#include "four_point_transform.h" #include "singular_value_decomposition.h" /* Make a 4x4 matrix that maps * e1 -> p1 * e2 -> p3 * e3 -> p3 * (1,1,1,0) -> p4 */ static void unit_to (graphene_point3d_t *p1, graphene_point3d_t *p2, graphene_point3d_t *p3, graphene_point3d_t *p4, graphene_matrix_t *m) { graphene_vec3_t v1, v2, v3, v4; graphene_vec4_t vv1, vv2, vv3, vv4, p; graphene_matrix_t u, s; float v[16] = { 0., }; double A[16]; double U[16]; double S[4]; double V[16]; double B[4]; double x[4]; int i, j; graphene_point3d_to_vec3 (p1, &v1); graphene_point3d_to_vec3 (p2, &v2); graphene_point3d_to_vec3 (p3, &v3); graphene_point3d_to_vec3 (p4, &v4); graphene_vec4_init_from_vec3 (&vv1, &v1, 1.); graphene_vec4_init_from_vec3 (&vv2, &v2, 1.); graphene_vec4_init_from_vec3 (&vv3, &v3, 1.); graphene_vec4_init_from_vec3 (&vv4, &v4, 1.); graphene_vec4_init (&p, 0., 0., 0., 1.); graphene_matrix_init_from_vec4 (&u, &vv1, &vv2, &vv3, &p); /* solve x * u = vv4 */ for (i = 0; i < 4; i++) for (j = 0; j < 4; j++) A[j * 4 + i] = graphene_matrix_get_value (&u, i, j); B[0] = graphene_vec4_get_x (&vv4); B[1] = graphene_vec4_get_y (&vv4); B[2] = graphene_vec4_get_z (&vv4); B[3] = graphene_vec4_get_w (&vv4); singular_value_decomposition (A, 4, 4, U, S, V); singular_value_decomposition_solve (U, S, V, 4, 4, B, x); v[ 0] = x[0]; v[ 5] = x[1]; v[10] = x[2]; v[15] = 1; graphene_matrix_init_from_float (&s, (const float *)&v); graphene_matrix_multiply (&s, &u, m); } /* Make a 4x4 matrix that maps * p1 -> q1 * p2 -> q2 * p3 -> q3 * p4 -> q4 */ void perspective_3d (graphene_point3d_t *p1, graphene_point3d_t *p2, graphene_point3d_t *p3, graphene_point3d_t *p4, graphene_point3d_t *q1, graphene_point3d_t *q2, graphene_point3d_t *q3, graphene_point3d_t *q4, graphene_matrix_t *m) { graphene_matrix_t a, a_inv, b; unit_to (p1, p2, p3, p4, &a); unit_to (q1, q2, q3, q4, &b); graphene_matrix_inverse (&a, &a_inv); graphene_matrix_multiply (&a_inv, &b, m); }