I have a number of objects arranged in a THREE.scene, and I want to calculate or retrieve a relative value indicating how much light each object is receiving from a single PointLight source. Simplified example:
With the light positioned at the camera, Block 1's value might be 0.50 since 3 of 6 faces are completely exposed, while 2 is ~0.33 and 3 is ~1.67.
I could probably do this the hard way by drawing a ray from the light toward the center of each face and looking at the intersects, but I'm assuming it's possible to directly retrieve the light level of each face.
This code takes the object's global matrix in consideration.
var amount = 0;
var rotationMatrix = new THREE.Matrix4();
var vector = new THREE.Vector3();
var centroid = new THREE.Vector3();
var normal = new THREE.Vector3();
for ( var i = 0; i < objects.length; i ++ ) {
var object = objects[ i ];
rotationMatrix.extractRotation( object.matrixWorld );
for ( var j = 0; j < object.geometry.faces.length; j ++ ) {
var face = object.geometry.faces[ j ];
centroid.copy( face.centroid );
object.matrixWorld.multiplyVector3( centroid );
normal.copy( face.normal );
rotationMatrix.multiplyVector3( normal );
vector.sub( light.position, centroid ).normalize();
if ( normal.dot( vector ) > 0 ) amount ++;
}
}
I think something like this should do the trick.
var amount = 0;
var faces = mesh.geometry.faces;
for ( var i = 0; i < geometry.faces.length; i ++ ) {
if ( geometry.faces[ i ].normal.dot( light.position ) > 0 ) amount ++;
}
(Warning: Brute force method!)
I'm including this for reference since it's what I'm currently using to meet all of the requirements described in the question. This function considers a face unlit if its center is not directly visible from the light's position.
I have no rotation matrix to consider for my application.
function getLightLevel(obj) {
/* Return percentage of obj.geometry faces exposed to light */
var litCount = 0;
var faces = obj.geometry.faces;
var faceCount = faces.length;
var direction = new THREE.Vector3();
var centroid = new THREE.Vector3();
for (var i=0; i < faceCount; i++) {
// Test only light-facing faces (from mrdoob's first answer).
if (faces[i].normal.dot(light.position) > 0) {
centroid.add(obj.position, faces[i].centroid);
direction.sub(centroid, light.position).normalize();
// Exclude face if centroid is obscured by another object.
var ray = new THREE.Ray(light.position, direction);
var intersects = ray.intersectObjects(objects);
if (intersects.length > 0 && intersects[0].face === faces[i]) {
litCount ++;
}
}
}
return litCount / faceCount;
}
Related
I´m trying to transform a point from one map to another. I´ve tried to use some OpenCV sample code for getAffineTransform(), getPerspectiveTransform(), warpAffine() and findHomography(), but there´re always some kind of gaps in my transformation mesh. The feature points are usually detected on very different positions, so I need a good interpolation method, I think.
About the maps:
Both maps are images which are containing human body parts and human skin. I´m using the OpenCV feature detection/matching algorithmns to get a couple of equal points in both maps. The tricky thing is they´re containing arms and feets, too. Feature points on arms/feets can have much bigger offsets than the points on the torso.
The goal:
I want to transform any point on map A as good as possible to the equivalent position on map B.
My current approach is to find the three most clostest points to my original point on map A and construct a triangle. Afterwards I transform this triangle to the same three feature points on map B. That´s working nice if I have a lot of close feature point surrounding my original point. But on larger areas without feature points I got some problems with the interpolation.
Is this a good way to do so? Or is there a much better solution?
My favorite one would be the contruction of a complete transformation map for both images, but I´m not sure how to do this. Is it possible at all?
Thanks a lot for any advice!
Simple sketch of the transformation (I´m trying to find the points X1 to X3 from the left image in the right image):
Sketch of a sample transformation
Sample for homography (OpenCVSharp):
Mat imgA = new Mat(#"d:\Mesh\Left2.jpg", ImreadModes.Color);
Mat imgB = new Mat(#"d:\Mesh\Right2.jpg", ImreadModes.Color);
Cv2.Resize(imgA, imgA, new Size(512, 341));
Cv2.Resize(imgB, imgB, new Size(512, 341));
SURF detector = SURF.Create(500.0);
KeyPoint[] keypointsA = detector.Detect(imgA);
KeyPoint[] keypointsB = detector.Detect(imgB);
SIFT extractor = SIFT.Create();
Mat descriptorsA = new Mat();
Mat descriptorsB = new Mat();
extractor.Compute(imgA, ref keypointsA, descriptorsA);
extractor.Compute(imgB, ref keypointsB, descriptorsB);
BFMatcher matcher = new BFMatcher(NormTypes.L2, true);
DMatch[] matches = matcher.Match(descriptorsA, descriptorsB);
double minDistance = 10000.0;
double maxDistance = 0.0;
for (int i = 0; i < matches.Length; ++i)
{
double distance = matches[i].Distance;
if (distance < minDistance)
{
minDistance = distance;
}
if (distance > maxDistance)
{
maxDistance = distance;
}
}
List<DMatch> goodMatches = new List<DMatch>();
for (int i = 0; i < matches.Length; ++i)
{
if (matches[i].Distance <= 3.0 * minDistance &&
Math.Abs(keypointsA[matches[i].QueryIdx].Pt.Y - keypointsB[matches[i].TrainIdx].Pt.Y) < 30)
{
goodMatches.Add(matches[i]);
}
}
Mat output = new Mat();
Cv2.DrawMatches(imgA, keypointsA, imgB, keypointsB, goodMatches.ToArray(), output);
List<Point2f> goodA = new List<Point2f>();
List<Point2f> goodB = new List<Point2f>();
for (int i = 0; i < goodMatches.Count; i++)
{
goodA.Add(keypointsA[goodMatches[i].QueryIdx].Pt);
goodB.Add(keypointsB[goodMatches[i].TrainIdx].Pt);
}
InputArray goodInputA = InputArray.Create<Point2f>(goodA);
InputArray goodInputB = InputArray.Create<Point2f>(goodB);
Mat h = Cv2.FindHomography(goodInputA, goodInputB);
Point2f centerA = new Point2f(imgA.Cols / 2.0f, imgA.Rows / 2.0f);
output.DrawMarker((int)centerA.X, (int)centerA.Y, Scalar.Red, MarkerStyle.Cross, 50, LineTypes.Link8, 5);
Point2f[] transformedPoints = Cv2.PerspectiveTransform(new Point2f[] { centerA }, h);
output.DrawMarker((int)transformedPoints[0].X + imgA.Cols, (int)transformedPoints[0].Y, Scalar.Red, MarkerStyle.Cross, 50, LineTypes.Link8, 5);
Code snippet for perspective transform (different approach, OpenCVSharp):
pointsA[0] = new Point(trisA[i].Item0, trisA[i].Item1);
pointsA[1] = new Point(trisA[i].Item2, trisA[i].Item3);
pointsA[2] = new Point(trisA[i].Item4, trisA[i].Item5);
pointsB[0] = new Point(trisB[i].Item0, trisB[i].Item1);
pointsB[1] = new Point(trisB[i].Item2, trisB[i].Item3);
pointsB[2] = new Point(trisB[i].Item4, trisB[i].Item5);
Mat transformation = Cv2.GetAffineTransform(pointsA, pointsB);
InputArray inputSource = InputArray.Create<Point2f>(new Point2f[] { new Point2f(10f, 50f) });
Mat outputMat = new Mat();
Cv2.PerspectiveTransform(inputSource, outputMat, transformation);
Mat.Indexer<Point2f> indexer = outputMat.GetGenericIndexer<Point2f>();
var target = indexer[0, 0];
I have a binary image and a color image of the same size. I need to iterate each blob (white pixel blocks) of the binary image and use it as a mask and find the mean color of this blob region from the color image.
I have tried:
HierarchyIndex[] hierarchy;
Point[][] contours;
binaryImage.FindContours(out contours, out hierarchy, RetrievalModes.List, ContourApproximationModes.ApproxNone);
using (Mat mask = Mat.Zeros(matColor.Size(), MatType.CV_8UC1))
foreach (var bl in contours)
if (Cv2.ContourArea(bl) > 5)
{
mask.DrawContour(bl, Scalar.White, -1);
Rect rect = Cv2.BoundingRect(bl);
Scalar mean = Cv2.Mean(colorImage[rect], mask[rect]);
mask.DrawContour(bl, Scalar.Black, -1);
}
which works for the blobs not having holes. However in my case I have many blob regions having huge holes that affects the mean calculation.
I couldn't figure it out how to solve it using the hierarchy info; or with another approach.
(My code is for OpenCVSharp but answer in any other wrapper or language is wellcome.)
Edit: I've added an example image. The traffic signs part is the problem.
Actually I think I have solved this problem with this method:
using PLine = List<Point>;
using Shape = List<List<Point>>;
internal static IEnumerable<Tuple<PLine, Shape>> FindContoursWithHoles(this Mat mat)
{
Point[][] contours;
HierarchyIndex[] hierarchy;
mat.FindContours(out contours, out hierarchy, RetrievalModes.Tree, ContourApproximationModes.ApproxNone);
Dictionary<int, bool> dic = new Dictionary<int, bool>();
for (int i = 0; i < contours.Length; i++)
if (hierarchy[i].Parent < 0)
dic[i] = true;
bool ok = false;
while (!ok)
{
ok = true;
for (int i = 0; i < contours.Length; i++)
if (dic.ContainsKey(i))
{
bool isParent = dic[i];
var hi = hierarchy[i];
if (hi.Parent >= 0) dic[hi.Parent] = (!isParent);
if (hi.Child >= 0) dic[hi.Child] = (!isParent);
while (hi.Next >= 0)
{
dic[hi.Next] = isParent;
hi = hierarchy[hi.Next];
if (hi.Parent >= 0) dic[hi.Parent] = (!isParent);
if (hi.Child >= 0) dic[hi.Child] = (!isParent);
}
hi = hierarchy[i];
while (hi.Previous >= 0)
{
dic[hi.Previous] = isParent;
hi = hierarchy[hi.Previous];
if (hi.Parent >= 0) dic[hi.Parent] = (!isParent);
if (hi.Child >= 0) dic[hi.Child] = (!isParent);
}
}
else
ok = false;
}
foreach (int i in dic.Keys.Where(a => dic[a]))
{
PLine pl = contours[i].ToList();
Shape childs = new Shape();
var hiParent = hierarchy[i];
if (hiParent.Child >= 0)
{
childs.Add(contours[hiParent.Child].ToList());
var hi = hierarchy[hiParent.Child];
while (hi.Next >= 0)
{
childs.Add(contours[hi.Next].ToList());
hi = hierarchy[hi.Next];
}
hi = hierarchy[hiParent.Child];
while (hi.Previous >= 0)
{
childs.Add(contours[hi.Previous].ToList());
hi = hierarchy[hi.Previous];
}
}
yield return Tuple.Create(pl, childs);
}
}
By drawing the holes as black, we can use each blob as a single mask:
var blobContours = blobs.FindContoursWithHoles().ToList();
using (Mat mask = Mat.Zeros(mat0.Size(), MatType.CV_8UC1))
for (int i = 0; i < blobContours.Count; i++)
{
var tu = blobContours[i];
var bl = tu.Item1;
if (Cv2.ContourArea(bl) > 100)
{
mask.DrawContour(bl, Scalar.White, -1);
foreach (var child in tu.Item2)
mask.DrawContour(child, Scalar.Black, -1);
Rect rect = Cv2.BoundingRect(bl);
Scalar mean = Cv2.Mean(mat0[rect], mask[rect]);
}
}
I think there should be an easier way.
And yet there is another problem. In some cases, an individual red part of the sign (which is a seperate white blob) does not found as a parent outside circle and a child inside circle, but a large parent contour outside with two circles as children (ie. hole inside another hole, makes a seperate blob which is not found as a parent). Yes it is hierarchically correct but does not help me. I hope I could make my self clear, sorry for my English.
#Miki thank you very much. I was able to achieve what I want using ConnectedComponents. Its simple and fast:
var cc = Cv2.ConnectedComponentsEx(binaryImage, PixelConnectivity.Connectivity8);
foreach (var bl in cc.Blobs)
using (Mat mask = new Mat())
{
cc.FilterByBlob(binaryImage, mask, bl);
Rect rect = bl.Rect;
Scalar mean = Cv2.Mean(colorImage[rect], mask[rect]);
}
my program is Directx Program that draws a container cube within it smaller cubes....these smaller cubes fall by time i hope you understand what i mean...
The program isn't complete yet ...it should draws the container only ....but it draws nothing ...only the background color is visible... i only included what i think is needed ...
this is the routines that initialize the program
bool Game::init(HINSTANCE hinst,HWND _hw){
Directx11 ::init(hinst , _hw);
return LoadContent();}
Directx11::init()
bool Directx11::init(HINSTANCE hinst,HWND hw){
_hinst=hinst;_hwnd=hw;
RECT rc;
GetClientRect(_hwnd,&rc);
height= rc.bottom - rc.top;
width = rc.right - rc.left;
UINT flags=0;
#ifdef _DEBUG
flags |=D3D11_CREATE_DEVICE_DEBUG;
#endif
HR(D3D11CreateDevice(0,_driverType,0,flags,0,0,D3D11_SDK_VERSION,&d3dDevice,&_featureLevel,&d3dDeviceContext));
if (d3dDevice == 0 || d3dDeviceContext == 0)
return 0;
DXGI_SWAP_CHAIN_DESC sdesc;
ZeroMemory(&sdesc,sizeof(DXGI_SWAP_CHAIN_DESC));
sdesc.Windowed=true;
sdesc.BufferCount=1;
sdesc.BufferDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;
sdesc.BufferDesc.Height=height;
sdesc.BufferDesc.Width=width;
sdesc.BufferDesc.Scaling=DXGI_MODE_SCALING_UNSPECIFIED;
sdesc.BufferDesc.ScanlineOrdering=DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sdesc.OutputWindow=_hwnd;
sdesc.BufferDesc.RefreshRate.Denominator=1;
sdesc.BufferDesc.RefreshRate.Numerator=60;
sdesc.Flags=0;
sdesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
if (m4xMsaaEnable)
{
sdesc.SampleDesc.Count=4;
sdesc.SampleDesc.Quality=m4xMsaaQuality-1;
}
else
{
sdesc.SampleDesc.Count=1;
sdesc.SampleDesc.Quality=0;
}
IDXGIDevice *Device=0;
HR(d3dDevice->QueryInterface(__uuidof(IDXGIDevice),reinterpret_cast <void**> (&Device)));
IDXGIAdapter*Ad=0;
HR(Device->GetParent(__uuidof(IDXGIAdapter),reinterpret_cast <void**> (&Ad)));
IDXGIFactory* fac=0;
HR(Ad->GetParent(__uuidof(IDXGIFactory),reinterpret_cast <void**> (&fac)));
fac->CreateSwapChain(d3dDevice,&sdesc,&swapchain);
ReleaseCOM(Device);
ReleaseCOM(Ad);
ReleaseCOM(fac);
ID3D11Texture2D *back = 0;
HR(swapchain->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast <void**> (&back)));
HR(d3dDevice->CreateRenderTargetView(back,0,&RenderTarget));
D3D11_TEXTURE2D_DESC Tdesc;
ZeroMemory(&Tdesc,sizeof(D3D11_TEXTURE2D_DESC));
Tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
Tdesc.ArraySize = 1;
Tdesc.Format= DXGI_FORMAT_D24_UNORM_S8_UINT;
Tdesc.Height= height;
Tdesc.Width = width;
Tdesc.Usage = D3D11_USAGE_DEFAULT;
Tdesc.MipLevels=1;
if (m4xMsaaEnable)
{
Tdesc.SampleDesc.Count=4;
Tdesc.SampleDesc.Quality=m4xMsaaQuality-1;
}
else
{
Tdesc.SampleDesc.Count=1;
Tdesc.SampleDesc.Quality=0;
}
HR(d3dDevice->CreateTexture2D(&Tdesc,0,&depthview));
HR(d3dDevice->CreateDepthStencilView(depthview,0,&depth));
d3dDeviceContext->OMSetRenderTargets(1,&RenderTarget,depth);
D3D11_VIEWPORT vp;
vp.TopLeftX=0.0f;
vp.TopLeftY=0.0f;
vp.Width = static_cast <float> (width);
vp.Height= static_cast <float> (height);
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
d3dDeviceContext -> RSSetViewports(1,&vp);
return true;
SetBuild() Prepare the matrices inside the container for the smaller cubes ....i didnt program it to draw the smaller cubes yet
and this the function that draws the scene
void Game::Render(){
d3dDeviceContext->ClearRenderTargetView(RenderTarget,reinterpret_cast <const float*> (&Colors::LightSteelBlue));
d3dDeviceContext->ClearDepthStencilView(depth,D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,1.0f,0);
d3dDeviceContext-> IASetInputLayout(_layout);
d3dDeviceContext-> IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
d3dDeviceContext->IASetIndexBuffer(indices,DXGI_FORMAT_R32_UINT,0);
UINT strides=sizeof(Vertex),off=0;
d3dDeviceContext->IASetVertexBuffers(0,1,&vertices,&strides,&off);
D3DX11_TECHNIQUE_DESC des;
Tech->GetDesc(&des);
Floor * Lookup; /*is a variable to Lookup inside the matrices structure (Floor Contains XMMATRX Piese[9])*/
std::vector<XMFLOAT4X4> filled; // saves the matrices of the smaller cubes
XMMATRIX V=XMLoadFloat4x4(&View),P = XMLoadFloat4x4(&Proj);
XMMATRIX vp = V * P;XMMATRIX wvp;
for (UINT i = 0; i < des.Passes; i++)
{
d3dDeviceContext->RSSetState(BuildRast);
wvp = XMLoadFloat4x4(&(B.Memory[0].Pieces[0])) * vp; // Loading The Matrix at translation(0,0,0)
HR(ShadeMat->SetMatrix(reinterpret_cast<float*> ( &wvp)));
HR(Tech->GetPassByIndex(i)->Apply(0,d3dDeviceContext));
d3dDeviceContext->DrawIndexed(build_ind_count,build_ind_index,build_vers_index);
d3dDeviceContext->RSSetState(PieseRast);
UINT r1=B.GetSize(),r2=filled.size();
for (UINT j = 0; j < r1; j++)
{
Lookup = &B.Memory[j];
for (UINT r = 0; r < Lookup->filledindeces.size(); r++)
{
filled.push_back(Lookup->Pieces[Lookup->filledindeces[r]]);
}
}
for (UINT j = 0; j < r2; j++)
{
ShadeMat->SetMatrix( reinterpret_cast<const float*> (&filled[i]));
Tech->GetPassByIndex(i)->Apply(0,d3dDeviceContext);
d3dDeviceContext->DrawIndexed(piese_ind_count,piese_ind_index,piese_vers_index);
}
}
HR(swapchain->Present(0,0));}
thanks in Advance
One bug in your program appears to be that you're using i, the index of the current pass, as an index into the filled vector, when you should apparently be using j.
Another apparent bug is that in the loop where you are supposed to be iterating over the elements of filled, you're not iterating over all of them. The value r2 is set to the size of filled before you append anything to it during that pass. During the first pass this means that nothing will be drawn by this loop. If your technique only has one pass then this means that the second DrawIndexed call in your code will never be executed.
It also appears you should be only adding matrices to filled once, regardless of the number of the passes the technique has. You should consider if your code is actually meant to work with techniques with multiple passes.
Is there an easy way (other than getting layer extents separately and doing the calculation) to group the layers and zoom to the extent that is best for displaying shapes on all of the grouped layers?
Solution:
bounds = #get('siblingsLayer').getDataExtent()
bounds.extend(#get('vectorLayer').getDataExtent())
bounds.extend(#get('parentLayer').getDataExtent())
#get('map').zoomToExtent(bounds)
This one worked for me.
Code:
var allLayers = map.getLayers();
var length = allLayers.getLength();
var layerArray = ['Layer1', 'Layer2', ..., 'LayerN'];
var extent = ol.extent.createEmpty();
for (var i = 0; i < length; i++) {
var existingLayer = allLayers.item(i);
for (var j = 0; j < layerArray.length; j++) {
if (existingLayer.get('title') == layerArray[j]) {
ol.extent.extend(extent,existingLayer.getSource().getExtent());
}
}
}
map.getView().fit(extent, map.getSize());
Example:
I have added two layers and pointed to one layer among them.
After calling the API, my view updated and focused to both the layers:
I'm trying to distribute 3 objects randomly on my stage but it's not working. My movie is 800x800.
function makeRock():void{
var tempRock:MovieClip;
for(var i:Number = 1; i < 3; i++){
tempRock = new Rock();
tempRock.x = Math.round(800);
tempRock.y = Math.round(-800);
addChild(tempRock);
}
}
What am I doing wrong?
Replace Math.round(800); with Math.random()*800;
function makeRock():void
{
var tempRock:MovieClip;
var i:uint = 0;
for(i; i < 3; i++)
{
tempRock = new Rock();
tempRock.x = Math.random()*800;
tempRock.y = Math.random()*800;
addChild(tempRock);
}
}
Math.round(800) is just returning 800.
Math.random() returns a random number between 0 and 1, which you can multiply by 800 to get a random result of 0-800. A good note to make is that Math.random() never actually returns 1.0. Just everything from 0 up to 1.
Further reading:
As a side note: this makes it simple to return a random element from an array; because you're never getting 1 you can cast the result of Math.random()*array.length to uint() and always be within the boundaries of the array length.
eg.
var ar:Array = [1,2,"hello",4,5,6,7,8,9,0];
var randomElement:Object = ar[uint(Math.random()*ar.length)];
trace(randomElement);