1, 外参矩阵转四元数
double rms = calibrateCamera(objectPoints, imagePoints, imageSize, cameraMatrix,
distCoeffs, rvecs, tvecs, flags | CV_CALIB_FIX_K4 | CV_CALIB_FIX_K5);
Rodrigues(rvecs[0], r);
cout << rvecs[0] << endl;
CcalinitEctrinsicMat(m_fExtrinsic, r, tvecs[0]);
//cv::solvePnP(object_points, corners, cameraMatrix, distCoeffs, rvecs, tvecs);
注意rvecs, tvecs是Mat还是vector<Mat>
2 //计算四元数
int sign(float x)
{
return x >= 0 ? 1 : -1;
}
float myMax(float x, float y)
{
return x >y ? x : y;
}
void QuaternionFromMatrix(const Mat& R, float quat[])
{
// Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
/*quat[0] = (float)sqrt(myMax(0.0, 1 + R.ptr<float>(0)[0] + R.ptr<float>(1)[1] + R.ptr<float>(2)[2]))/2;
quat[1] = (float)sqrt(myMax(0.0, 1 + R.ptr<float>(0)[0] - R.ptr<float>(1)[1] - R.ptr<float>(2)[2]))/2;
quat[2] = (float)sqrt(myMax(0.0, 1 - R.ptr<float>(0)[0] + R.ptr<float>(1)[1] - R.ptr<float>(2)[2]))/2;
quat[3] = (float)sqrt(myMax(0.0, 1 - R.ptr<float>(0)[0] - R.ptr<float>(1)[1] + R.ptr<float>(2)[2]))/2;
quat[1] *= sign(R.ptr<float>(2)[1] - R.ptr<float>(1)[2]);
quat[2] *= sign(R.ptr<float>(0)[2] - R.ptr<float>(2)[0]);
quat[3] *= sign(R.ptr<float>(1)[0] - R.ptr<float>(0)[1]);*/
quat[0] = (float)sqrt(myMax(0.0, 1 + R.at<float>(0, 0) + R.at<float>(1, 1) + R.at<float>(2, 2))) / 2;
quat[1] = (float)sqrt(myMax(0.0, 1 + R.at<float>(0, 0) - R.at<float>(1, 1) - R.at<float>(2, 2))) / 2;
quat[2] = (float)sqrt(myMax(0.0, 1 - R.at<float>(0, 0) + R.at<float>(1, 1) - R.at<float>(2, 2))) / 2;
quat[3] = (float)sqrt(myMax(0.0, 1 - R.at<float>(0, 0) - R.at<float>(1, 1) + R.at<float>(2, 2))) / 2;
quat[1] *= sign(R.at<float>(2, 1) - R.at<float>(1, 2));
quat[2] *= sign(R.at<float>(0, 2) - R.at<float>(2, 0));
quat[3] *= sign(R.at<float>(1, 0) - R.at<float>(0, 1));
}
3, //左右手坐标系转化,计算四元数
void CcalinitEctrinsicMat(float* m_fExtrinsic, Mat rr, Mat tt)
{
rr.convertTo(rr, CV_32F);
tt.convertTo(tt, CV_32F);
Mat R = Mat(3, 3, CV_32F), T = Mat(3, 1, CV_32F);
T = tt;
R = rr;
mrightEX = mrightEX.inv();
//for (size_t i = 0; i < 3; i++)
//{
// for (size_t j = 0; j < 3; j++)
// {
// R.at<float>(i, j) = mrightEX.at<float>(i, j);
// //T.at<float>(i, 0) = mrightEX.at<float>(i, 3);
// }
// T.at<float>(i, 0) = mrightEX.at<float>(i, 3);
//}
左右手坐标系转化
Mat R_CPP, R_inv, T_CPP;
R_CPP = R;
R_inv = R_CPP.inv();
T_CPP = T;
QuaternionFromMatrix(R_inv, m_fExtrinsic);
// We need to invert rotations on X and Z axis
m_fExtrinsic[1] = -m_fExtrinsic[1];
m_fExtrinsic[3] = -m_fExtrinsic[3];
Mat Tt = -R_inv * T_CPP;
m_fExtrinsic[4] = (float)Tt.at<float>(0);
m_fExtrinsic[5] = -(float)Tt.at<float>(1);
m_fExtrinsic[6] = (float)Tt.at<float>(2);
}
---------------------------------------------------------
Rodrigues变换是为了实现opencv计算的外姿将旋转向量转化为旋转矩阵
cv::Mat Rv, T, R;
// 根据模板的真实点坐标设置objectPoints, imagePoints的值,调用更初级的一个函数FindExtrinsic2或类似的名字
bool bSolved = cv::solvePnP(objectPoints, imagePoints, m_paraIntrinsic.cameraMatrix, m_paraIntrinsic.distCoeffs, Rv, T, false, CV_ITERATIVE);
if(bSolved)
{
cv::Rodrigues(Rv, R);
Mat Rt = R.t();
QuaternionFromMatrix(Rt, m_fExtrinsic);
// We need to invert rotations on X and Z axis
m_fExtrinsic[1] = - m_fExtrinsic[1];
m_fExtrinsic[3] = - m_fExtrinsic[3];
Mat Tt = - Rt * T;
m_fExtrinsic[4] = (float)Tt.at<double>(0);
m_fExtrinsic[5] = - (float)Tt.at<double>(1);
m_fExtrinsic[6] = (float)Tt.at<double>(2);
m_fExtrinsic[7] = (float)m_paraIntrinsic.fov;
4,Google Cardboard里面的写法
// Copyright 2014 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
/// @cond
/// Encapsulates a rotation and a translation. This is a convenience class that allows
/// construction and value access either by Matrix4x4 or Quaternion + Vector3 types.
public class Pose3D {
/// Right-handed to left-handed matrix converter (and vice versa).
protected static readonly Matrix4x4 flipZ = Matrix4x4.Scale(new Vector3(1, 1, -1));
/// The translation component of the pose.
public Vector3 Position { get; protected set; }
/// The rotation component of the pose.
public Quaternion Orientation { get; protected set; }
/// The pose as a matrix in Unity gameobject convention (left-handed).
public Matrix4x4 Matrix { get; protected set; }
/// The pose as a matrix in right-handed coordinates.
public Matrix4x4 RightHandedMatrix {
get {
return flipZ * Matrix * flipZ;
}
}
/// Default constructor.
/// Initializes position to the origin and orientation to the identity rotation.
public Pose3D() {
Position = Vector3.zero;
Orientation = Quaternion.identity;
Matrix = Matrix4x4.identity;
}
/// Constructor that takes a Vector3 and a Quaternion.
public Pose3D(Vector3 position, Quaternion orientation) {
Set(position, orientation);
}
/// Constructor that takes a Matrix4x4.
public Pose3D(Matrix4x4 matrix) {
Set(matrix);
}
protected void Set(Vector3 position, Quaternion orientation) {
Position = position;
Orientation = orientation;
Matrix = Matrix4x4.TRS(position, orientation, Vector3.one);
}
protected void Set(Matrix4x4 matrix) {
Matrix = matrix;
Position = matrix.GetColumn(3);
Orientation = Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1));
}
}
/// @endcond
/// @cond
/// Mutable version of Pose3D.
public class MutablePose3D : Pose3D {
/// Sets the position and orientation from a Vector3 + Quaternion.
public new void Set(Vector3 position, Quaternion orientation) {
base.Set(position, orientation);
}
/// Sets the position and orientation from a Matrix4x4.
public new void Set(Matrix4x4 matrix) {
base.Set(matrix);
}
/// Sets the position and orientation from a right-handed Matrix4x4.
public void SetRightHanded(Matrix4x4 matrix) {
Set(flipZ * matrix * flipZ);
}
}
/// @endcond