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xcode - 如何计算矩形到四边形的 3D 变换矩阵

转载 作者:行者123 更新时间:2023-12-03 16:49:25 25 4
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希望有人能提供帮助,我正在尝试找出如何将图像从矩形转换为四边形,并给定每个角的 x,y 屏幕坐标。

到目前为止,我已将图像放在 CALayer 上,但需要计算出 CATransform3D 将矩形扭曲为所需的四边形。下面是我想要实现的目标的一个示例(从 a 到 b)。

Example Rect to Quad image

如果我错了并且无法使用 CATransform3D 完成,是否还有其他方法可以通过示例来实现这一点。

我认为 KennyTM 的答案很接近我在这里所需要的..

iPhone image stretching (skew)

我已经尝试过,但运气不佳,他确实提到“你可能需要转置”,但如果是这样的话,我不知道该怎么办。

最佳答案

CATransform 3D 绝对可以实现您想要使用它的目的。我测试了code you linked to它对我来说非常有效。请记住,像这样的变换矩阵仅定义到一定比例,因为它处于齐次坐标中。使用他的方程生成矩阵后,将每个元素除以右下角的元素。我能想到你需要转置的唯一原因是因为他给出的变换是按行主顺序排列的。如果您要填充列主要变换矩阵(我相信 CATransform3D 就是),则需要在填充后对其进行转置。

这是我用来测试它的代码,它使用 openCV 中的矩阵类,并且是 C++ 语言,但应该证明这一点

cv::Matx41d rect_tl(-10,-10,0,1);
cv::Matx41d rect_tr(10,-10,0,1);
cv::Matx41d rect_bl(-10,10,0,1);
cv::Matx41d rect_br(10,10,0,1);

cv::Matx41d quad_tl(2,2,0,1);
cv::Matx41d quad_tr(4,6,0,1);
cv::Matx41d quad_bl(2,-1,0,1);
cv::Matx41d quad_br(3,5,0,1);


double X = rect_tl(0);
double Y = rect_tl(0);
double W = 20;
double H = 20;

double x1a = quad_tl(0);
double y1a = quad_tl(1);

double x2a = quad_tr(0);
double y2a = quad_tr(1);

double x3a = quad_bl(0);
double y3a = quad_bl(1);

double x4a = quad_br(0);
double y4a = quad_br(1);



double y21 = y2a - y1a,
y32 = y3a - y2a,
y43 = y4a - y3a,
y14 = y1a - y4a,
y31 = y3a - y1a,
y42 = y4a - y2a;

double a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
double b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
double c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);

double d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
double e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
double f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));

double g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
double h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
double i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));

cv::Matx44d matrix(a,b,0,c
,d,e,0,f
,0,0,1,0
,g,h,0,i);
matrix = matrix*(1/matrix(15));
//You may need a transpose here

cv::Matx41d test_tl = matrix*rect_tl;
test_tl *= (1/test_tl(3));
cv::Matx41d test_tr = matrix*rect_tr;
test_tr *= (1/test_tr(3));
cv::Matx41d test_bl = matrix*rect_bl;
test_bl *= (1/test_bl(3));
cv::Matx41d test_br = matrix*rect_br;
test_br *= (1/test_br(3));

执行后,底部的所有测试变量都与四元组完美匹配。希望这能澄清问题。

关于xcode - 如何计算矩形到四边形的 3D 变换矩阵,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11780141/

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