#include "overlay.hpp" #include <opencv2/imgproc.hpp> void ftl::overlay::draw3DLine( const ftl::rgbd::Camera &cam, cv::Mat &colour, cv::Mat &depth, const Eigen::Vector4d &begin, const Eigen::Vector4d &end, const cv::Scalar &linecolour) { auto begin_pos = cam.camToScreen<int2>(make_float3(begin[0], begin[1], begin[2])); auto end_pos = cam.camToScreen<int2>(make_float3(end[0], end[1], end[2])); cv::LineIterator lineit(colour, cv::Point(begin_pos.x, colour.rows-begin_pos.y), cv::Point(end_pos.x, colour.rows-end_pos.y)); double z_grad = (end[2] - begin[2]) / lineit.count; double current_z = begin[2]; for(int i = 0; i < lineit.count; i++, ++lineit) { colour.at<cv::Vec4b>(lineit.pos()) = linecolour; depth.at<float>(lineit.pos()) = current_z; current_z += z_grad; } } void ftl::overlay::drawPoseBox( const ftl::rgbd::Camera &cam, cv::Mat &colour, cv::Mat &depth, const Eigen::Matrix4d &pose, const cv::Scalar &linecolour, double size) { double size2 = size/2.0; Eigen::Vector4d p001 = pose.inverse() * Eigen::Vector4d(size2,size2,-size2,1); Eigen::Vector4d p011 = pose.inverse() * Eigen::Vector4d(size2,-size2,-size2,1); Eigen::Vector4d p111 = pose.inverse() * Eigen::Vector4d(-size2,-size2,-size2,1); Eigen::Vector4d p101 = pose.inverse() * Eigen::Vector4d(-size2,size2,-size2,1); Eigen::Vector4d p110 = pose.inverse() * Eigen::Vector4d(-size2,-size2,size2,1); Eigen::Vector4d p100 = pose.inverse() * Eigen::Vector4d(-size2,size2,size2,1); Eigen::Vector4d p010 = pose.inverse() * Eigen::Vector4d(size2,-size2,size2,1); Eigen::Vector4d p000 = pose.inverse() * Eigen::Vector4d(size2,size2,size2,1); p001 /= p001[3]; p011 /= p011[3]; p111 /= p111[3]; p101 /= p101[3]; p110 /= p110[3]; p100 /= p100[3]; p010 /= p010[3]; p000 /= p000[3]; if (p001[2] < 0.1 || p011[2] < 0.1 || p111[2] < 0.1 || p101[2] < 0.1 || p110[2] < 0.1 || p100[2] < 0.1 || p010[2] < 0.1 || p000[2] < 0.1) return; draw3DLine(cam, colour, depth, p000, p001, linecolour); draw3DLine(cam, colour, depth, p000, p010, linecolour); draw3DLine(cam, colour, depth, p000, p100, linecolour); draw3DLine(cam, colour, depth, p001, p011, linecolour); draw3DLine(cam, colour, depth, p001, p101, linecolour); draw3DLine(cam, colour, depth, p010, p011, linecolour); draw3DLine(cam, colour, depth, p010, p110, linecolour); draw3DLine(cam, colour, depth, p100, p101, linecolour); draw3DLine(cam, colour, depth, p100, p110, linecolour); draw3DLine(cam, colour, depth, p101, p111, linecolour); draw3DLine(cam, colour, depth, p110, p111, linecolour); draw3DLine(cam, colour, depth, p011, p111, linecolour); } void ftl::overlay::drawRectangle( const ftl::rgbd::Camera &cam, cv::Mat &colour, cv::Mat &depth, const Eigen::Matrix4d &pose, const cv::Scalar &linecolour, double width, double height) { double width2 = width/2.0; double height2 = height/2.0; Eigen::Vector4d p001 = pose.inverse() * Eigen::Vector4d(width2,height2,0,1); Eigen::Vector4d p011 = pose.inverse() * Eigen::Vector4d(width2,-height2,0,1); Eigen::Vector4d p111 = pose.inverse() * Eigen::Vector4d(-width2,-height2,0,1); Eigen::Vector4d p101 = pose.inverse() * Eigen::Vector4d(-width2,height2,0,1); p001 /= p001[3]; p011 /= p011[3]; p111 /= p111[3]; p101 /= p101[3]; if (p001[2] < 0.1 || p011[2] < 0.1 || p111[2] < 0.1 || p101[2] < 0.1) return; draw3DLine(cam, colour, depth, p001, p011, linecolour); draw3DLine(cam, colour, depth, p001, p101, linecolour); draw3DLine(cam, colour, depth, p101, p111, linecolour); draw3DLine(cam, colour, depth, p011, p111, linecolour); } void ftl::overlay::drawPoseCone( const ftl::rgbd::Camera &cam, cv::Mat &colour, cv::Mat &depth, const Eigen::Matrix4d &pose, const cv::Scalar &linecolour, double size) { double size2 = size; Eigen::Vector4d p110 = pose.inverse() * Eigen::Vector4d(-size2,-size2,size2,1); Eigen::Vector4d p100 = pose.inverse() * Eigen::Vector4d(-size2,size2,size2,1); Eigen::Vector4d p010 = pose.inverse() * Eigen::Vector4d(size2,-size2,size2,1); Eigen::Vector4d p000 = pose.inverse() * Eigen::Vector4d(size2,size2,size2,1); Eigen::Vector4d origin = pose.inverse() * Eigen::Vector4d(0,0,0,1); p110 /= p110[3]; p100 /= p100[3]; p010 /= p010[3]; p000 /= p000[3]; origin /= origin[3]; if (origin[2] < 0.1 || p110[2] < 0.1 || p100[2] < 0.1 || p010[2] < 0.1 || p000[2] < 0.1) return; draw3DLine(cam, colour, depth, p000, origin, linecolour); draw3DLine(cam, colour, depth, p000, p010, linecolour); draw3DLine(cam, colour, depth, p000, p100, linecolour); draw3DLine(cam, colour, depth, p010, origin, linecolour); draw3DLine(cam, colour, depth, p010, p110, linecolour); draw3DLine(cam, colour, depth, p100, origin, linecolour); draw3DLine(cam, colour, depth, p100, p110, linecolour); draw3DLine(cam, colour, depth, p110, origin, linecolour); } void ftl::overlay::drawCamera( const ftl::rgbd::Camera &vcam, cv::Mat &colour, cv::Mat &depth, const ftl::rgbd::Camera &camera, const Eigen::Matrix4d &pose, const cv::Scalar &linecolour, double scale, bool frustrum) { //double size2 = size; const auto ¶ms = camera; double width = (static_cast<double>(params.width) / static_cast<double>(params.fx)) * scale; double height = (static_cast<double>(params.height) / static_cast<double>(params.fx)) * scale; double width2 = width / 2.0; double height2 = height / 2.0; double principx = (((static_cast<double>(params.width) / 2.0) + params.cx) / static_cast<double>(params.fx)) * scale; double principy = (((static_cast<double>(params.height) / 2.0) + params.cy) / static_cast<double>(params.fx)) * scale; auto ptcoord = params.screenToCam(0,0,scale); Eigen::Vector4d p110 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); ptcoord = params.screenToCam(0,params.height,scale); Eigen::Vector4d p100 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); ptcoord = params.screenToCam(params.width,0,scale); Eigen::Vector4d p010 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); ptcoord = params.screenToCam(params.width,params.height,scale); Eigen::Vector4d p000 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); Eigen::Vector4d origin = pose.inverse() * Eigen::Vector4d(0,0,0,1); p110 /= p110[3]; p100 /= p100[3]; p010 /= p010[3]; p000 /= p000[3]; origin /= origin[3]; if (origin[2] < 0.1 || p110[2] < 0.1 || p100[2] < 0.1 || p010[2] < 0.1 || p000[2] < 0.1) return; draw3DLine(vcam, colour, depth, p000, origin, linecolour); draw3DLine(vcam, colour, depth, p000, p010, linecolour); draw3DLine(vcam, colour, depth, p000, p100, linecolour); draw3DLine(vcam, colour, depth, p010, origin, linecolour); draw3DLine(vcam, colour, depth, p010, p110, linecolour); draw3DLine(vcam, colour, depth, p100, origin, linecolour); draw3DLine(vcam, colour, depth, p100, p110, linecolour); draw3DLine(vcam, colour, depth, p110, origin, linecolour); if (frustrum) { const double fscale = 16.0; ptcoord = params.screenToCam(0,0,fscale); Eigen::Vector4d f110 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); ptcoord = params.screenToCam(0,params.height,fscale); Eigen::Vector4d f100 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); ptcoord = params.screenToCam(params.width,0,fscale); Eigen::Vector4d f010 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); ptcoord = params.screenToCam(params.width,params.height,fscale); Eigen::Vector4d f000 = pose.inverse() * Eigen::Vector4d(ptcoord.x,ptcoord.y,ptcoord.z,1); f110 /= f110[3]; f100 /= f100[3]; f010 /= f010[3]; f000 /= f000[3]; if (f110[2] < 0.1 || f100[2] < 0.1 || f010[2] < 0.1 || f000[2] < 0.1) return; draw3DLine(vcam, colour, depth, f000, p000, cv::Scalar(0,255,0,0)); draw3DLine(vcam, colour, depth, f010, p010, cv::Scalar(0,255,0,0)); draw3DLine(vcam, colour, depth, f100, p100, cv::Scalar(0,255,0,0)); draw3DLine(vcam, colour, depth, f110, p110, cv::Scalar(0,255,0,0)); draw3DLine(vcam, colour, depth, f000, f010, cv::Scalar(0,255,0,0)); draw3DLine(vcam, colour, depth, f000, f100, cv::Scalar(0,255,0,0)); draw3DLine(vcam, colour, depth, f010, f110, cv::Scalar(0,255,0,0)); draw3DLine(vcam, colour, depth, f100, f110, cv::Scalar(0,255,0,0)); } } void ftl::overlay::drawText( const ftl::rgbd::Camera &cam, cv::Mat &colour, cv::Mat &depth, const std::string &text, const Eigen::Vector4d &pos, double size, const cv::Scalar &textcolour) { auto pt = cam.camToScreen<int2>(make_float3(pos[0], pos[1], pos[2])); if (pos[2] < 0.1) return; cv::putText(colour, text, cv::Point(pt.x, colour.rows-pt.y), 0, size, textcolour, 1, cv::LINE_8, true); }