qr code detector, marker detector

This commit is contained in:
Michal Kolář
2024-03-04 18:05:35 +01:00
committed by Stanislav Fifik
parent a37605b5b4
commit 6bc3bada6b
33 changed files with 10444 additions and 1 deletions

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/*
Copyright (c) 2011 Juan Mellado
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
/*
References:
- "ArUco: a minimal library for Augmented Reality applications based on OpenCv"
http://www.uco.es/investiga/grupos/ava/node/26
*/
import { type CVContour, adaptiveThreshold, approxPolyDP, countNonZero, findContours, grayscale, isContourConvex, minEdgeLength, otsu, perimeter, threshold, warp } from './cv';
export interface Marker {
id: number
corners: CVContour
}
export class Detector {
binary: number[] = [];
contours: CVContour[] = [];
polys: CVContour[] = [];
candidates: CVContour[] = [];
grey: ImageData | null = null;
thres: ImageData | null = null;
detect (image: ImageData): Marker[] {
this.grey = grayscale(image);
this.thres = adaptiveThreshold(this.grey, 2, 7);
this.contours = findContours(this.thres, this.binary);
this.candidates = this.findCandidates(this.contours, image.width * 0.20, 0.05, 10);
this.candidates = this.clockwiseCorners(this.candidates);
this.candidates = this.notTooNear(this.candidates, 10);
return this.findMarkers(this.grey, this.candidates, 49);
}
findCandidates (contours: CVContour[], minSize: number, epsilon: number, minLength: number): CVContour[] {
const candidates: CVContour[] = [];
const len = contours.length;
let contour;
this.polys = [];
for (let i = 0; i < len; ++i) {
contour = contours[i];
if (contour.points.length >= minSize) {
const poly = approxPolyDP(contour.points, contour.points.length * epsilon);
this.polys.push({
points: poly,
hole: false,
tooNear: false
});
if ((poly.length === 4) && (isContourConvex(poly))) {
if (minEdgeLength(poly) >= minLength) {
candidates.push({
points: poly,
hole: false,
tooNear: false
});
}
}
}
}
return candidates;
};
clockwiseCorners (candidates: CVContour[]): CVContour[] {
const len = candidates.length;
for (let i = 0; i < len; ++i) {
const candidatePoints = candidates[i].points;
const dx1 = candidatePoints[1]?.x - candidatePoints[0].x;
const dy1 = candidatePoints[1]?.y - candidatePoints[0].y;
const dx2 = candidatePoints[2]?.x - candidatePoints[0].x;
const dy2 = candidatePoints[2]?.y - candidatePoints[0].y;
if ((dx1 * dy2 - dy1 * dx2) < 0) {
const swap = candidatePoints[1];
candidatePoints[1] = candidatePoints[3];
candidatePoints[3] = swap;
}
}
return candidates;
};
notTooNear (candidates: CVContour[], minDist: number): CVContour[] {
const notTooNear: CVContour[] = [];
const len = candidates.length;
for (let i = 0; i < len; ++i) {
for (let j = i + 1; j < len; ++j) {
let dist = 0;
for (let k = 0; k < 4; ++k) {
const dx = candidates[i].points[k].x - candidates[j].points[k].x;
const dy = candidates[i].points[k].y - candidates[j].points[k].y;
dist += dx * dx + dy * dy;
}
if ((dist / 4) < (minDist * minDist)) {
if (perimeter(candidates[i]) < perimeter(candidates[j])) {
candidates[i].tooNear = true;
} else {
candidates[j].tooNear = true;
}
}
}
}
for (let i = 0; i < len; ++i) {
if (!candidates[i].tooNear) {
notTooNear.push(candidates[i]);
}
}
return notTooNear;
};
findMarkers (imageSrc: ImageData, candidates: CVContour[], warpSize: number): Marker[] {
const markers: Marker[] = [];
const len = candidates.length;
for (let i = 0; i < len; ++i) {
const candidate = candidates[i];
const warped = warp(imageSrc, candidate, warpSize);
const threshhold = threshold(warped, otsu(warped));
const marker = this.getMarker(threshhold, candidate);
if (marker !== null) {
markers.push(marker);
}
}
return markers;
}
getMarker (imageSrc: ImageData, candidate: CVContour): Marker | null {
const width = (imageSrc.width / 7) >>> 0;
const minZero = (width * width) >> 1;
const bits: number[][] = [];
const rotations: number[][][] = [];
const distances: number[] = [];
let square;
let inc;
for (let i = 0; i < 7; ++i) {
inc = (i === 0 || i === 6) ? 1 : 6;
for (let j = 0; j < 7; j += inc) {
square = { x: j * width, y: i * width, width, height: width };
if (countNonZero(imageSrc, square) > minZero) {
return null;
}
}
}
for (let i = 0; i < 5; ++i) {
bits[i] = [];
for (let j = 0; j < 5; ++j) {
square = { x: (j + 1) * width, y: (i + 1) * width, width, height: width };
bits[i][j] = countNonZero(imageSrc, square) > minZero ? 1 : 0;
}
}
rotations[0] = bits;
distances[0] = this.hammingDistance(rotations[0]);
const pair = { first: distances[0], second: 0 };
for (let i = 1; i < 4; ++i) {
rotations[i] = this.rotate(rotations[i - 1]);
distances[i] = this.hammingDistance(rotations[i]);
if (distances[i] < pair.first) {
pair.first = distances[i];
pair.second = i;
}
}
if (pair.first !== 0) {
return null;
}
return {
id: this.mat2id(rotations[pair.second]),
corners: this.rotate2(candidate, 4 - pair.second)
};
};
hammingDistance (bits: number[][]): number {
const ids = [[1, 0, 0, 0, 0], [1, 0, 1, 1, 1], [0, 1, 0, 0, 1], [0, 1, 1, 1, 0]];
let dist = 0;
for (let i = 0; i < 5; ++i) {
let minSum = Infinity;
for (let j = 0; j < 4; ++j) {
let sum = 0;
for (let k = 0; k < 5; ++k) {
sum += bits[i][k] === ids[j][k] ? 0 : 1;
}
if (sum < minSum) {
minSum = sum;
}
}
dist += minSum;
}
return dist;
};
mat2id (bits: number[][]): number {
let id = 0;
for (let i = 0; i < 5; ++i) {
id <<= 1;
id |= bits[i][1];
id <<= 1;
id |= bits[i][3];
}
return id;
}
rotate (src: number[][]): number[][] {
const dst: number[][] = [];
const len = src.length;
for (let i = 0; i < len; ++i) {
dst[i] = [];
for (let j = 0; j < src[i].length; ++j) {
dst[i][j] = src[src[i].length - j - 1][i];
}
}
return dst;
}
rotate2 (src: CVContour, rotation: number): CVContour {
const dst: CVContour = {
points: [],
hole: false,
tooNear: false
};
const len = src.points.length;
for (let i = 0; i < len; ++i) {
dst.points[i] = src.points[(rotation + i) % len];
}
return dst;
}
}

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/*
Copyright (c) 2011 Juan Mellado
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
/*
References:
- "OpenCV: Open Computer Vision Library"
http://sourceforge.net/projects/opencvlibrary/
- "Stack Blur: Fast But Goodlooking"
http://incubator.quasimondo.com/processing/fast_blur_deluxe.php
*/
interface CVSlice {
start_index: number
end_index: number
};
export interface CVPoint {
x: number
y: number
};
export interface CVContour {
points: CVPoint[]
hole: boolean
tooNear: boolean
}
export const grayscale = (imageSrc: ImageData): ImageData => {
const imageDst = new ImageData(imageSrc.width, imageSrc.height);
const src = imageSrc.data;
const dst = imageDst.data;
const len = src.length;
let j = 0;
for (let i = 0; i < len; i += 4) {
dst[j++] =
(src[i] * 0.299 + src[i + 1] * 0.587 + src[i + 2] * 0.114 + 0.5) & 0xff;
}
return imageDst;
};
export const threshold = (imageSrc: ImageData, threshold: number): ImageData => {
const src = imageSrc.data;
const imageDst = new ImageData(imageSrc.width, imageSrc.height);
const dst = imageDst.data;
const len = src.length;
const tab: number[] = [];
for (let i = 0; i < 256; ++i) {
tab[i] = i <= threshold ? 0 : 255;
}
for (let i = 0; i < len; ++i) {
dst[i] = tab[src[i]];
}
return imageDst;
};
export const adaptiveThreshold = (imageSrc: ImageData, kernelSize: number, threshold: number): ImageData => {
const src = imageSrc.data;
const imageDst = new ImageData(imageSrc.width, imageSrc.height);
const dst = imageDst.data;
const len = src.length;
const tab: number[] = [];
stackBoxBlur(imageSrc, imageDst, kernelSize);
for (let i = 0; i < 768; ++i) {
tab[i] = (i - 255 <= -threshold) ? 255 : 0;
}
for (let i = 0; i < len; ++i) {
dst[i] = tab[src[i] - dst[i] + 255];
}
return imageDst;
};
export const otsu = (imageSrc: ImageData): number => {
const src = imageSrc.data;
const len = src.length;
const hist: number[] = [];
let threshold = 0;
let sum = 0;
let sumB = 0;
let wB = 0;
let wF = 0;
let max = 0;
for (let i = 0; i < 256; ++i) {
hist[i] = 0;
}
for (let i = 0; i < len; ++i) {
hist[src[i]]++;
}
for (let i = 0; i < 256; ++i) {
sum += hist[i] * i;
}
for (let i = 0; i < 256; ++i) {
wB += hist[i];
if (wB !== 0) {
wF = len - wB;
if (wF === 0) {
break;
}
sumB += hist[i] * i;
const mu = (sumB / wB) - ((sum - sumB) / wF);
const between = wB * wF * mu * mu;
if (between > max) {
max = between;
threshold = i;
}
}
}
return threshold;
};
const stackBoxBlurMult =
[1, 171, 205, 293, 57, 373, 79, 137, 241, 27, 391, 357, 41, 19, 283, 265];
const stackBoxBlurShift =
[0, 9, 10, 11, 9, 12, 10, 11, 12, 9, 13, 13, 10, 9, 13, 13];
class BlurStack {
color: number = 0;
next: BlurStack | null = null;
};
export const stackBoxBlur = (imageSrc: ImageData, imageDst: ImageData, kernelSize: number): ImageData => {
const src = imageSrc.data;
const dst = imageDst.data;
const height = imageSrc.height;
const width = imageSrc.width;
const heightMinus1 = height - 1;
const widthMinus1 = width - 1;
const size = kernelSize + kernelSize + 1;
const radius = kernelSize + 1;
const mult = stackBoxBlurMult[kernelSize];
const shift = stackBoxBlurShift[kernelSize];
let stack: BlurStack | null;
let stackStart: BlurStack | null;
let color: number;
let sum: number;
let pos: number;
let start: number;
let p: number;
stack = stackStart = new BlurStack();
for (let i = 1; i < size; ++i) {
stack = stack.next = new BlurStack();
}
stack.next = stackStart;
pos = 0;
for (let y = 0; y < height; ++y) {
start = pos;
color = src[pos];
sum = radius * color;
stack = stackStart;
for (let i = 0; i < radius; ++i) {
stack!.color = color;
stack = stack!.next;
}
for (let i = 1; i < radius; ++i) {
stack!.color = src[pos + i];
sum += stack!.color;
stack = stack!.next;
}
stack = stackStart;
for (let x = 0; x < width; ++x) {
dst[pos++] = (sum * mult) >>> shift;
p = x + radius;
p = start + (p < widthMinus1 ? p : widthMinus1);
sum -= stack!.color - src[p];
stack!.color = src[p];
stack = stack!.next;
}
}
for (let x = 0; x < width; ++x) {
pos = x;
start = pos + width;
color = dst[pos];
sum = radius * color;
stack = stackStart;
for (let i = 0; i < radius; ++i) {
stack!.color = color;
stack = stack!.next;
}
for (let i = 1; i < radius; ++i) {
stack!.color = dst[start];
sum += stack!.color;
stack = stack!.next;
start += width;
}
stack = stackStart;
for (let y = 0; y < height; ++y) {
dst[pos] = (sum * mult) >>> shift;
p = y + radius;
p = x + ((p < heightMinus1 ? p : heightMinus1) * width);
sum -= stack!.color - dst[p];
stack!.color = dst[p];
stack = stack!.next;
pos += width;
}
}
return imageDst;
};
export const findContours = (imageSrc: ImageData, binary: number[]): CVContour[] => {
const width = imageSrc.width;
const height = imageSrc.height;
const contours: CVContour[] = [];
let pix: number;
const src = binaryBorder(imageSrc, binary);
const deltas = neighborhoodDeltas(width + 2);
let pos = width + 3;
let nbd = 1;
for (let i = 0; i < height; ++i, pos += 2) {
for (let j = 0; j < width; ++j, ++pos) {
pix = src[pos];
if (pix !== 0) {
let outer: boolean;
let hole: boolean;
outer = hole = false;
if (pix === 1 && src[pos - 1] === 0) {
outer = true;
} else if (pix >= 1 && src[pos + 1] === 0) {
hole = true;
}
if (outer || hole) {
++nbd;
contours.push(borderFollowing(src, pos, nbd, { x: j, y: i }, hole, deltas));
}
}
}
}
return contours;
};
const borderFollowing = (src: number[], pos: number, nbd: number, point: CVPoint, hole: boolean, deltas: number[]): CVContour => {
const contour: CVContour = {
hole: false,
points: [],
tooNear: false
};
let pos1: number;
let pos3: number;
let pos4: number;
let s: number;
let s_end: number;
contour.hole = hole;
s = s_end = hole ? 0 : 4;
do {
s = (s - 1) & 7;
pos1 = pos + deltas[s];
if (src[pos1] !== 0) {
break;
}
} while (s !== s_end);
if (s === s_end) {
src[pos] = -nbd;
contour.points.push({ x: point.x, y: point.y });
} else {
pos3 = pos;
while (true) {
s_end = s;
do {
pos4 = pos3 + deltas[++s];
} while (src[pos4] === 0);
s &= 7;
if (((s - 1) >>> 0) < (s_end >>> 0)) {
src[pos3] = -nbd;
} else if (src[pos3] === 1) {
src[pos3] = nbd;
}
contour.points.push({ x: point.x, y: point.y });
point.x += neighborhood[s][0];
point.y += neighborhood[s][1];
if ((pos4 === pos) && (pos3 === pos1)) {
break;
}
pos3 = pos4;
s = (s + 4) & 7;
}
}
return contour;
};
const neighborhood =
[[1, 0], [1, -1], [0, -1], [-1, -1], [-1, 0], [-1, 1], [0, 1], [1, 1]];
const neighborhoodDeltas = (width: number): number[] => {
const deltas: number[] = [];
const len = neighborhood.length;
for (let i = 0; i < len; ++i) {
deltas[i] = neighborhood[i][0] + (neighborhood[i][1] * width);
}
return deltas.concat(deltas);
};
export const approxPolyDP = (contour: CVPoint[], epsilon: number): CVPoint[] => {
let slice: CVSlice = { start_index: 0, end_index: 0 };
const right_slice: CVSlice = { start_index: 0, end_index: 0 };
const poly: CVPoint[] = [];
const stack: CVSlice[] = [];
const len = contour.length;
let start_pt: CVPoint;
let end_pt: CVPoint;
let dist: number; let max_dist: number; let le_eps: boolean;
let dx: number;
let dy: number; let k: number;
epsilon *= epsilon;
k = 0;
for (let i = 0; i < 3; ++i) {
max_dist = 0;
k = (k + right_slice.start_index) % len;
start_pt = contour[k];
if (++k === len) { k = 0; }
for (let j = 1; j < len; ++j) {
const pt = contour[k];
if (++k === len) { k = 0; }
dx = pt.x - start_pt.x;
dy = pt.y - start_pt.y;
dist = dx * dx + dy * dy;
if (dist > max_dist) {
max_dist = dist;
right_slice.start_index = j;
}
}
}
if (max_dist! <= epsilon) {
poly.push({ x: start_pt!.x, y: start_pt!.y });
} else {
slice.start_index = k;
slice.end_index = (right_slice.start_index += slice.start_index);
right_slice.start_index -= right_slice.start_index >= len ? len : 0;
right_slice.end_index = slice.start_index;
if (right_slice.end_index < right_slice.start_index) {
right_slice.end_index += len;
}
stack.push({ start_index: right_slice.start_index, end_index: right_slice.end_index });
stack.push({ start_index: slice.start_index, end_index: slice.end_index });
}
while (stack.length !== 0) {
slice = stack.pop()!;
end_pt = contour[slice.end_index % len];
start_pt = contour[k = slice.start_index % len];
if (++k === len) { k = 0; }
if (slice.end_index <= slice.start_index + 1) {
le_eps = true;
} else {
max_dist = 0;
dx = end_pt.x - start_pt.x;
dy = end_pt.y - start_pt.y;
for (let i = slice.start_index + 1; i < slice.end_index; ++i) {
const pt = contour[k];
if (++k === len) { k = 0; }
dist = Math.abs((pt.y - start_pt.y) * dx - (pt.x - start_pt.x) * dy);
if (dist > max_dist) {
max_dist = dist;
right_slice.start_index = i;
}
}
le_eps = max_dist * max_dist <= epsilon * (dx * dx + dy * dy);
}
if (le_eps) {
poly.push({ x: start_pt.x, y: start_pt.y });
} else {
right_slice.end_index = slice.end_index;
slice.end_index = right_slice.start_index;
stack.push({ start_index: right_slice.start_index, end_index: right_slice.end_index });
stack.push({ start_index: slice.start_index, end_index: slice.end_index });
}
}
return poly;
};
export const warp = (imageSrc: ImageData, contour: CVContour, warpSize: number): ImageData => {
const imageDst = new ImageData(warpSize, warpSize);
const src = imageSrc.data; const dst = imageDst.data;
const width = imageSrc.width; const height = imageSrc.height;
let pos = 0;
let p1: number; let p2: number; let p3: number; let p4: number;
let r: number; let s: number; let t: number; let u: number; let v: number; let w: number;
const m = getPerspectiveTransform(contour, warpSize - 1);
r = m[8];
s = m[2];
t = m[5];
for (let i = 0; i < warpSize; ++i) {
r += m[7];
s += m[1];
t += m[4];
u = r;
v = s;
w = t;
for (let j = 0; j < warpSize; ++j) {
u += m[6];
v += m[0];
w += m[3];
const x = v / u;
const y = w / u;
const sx1 = x >>> 0;
const sx2 = (sx1 === width - 1) ? sx1 : sx1 + 1;
const dx1 = x - sx1;
const dx2 = 1.0 - dx1;
const sy1 = y >>> 0;
const sy2 = (sy1 === height - 1) ? sy1 : sy1 + 1;
const dy1 = y - sy1;
const dy2 = 1.0 - dy1;
p1 = p2 = sy1 * width;
p3 = p4 = sy2 * width;
dst[pos++] =
(dy2 * (dx2 * src[p1 + sx1] + dx1 * src[p2 + sx2]) +
dy1 * (dx2 * src[p3 + sx1] + dx1 * src[p4 + sx2])) & 0xff;
}
}
return imageDst;
};
const getPerspectiveTransform = (src: CVContour, size: number): number[] => {
const rq = square2quad(src);
rq[0] /= size;
rq[1] /= size;
rq[3] /= size;
rq[4] /= size;
rq[6] /= size;
rq[7] /= size;
return rq;
};
const square2quad = (srcC: CVContour): number[] => {
const sq: number[] = [];
const src = srcC.points;
const px = src[0].x - src[1].x + src[2].x - src[3].x;
const py = src[0].y - src[1].y + src[2].y - src[3].y;
if (px === 0 && py === 0) {
sq[0] = src[1].x - src[0].x;
sq[1] = src[2].x - src[1].x;
sq[2] = src[0].x;
sq[3] = src[1].y - src[0].y;
sq[4] = src[2].y - src[1].y;
sq[5] = src[0].y;
sq[6] = 0;
sq[7] = 0;
sq[8] = 1;
} else {
const dx1 = src[1].x - src[2].x;
const dx2 = src[3].x - src[2].x;
const dy1 = src[1].y - src[2].y;
const dy2 = src[3].y - src[2].y;
const den = dx1 * dy2 - dx2 * dy1;
sq[6] = (px * dy2 - dx2 * py) / den;
sq[7] = (dx1 * py - px * dy1) / den;
sq[8] = 1;
sq[0] = src[1].x - src[0].x + sq[6] * src[1].x;
sq[1] = src[3].x - src[0].x + sq[7] * src[3].x;
sq[2] = src[0].x;
sq[3] = src[1].y - src[0].y + sq[6] * src[1].y;
sq[4] = src[3].y - src[0].y + sq[7] * src[3].y;
sq[5] = src[0].y;
}
return sq;
};
export const isContourConvex = (contour: CVPoint[]): boolean => {
let orientation = 0; let convex = true;
const len = contour.length;
let j = 0;
let cur_pt: CVPoint;
let prev_pt: CVPoint;
let dx0: number;
let dy0: number;
prev_pt = contour[len - 1];
cur_pt = contour[0];
dx0 = cur_pt.x - prev_pt.x;
dy0 = cur_pt.y - prev_pt.y;
for (let i = 0; i < len; ++i) {
if (++j === len) { j = 0; }
prev_pt = cur_pt;
cur_pt = contour[j];
const dx = cur_pt.x - prev_pt.x;
const dy = cur_pt.y - prev_pt.y;
const dxdy0 = dx * dy0;
const dydx0 = dy * dx0;
orientation |= dydx0 > dxdy0 ? 1 : (dydx0 < dxdy0 ? 2 : 3);
if (orientation === 3) {
convex = false;
break;
}
dx0 = dx;
dy0 = dy;
}
return convex;
};
export const perimeter = (poly: CVContour): number => {
const len = poly.points.length;
let j = len - 1;
let p = 0.0;
for (let i = 0; i < len; j = i++) {
const dx = poly.points[i].x - poly.points[j].x;
const dy = poly.points[i].y - poly.points[j].y;
p += Math.sqrt(dx * dx + dy * dy);
}
return p;
};
export const minEdgeLength = (poly: CVPoint[]): number => {
const len = poly.length;
let j = len - 1;
let min = Infinity;
for (let i = 0; i < len; j = i++) {
const dx = poly[i].x - poly[j].x;
const dy = poly[i].y - poly[j].y;
const d = dx * dx + dy * dy;
if (d < min) {
min = d;
}
}
return Math.sqrt(min);
};
export const countNonZero = (imageSrc: ImageData, square: { height: any, width: any, x: number, y: number }): number => {
const src = imageSrc.data;
const height = square.height;
const width = square.width;
const span = imageSrc.width - width;
let pos = square.x + (square.y * imageSrc.width);
let nz = 0;
for (let i = 0; i < height; ++i) {
for (let j = 0; j < width; ++j) {
if (src[pos++] !== 0) {
++nz;
}
}
pos += span;
}
return nz;
};
const binaryBorder = (imageSrc: ImageData, dst: number[]): number[] => {
const src = imageSrc.data;
const height = imageSrc.height;
const width = imageSrc.width;
let posSrc = 0;
let posDst = 0;
for (let j = -2; j < width; ++j) {
dst[posDst++] = 0;
}
for (let i = 0; i < height; ++i) {
dst[posDst++] = 0;
for (let j = 0; j < width; ++j) {
dst[posDst++] = (src[posSrc++] === 0 ? 0 : 1);
}
dst[posDst++] = 0;
}
for (let j = -2; j < width; ++j) {
dst[posDst++] = 0;
}
return dst;
};

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/*
Copyright (c) 2012 Juan Mellado
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
import { type CVPoint } from './cv';
import { svdcmp } from './svd';
/*
References:
- "Iterative Pose Estimation using Coplanar Feature Points"
Denis Oberkampf, Daniel F. DeMenthon, Larry S. Davis
http://www.cfar.umd.edu/~daniel/daniel_papersfordownload/CoplanarPts.pdf
*/
class Pose {
bestError: any;
bestRotation: any;
bestTranslation: any;
alternativeError: any;
alternativeRotation: any;
alternativeTranslation: any;
constructor(error1: number, rotation1: number[][], translation1: number[], error2: number, rotation2: number[][], translation2: number[]) {
this.bestError = error1;
this.bestRotation = rotation1;
this.bestTranslation = translation1;
this.alternativeError = error2;
this.alternativeRotation = rotation2;
this.alternativeTranslation = translation2;
}
}
export class Posit {
objectPoints: number[][];
focalLength: number;
objectVectors: number[][];
objectNormal: number[];
objectMatrix: number[][];
constructor(modelSize: number, focalLength: number) {
this.objectPoints = this.buildModel(modelSize);
this.focalLength = focalLength;
this.objectVectors = [];
this.objectNormal = [];
this.objectMatrix = [[], [], []];
this.init();
};
buildModel(modelSize: number): number[][] {
const half = modelSize / 2.0;
return [
[-half, half, 0.0],
[half, half, 0.0],
[half, -half, 0.0],
[-half, -half, 0.0]];
}
init(): void {
const np = this.objectPoints.length;
const vectors: number[][] = []; const n: any[] = []; let len = 0.0; let row = 2;
for (let i = 0; i < np; ++i) {
this.objectVectors[i] = [this.objectPoints[i][0] - this.objectPoints[0][0],
this.objectPoints[i][1] - this.objectPoints[0][1],
this.objectPoints[i][2] - this.objectPoints[0][2]];
vectors[i] = [this.objectVectors[i][0],
this.objectVectors[i][1],
this.objectVectors[i][2]];
}
while (len === 0.0) {
n[0] = this.objectVectors[1][1] * this.objectVectors[row][2] -
this.objectVectors[1][2] * this.objectVectors[row][1];
n[1] = this.objectVectors[1][2] * this.objectVectors[row][0] -
this.objectVectors[1][0] * this.objectVectors[row][2];
n[2] = this.objectVectors[1][0] * this.objectVectors[row][1] -
this.objectVectors[1][1] * this.objectVectors[row][0];
len = Math.sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]);
++row;
}
for (let i = 0; i < 3; ++i) {
this.objectNormal[i] = n[i] / len;
}
this.pseudoInverse(vectors, np, this.objectMatrix);
}
pose(imagePoints: CVPoint[]): Pose {
const posRotation1 = [[], [], []]; const posRotation2 = [[], [], []];
const posTranslation: number[] = [];
const rotation1 = [[], [], []]; const rotation2 = [[], [], []];
const translation1: number[] = [];
const translation2: number[] = [];
let error1; let error2; let i; let j;
this.pos(imagePoints, posRotation1, posRotation2, posTranslation);
const valid1 = this.isValid(posRotation1, posTranslation);
if (valid1) {
error1 = this.iterate(imagePoints, posRotation1, posTranslation, rotation1, translation1);
} else {
error1 = { euclidean: -1.0, pixels: -1, maximum: -1.0 };
}
const valid2 = this.isValid(posRotation2, posTranslation);
if (valid2) {
error2 = this.iterate(imagePoints, posRotation2, posTranslation, rotation2, translation2);
} else {
error2 = { euclidean: -1.0, pixels: -1, maximum: -1.0 };
}
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3; ++j) {
if (valid1) {
translation1[i] -= rotation1[i][j] * this.objectPoints[0][j];
}
if (valid2) {
translation2[i] -= rotation2[i][j] * this.objectPoints[0][j];
}
}
}
return error1.euclidean < error2.euclidean
? new Pose(error1.pixels, rotation1, translation1, error2.pixels, rotation2, translation2)
: new Pose(error2.pixels, rotation2, translation2, error1.pixels, rotation1, translation1);
};
pos(imagePoints: CVPoint[], rotation1: number[][], rotation2: number[][], translation: number[]): void {
const np = this.objectPoints.length; const imageVectors: any[] = [];
const i0: number[] = []; const j0: number[] = []; const ivec: number[] = []; const jvec: number[] = []; const row1: number[] = []; const row2: number[] = []; const row3: number[] = [];
let i0i0; let j0j0; let i0j0; let delta; let q; let lambda; let mu; let scale; let i; let j;
for (i = 0; i < np; ++i) {
imageVectors[i] = [imagePoints[i].x - imagePoints[0].x,
imagePoints[i].y - imagePoints[0].y];
}
// i0 and j0
for (i = 0; i < 3; ++i) {
i0[i] = 0.0;
j0[i] = 0.0;
for (j = 0; j < np; ++j) {
i0[i] += this.objectMatrix[i][j] * imageVectors[j][0];
j0[i] += this.objectMatrix[i][j] * imageVectors[j][1];
}
}
i0i0 = i0[0] * i0[0] + i0[1] * i0[1] + i0[2] * i0[2];
j0j0 = j0[0] * j0[0] + j0[1] * j0[1] + j0[2] * j0[2];
i0j0 = i0[0] * j0[0] + i0[1] * j0[1] + i0[2] * j0[2];
// Lambda and mu
delta = (j0j0 - i0i0) * (j0j0 - i0i0) + 4.0 * (i0j0 * i0j0);
if (j0j0 - i0i0 >= 0.0) {
q = (j0j0 - i0i0 + Math.sqrt(delta)) / 2.0;
} else {
q = (j0j0 - i0i0 - Math.sqrt(delta)) / 2.0;
}
if (q >= 0.0) {
lambda = Math.sqrt(q);
if (lambda === 0.0) {
mu = 0.0;
} else {
mu = -i0j0 / lambda;
}
} else {
lambda = Math.sqrt(-(i0j0 * i0j0) / q);
if (lambda === 0.0) {
mu = Math.sqrt(i0i0 - j0j0);
} else {
mu = -i0j0 / lambda;
}
}
// First rotation
for (i = 0; i < 3; ++i) {
ivec[i] = i0[i] + lambda * this.objectNormal[i];
jvec[i] = j0[i] + mu * this.objectNormal[i];
}
scale = Math.sqrt(ivec[0] * ivec[0] + ivec[1] * ivec[1] + ivec[2] * ivec[2]);
for (i = 0; i < 3; ++i) {
row1[i] = ivec[i] / scale;
row2[i] = jvec[i] / scale;
}
row3[0] = row1[1] * row2[2] - row1[2] * row2[1];
row3[1] = row1[2] * row2[0] - row1[0] * row2[2];
row3[2] = row1[0] * row2[1] - row1[1] * row2[0];
for (i = 0; i < 3; ++i) {
rotation1[0][i] = row1[i];
rotation1[1][i] = row2[i];
rotation1[2][i] = row3[i];
}
// Second rotation
for (i = 0; i < 3; ++i) {
ivec[i] = i0[i] - lambda * this.objectNormal[i];
jvec[i] = j0[i] - mu * this.objectNormal[i];
}
for (i = 0; i < 3; ++i) {
row1[i] = ivec[i] / scale;
row2[i] = jvec[i] / scale;
}
row3[0] = row1[1] * row2[2] - row1[2] * row2[1];
row3[1] = row1[2] * row2[0] - row1[0] * row2[2];
row3[2] = row1[0] * row2[1] - row1[1] * row2[0];
for (i = 0; i < 3; ++i) {
rotation2[0][i] = row1[i];
rotation2[1][i] = row2[i];
rotation2[2][i] = row3[i];
}
// Translation
translation[0] = imagePoints[0].x / scale;
translation[1] = imagePoints[0].y / scale;
translation[2] = this.focalLength / scale;
}
isValid(rotation: number[][], translation: number[]): boolean {
const np = this.objectPoints.length; let zmin = Infinity; let i = 0; let zi;
for (; i < np; ++i) {
zi = translation[2] +
(rotation[2][0] * this.objectVectors[i][0] +
rotation[2][1] * this.objectVectors[i][1] +
rotation[2][2] * this.objectVectors[i][2]);
if (zi < zmin) {
zmin = zi;
}
}
return zmin >= 0.0;
}
iterate(imagePoints: CVPoint[], posRotation: any[][], posTranslation: any[], rotation: number[][], translation: number[]) {
const np = this.objectPoints.length;
const oldSopImagePoints: CVPoint[] = []; const sopImagePoints: CVPoint[] = [];
const rotation1 = [[], [], []]; const rotation2 = [[], [], []];
const translation1: number[] = []; const translation2: number[] = [];
let converged = false; let iteration = 0;
let oldImageDifference; let imageDifference; let factor;
let error; let error1; let error2; let delta; let i; let j;
for (i = 0; i < np; ++i) {
oldSopImagePoints[i] = {
x: imagePoints[i].x,
y: imagePoints[i].y
};
}
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3; ++j) {
rotation[i][j] = posRotation[i][j];
}
translation[i] = posTranslation[i];
}
for (i = 0; i < np; ++i) {
factor = 0.0;
for (j = 0; j < 3; ++j) {
factor += this.objectVectors[i][j] * rotation[2][j] / translation[2];
}
sopImagePoints[i] = {
x: (1.0 + factor) * imagePoints[i].x,
y: (1.0 + factor) * imagePoints[i].y
};
}
imageDifference = 0.0;
for (i = 0; i < np; ++i) {
imageDifference += Math.abs(sopImagePoints[i].x - oldSopImagePoints[i].x);
imageDifference += Math.abs(sopImagePoints[i].y - oldSopImagePoints[i].y);
}
for (i = 0; i < 3; ++i) {
translation1[i] = translation[i] -
(rotation[i][0] * this.objectPoints[0][0] +
rotation[i][1] * this.objectPoints[0][1] +
rotation[i][2] * this.objectPoints[0][2]);
}
error = error1 = this.error(imagePoints, rotation, translation1);
// Convergence
converged = (error1.pixels === 0.0) || (imageDifference < 0.01);
while (iteration++ < 100 && !converged) {
for (i = 0; i < np; ++i) {
oldSopImagePoints[i].x = sopImagePoints[i].x;
oldSopImagePoints[i].y = sopImagePoints[i].y;
}
this.pos(sopImagePoints, rotation1, rotation2, translation);
for (i = 0; i < 3; ++i) {
translation1[i] = translation[i] -
(rotation1[i][0] * this.objectPoints[0][0] +
rotation1[i][1] * this.objectPoints[0][1] +
rotation1[i][2] * this.objectPoints[0][2]);
translation2[i] = translation[i] -
(rotation2[i][0] * this.objectPoints[0][0] +
rotation2[i][1] * this.objectPoints[0][1] +
rotation2[i][2] * this.objectPoints[0][2]);
}
error1 = this.error(imagePoints, rotation1, translation1);
error2 = this.error(imagePoints, rotation2, translation2);
if ((error1.euclidean >= 0.0) && (error2.euclidean >= 0.0)) {
if (error2.euclidean < error1.euclidean) {
error = error2;
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3; ++j) {
rotation[i][j] = rotation2[i][j];
}
}
} else {
error = error1;
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3; ++j) {
rotation[i][j] = rotation1[i][j];
}
}
}
}
if ((error1.euclidean < 0.0) && (error2.euclidean >= 0.0)) {
error = error2;
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3; ++j) {
rotation[i][j] = rotation2[i][j];
}
}
}
if ((error2.euclidean < 0.0) && (error1.euclidean >= 0.0)) {
error = error1;
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3; ++j) {
rotation[i][j] = rotation1[i][j];
}
}
}
for (i = 0; i < np; ++i) {
factor = 0.0;
for (j = 0; j < 3; ++j) {
factor += this.objectVectors[i][j] * rotation[2][j] / translation[2];
}
sopImagePoints[i].x = (1.0 + factor) * imagePoints[i].x;
sopImagePoints[i].y = (1.0 + factor) * imagePoints[i].y;
}
oldImageDifference = imageDifference;
imageDifference = 0.0;
for (i = 0; i < np; ++i) {
imageDifference += Math.abs(sopImagePoints[i].x - oldSopImagePoints[i].x);
imageDifference += Math.abs(sopImagePoints[i].y - oldSopImagePoints[i].y);
}
delta = Math.abs(imageDifference - oldImageDifference);
converged = (error.pixels === 0.0) || (delta < 0.01);
}
return error;
}
error(imagePoints: CVPoint[], rotation: number[][], translation: number[]) {
const np = this.objectPoints.length;
const move: number[][] = []; const projection: number[][] = []; const errorvec: number[][] = [];
let euclidean = 0.0; let pixels = 0.0; let maximum = 0.0;
let i; let j; let k;
if (!this.isValid(rotation, translation)) {
return { euclidean: -1.0, pixels: -1, maximum: -1.0 };
}
for (i = 0; i < np; ++i) {
move[i] = [];
for (j = 0; j < 3; ++j) {
move[i][j] = translation[j];
}
}
for (i = 0; i < np; ++i) {
for (j = 0; j < 3; ++j) {
for (k = 0; k < 3; ++k) {
move[i][j] += rotation[j][k] * this.objectPoints[i][k];
}
}
}
for (i = 0; i < np; ++i) {
projection[i] = [];
for (j = 0; j < 2; ++j) {
projection[i][j] = this.focalLength * move[i][j] / move[i][2];
}
}
for (i = 0; i < np; ++i) {
errorvec[i] = [projection[i][0] - imagePoints[i].x,
projection[i][1] - imagePoints[i].y];
}
for (i = 0; i < np; ++i) {
euclidean += Math.sqrt(errorvec[i][0] * errorvec[i][0] +
errorvec[i][1] * errorvec[i][1]);
pixels += Math.abs(Math.round(projection[i][0]) - Math.round(imagePoints[i].x)) +
Math.abs(Math.round(projection[i][1]) - Math.round(imagePoints[i].y));
if (Math.abs(errorvec[i][0]) > maximum) {
maximum = Math.abs(errorvec[i][0]);
}
if (Math.abs(errorvec[i][1]) > maximum) {
maximum = Math.abs(errorvec[i][1]);
}
}
return { euclidean: euclidean / np, pixels, maximum };
}
pseudoInverse(a: number[][], n: number, b: number[][]): void {
const w: number[] = []; const v = [[], [], []]; const s: number[][] = [[], [], []];
let wmax = 0.0; let cn = 0;
let i: number; let j: number; let k: number;
svdcmp(a, n, 3, w, v);
for (i = 0; i < 3; ++i) {
if (w[i] > wmax) {
wmax = w[i];
}
}
wmax *= 0.01;
for (i = 0; i < 3; ++i) {
if (w[i] < wmax) {
w[i] = 0.0;
}
}
for (j = 0; j < 3; ++j) {
if (w[j] === 0.0) {
++cn;
for (k = j; k < 2; ++k) {
for (i = 0; i < n; ++i) {
a[i][k] = a[i][k + 1];
}
for (i = 0; i < 3; ++i) {
v[i][k] = v[i][k + 1];
}
}
}
}
for (j = 0; j < 2; ++j) {
if (w[j] === 0.0) {
w[j] = w[j + 1];
}
}
for (i = 0; i < 3; ++i) {
for (j = 0; j < 3 - cn; ++j) {
s[i][j] = v[i][j] / w[j];
}
}
for (i = 0; i < 3; ++i) {
for (j = 0; j < n; ++j) {
b[i][j] = 0.0;
for (k = 0; k < 3 - cn; ++k) {
b[i][j] += s[i][k] * a[j][k];
}
}
}
}
}

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/*
Copyright (c) 2012 Juan Mellado
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
import { svdcmp } from './svd';
/*
References:
- "3D Pose Estimation"
Andrew Kirillow
http://www.aforgenet.com/articles/posit/
*/
var POS = POS || {};
POS.Posit = function (modelSize, focalLength) {
this.model = this.buildModel(modelSize);
this.focalLength = focalLength;
this.init();
};
POS.Posit.prototype.buildModel = function (modelSize) {
const half = modelSize / 2.0;
return [
new Vec3(-half, half, 0.0),
new Vec3(half, half, 0.0),
new Vec3(half, -half, 0.0),
new Vec3(-half, -half, 0.0)];
};
POS.Posit.prototype.init = function () {
const d = new Vec3(); const v = new Mat3(); let u;
this.modelVectors = Mat3.fromRows(
Vec3.sub(this.model[1], this.model[0]),
Vec3.sub(this.model[2], this.model[0]),
Vec3.sub(this.model[3], this.model[0]));
u = Mat3.clone(this.modelVectors);
svdcmp(u.m, 3, 3, d.v, v.m);
this.modelPseudoInverse = Mat3.mult(
Mat3.mult(v, Mat3.fromDiagonal(Vec3.inverse(d))), Mat3.transpose(u));
this.modelNormal = v.column(d.minIndex());
};
POS.Posit.prototype.pose = function (points) {
const eps = new Vec3(1.0, 1.0, 1.0);
const rotation1 = new Mat3(); const rotation2 = new Mat3();
const translation1 = new Vec3(); const translation2 = new Vec3();
let error1; let error2;
this.pos(points, eps, rotation1, rotation2, translation1, translation2);
error1 = this.iterate(points, rotation1, translation1);
error2 = this.iterate(points, rotation2, translation2);
return error1 < error2
? new POS.Pose(error1, rotation1.m, translation1.v, error2, rotation2.m, translation2.v)
: new POS.Pose(error2, rotation2.m, translation2.v, error1, rotation1.m, translation1.v);
};
POS.Posit.prototype.pos = function (points, eps, rotation1, rotation2, translation1, translation2) {
const xi = new Vec3(points[1].x, points[2].x, points[3].x);
const yi = new Vec3(points[1].y, points[2].y, points[3].y);
const xs = Vec3.addScalar(Vec3.mult(xi, eps), -points[0].x);
const ys = Vec3.addScalar(Vec3.mult(yi, eps), -points[0].y);
const i0 = Mat3.multVector(this.modelPseudoInverse, xs);
const j0 = Mat3.multVector(this.modelPseudoInverse, ys);
const s = j0.square() - i0.square();
const ij = Vec3.dot(i0, j0);
let r = 0.0; let theta = 0.0;
let i; let j; let k; let inorm; let jnorm; let scale; let temp; let lambda; let mu;
if (s === 0.0) {
r = Math.sqrt(Math.abs(2.0 * ij));
theta = (-Math.PI / 2.0) * (ij < 0.0 ? -1 : (ij > 0.0 ? 1.0 : 0.0));
} else {
r = Math.sqrt(Math.sqrt(s * s + 4.0 * ij * ij));
theta = Math.atan(-2.0 * ij / s);
if (s < 0.0) {
theta += Math.PI;
}
theta /= 2.0;
}
lambda = r * Math.cos(theta);
mu = r * Math.sin(theta);
// First possible rotation/translation
i = Vec3.add(i0, Vec3.multScalar(this.modelNormal, lambda));
j = Vec3.add(j0, Vec3.multScalar(this.modelNormal, mu));
inorm = i.normalize();
jnorm = j.normalize();
k = Vec3.cross(i, j);
rotation1.copy(Mat3.fromRows(i, j, k));
scale = (inorm + jnorm) / 2.0;
temp = Mat3.multVector(rotation1, this.model[0]);
translation1.v = [
points[0].x / scale - temp.v[0],
points[0].y / scale - temp.v[1],
this.focalLength / scale];
// Second possible rotation/translation
i = Vec3.sub(i0, Vec3.multScalar(this.modelNormal, lambda));
j = Vec3.sub(j0, Vec3.multScalar(this.modelNormal, mu));
inorm = i.normalize();
jnorm = j.normalize();
k = Vec3.cross(i, j);
rotation2.copy(Mat3.fromRows(i, j, k));
scale = (inorm + jnorm) / 2.0;
temp = Mat3.multVector(rotation2, this.model[0]);
translation2.v = [
points[0].x / scale - temp.v[0],
points[0].y / scale - temp.v[1],
this.focalLength / scale];
};
POS.Posit.prototype.iterate = function (points, rotation, translation) {
let prevError = Infinity;
const rotation1 = new Mat3(); const rotation2 = new Mat3();
const translation1 = new Vec3(); const translation2 = new Vec3();
let i = 0; let eps; let error; let error1; let error2;
for (; i < 100; ++i) {
eps = Vec3.addScalar(Vec3.multScalar(
Mat3.multVector(this.modelVectors, rotation.row(2)), 1.0 / translation.v[2]), 1.0);
this.pos(points, eps, rotation1, rotation2, translation1, translation2);
error1 = this.getError(points, rotation1, translation1);
error2 = this.getError(points, rotation2, translation2);
if (error1 < error2) {
rotation.copy(rotation1);
translation.copy(translation1);
error = error1;
} else {
rotation.copy(rotation2);
translation.copy(translation2);
error = error2;
}
if ((error <= 2.0) || (error > prevError)) {
break;
}
prevError = error;
}
return error;
};
POS.Posit.prototype.getError = function (points, rotation, translation) {
let v1 = Vec3.add(Mat3.multVector(rotation, this.model[0]), translation);
let v2 = Vec3.add(Mat3.multVector(rotation, this.model[1]), translation);
let v3 = Vec3.add(Mat3.multVector(rotation, this.model[2]), translation);
let v4 = Vec3.add(Mat3.multVector(rotation, this.model[3]), translation);
let modeled; let ia1; let ia2; let ia3; let ia4; let ma1; let ma2; let ma3; let ma4;
v1 = v1.v; v2 = v2.v; v3 = v3.v; v4 = v4.v;
v1[0] *= this.focalLength / v1[2];
v1[1] *= this.focalLength / v1[2];
v2[0] *= this.focalLength / v2[2];
v2[1] *= this.focalLength / v2[2];
v3[0] *= this.focalLength / v3[2];
v3[1] *= this.focalLength / v3[2];
v4[0] *= this.focalLength / v4[2];
v4[1] *= this.focalLength / v4[2];
modeled = [
{ x: v1[0], y: v1[1] },
{ x: v2[0], y: v2[1] },
{ x: v3[0], y: v3[1] },
{ x: v4[0], y: v4[1] }
];
ia1 = this.angle(points[0], points[1], points[3]);
ia2 = this.angle(points[1], points[2], points[0]);
ia3 = this.angle(points[2], points[3], points[1]);
ia4 = this.angle(points[3], points[0], points[2]);
ma1 = this.angle(modeled[0], modeled[1], modeled[3]);
ma2 = this.angle(modeled[1], modeled[2], modeled[0]);
ma3 = this.angle(modeled[2], modeled[3], modeled[1]);
ma4 = this.angle(modeled[3], modeled[0], modeled[2]);
return (Math.abs(ia1 - ma1) +
Math.abs(ia2 - ma2) +
Math.abs(ia3 - ma3) +
Math.abs(ia4 - ma4)) / 4.0;
};
POS.Posit.prototype.angle = function (a, b, c) {
const x1 = b.x - a.x; const y1 = b.y - a.y;
const x2 = c.x - a.x; const y2 = c.y - a.y;
return Math.acos((x1 * x2 + y1 * y2) /
(Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2))) * 180.0 / Math.PI;
};
POS.Pose = function (error1, rotation1, translation1, error2, rotation2, translation2) {
this.bestError = error1;
this.bestRotation = rotation1;
this.bestTranslation = translation1;
this.alternativeError = error2;
this.alternativeRotation = rotation2;
this.alternativeTranslation = translation2;
};
var Vec3 = function (x, y, z) {
this.v = [x || 0.0, y || 0.0, z || 0.0];
};
Vec3.prototype.copy = function (a) {
const v = this.v;
a = a.v;
v[0] = a[0];
v[1] = a[1];
v[2] = a[2];
return this;
};
Vec3.add = function (a, b) {
const vector = new Vec3(); const v = vector.v;
a = a.v; b = b.v;
v[0] = a[0] + b[0];
v[1] = a[1] + b[1];
v[2] = a[2] + b[2];
return vector;
};
Vec3.sub = function (a, b) {
const vector = new Vec3(); const v = vector.v;
a = a.v; b = b.v;
v[0] = a[0] - b[0];
v[1] = a[1] - b[1];
v[2] = a[2] - b[2];
return vector;
};
Vec3.mult = function (a, b) {
const vector = new Vec3(); const v = vector.v;
a = a.v; b = b.v;
v[0] = a[0] * b[0];
v[1] = a[1] * b[1];
v[2] = a[2] * b[2];
return vector;
};
Vec3.addScalar = function (a, b) {
const vector = new Vec3(); const v = vector.v;
a = a.v;
v[0] = a[0] + b;
v[1] = a[1] + b;
v[2] = a[2] + b;
return vector;
};
Vec3.multScalar = function (a, b) {
const vector = new Vec3(); const v = vector.v;
a = a.v;
v[0] = a[0] * b;
v[1] = a[1] * b;
v[2] = a[2] * b;
return vector;
};
Vec3.dot = function (a, b) {
a = a.v; b = b.v;
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
};
Vec3.cross = function (a, b) {
a = a.v; b = b.v;
return new Vec3(
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0]);
};
Vec3.prototype.normalize = function () {
const v = this.v;
const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if (len > 0.0) {
v[0] /= len;
v[1] /= len;
v[2] /= len;
}
return len;
};
Vec3.inverse = function (a) {
const vector = new Vec3(); const v = vector.v;
a = a.v;
if (a[0] !== 0.0) {
v[0] = 1.0 / a[0];
}
if (a[1] !== 0.0) {
v[1] = 1.0 / a[1];
}
if (a[2] !== 0.0) {
v[2] = 1.0 / a[2];
}
return vector;
};
Vec3.prototype.square = function () {
const v = this.v;
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
};
Vec3.prototype.minIndex = function () {
const v = this.v;
return v[0] < v[1] ? (v[0] < v[2] ? 0 : 2) : (v[1] < v[2] ? 1 : 2);
};
var Mat3 = function () {
this.m = [[0.0, 0.0, 0.0],
[0.0, 0.0, 0.0],
[0.0, 0.0, 0.0]];
};
Mat3.clone = function (a) {
const matrix = new Mat3(); const m = matrix.m;
a = a.m;
m[0][0] = a[0][0];
m[0][1] = a[0][1];
m[0][2] = a[0][2];
m[1][0] = a[1][0];
m[1][1] = a[1][1];
m[1][2] = a[1][2];
m[2][0] = a[2][0];
m[2][1] = a[2][1];
m[2][2] = a[2][2];
return matrix;
};
Mat3.prototype.copy = function (a) {
const m = this.m;
a = a.m;
m[0][0] = a[0][0];
m[0][1] = a[0][1];
m[0][2] = a[0][2];
m[1][0] = a[1][0];
m[1][1] = a[1][1];
m[1][2] = a[1][2];
m[2][0] = a[2][0];
m[2][1] = a[2][1];
m[2][2] = a[2][2];
return this;
};
Mat3.fromRows = function (a, b, c) {
const matrix = new Mat3(); const m = matrix.m;
a = a.v; b = b.v; c = c.v;
m[0][0] = a[0];
m[0][1] = a[1];
m[0][2] = a[2];
m[1][0] = b[0];
m[1][1] = b[1];
m[1][2] = b[2];
m[2][0] = c[0];
m[2][1] = c[1];
m[2][2] = c[2];
return matrix;
};
Mat3.fromDiagonal = function (a) {
const matrix = new Mat3(); const m = matrix.m;
a = a.v;
m[0][0] = a[0];
m[1][1] = a[1];
m[2][2] = a[2];
return matrix;
};
Mat3.transpose = function (a) {
const matrix = new Mat3(); const m = matrix.m;
a = a.m;
m[0][0] = a[0][0];
m[0][1] = a[1][0];
m[0][2] = a[2][0];
m[1][0] = a[0][1];
m[1][1] = a[1][1];
m[1][2] = a[2][1];
m[2][0] = a[0][2];
m[2][1] = a[1][2];
m[2][2] = a[2][2];
return matrix;
};
Mat3.mult = function (a, b) {
const matrix = new Mat3(); const m = matrix.m;
a = a.m; b = b.m;
m[0][0] = a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0];
m[0][1] = a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1];
m[0][2] = a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2];
m[1][0] = a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0];
m[1][1] = a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1];
m[1][2] = a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2];
m[2][0] = a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0];
m[2][1] = a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1];
m[2][2] = a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2];
return matrix;
};
Mat3.multVector = function (m, a) {
m = m.m; a = a.v;
return new Vec3(
m[0][0] * a[0] + m[0][1] * a[1] + m[0][2] * a[2],
m[1][0] * a[0] + m[1][1] * a[1] + m[1][2] * a[2],
m[2][0] * a[0] + m[2][1] * a[1] + m[2][2] * a[2]);
};
Mat3.prototype.column = function (index) {
const m = this.m;
return new Vec3(m[0][index], m[1][index], m[2][index]);
};
Mat3.prototype.row = function (index) {
const m = this.m;
return new Vec3(m[index][0], m[index][1], m[index][2]);
};

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/*
Copyright (c) 2012 Juan Mellado
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
/*
References:
- "Numerical Recipes in C - Second Edition"
http://www.nr.com/
*/
export const svdcmp = (a: number[][], m: number, n: number, w: number[], v: number[][]): boolean => {
let flag; let i: number; let its; let j: number; let jj; let k; let l: number = 0; let nm: number = 0;
let anorm = 0.0; let c; let f; let g = 0.0; let h; let s; let scale = 0.0; let x; let y; let z; const rv1: number[] = [];
// Householder reduction to bidiagonal form
for (i = 0; i < n; ++i) {
l = i + 1;
rv1[i] = scale * g;
g = s = scale = 0.0;
if (i < m) {
for (k = i; k < m; ++k) {
scale += Math.abs(a[k][i]);
}
if (scale !== 0.0) {
for (k = i; k < m; ++k) {
a[k][i] /= scale;
s += a[k][i] * a[k][i];
}
f = a[i][i];
g = -sign(Math.sqrt(s), f);
h = f * g - s;
a[i][i] = f - g;
for (j = l; j < n; ++j) {
for (s = 0.0, k = i; k < m; ++k) {
s += a[k][i] * a[k][j];
}
f = s / h;
for (k = i; k < m; ++k) {
a[k][j] += f * a[k][i];
}
}
for (k = i; k < m; ++k) {
a[k][i] *= scale;
}
}
}
w[i] = scale * g;
g = s = scale = 0.0;
if ((i < m) && (i !== n - 1)) {
for (k = l; k < n; ++k) {
scale += Math.abs(a[i][k]);
}
if (scale !== 0.0) {
for (k = l; k < n; ++k) {
a[i][k] /= scale;
s += a[i][k] * a[i][k];
}
f = a[i][l];
g = -sign(Math.sqrt(s), f);
h = f * g - s;
a[i][l] = f - g;
for (k = l; k < n; ++k) {
rv1[k] = a[i][k] / h;
}
for (j = l; j < m; ++j) {
for (s = 0.0, k = l; k < n; ++k) {
s += a[j][k] * a[i][k];
}
for (k = l; k < n; ++k) {
a[j][k] += s * rv1[k];
}
}
for (k = l; k < n; ++k) {
a[i][k] *= scale;
}
}
}
anorm = Math.max(anorm, (Math.abs(w[i]) + Math.abs(rv1[i])));
}
// Acumulation of right-hand transformation
for (i = n - 1; i >= 0; --i) {
if (i < n - 1) {
if (g !== 0.0) {
for (j = l; j < n; ++j) {
v[j][i] = (a[i][j] / a[i][l]) / g;
}
for (j = l; j < n; ++j) {
for (s = 0.0, k = l; k < n; ++k) {
s += a[i][k] * v[k][j];
}
for (k = l; k < n; ++k) {
v[k][j] += s * v[k][i];
}
}
}
for (j = l; j < n; ++j) {
v[i][j] = v[j][i] = 0.0;
}
}
v[i][i] = 1.0;
g = rv1[i];
l = i;
}
// Acumulation of left-hand transformation
for (i = Math.min(n, m) - 1; i >= 0; --i) {
l = i + 1;
g = w[i];
for (j = l; j < n; ++j) {
a[i][j] = 0.0;
}
if (g !== 0.0) {
g = 1.0 / g;
for (j = l; j < n; ++j) {
for (s = 0.0, k = l; k < m; ++k) {
s += a[k][i] * a[k][j];
}
f = (s / a[i][i]) * g;
for (k = i; k < m; ++k) {
a[k][j] += f * a[k][i];
}
}
for (j = i; j < m; ++j) {
a[j][i] *= g;
}
} else {
for (j = i; j < m; ++j) {
a[j][i] = 0.0;
}
}
++a[i][i];
}
// Diagonalization of the bidiagonal form
for (k = n - 1; k >= 0; --k) {
for (its = 1; its <= 30; ++its) {
flag = true;
for (l = k; l >= 0; --l) {
nm = l - 1;
if (Math.abs(rv1[l]) + anorm === anorm) {
flag = false;
break;
}
if (Math.abs(w[nm]) + anorm === anorm) {
break;
}
}
if (flag) {
c = 0.0;
s = 1.0;
for (i = l; i <= k; ++i) {
f = s * rv1[i];
if (Math.abs(f) + anorm === anorm) {
break;
}
g = w[i];
h = pythag(f, g);
w[i] = h;
h = 1.0 / h;
c = g * h;
s = -f * h;
for (j = 1; j <= m; ++j) {
y = a[j][nm];
z = a[j][i];
a[j][nm] = y * c + z * s;
a[j][i] = z * c - y * s;
}
}
}
// Convergence
z = w[k];
if (l === k) {
if (z < 0.0) {
w[k] = -z;
for (j = 0; j < n; ++j) {
v[j][k] = -v[j][k];
}
}
break;
}
if (its === 30) {
return false;
}
// Shift from bottom 2-by-2 minor
x = w[l];
nm = k - 1;
y = w[nm];
g = rv1[nm];
h = rv1[k];
f = ((y - z) * (y + z) + (g - h) * (g + h)) / (2.0 * h * y);
g = pythag(f, 1.0);
f = ((x - z) * (x + z) + h * ((y / (f + sign(g, f))) - h)) / x;
// Next QR transformation
c = s = 1.0;
for (j = l; j <= nm; ++j) {
i = j + 1;
g = rv1[i];
y = w[i];
h = s * g;
g = c * g;
z = pythag(f, h);
rv1[j] = z;
c = f / z;
s = h / z;
f = x * c + g * s;
g = g * c - x * s;
h = y * s;
y *= c;
for (jj = 0; jj < n; ++jj) {
x = v[jj][j];
z = v[jj][i];
v[jj][j] = x * c + z * s;
v[jj][i] = z * c - x * s;
}
z = pythag(f, h);
w[j] = z;
if (z !== 0.0) {
z = 1.0 / z;
c = f * z;
s = h * z;
}
f = c * g + s * y;
x = c * y - s * g;
for (jj = 0; jj < m; ++jj) {
y = a[jj][j];
z = a[jj][i];
a[jj][j] = y * c + z * s;
a[jj][i] = z * c - y * s;
}
}
rv1[l] = 0.0;
rv1[k] = f;
w[k] = x;
}
}
return true;
};
const pythag = (a: number, b: number): number => {
const at = Math.abs(a);
const bt = Math.abs(b);
let ct;
if (at > bt) {
ct = bt / at;
return at * Math.sqrt(1.0 + ct * ct);
}
if (bt === 0.0) {
return 0.0;
}
ct = at / bt;
return bt * Math.sqrt(1.0 + ct * ct);
};
const sign = (a: number, b: number): number => {
return b >= 0.0 ? Math.abs(a) : -Math.abs(a);
};