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Camera Footprint Calculator
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""" | |
*************************************************************************** | |
camera_calculator.py | |
--------------------- | |
Date : August 2019 | |
Copyright : (C) 2019 by Luigi Pirelli | |
Email : luipir at gmail dot com | |
*************************************************************************** | |
* * | |
* 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. * | |
* * | |
*************************************************************************** | |
""" | |
__author__ = 'Luigi Pirelli' | |
__date__ = 'August 2019' | |
__copyright__ = '(C) 2019, Luigi Pirelli' | |
import math | |
import numpy as np | |
# pip install vector3d | |
from vector3d.vector import Vector | |
class CameraCalculator: | |
"""Porting of CameraCalculator.java | |
This code is a 1to1 python porting of the java code: | |
https://github.com/zelenmi6/thesis/blob/master/src/geometry/CameraCalculator.java | |
referred in: | |
https://stackoverflow.com/questions/38099915/calculating-coordinates-of-an-oblique-aerial-image | |
The only part not ported are that explicetly abandoned or not used at all by the main | |
call to getBoundingPolygon method. | |
by: milan zelenka | |
https://github.com/zelenmi6 | |
https://stackoverflow.com/users/6528363/milan-zelenka | |
example: | |
c=CameraCalculator() | |
bbox=c.getBoundingPolygon( | |
math.radians(62), | |
math.radians(84), | |
117.1, | |
math.radians(0), | |
math.radians(33.6), | |
math.radians(39.1)) | |
for i, p in enumerate(bbox): | |
print("point:", i, '-', p.x, p.y, p.z) | |
""" | |
def __init__(self): | |
pass | |
def __del__(delf): | |
pass | |
@staticmethod | |
def getBoundingPolygon(FOVh, FOVv, altitude, roll, pitch, heading): | |
'''Get corners of the polygon captured by the camera on the ground. | |
The calculations are performed in the axes origin (0, 0, altitude) | |
and the points are not yet translated to camera's X-Y coordinates. | |
Parameters: | |
FOVh (float): Horizontal field of view in radians | |
FOVv (float): Vertical field of view in radians | |
altitude (float): Altitude of the camera in meters | |
heading (float): Heading of the camera (z axis) in radians | |
roll (float): Roll of the camera (x axis) in radians | |
pitch (float): Pitch of the camera (y axis) in radians | |
Returns: | |
vector3d.vector.Vector: Array with 4 points defining a polygon | |
''' | |
# import ipdb; ipdb.set_trace() | |
ray11 = CameraCalculator.ray1(FOVh, FOVv) | |
ray22 = CameraCalculator.ray2(FOVh, FOVv) | |
ray33 = CameraCalculator.ray3(FOVh, FOVv) | |
ray44 = CameraCalculator.ray4(FOVh, FOVv) | |
rotatedVectors = CameraCalculator.rotateRays( | |
ray11, ray22, ray33, ray44, roll, pitch, heading) | |
origin = Vector(0, 0, altitude) | |
intersections = CameraCalculator.getRayGroundIntersections(rotatedVectors, origin) | |
return intersections | |
# Ray-vectors defining the the camera's field of view. FOVh and FOVv are interchangeable | |
# depending on the camera's orientation | |
@staticmethod | |
def ray1(FOVh, FOVv): | |
''' | |
tasto | |
Parameters: | |
FOVh (float): Horizontal field of view in radians | |
FOVv (float): Vertical field of view in radians | |
Returns: | |
vector3d.vector.Vector: normalised vector | |
''' | |
pass | |
ray = Vector(math.tan(FOVv/2), math.tan(FOVh/2), -1) | |
return ray.normalize() | |
@staticmethod | |
def ray2(FOVh, FOVv): | |
''' | |
Parameters: | |
FOVh (float): Horizontal field of view in radians | |
FOVv (float): Vertical field of view in radians | |
Returns: | |
vector3d.vector.Vector: normalised vector | |
''' | |
ray = Vector(math.tan(FOVv/2), -math.tan(FOVh/2), -1) | |
return ray.normalize() | |
@staticmethod | |
def ray3(FOVh, FOVv): | |
''' | |
Parameters: | |
FOVh (float): Horizontal field of view in radians | |
FOVv (float): Vertical field of view in radians | |
Returns: | |
vector3d.vector.Vector: normalised vector | |
''' | |
ray = Vector(-math.tan(FOVv/2), -math.tan(FOVh/2), -1) | |
return ray.normalize() | |
@staticmethod | |
def ray4(FOVh, FOVv): | |
''' | |
Parameters: | |
FOVh (float): Horizontal field of view in radians | |
FOVv (float): Vertical field of view in radians | |
Returns: | |
vector3d.vector.Vector: normalised vector | |
''' | |
ray = Vector(-math.tan(FOVv/2), math.tan(FOVh/2), -1) | |
return ray.normalize() | |
@staticmethod | |
def rotateRays(ray1, ray2, ray3, ray4, roll, pitch, yaw): | |
"""Rotates the four ray-vectors around all 3 axes | |
Parameters: | |
ray1 (vector3d.vector.Vector): First ray-vector | |
ray2 (vector3d.vector.Vector): Second ray-vector | |
ray3 (vector3d.vector.Vector): Third ray-vector | |
ray4 (vector3d.vector.Vector): Fourth ray-vector | |
roll float: Roll rotation | |
pitch float: Pitch rotation | |
yaw float: Yaw rotation | |
Returns: | |
Returns new rotated ray-vectors | |
""" | |
sinAlpha = math.sin(yaw) | |
sinBeta = math.sin(pitch) | |
sinGamma = math.sin(roll) | |
cosAlpha = math.cos(yaw) | |
cosBeta = math.cos(pitch) | |
cosGamma = math.cos(roll) | |
m00 = cosAlpha * cosBeta | |
m01 = cosAlpha * sinBeta * sinGamma - sinAlpha * cosGamma | |
m02 = cosAlpha * sinBeta * cosGamma + sinAlpha * sinGamma | |
m10 = sinAlpha * cosBeta | |
m11 = sinAlpha * sinBeta * sinGamma + cosAlpha * cosGamma | |
m12 = sinAlpha * sinBeta * cosGamma - cosAlpha * sinGamma | |
m20 = -sinBeta | |
m21 = cosBeta * sinGamma | |
m22 = cosBeta * cosGamma | |
# Matrix rotationMatrix = new Matrix(new double[][]{{m00, m01, m02}, {m10, m11, m12}, {m20, m21, m22}}) | |
rotationMatrix = np.array([[m00, m01, m02], [m10, m11, m12], [m20, m21, m22]]) | |
# Matrix ray1Matrix = new Matrix(new double[][]{{ray1.x}, {ray1.y}, {ray1.z}}) | |
# Matrix ray2Matrix = new Matrix(new double[][]{{ray2.x}, {ray2.y}, {ray2.z}}) | |
# Matrix ray3Matrix = new Matrix(new double[][]{{ray3.x}, {ray3.y}, {ray3.z}}) | |
# Matrix ray4Matrix = new Matrix(new double[][]{{ray4.x}, {ray4.y}, {ray4.z}}) | |
ray1Matrix = np.array([[ray1.x], [ray1.y], [ray1.z]]) | |
ray2Matrix = np.array([[ray2.x], [ray2.y], [ray2.z]]) | |
ray3Matrix = np.array([[ray3.x], [ray3.y], [ray3.z]]) | |
ray4Matrix = np.array([[ray4.x], [ray4.y], [ray4.z]]) | |
res1 = rotationMatrix.dot(ray1Matrix) | |
res2 = rotationMatrix.dot(ray2Matrix) | |
res3 = rotationMatrix.dot(ray3Matrix) | |
res4 = rotationMatrix.dot(ray4Matrix) | |
rotatedRay1 = Vector(res1[0, 0], res1[1, 0], res1[2, 0]) | |
rotatedRay2 = Vector(res2[0, 0], res2[1, 0], res2[2, 0]) | |
rotatedRay3 = Vector(res3[0, 0], res3[1, 0], res3[2, 0]) | |
rotatedRay4 = Vector(res4[0, 0], res4[1, 0], res4[2, 0]) | |
rayArray = [rotatedRay1, rotatedRay2, rotatedRay3, rotatedRay4] | |
return rayArray | |
@staticmethod | |
def getRayGroundIntersections(rays, origin): | |
""" | |
Finds the intersections of the camera's ray-vectors | |
and the ground approximated by a horizontal plane | |
Parameters: | |
rays (vector3d.vector.Vector[]): Array of 4 ray-vectors | |
origin (vector3d.vector.Vector): Position of the camera. The computation were developed | |
assuming the camera was at the axes origin (0, 0, altitude) and the | |
results translated by the camera's real position afterwards. | |
Returns: | |
vector3d.vector.Vector | |
""" | |
# Vector3d [] intersections = new Vector3d[rays.length]; | |
# for (int i = 0; i < rays.length; i ++) { | |
# intersections[i] = CameraCalculator.findRayGroundIntersection(rays[i], origin); | |
# } | |
# return intersections | |
# 1to1 translation without python syntax optimisation | |
intersections = [] | |
for i in range(len(rays)): | |
intersections.append( CameraCalculator.findRayGroundIntersection(rays[i], origin) ) | |
return intersections | |
@staticmethod | |
def findRayGroundIntersection(ray, origin): | |
""" | |
Finds a ray-vector's intersection with the ground approximated by a planeç | |
Parameters: | |
ray (vector3d.vector.Vector): Ray-vector | |
origin (vector3d.vector.Vector): Camera's position | |
Returns: | |
vector3d.vector.Vector | |
""" | |
# Parametric form of an equation | |
# P = origin + vector * t | |
x = Vector(origin.x,ray.x) | |
y = Vector(origin.y,ray.y) | |
z = Vector(origin.z,ray.z) | |
# Equation of the horizontal plane (ground) | |
# -z = 0 | |
# Calculate t by substituting z | |
t = - (z.x / z.y) | |
# Substitute t in the original parametric equations to get points of intersection | |
return Vector(x.x + x.y * t, y.x + y.y * t, z.x + z.y * t) | |
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good point, I didn't considered that case