/* * PROJECT: NyARToolkitAS3 * -------------------------------------------------------------------------------- * This work is based on the original ARToolKit developed by * Hirokazu Kato * Mark Billinghurst * HITLab, University of Washington, Seattle * http://www.hitl.washington.edu/artoolkit/ * * The NyARToolkitAS3 is AS3 edition ARToolKit class library. * Copyright (C)2010 Ryo Iizuka * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * For further information please contact. * http://nyatla.jp/nyatoolkit/ * or * */ package jp.nyatla.nyartoolkit.as3.core.param { import jp.nyatla.nyartoolkit.as3.core.types.matrix.*; import jp.nyatla.nyartoolkit.as3.core.types.*; import jp.nyatla.nyartoolkit.as3.core.*; final public class NyARPerspectiveProjectionMatrix extends NyARDoubleMatrix34 { /* * static double dot( double a1, double a2, double a3,double b1, double b2,double b3 ) */ private static function dot(a1:Number,a2:Number,a3:Number,b1:Number,b2:Number,b3:Number):Number { return (a1 * b1 + a2 * b2 + a3 * b3); } /* static double norm( double a, double b, double c ) */ private static function norm(a:Number,b:Number,c:Number):Number { return Math.sqrt(a * a + b * b + c * c); } /** * int arParamDecompMat( double source[3][4], double cpara[3][4], double trans[3][4] ); 関数の置き換え Optimize STEP[754->665] * * @param o_cpara * 戻り引数。3x4のマトリクスを指定すること。 * @param o_trans * 戻り引数。3x4のマトリクスを指定すること。 * @return */ public function decompMat(o_cpara:NyARMat,o_trans:NyARMat):void { var r:Number, c:Number; var rem1:Number, rem2:Number, rem3:Number; var c00:Number,c01:Number,c02:Number,c03:Number,c10:Number,c11:Number,c12:Number,c13:Number,c20:Number,c21:Number,c22:Number,c23:Number; if (this.m23>= 0) {// if( source[2][3] >= 0 ) { // // for(int r = 0; r < 3; r++ ){ // for(int c = 0; c < 4; c++ ){ // Cpara[r][c]=source[r][c];//Cpara[r][c] = source[r][c]; // } // } c00=this.m00; c01=this.m01; c02=this.m02; c03=this.m03; c10=this.m10; c11=this.m11; c12=this.m12; c13=this.m13; c20=this.m20; c21=this.m21; c22=this.m22; c23=this.m23; } else { // // for(int r = 0; r < 3; r++ ){ // for(int c = 0; c < 4; c++ ){ // Cpara[r][c]=-source[r][c];//Cpara[r][c] = -(source[r][c]); // } // } c00=-this.m00; c01=-this.m01; c02=-this.m02; c03=-this.m03; c10=-this.m10; c11=-this.m11; c12=-this.m12; c13=-this.m13; c20=-this.m20; c21=-this.m21; c22=-this.m22; c23=-this.m23; } var cpara:Vector.>= o_cpara.getArray(); var trans:Vector.>= o_trans.getArray(); for (r = 0; r < 3; r++) { for (c = 0; c < 4; c++) { cpara[r][c] = 0.0;// cpara[r][c] = 0.0; } } cpara[2][2] = norm(c20, c21, c22);// cpara[2][2] =norm( Cpara[2][0],Cpara[2][1],Cpara[2][2]); trans[2][0] = c20 / cpara[2][2];// trans[2][0] = Cpara[2][0] /cpara[2][2]; trans[2][1] = c21 / cpara[2][2];// trans[2][1] = Cpara[2][1] / cpara[2][2]; trans[2][2] = c22 / cpara[2][2];// trans[2][2] =Cpara[2][2] /cpara[2][2]; trans[2][3] = c23 / cpara[2][2];// trans[2][3] =Cpara[2][3] /cpara[2][2]; cpara[1][2] = dot(trans[2][0], trans[2][1], trans[2][2], c10, c11, c12);// cpara[1][2]=dot(trans[2][0],trans[2][1],trans[2][2],Cpara[1][0],Cpara[1][1],Cpara[1][2]); rem1 = c10 - cpara[1][2] * trans[2][0];// rem1 =Cpara[1][0] -cpara[1][2] *trans[2][0]; rem2 = c11 - cpara[1][2] * trans[2][1];// rem2 =Cpara[1][1] -cpara[1][2] *trans[2][1]; rem3 = c12 - cpara[1][2] * trans[2][2];// rem3 =Cpara[1][2] -cpara[1][2] *trans[2][2]; cpara[1][1] = norm(rem1, rem2, rem3);// cpara[1][1] = norm( rem1,// rem2, rem3 ); trans[1][0] = rem1 / cpara[1][1];// trans[1][0] = rem1 / cpara[1][1]; trans[1][1] = rem2 / cpara[1][1];// trans[1][1] = rem2 / cpara[1][1]; trans[1][2] = rem3 / cpara[1][1];// trans[1][2] = rem3 / cpara[1][1]; cpara[0][2] = dot(trans[2][0], trans[2][1], trans[2][2], c00, c01, c02);// cpara[0][2] =dot(trans[2][0], trans[2][1],trans[2][2],Cpara[0][0],Cpara[0][1],Cpara[0][2]); cpara[0][1] = dot(trans[1][0], trans[1][1], trans[1][2], c00, c01, c02);// cpara[0][1]=dot(trans[1][0],trans[1][1],trans[1][2],Cpara[0][0],Cpara[0][1],Cpara[0][2]); rem1 = c00 - cpara[0][1] * trans[1][0] - cpara[0][2]* trans[2][0];// rem1 = Cpara[0][0] - cpara[0][1]*trans[1][0]- cpara[0][2]*trans[2][0]; rem2 = c01 - cpara[0][1] * trans[1][1] - cpara[0][2]* trans[2][1];// rem2 = Cpara[0][1] - cpara[0][1]*trans[1][1]- cpara[0][2]*trans[2][1]; rem3 = c02 - cpara[0][1] * trans[1][2] - cpara[0][2]* trans[2][2];// rem3 = Cpara[0][2] - cpara[0][1]*trans[1][2] - cpara[0][2]*trans[2][2]; cpara[0][0] = norm(rem1, rem2, rem3);// cpara[0][0] = norm( rem1,rem2, rem3 ); trans[0][0] = rem1 / cpara[0][0];// trans[0][0] = rem1 / cpara[0][0]; trans[0][1] = rem2 / cpara[0][0];// trans[0][1] = rem2 / cpara[0][0]; trans[0][2] = rem3 / cpara[0][0];// trans[0][2] = rem3 / cpara[0][0]; trans[1][3] = (c13 - cpara[1][2] * trans[2][3])/ cpara[1][1];// trans[1][3] = (Cpara[1][3] -cpara[1][2]*trans[2][3]) / cpara[1][1]; trans[0][3] = (c03 - cpara[0][1] * trans[1][3] - cpara[0][2]* trans[2][3])/ cpara[0][0];// trans[0][3] = (Cpara[0][3] -cpara[0][1]*trans[1][3]-cpara[0][2]*trans[2][3]) / cpara[0][0]; for (r = 0; r < 3; r++) { for (c = 0; c < 3; c++) { cpara[r][c] /= cpara[2][2];// cpara[r][c] /= cpara[2][2]; } } return; } /** * int arParamChangeSize( ARParam *source, int xsize, int ysize, ARParam *newparam ); * Matrixのスケールを変換します。 * @param i_scale * */ public function changeScale(i_scale:Number):void { this.m00=this.m00*i_scale; this.m10=this.m10*i_scale; this.m01=this.m01*i_scale; this.m11=this.m11*i_scale; this.m02=this.m02*i_scale; this.m12=this.m12*i_scale; this.m03=this.m03*i_scale; this.m13=this.m13*i_scale; //for (int i = 0; i < 4; i++) { // array34[0 * 4 + i] = array34[0 * 4 + i] * scale;// newparam->mat[0][i]=source->mat[0][i]* scale; // array34[1 * 4 + i] = array34[1 * 4 + i] * scale;// newparam->mat[1][i]=source->mat[1][i]* scale; // array34[2 * 4 + i] = array34[2 * 4 + i];// newparam->mat[2][i] = source->mat[2][i]; //} return; } /** * 現在の行列で3次元座標を射影変換します。 * @param i_3dvertex * @param o_2d */ public function projectionConvert_NyARDoublePoint3d(i_3dvertex:NyARDoublePoint3d,o_2d:NyARDoublePoint2d):void { var w:Number=i_3dvertex.z*this.m22; o_2d.x=(i_3dvertex.x*this.m00+i_3dvertex.y*this.m01+i_3dvertex.z*this.m02)/w; o_2d.y=(i_3dvertex.y*this.m11+i_3dvertex.z*this.m12)/w; return; } public function projectionConvert_Number(i_x:Number,i_y:Number,i_z:Number,o_2d:NyARDoublePoint2d):void { var w:Number=i_z*this.m22; o_2d.x=(i_x*this.m00+i_y*this.m01+i_z*this.m02)/w; o_2d.y=(i_y*this.m11+i_z*this.m12)/w; return; } } }