Blender  V3.3
libmv/autotrack/reconstruction.h
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21 // Author: mierle@gmail.com (Keir Mierle)
22 
23 #ifndef LIBMV_AUTOTRACK_RECONSTRUCTION_H_
24 #define LIBMV_AUTOTRACK_RECONSTRUCTION_H_
25 
26 #include "libmv/base/map.h"
27 #include "libmv/base/vector.h"
28 #include "libmv/numeric/numeric.h"
30 
31 namespace mv {
32 
34 using libmv::vector;
35 
36 class Model;
37 
38 class CameraPose {
39  int clip;
40  int frame;
41  int intrinsics;
42  Mat3 R;
43  Vec3 t;
44 };
45 
46 class Point {
47  int track;
48 
49  // The coordinates of the point. Note that not all coordinates are always
50  // used; for example points on a plane only use the first two coordinates.
51  Vec3 X;
52 };
53 
54 // A reconstruction for a set of tracks. The indexing for clip, frame, and
55 // track should match that of a Tracks object, stored elsewhere.
57  public:
58  // All methods copy their input reference or take ownership of the pointer.
59  void AddCameraPose(const CameraPose& pose);
61  int AddPoint(const Point& point);
62  int AddModel(Model* model);
63 
64  // Returns the corresponding pose or point or NULL if missing.
65  CameraPose* CameraPoseForFrame(int clip, int frame);
66  const CameraPose* CameraPoseForFrame(int clip, int frame) const;
67  Point* PointForTrack(int track);
68  const Point* PointForTrack(int track) const;
69 
70  const vector<vector<CameraPose>>& camera_poses() const {
71  return camera_poses_;
72  }
73 
74  private:
75  // Indexed by CameraPose::intrinsics. Owns the intrinsics objects.
76  vector<CameraIntrinsics*> camera_intrinsics_;
77 
78  // Indexed by Marker::clip then by Marker::frame.
79  vector<map<int, CameraPose>> camera_poses_;
80 
81  // Indexed by Marker::track.
82  vector<Point> points_;
83 
84  // Indexed by Marker::model_id. Owns model objects.
85  vector<Model*> models_;
86 };
87 
88 } // namespace mv
89 
90 #endif // LIBMV_AUTOTRACK_RECONSTRUCTION_H_
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
int AddPoint(const Point &point)
void AddCameraPose(const CameraPose &pose)
int AddCameraIntrinsics(CameraIntrinsics *intrinsics)
Point * PointForTrack(int track)
const CameraPose * CameraPoseForFrame(int clip, int frame) const
CameraPose * CameraPoseForFrame(int clip, int frame)
const Point * PointForTrack(int track) const
const vector< vector< CameraPose > > & camera_poses() const
int AddModel(Model *model)
float[3][3] Mat3
Definition: gpu_matrix.cc:27
std::vector< ElementType, Eigen::aligned_allocator< ElementType > > vector
Eigen::Vector3d Vec3
Definition: numeric.h:106