Ejemplo n.º 1
0
        /// <summary>
        /// Find the Euler matrix from the output of SolvePnP.
        /// </summary>
        /// <param name="rotation">The rotation matrix returned by SolvePnp.</param>
        /// <returns>The Euler matrix containing pitch, roll, and yaw angles.</returns>
        public static MatOfDouble GetEulerMatrix(Mat rotation)
        {
            // convert the 1x3 rotation vector to a full 3x3 matrix
            var r = new MatOfDouble(3, 3);

            Cv2.Rodrigues(rotation, r);

            // set up some shortcuts to rotation matrix
            double m00 = r.At <double>(0, 0);
            double m01 = r.At <double>(0, 1);
            double m02 = r.At <double>(0, 2);
            double m10 = r.At <double>(1, 0);
            double m11 = r.At <double>(1, 1);
            double m12 = r.At <double>(1, 2);
            double m20 = r.At <double>(2, 0);
            double m21 = r.At <double>(2, 1);
            double m22 = r.At <double>(2, 2);

            // set up output variables
            Euler euler_out  = new Euler();
            Euler euler_out2 = new Euler();

            if (Math.Abs(m20) >= 1)
            {
                euler_out.yaw  = 0;
                euler_out2.yaw = 0;

                // From difference of angles formula
                if (m20 < 0)  //gimbal locked down
                {
                    double delta = Math.Atan2(m01, m02);
                    euler_out.pitch  = Math.PI / 2f;
                    euler_out2.pitch = Math.PI / 2f;
                    euler_out.roll   = delta;
                    euler_out2.roll  = delta;
                }
                else // gimbal locked up
                {
                    double delta = Math.Atan2(-m01, -m02);
                    euler_out.pitch  = -Math.PI / 2f;
                    euler_out2.pitch = -Math.PI / 2f;
                    euler_out.roll   = delta;
                    euler_out2.roll  = delta;
                }
            }
            else
            {
                euler_out.pitch  = -Math.Asin(m20);
                euler_out2.pitch = Math.PI - euler_out.pitch;

                euler_out.roll  = Math.Atan2(m21 / Math.Cos(euler_out.pitch), m22 / Math.Cos(euler_out.pitch));
                euler_out2.roll = Math.Atan2(m21 / Math.Cos(euler_out2.pitch), m22 / Math.Cos(euler_out2.pitch));

                euler_out.yaw  = Math.Atan2(m10 / Math.Cos(euler_out.pitch), m00 / Math.Cos(euler_out.pitch));
                euler_out2.yaw = Math.Atan2(m10 / Math.Cos(euler_out2.pitch), m00 / Math.Cos(euler_out2.pitch));
            }

            // return result
            return(new MatOfDouble(1, 3, new double[] { euler_out.yaw, euler_out.roll, euler_out.pitch }));
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Check if the driver is facing forward.
        /// </summary>
        /// <param name="headRotation">The head rotation angles.</param>
        /// <returns>True if the driver is facing forward, false if not.</returns>
        private bool IsDriverFacingForward(MatOfDouble headRotation)
        {
            // calculate head rotation in degrees
            var leftRight = 180 * headRotation.At <double>(0, 2) / Math.PI;
            var upDown    = 180 * headRotation.At <double>(0, 1) / Math.PI;
            var rotation  = 180 * headRotation.At <double>(0, 0) / Math.PI;

            // looking straight ahead wraps at -180/180, so make the range smooth
            upDown = Math.Sign(upDown) * 180 - upDown;

            // calculate if the driver is facing forward
            // the left/right angle must be in the -25..25 range
            // the up/down angle must be in the -10..10 range
            return
                (leftRight >= -25 && leftRight <= 25 &&
                 upDown >= -10 && upDown <= 10);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Timer event to update the user interface.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void timer_Tick(object sender, EventArgs e)
        {
            if (headRotation == null)
            {
                return;
            }

            // calculate head pose in degrees
            var leftRight = 180 * headRotation.At <double>(0, 2) / Math.PI;
            var upDown    = 180 * headRotation.At <double>(0, 1) / Math.PI;
            var rotation  = 180 * headRotation.At <double>(0, 0) / Math.PI;

            // looking straight ahead wraps at -180/180, so make the range smooth
            upDown = Math.Sign(upDown) * 180 - upDown;

            // update sliders
            if (leftRight >= -45 && leftRight <= 45)
            {
                leftRightAngle.Value = (int)leftRight;
            }
            if (upDown >= -45 && upDown <= 45)
            {
                upDownAngle.Value = (int)upDown;
            }
            if (rotation >= -45 && rotation <= 45)
            {
                rotationAngle.Value = (int)rotation;
            }

            // pause the video player if we're not looking at it
            // the left/right angle must be in the -25..25 range
            // the up/down angle must be in the -10..10 range
            bool facingForward = (
                leftRight >= -25 && leftRight <= 25 &&
                upDown >= -10 && upDown <= 10);

            // start and stop the video player and show the paused label
            pausedLabel.Visible = !facingForward;

            /*
             * if (facingForward && !videoPlayer.IsRunning)
             *  videoPlayer.Start();
             * else if (!facingForward && videoPlayer.IsRunning)
             *  videoPlayer.Stop();
             */
        }