Esempio n. 1
0
 private Mat DisplayTriangleOnInfrared(Mat infraredMat, Triangle2DF tri)
 {
     using (Mat convertMat = new Mat(infraredMat.Size, DepthType.Cv8U, 1)) {
         infraredMat.ConvertTo(convertMat, DepthType.Cv8U, 1 / 256d);
         Mat displayMat = new Mat(infraredMat.Size, DepthType.Cv8U, 3);
         CvInvoke.CvtColor(convertMat, displayMat, ColorConversion.Gray2Bgr);
         CvInvoke.Polylines(displayMat, Array.ConvertAll(tri.GetVertices(), System.Drawing.Point.Round), true, new Bgr(0, 0, 255).MCvScalar, 2);
         return(displayMat);
     }
 }
Esempio n. 2
0
        private void CalculateNormal(Mat depthMat, Triangle2DF tri)
        {
            if (depthMat == null || (tri.Centeroid.X == 0 && tri.Centeroid.Y == 0))
            {
                return;
            }

            var vertices    = Array.ConvertAll(tri.GetVertices(), System.Drawing.Point.Round);
            var point2dList = vertices;// Kolos.haromszog.belsopontok(vertices);

            #region Kolos normalvektor
            //var point3dList = new List<Kolos.pont3d>();

            //foreach (var point2d in point2dList) {
            //    var zcoord = GetMatElementU16(depthMat, point2d.X, point2d.Y);
            //    if(zcoord != 0)
            //        point3dList.Add(CalculateWorldPosition(point2d.X, point2d.Y, depthMat.Cols, zcoord));
            //}

            //var normal = Kolos.normalvektor.kiszamitas(point3dList);
            //Console.WriteLine($"Normálvektor X:{normal[0].ToString("F4")} Y:{normal[1].ToString("F4")}, Z: {normal[2].ToString("F4")}");
            #endregion


            MCvPoint3D32f[] vertices3d = new MCvPoint3D32f[3];
            for (int i = 0; i < 3; i++)
            {
                var point2d = point2dList[i];
                var zcoord  = GetMatElementU16(depthMat, point2d.X, point2d.Y);
                if (zcoord == 0)
                {
                    return;
                }
                var point3d = CalculateWorldPosition(point2d.X, point2d.Y, depthMat.Cols, zcoord);
                vertices3d[i] = new MCvPoint3D32f((float)point3d.x, (float)point3d.y, (float)point3d.z);
            }

            var tri3d  = new Triangle3DF(vertices3d[0], vertices3d[1], vertices3d[2]);
            var normal = tri3d.Normal;
            Console.WriteLine($"Normal: X:{normal.X} Y:{normal.Y} Z:{normal.Z}");
        }