00001 /*!@file SceneUnderstanding/Camera.C */ 00002 00003 // //////////////////////////////////////////////////////////////////// // 00004 // The iLab Neuromorphic Vision C++ Toolkit - Copyright (C) 2000-2005 // 00005 // by the University of Southern California (USC) and the iLab at USC. // 00006 // See http://iLab.usc.edu for information about this project. // 00007 // //////////////////////////////////////////////////////////////////// // 00008 // Major portions of the iLab Neuromorphic Vision Toolkit are protected // 00009 // under the U.S. patent ``Computation of Intrinsic Perceptual Saliency // 00010 // in Visual Environments, and Applications'' by Christof Koch and // 00011 // Laurent Itti, California Institute of Technology, 2001 (patent // 00012 // pending; application number 09/912,225 filed July 23, 2001; see // 00013 // http://pair.uspto.gov/cgi-bin/final/home.pl for current status). // 00014 // //////////////////////////////////////////////////////////////////// // 00015 // This file is part of the iLab Neuromorphic Vision C++ Toolkit. // 00016 // // 00017 // The iLab Neuromorphic Vision C++ Toolkit is free software; you can // 00018 // redistribute it and/or modify it under the terms of the GNU General // 00019 // Public License as published by the Free Software Foundation; either // 00020 // version 2 of the License, or (at your option) any later version. // 00021 // // 00022 // The iLab Neuromorphic Vision C++ Toolkit is distributed in the hope // 00023 // that it will be useful, but WITHOUT ANY WARRANTY; without even the // 00024 // implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // 00025 // PURPOSE. See the GNU General Public License for more details. // 00026 // // 00027 // You should have received a copy of the GNU General Public License // 00028 // along with the iLab Neuromorphic Vision C++ Toolkit; if not, write // 00029 // to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, // 00030 // Boston, MA 02111-1307 USA. // 00031 // //////////////////////////////////////////////////////////////////// // 00032 // 00033 // Primary maintainer for this file: Lior Elazary <elazary@usc.edu> 00034 // $HeadURL: svn://isvn.usc.edu/software/invt/trunk/saliency/src/plugins/SceneUnderstanding/Camera.C $ 00035 // $Id: Camera.C 13413 2010-05-15 21:00:11Z itti $ 00036 // 00037 00038 #ifndef Camera_C_DEFINED 00039 #define Camera_C_DEFINED 00040 00041 #include "Image/DrawOps.H" 00042 #include "Image/MathOps.H" 00043 #include "plugins/SceneUnderstanding/Camera.H" 00044 00045 // ###################################################################### 00046 Camera::Camera(Point3D<float> location, 00047 Point3D<float> orientation, float focalRatio, 00048 float width, float height) : 00049 itsLocation(location), 00050 itsOrientation(orientation), 00051 itsFocalRatio(focalRatio), 00052 itsWidth(width), 00053 itsHeight(height) 00054 { 00055 } 00056 00057 // ###################################################################### 00058 Camera::~Camera() 00059 { 00060 00061 } 00062 00063 // ###################################################################### 00064 Point2D<float> Camera::project(Point3D<float> point) 00065 { 00066 float dx = cos(itsOrientation.y) * (sin(itsOrientation.z)*(point.y-itsLocation.y) + 00067 cos(itsOrientation.z)*(point.x-itsLocation.x)) - 00068 sin(itsOrientation.y)*(point.z-itsLocation.z); 00069 float dy = sin(itsOrientation.x) * (cos(itsOrientation.y)*(point.z-itsLocation.z) + 00070 sin(itsOrientation.y)*(sin(itsOrientation.z)*(point.y-itsLocation.y) + 00071 cos(itsOrientation.z)*(point.x-itsLocation.x))) + 00072 cos(itsOrientation.x)*(cos(itsOrientation.z)*(point.y-itsLocation.y) - 00073 sin(itsOrientation.z)*(point.x-itsLocation.x)); 00074 float dz = cos(itsOrientation.x) * (cos(itsOrientation.y)*(point.z-itsLocation.z) + 00075 sin(itsOrientation.y)*(sin(itsOrientation.z)*(point.y-itsLocation.y) + 00076 cos(itsOrientation.z)*(point.x-itsLocation.x))) - 00077 sin(itsOrientation.x)*(cos(itsOrientation.z)*(point.y-itsLocation.y) - 00078 sin(itsOrientation.z)*(point.x-itsLocation.x)); 00079 00080 //Project the point onto the 2d camera plane 00081 Point2D<float> projPoint; 00082 00083 projPoint.i = (itsWidth/2.0F) + dx * itsFocalRatio/dz; 00084 projPoint.j = (itsHeight/2.0F) + dy * itsFocalRatio/dz; 00085 00086 return projPoint; 00087 } 00088 00089 Point3D<float> Camera::inverseProjection(const Point2D<float> point, 00090 const float dist) 00091 { 00092 00093 Point3D<float> ip(0,0,0); 00094 00095 float dz = dist; 00096 float dx = ((float)point.i - (itsWidth/2.0F))/(itsFocalRatio/dz); 00097 float dy = ((float)point.j - (itsHeight/2.0F))/(itsFocalRatio/dz); 00098 00099 ip.x = dx+itsLocation.x; 00100 ip.y = dy+itsLocation.y; 00101 ip.z = dz+itsLocation.z; 00102 00103 return ip; 00104 } 00105 00106 00107 // ###################################################################### 00108 /* So things look consistent in everyone's emacs... */ 00109 /* Local Variables: */ 00110 /* indent-tabs-mode: nil */ 00111 /* End: */ 00112 00113 #endif 00114