示例#1
0
        /// <summary>
        /// Update the extrinsics of projector relative to camera.
        /// </summary>
        /// <param name="cameraIntrinsics"></param>
        /// <param name="projectorIntrinsics"></param>
        /// <param name="textureSize"></param>
        public void Update(Intrinsics cameraIntrinsics, Intrinsics projectorIntrinsics, Size textureSize)
        {
            int w = (int)textureSize.width;
            int h = (int)textureSize.height;

            cameraIntrinsics.ToOpenCV(ref _cameraSensorMat, w, h);
            projectorIntrinsics.ToOpenCV(ref _projectorSensorMat, w, h);

            // In order to match OpenCV's pixel space (zero at top-left) and Unity's camera space (up is positive), we flip the sensor matrix.

            _cameraSensorMat.WriteValue(-_cameraSensorMat.ReadValue(1, 1), 1, 1);                           // fy
            _cameraSensorMat.WriteValue(textureSize.height - _cameraSensorMat.ReadValue(1, 2), 1, 2);       // cy
            _projectorSensorMat.WriteValue(-_projectorSensorMat.ReadValue(1, 1), 1, 1);                     // fy
            _projectorSensorMat.WriteValue(textureSize.height - _projectorSensorMat.ReadValue(1, 2), 1, 2); // cy

            int flag = 0;

            // Don't recompute and change intrinsics parameters.
            flag |= Calib3d.CALIB_FIX_INTRINSIC;

            // Don't recompute distortions, ignore them. We assume the incoming points have already bee undistorted.
            flag |=
                Calib3d.CALIB_FIX_TANGENT_DIST |
                Calib3d.CALIB_FIX_K1 |
                Calib3d.CALIB_FIX_K2 |
                Calib3d.CALIB_FIX_K3 |
                Calib3d.CALIB_FIX_K4 |
                Calib3d.CALIB_FIX_K5;

            // Compute!
            Calib3d.stereoCalibrate
            (
                _patternWorldSamples, _cameraPatternImageSamples, _projectorPatternImageSamples,
                _cameraSensorMat, _noDistCoeffs,
                _projectorSensorMat, _noDistCoeffs,
                textureSize,
                _rotation3x3Mat, _translationVecMat, _essentialMat, _fundamentalMat,
                flag
            );

            _extrinsics.UpdateFromOpenCvStereoCalibrate(_rotation3x3Mat, _translationVecMat);
        }