(p.x) / contours[i].size(), float(p.y) / contours[i].size()); |
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} |
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// Need to keep the same order |
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// > y = 0 |
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// > x = 1 |
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// < x = 2 |
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// < y = 3 |
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// get point 0; |
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size_t index = 0; |
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for (size_t i = 1 ; i<srcImagePoints_temp.size(); i++) |
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if (srcImagePoints_temp.at(i).y > srcImagePoints_temp.at(index).y) |
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index = i; |
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srcImagePoints->at(0) = srcImagePoints_temp.at(index); |
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// get point 1; |
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index = 0; |
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for (size_t i = 1 ; i<srcImagePoints_temp.size(); i++) |
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if (srcImagePoints_temp.at(i).x > srcImagePoints_temp.at(index).x) |
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index = i; |
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srcImagePoints->at(1) = srcImagePoints_temp.at(index); |
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// get point 2; |
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index = 0; |
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for (size_t i = 1 ; i<srcImagePoints_temp.size(); i++) |
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if (srcImagePoints_temp.at(i).x < srcImagePoints_temp.at(index).x) |
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index = i; |
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srcImagePoints->at(2) = srcImagePoints_temp.at(index); |
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// get point 3; |
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index = 0; |
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for (size_t i = 1 ; i<srcImagePoints_temp.size(); i++ ) |
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if (srcImagePoints_temp.at(i).y < srcImagePoints_temp.at(index).y) |
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index = i; |
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srcImagePoints->at(3) = srcImagePoints_temp.at(index); |
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Mat Msource = source; |
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stringstream ss; |
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for (size_t i = 0; i<srcImagePoints_temp.size(); i++ ) |
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{ |
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ss << i; |
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circle(Msource, srcImagePoints->at(i), 5, Scalar(0, 0, 255)); |
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putText(Msource, ss.str(), srcImagePoints->at(i), FONT_HERSHEY_SIMPLEX, 1, Scalar(0, 0, 255)); |
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ss.str(""); |
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// new coordinate system in the middle of the frame and reversed (camera coordinate system) |
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srcImagePoints->at(i) = cvPoint2D32f(srcImagePoints_temp.at(i).x - source.cols / 2, |
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source.rows / 2 - srcImagePoints_temp.at(i).y); |
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} |
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} |
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} |
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static void createOpenGLMatrixFrom(float * posePOSIT, const CvMatr32f & rotationMatrix, |
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const CvVect32f & translationVector) |
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{ |
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// coordinate system returned is relative to the first 3D input point |
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for (int f = 0; f < 3; f++) |
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for (int c = 0; c < 3; c++) |
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posePOSIT[c * 4 + f] = rotationMatrix[f * 3 + c]; // transposed |
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posePOSIT[3] = translationVector[0]; |
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posePOSIT[7] = translationVector[1]; |
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posePOSIT[11] = translationVector[2]; |
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posePOSIT[12] = 0.0f; |
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posePOSIT[13] = 0.0f; |
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posePOSIT[14] = 0.0f; |
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posePOSIT[15] = 1.0f; |
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} |
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int main(void) |
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{ |
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help(); |
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string fileName = "cube4.avi"; |
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VideoCapture video(fileName); |
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if (!video.isOpened()) |
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{ |
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cerr << "Video file " << fileName << " could not be opened" << endl; |
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return EXIT_FAILURE; |
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} |
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Mat source, grayImage; |
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video >> source; |
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namedWindow("Original", WINDOW_AUTOSIZE | CV_WINDOW_FREERATIO); |
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namedWindow("POSIT", WINDOW_OPENGL | CV_WINDOW_FREERATIO); |
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resizeWindow("POSIT", source.cols, source.rows); |
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displayOverlay("POSIT", "We lost the 4 corners' detection quite often (the red circles disappear).\n" |
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"This demo is only to illustrate how to use OpenGL callback.\n" |
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" -- Press ESC to exit.", 10000); |
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float OpenGLMatrix[] = { 0, 0, 0, 0, |
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0, 0, 0, 0, |
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0, 0, 0, 0, |
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0, 0, 0, 0 }; |
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setOpenGlContext("POSIT"); |
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setOpenGlDrawCallback("POSIT", on_opengl, OpenGLMatrix); |
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vector<CvPoint3D32f> modelPoints; |
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initPOSIT(&modelPoints); |
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// Create the POSIT object with the model points |
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CvPOSITObject* positObject = cvCreatePOSITObject( &modelPoints[0], (int)modelPoints.size()); |
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CvMatr32f rotation_matrix = new float[9]; |
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CvVect32f translation_vector = new float[3]; |
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CvTermCriteria criteria = cvTermCriteria(CV_TERMCRIT_EPS | CV_TERMCRIT_ITER, 100, 1e-4f); |
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vector<CvPoint2D32f> srcImagePoints(4, cvPoint2D32f(0, 0)); |
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while (waitKey(33) != 27) |
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{ |
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video >> source; |
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if (source.empty()) |
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break; |
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imshow("Original", source); |
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foundCorners(&srcImagePoints, source, grayImage); |
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cvPOSIT(positObject, &srcImagePoints[0], FOCAL_LENGTH, criteria, rotation_matrix, translation_vector); |
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createOpenGLMatrixFrom(OpenGLMatrix, rotation_matrix, translation_vector); |
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updateWindow("POSIT"); |
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if (video.get(CV_CAP_PROP_POS_AVI_RATIO) > 0.99) |
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video.set(CV_CAP_PROP_POS_AVI_RATIO, 0); |
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} |
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setOpenGlDrawCallback("POSIT", NULL, NULL); |
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destroyAllWindows(); |
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cvReleasePOSITObject(&positObject); |
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delete[]rotation_matrix; |
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delete[]translation_vector; |
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return EXIT_SUCCESS; |
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}
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