📄 nyarrotmatrix_artoolkit.java
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/*
* PROJECT: NyARToolkit
* --------------------------------------------------------------------------------
* This work is based on the original ARToolKit developed by
* Hirokazu Kato
* Mark Billinghurst
* HITLab, University of Washington, Seattle
* http://www.hitl.washington.edu/artoolkit/
*
* The NyARToolkit is Java version ARToolkit class library.
* Copyright (C)2008 R.Iizuka
*
* 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://nyatla.jp/nyatoolkit/
* <airmail(at)ebony.plala.or.jp>
*
*/
package jp.nyatla.nyartoolkit.core.transmat.rotmatrix;
import jp.nyatla.nyartoolkit.NyARException;
import jp.nyatla.nyartoolkit.core.transmat.NyARTransMatResult;
import jp.nyatla.nyartoolkit.core.types.*;
import jp.nyatla.nyartoolkit.core.param.*;
/**
* 回転行列計算用の、3x3行列
*
*/
public class NyARRotMatrix_ARToolKit extends NyARRotMatrix
{
/**
* インスタンスを準備します。
*
* @param i_param
*/
public NyARRotMatrix_ARToolKit(NyARPerspectiveProjectionMatrix i_matrix) throws NyARException
{
this.__initRot_vec1=new NyARRotVector(i_matrix);
this.__initRot_vec2=new NyARRotVector(i_matrix);
this._angle=new NyARDoublePoint3d();
return;
}
final private NyARRotVector __initRot_vec1;
final private NyARRotVector __initRot_vec2;
final protected NyARDoublePoint3d _angle;
public final void initRotByPrevResult(NyARTransMatResult i_prev_result)
{
this.m00=i_prev_result.m00;
this.m01=i_prev_result.m01;
this.m02=i_prev_result.m02;
this.m10=i_prev_result.m10;
this.m11=i_prev_result.m11;
this.m12=i_prev_result.m12;
this.m20=i_prev_result.m20;
this.m21=i_prev_result.m21;
this.m22=i_prev_result.m22;
return;
}
public final void initRotBySquare(final NyARLinear[] i_linear,final NyARDoublePoint2d[] i_sqvertex) throws NyARException
{
final NyARRotVector vec1=this.__initRot_vec1;
final NyARRotVector vec2=this.__initRot_vec2;
//向かい合った辺から、2本のベクトルを計算
//軸1
vec1.exteriorProductFromLinear(i_linear[0], i_linear[2]);
vec1.checkVectorByVertex(i_sqvertex[0], i_sqvertex[1]);
//軸2
vec2.exteriorProductFromLinear(i_linear[1], i_linear[3]);
vec2.checkVectorByVertex(i_sqvertex[3], i_sqvertex[0]);
//回転の最適化?
NyARRotVector.checkRotation(vec1,vec2);
this.m00 =vec1.v1;
this.m10 =vec1.v2;
this.m20 =vec1.v3;
this.m01 =vec2.v1;
this.m11 =vec2.v2;
this.m21 =vec2.v3;
//最後の軸を計算
final double w02 = vec1.v2 * vec2.v3 - vec1.v3 * vec2.v2;
final double w12 = vec1.v3 * vec2.v1 - vec1.v1 * vec2.v3;
final double w22 = vec1.v1 * vec2.v2 - vec1.v2 * vec2.v1;
final double w = Math.sqrt(w02 * w02 + w12 * w12 + w22 * w22);
this.m02 = w02/w;
this.m12 = w12/w;
this.m22 = w22/w;
//Matrixからangleをロード
this.updateAngleFromMatrix();
return;
}
public final NyARDoublePoint3d refAngle()
{
return this._angle;
}
/**
* 回転角から回転行列を計算してセットします。
* @param i_x
* @param i_y
* @param i_z
*/
public void setAngle(final double i_x, final double i_y, final double i_z)
{
final double sina = Math.sin(i_x);
final double cosa = Math.cos(i_x);
final double sinb = Math.sin(i_y);
final double cosb = Math.cos(i_y);
final double sinc = Math.sin(i_z);
final double cosc = Math.cos(i_z);
// Optimize
final double CACA = cosa * cosa;
final double SASA = sina * sina;
final double SACA = sina * cosa;
final double SASB = sina * sinb;
final double CASB = cosa * sinb;
final double SACACB = SACA * cosb;
this.m00 = CACA * cosb * cosc + SASA * cosc + SACACB * sinc - SACA * sinc;
this.m01 = -CACA * cosb * sinc - SASA * sinc + SACACB * cosc - SACA * cosc;
this.m02 = CASB;
this.m10 = SACACB * cosc - SACA * cosc + SASA * cosb * sinc + CACA * sinc;
this.m11 = -SACACB * sinc + SACA * sinc + SASA * cosb * cosc + CACA * cosc;
this.m12 = SASB;
this.m20 = -CASB * cosc - SASB * sinc;
this.m21 = CASB * sinc - SASB * cosc;
this.m22 = cosb;
updateAngleFromMatrix();
return;
}
/**
* i_in_pointを変換行列で座標変換する。
* @param i_in_point
* @param i_out_point
*/
public final void getPoint3d(final NyARDoublePoint3d i_in_point,final NyARDoublePoint3d i_out_point)
{
final double x=i_in_point.x;
final double y=i_in_point.y;
final double z=i_in_point.z;
i_out_point.x=this.m00 * x + this.m01 * y + this.m02 * z;
i_out_point.y=this.m10 * x + this.m11 * y + this.m12 * z;
i_out_point.z=this.m20 * x + this.m21 * y + this.m22 * z;
return;
}
/**
* 複数の頂点を一括して変換する
* @param i_in_point
* @param i_out_point
* @param i_number_of_vertex
*/
public final void getPoint3dBatch(final NyARDoublePoint3d[] i_in_point,NyARDoublePoint3d[] i_out_point,int i_number_of_vertex)
{
for(int i=i_number_of_vertex-1;i>=0;i--){
final NyARDoublePoint3d out_ptr=i_out_point[i];
final NyARDoublePoint3d in_ptr=i_in_point[i];
final double x=in_ptr.x;
final double y=in_ptr.y;
final double z=in_ptr.z;
out_ptr.x=this.m00 * x + this.m01 * y + this.m02 * z;
out_ptr.y=this.m10 * x + this.m11 * y + this.m12 * z;
out_ptr.z=this.m20 * x + this.m21 * y + this.m22 * z;
}
return;
}
/**
* 現在のMatrixからangkeを復元する。
* @param o_angle
*/
private final void updateAngleFromMatrix()
{
double a,b,c;
double sina, cosa, sinb,cosb,sinc, cosc;
if (this.m22 > 1.0) {// <Optimize/>if( rot[2][2] > 1.0 ) {
cosb = 1.0;// <Optimize/>rot[2][2] = 1.0;
} else if (this.m22 < -1.0) {// <Optimize/>}else if( rot[2][2] < -1.0 ) {
cosb = -1.0;// <Optimize/>rot[2][2] = -1.0;
}else{
cosb =this.m22;// <Optimize/>cosb = rot[2][2];
}
b = Math.acos(cosb);
sinb =Math.sin(b);
final double rot02=this.m02;
final double rot12=this.m12;
if (b >= 0.000001 || b <= -0.000001) {
cosa = rot02 / sinb;// <Optimize/>cosa = rot[0][2] / sinb;
sina = rot12 / sinb;// <Optimize/>sina = rot[1][2] / sinb;
if (cosa > 1.0) {
cosa = 1.0;
sina = 0.0;
}
if (cosa < -1.0) {
cosa = -1.0;
sina = 0.0;
}
if (sina > 1.0) {
sina = 1.0;
cosa = 0.0;
}
if (sina < -1.0) {
sina = -1.0;
cosa = 0.0;
}
a = Math.acos(cosa);
if (sina < 0) {
a = -a;
}
final double tmp = (rot02 * rot02 + rot12 * rot12);
sinc = (this.m21 * rot02 - this.m20 * rot12) / tmp;
cosc = -(rot02 * this.m20 + rot12 * this.m21) / tmp;
if (cosc > 1.0) {
cosc = 1.0;
sinc = 0.0;
}
if (cosc < -1.0) {
cosc = -1.0;
sinc = 0.0;
}
if (sinc > 1.0) {
sinc = 1.0;
cosc = 0.0;
}
if (sinc < -1.0) {
sinc = -1.0;
cosc = 0.0;
}
c = Math.acos(cosc);
if (sinc < 0) {
c = -c;
}
} else {
a = b = 0.0;
cosa = cosb = 1.0;
sina = sinb = 0.0;
cosc=this.m00;//cosc = rot[0];// <Optimize/>cosc = rot[0][0];
sinc=this.m01;//sinc = rot[1];// <Optimize/>sinc = rot[1][0];
if (cosc > 1.0) {
cosc = 1.0;
sinc = 0.0;
}
if (cosc < -1.0) {
cosc = -1.0;
sinc = 0.0;
}
if (sinc > 1.0) {
sinc = 1.0;
cosc = 0.0;
}
if (sinc < -1.0) {
sinc = -1.0;
cosc = 0.0;
}
c = Math.acos(cosc);
if (sinc < 0) {
c = -c;
}
}
//angleの更新
this._angle.x = a;// wa.value=a;//*wa = a;
this._angle.y = b;// wb.value=b;//*wb = b;
this._angle.z = c;// wc.value=c;//*wc = c;
return;
}
}
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