// Calculate average error between real angles of the specified quadrilateral and angles of the // quadrilateral which is the projection of currently estimated pose private float GetError(Point[] imagePoints, Matrix3x3 rotation, Vector3 translation) { Vector3 v1 = rotation * modelPoints[0] + translation; v1.X = v1.X * focalLength / v1.Z; v1.Y = v1.Y * focalLength / v1.Z; Vector3 v2 = rotation * modelPoints[1] + translation; v2.X = v2.X * focalLength / v2.Z; v2.Y = v2.Y * focalLength / v2.Z; Vector3 v3 = rotation * modelPoints[2] + translation; v3.X = v3.X * focalLength / v3.Z; v3.Y = v3.Y * focalLength / v3.Z; Vector3 v4 = rotation * modelPoints[3] + translation; v4.X = v4.X * focalLength / v4.Z; v4.Y = v4.Y * focalLength / v4.Z; Point[] modeledPoints = new Point[4] { new Point(v1.X, v1.Y), new Point(v2.X, v2.Y), new Point(v3.X, v3.Y), new Point(v4.X, v4.Y), }; float ia1 = GeometryTools.GetAngleBetweenVectors(imagePoints[0], imagePoints[1], imagePoints[3]); float ia2 = GeometryTools.GetAngleBetweenVectors(imagePoints[1], imagePoints[2], imagePoints[0]); float ia3 = GeometryTools.GetAngleBetweenVectors(imagePoints[2], imagePoints[3], imagePoints[1]); float ia4 = GeometryTools.GetAngleBetweenVectors(imagePoints[3], imagePoints[0], imagePoints[2]); float ma1 = GeometryTools.GetAngleBetweenVectors(modeledPoints[0], modeledPoints[1], modeledPoints[3]); float ma2 = GeometryTools.GetAngleBetweenVectors(modeledPoints[1], modeledPoints[2], modeledPoints[0]); float ma3 = GeometryTools.GetAngleBetweenVectors(modeledPoints[2], modeledPoints[3], modeledPoints[1]); float ma4 = GeometryTools.GetAngleBetweenVectors(modeledPoints[3], modeledPoints[0], modeledPoints[2]); return(( System.Math.Abs(ia1 - ma1) + System.Math.Abs(ia2 - ma2) + System.Math.Abs(ia3 - ma3) + System.Math.Abs(ia4 - ma4) ) / 4); }
/// <summary> /// Optimize specified shape. /// </summary> /// /// <param name="shape">Shape to be optimized.</param> /// /// <returns>Returns final optimized shape, which may have reduced amount of points.</returns> /// public List <IntPoint> OptimizeShape(List <IntPoint> shape) { // optimized shape List <IntPoint> optimizedShape = new List <IntPoint>( ); if (shape.Count <= 3) { // do nothing if shape has 3 points or less optimizedShape.AddRange(shape); } else { float angle = 0; // add first 2 points to the new shape optimizedShape.Add(shape[0]); optimizedShape.Add(shape[1]); int pointsInOptimizedHull = 2; for (int i = 2, n = shape.Count; i < n; i++) { // add new point optimizedShape.Add(shape[i]); pointsInOptimizedHull++; // get angle between 2 vectors, which start from the next to last point angle = GeometryTools.GetAngleBetweenVectors(optimizedShape[pointsInOptimizedHull - 2], optimizedShape[pointsInOptimizedHull - 3], optimizedShape[pointsInOptimizedHull - 1]); if ((angle > maxAngleToKeep) && ((pointsInOptimizedHull > 3) || (i < n - 1))) { // remove the next to last point optimizedShape.RemoveAt(pointsInOptimizedHull - 2); pointsInOptimizedHull--; } } if (pointsInOptimizedHull > 3) { // check the last point angle = GeometryTools.GetAngleBetweenVectors(optimizedShape[pointsInOptimizedHull - 1], optimizedShape[pointsInOptimizedHull - 2], optimizedShape[0]); if (angle > maxAngleToKeep) { optimizedShape.RemoveAt(pointsInOptimizedHull - 1); pointsInOptimizedHull--; } if (pointsInOptimizedHull > 3) { // check the first point angle = GeometryTools.GetAngleBetweenVectors(optimizedShape[0], optimizedShape[pointsInOptimizedHull - 1], optimizedShape[1]); if (angle > maxAngleToKeep) { optimizedShape.RemoveAt(0); } } } } return(optimizedShape); }
/// <summary> /// Check sub type of a convex polygon. /// </summary> /// /// <param name="corners">Corners of the convex polygon to check.</param> /// /// <returns>Return detected sub type of the specified shape.</returns> /// /// <remarks><para>The method check corners of a convex polygon detecting /// its subtype. Polygon's corners are usually retrieved using <see cref="IsConvexPolygon"/> /// method, but can be any list of 3-4 points (only sub types of triangles and /// quadrilateral are checked).</para> /// /// <para>See <see cref="AngleError"/> and <see cref="LengthError"/> properties, /// which set acceptable errors for polygon sub type checking.</para> /// </remarks> /// public PolygonSubType CheckPolygonSubType(List <IntPoint> corners) { PolygonSubType subType = PolygonSubType.Unknown; // get bounding rectangle of the points list IntPoint minXY, maxXY; PointsCloud.GetBoundingRectangle(corners, out minXY, out maxXY); // get cloud's size IntPoint cloudSize = maxXY - minXY; float maxLengthDiff = lengthError * (cloudSize.X + cloudSize.Y) / 2; if (corners.Count == 3) { // get angles of the triangle float angle1 = GeometryTools.GetAngleBetweenVectors(corners[0], corners[1], corners[2]); float angle2 = GeometryTools.GetAngleBetweenVectors(corners[1], corners[2], corners[0]); float angle3 = GeometryTools.GetAngleBetweenVectors(corners[2], corners[0], corners[1]); // check for equilateral triangle if ((Math.Abs(angle1 - 60) <= angleError) && (Math.Abs(angle2 - 60) <= angleError) && (Math.Abs(angle3 - 60) <= angleError)) { subType = PolygonSubType.EquilateralTriangle; } else { // check for isosceles triangle if ((Math.Abs(angle1 - angle2) <= angleError) || (Math.Abs(angle2 - angle3) <= angleError) || (Math.Abs(angle3 - angle1) <= angleError)) { subType = PolygonSubType.IsoscelesTriangle; } // check for rectangled triangle if ((Math.Abs(angle1 - 90) <= angleError) || (Math.Abs(angle2 - 90) <= angleError) || (Math.Abs(angle3 - 90) <= angleError)) { subType = (subType == PolygonSubType.IsoscelesTriangle) ? PolygonSubType.RectangledIsoscelesTriangle : PolygonSubType.RectangledTriangle; } } } else if (corners.Count == 4) { // get angles between 2 pairs of opposite sides float angleBetween1stPair = GeometryTools.GetAngleBetweenLines(corners[0], corners[1], corners[2], corners[3]); float angleBetween2ndPair = GeometryTools.GetAngleBetweenLines(corners[1], corners[2], corners[3], corners[0]); // check 1st pair for parallelism if (angleBetween1stPair <= angleError) { subType = PolygonSubType.Trapezoid; // check 2nd pair for parallelism if (angleBetween2ndPair <= angleError) { subType = PolygonSubType.Parallelogram; // check angle between adjacent sides if (Math.Abs(GeometryTools.GetAngleBetweenVectors(corners[1], corners[0], corners[2]) - 90) <= angleError) { subType = PolygonSubType.Rectangle; } // get length of 2 adjacent sides float side1Length = (float)corners[0].DistanceTo(corners[1]); float side2Length = (float)corners[0].DistanceTo(corners[3]); if (Math.Abs(side1Length - side2Length) <= maxLengthDiff) { subType = (subType == PolygonSubType.Parallelogram) ? PolygonSubType.Rhombus : PolygonSubType.Square; } } } else { // check 2nd pair for parallelism - last chence to detect trapezoid if (angleBetween2ndPair <= angleError) { subType = PolygonSubType.Trapezoid; } } } return(subType); }