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objective-c - 返回 CATransform3D 将四边形映射到四边形

转载 作者:可可西里 更新时间:2023-11-01 03:57:29 25 4
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我正在尝试派生一个 CATransform3D,它将一个具有 4 个角点的四边形映射到另一个具有 4 个新角点的四边形。我花了一点时间研究这个,似乎这些步骤涉及将原始四边形转换为正方形,然后将该正方形转换为新的四边形。我的方法如下所示(代码借自 here ):

- (CATransform3D)quadFromSquare_x0:(float)x0 y0:(float)y0 x1:(float)x1 y1:(float)y1 x2:(float)x2 y2:(float)y2 x3:(float)x3 y3:(float)y3 {

float dx1 = x1 - x2, dy1 = y1 - y2;
float dx2 = x3 - x2, dy2 = y3 - y2;
float sx = x0 - x1 + x2 - x3;
float sy = y0 - y1 + y2 - y3;
float g = (sx * dy2 - dx2 * sy) / (dx1 * dy2 - dx2 * dy1);
float h = (dx1 * sy - sx * dy1) / (dx1 * dy2 - dx2 * dy1);
float a = x1 - x0 + g * x1;
float b = x3 - x0 + h * x3;
float c = x0;
float d = y1 - y0 + g * y1;
float e = y3 - y0 + h * y3;
float f = y0;

CATransform3D mat;

mat.m11 = a;
mat.m12 = b;
mat.m13 = 0;
mat.m14 = c;

mat.m21 = d;
mat.m22 = e;
mat.m23 = 0;
mat.m24 = f;

mat.m31 = 0;
mat.m32 = 0;
mat.m33 = 1;
mat.m34 = 0;

mat.m41 = g;
mat.m42 = h;
mat.m43 = 0;
mat.m44 = 1;

return mat;

}

- (CATransform3D)squareFromQuad_x0:(float)x0 y0:(float)y0 x1:(float)x1 y1:(float)y1 x2:(float)x2 y2:(float)y2 x3:(float)x3 y3:(float)y3 {

CATransform3D mat = [self quadFromSquare_x0:x0 y0:y0 x1:x1 y1:y1 x2:x2 y2:y2 x3:x3 y3:y3];

// invert through adjoint

float a = mat.m11, d = mat.m21, /* ignore */ g = mat.m41;
float b = mat.m12, e = mat.m22, /* 3rd col*/ h = mat.m42;
/* ignore 3rd row */
float c = mat.m14, f = mat.m24;

float A = e - f * h;
float B = c * h - b;
float C = b * f - c * e;
float D = f * g - d;
float E = a - c * g;
float F = c * d - a * f;
float G = d * h - e * g;
float H = b * g - a * h;
float I = a * e - b * d;

// Probably unnecessary since 'I' is also scaled by the determinant,
// and 'I' scales the homogeneous coordinate, which, in turn,
// scales the X,Y coordinates.
// Determinant = a * (e - f * h) + b * (f * g - d) + c * (d * h - e * g);
float idet = 1.0f / (a * A + b * D + c * G);

mat.m11 = A * idet; mat.m21 = D * idet; mat.m31 = 0; mat.m41 = G * idet;
mat.m12 = B * idet; mat.m22 = E * idet; mat.m32 = 0; mat.m42 = H * idet;
mat.m13 = 0 ; mat.m23 = 0 ; mat.m33 = 1; mat.m43 = 0 ;
mat.m14 = C * idet; mat.m24 = F * idet; mat.m34 = 0; mat.m44 = I * idet;

return mat;

}

在计算完两个矩阵,将它们相乘并分配给相关 View 后,我最终得到了一个转换后的 View ,但这是非常不正确的。事实上,无论我做什么,它似乎都像平行四边形一样被剪切。我错过了什么?

更新 2/1/12

看来我遇到问题的原因可能是我需要将 FOV 和焦距适应模型 View 矩阵(这是我可以在 Quartz 中直接更改的唯一矩阵。)我没有任何不过,幸运的是在网上找到了有关如何计算正确矩阵的文档。

最佳答案

我能够通过移植和组合来自这两个 URL 的四边形变形和单应性代码来实现这一点:

更新:我已经开源了一个小类来执行此操作:https://github.com/dominikhofmann/DHWarpView

关于objective-c - 返回 CATransform3D 将四边形映射到四边形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9088882/

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