/* * PROJECT: FLARToolKit * -------------------------------------------------------------------------------- * This work is based on the NyARToolKit developed by * R.Iizuka (nyatla) * http://nyatla.jp/nyatoolkit/ * * The FLARToolKit is ActionScript 3.0 version ARToolkit class library. * Copyright (C)2008 Saqoosha * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this framework; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * For further information please contact. * http://www.libspark.org/wiki/saqoosha/FLARToolKit * * */ package org.libspark.flartoolkit.core.param { import org.libspark.flartoolkit.core.FLARMat; import org.libspark.flartoolkit.core.types.matrix.FLARDoubleMatrix34; /** * 透視変換行列を格納します。 * http://www.hitl.washington.edu/artoolkit/Papers/ART02-Tutorial.pdf * 7ページを見るといいよ。 * */ final public class student_ar_org_libspark_flartoolkit_core_param_FLARPerspectiveProjectionMatrix extends FLARDoubleMatrix34 { /* * static double dot( double a1, double a2, double a3,double b1, double b2,double b3 ) */ private static function dot(a1:Number, a2:Number, a3:Number, b1:Number, b2:Number, b3:Number):Number { return (a1 * b1 + a2 * b2 + a3 * b3); } /* static double norm( double a, double b, double c ) */ private static function norm(a:Number, b:Number, c:Number):Number { return Math.sqrt(a * a + b * b + c * c); } /** * int arParamDecompMat( double source[3][4], double cpara[3][4], double trans[3][4] ); 関数の置き換え Optimize STEP[754->665] * * @param o_cpara * 戻り引数。3x4のマトリクスを指定すること。 * @param o_trans * 戻り引数。3x4のマトリクスを指定すること。 * @return */ public function decompMat(o_cpara:FLARMat, o_trans:FLARMat):void { var rem1:Number, rem2:Number, rem3:Number; var c00:Number, c01:Number, c02:Number, c03:Number, c10:Number, c11:Number, c12:Number, c13:Number, c20:Number, c21:Number, c22:Number, c23:Number; if (this.m23 >= 0) { // if( source[2][3] >= 0 ) { // // for(int r = 0; r < 3; r++ ){ // for(int c = 0; c < 4; c++ ){ // Cpara[r][c]=source[r][c];//Cpara[r][c] = source[r][c]; // } // } c00 = this.m00; c01 = this.m01; c02 = this.m02; c03 = this.m03; c10 = this.m10; c11 = this.m11; c12 = this.m12; c13 = this.m13; c20 = this.m20; c21 = this.m21; c22 = this.m22; c23 = this.m23; } else { // // for(int r = 0; r < 3; r++ ){ // for(int c = 0; c < 4; c++ ){ // Cpara[r][c]=-source[r][c];//Cpara[r][c] = -(source[r][c]); // } // } c00 = -this.m00; c01 = -this.m01; c02 = -this.m02; c03 = -this.m03; c10 = -this.m10; c11 = -this.m11; c12 = -this.m12; c13 = -this.m13; c20 = -this.m20; c21 = -this.m21; c22 = -this.m22; c23 = -this.m23; } var cpara:Array = o_cpara.getArray(); // double[][] var trans:Array = o_trans.getArray(); // double[][] var r:int; var c:int; for (r = 0; r < 3; r++) { for (c = 0; c < 4; c++) { cpara[r][c] = 0.0;// cpara[r][c] = 0.0; } } cpara[2][2] = norm(c20, c21, c22); // cpara[2][2] =norm( Cpara[2][0],Cpara[2][1],Cpara[2][2]); trans[2][0] = c20 / cpara[2][2]; // trans[2][0] = Cpara[2][0] /cpara[2][2]; trans[2][1] = c21 / cpara[2][2]; // trans[2][1] = Cpara[2][1] / cpara[2][2]; trans[2][2] = c22 / cpara[2][2]; // trans[2][2] =Cpara[2][2] /cpara[2][2]; trans[2][3] = c23 / cpara[2][2]; // trans[2][3] =Cpara[2][3] /cpara[2][2]; cpara[1][2] = dot(trans[2][0], trans[2][1], trans[2][2], c10, c11, c12); // cpara[1][2]=dot(trans[2][0],trans[2][1],trans[2][2],Cpara[1][0],Cpara[1][1],Cpara[1][2]); rem1 = c10 - cpara[1][2] * trans[2][0]; // rem1 =Cpara[1][0] -cpara[1][2] *trans[2][0]; rem2 = c11 - cpara[1][2] * trans[2][1]; // rem2 =Cpara[1][1] -cpara[1][2] *trans[2][1]; rem3 = c12 - cpara[1][2] * trans[2][2]; // rem3 =Cpara[1][2] -cpara[1][2] *trans[2][2]; cpara[1][1] = norm(rem1, rem2, rem3); // cpara[1][1] = norm( rem1,// rem2, rem3 ); trans[1][0] = rem1 / cpara[1][1]; // trans[1][0] = rem1 / cpara[1][1]; trans[1][1] = rem2 / cpara[1][1]; // trans[1][1] = rem2 / cpara[1][1]; trans[1][2] = rem3 / cpara[1][1]; // trans[1][2] = rem3 / cpara[1][1]; cpara[0][2] = dot(trans[2][0], trans[2][1], trans[2][2], c00, c01, c02); // cpara[0][2] =dot(trans[2][0], trans[2][1],trans[2][2],Cpara[0][0],Cpara[0][1],Cpara[0][2]); cpara[0][1] = dot(trans[1][0], trans[1][1], trans[1][2], c00, c01, c02); // cpara[0][1]=dot(trans[1][0],trans[1][1],trans[1][2],Cpara[0][0],Cpara[0][1],Cpara[0][2]); rem1 = c00 - cpara[0][1] * trans[1][0] - cpara[0][2] * trans[2][0]; // rem1 = Cpara[0][0] - cpara[0][1]*trans[1][0]- cpara[0][2]*trans[2][0]; rem2 = c01 - cpara[0][1] * trans[1][1] - cpara[0][2] * trans[2][1]; // rem2 = Cpara[0][1] - cpara[0][1]*trans[1][1]- cpara[0][2]*trans[2][1]; rem3 = c02 - cpara[0][1] * trans[1][2] - cpara[0][2] * trans[2][2]; // rem3 = Cpara[0][2] - cpara[0][1]*trans[1][2] - cpara[0][2]*trans[2][2]; cpara[0][0] = norm(rem1, rem2, rem3); // cpara[0][0] = norm( rem1,rem2, rem3 ); trans[0][0] = rem1 / cpara[0][0]; // trans[0][0] = rem1 / cpara[0][0]; trans[0][1] = rem2 / cpara[0][0]; // trans[0][1] = rem2 / cpara[0][0]; trans[0][2] = rem3 / cpara[0][0]; // trans[0][2] = rem3 / cpara[0][0]; trans[1][3] = (c13 - cpara[1][2] * trans[2][3]) / cpara[1][1]; // trans[1][3] = (Cpara[1][3] -cpara[1][2]*trans[2][3]) / cpara[1][1]; trans[0][3] = (c03 - cpara[0][1] * trans[1][3] - cpara[0][2] * trans[2][3]) / cpara[0][0]; // trans[0][3] = (Cpara[0][3] -cpara[0][1]*trans[1][3]-cpara[0][2]*trans[2][3]) / cpara[0][0]; for (r = 0; r < 3; r++) { for (c = 0; c < 3; c++) { cpara[r][c] /= cpara[2][2];// cpara[r][c] /= cpara[2][2]; } } return; } /** * int arParamChangeSize( ARParam *source, int xsize, int ysize, ARParam *newparam ); * Matrixのスケールを変換します。 * @param i_scale * */ public function changeScale(i_scale:Number):void { this.m00 = this.m00 * i_scale; this.m10 = this.m10 * i_scale; this.m01 = this.m01 * i_scale; this.m11 = this.m11 * i_scale; this.m02 = this.m02 * i_scale; this.m12 = this.m12 * i_scale; this.m03 = this.m03 * i_scale; this.m13 = this.m13 * i_scale; //for (int i = 0; i < 4; i++) { // array34[0 * 4 + i] = array34[0 * 4 + i] * scale;// newparam->mat[0][i]=source->mat[0][i]* scale; // array34[1 * 4 + i] = array34[1 * 4 + i] * scale;// newparam->mat[1][i]=source->mat[1][i]* scale; // array34[2 * 4 + i] = array34[2 * 4 + i];// newparam->mat[2][i] = source->mat[2][i]; //} return; } } }