Skip to content
Navigation Menu
{{ message }}
forked from kig/JSARToolKit
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathNyARTransMat.js
More file actions
1233 lines (1201 loc) · 42 KB
/
Copy pathNyARTransMat.js
File metadata and controls
1233 lines (1201 loc) · 42 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
* JSARToolkit
* --------------------------------------------------------------------------------
* This work is based on the original ARToolKit developed by
* Hirokazu Kato
* Mark Billinghurst
* HITLab, University of Washington, Seattle
* http://www.hitl.washington.edu/artoolkit/
*
* And the NyARToolkitAS3 ARToolKit class library.
* Copyright (C)2010 Ryo Iizuka
*
* JSARToolkit is a JavaScript port of NyARToolkitAS3.
* Copyright (C)2010 Ilmari Heikkinen
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* For further information please contact.
* ilmari.heikkinen@gmail.com
*
*/
/**
* This class calculates ARMatrix from square information. -- 変換行列を計算するクラス。
*
*/
INyARTransMat = Klass( {
transMat : function(i_square,i_offset, o_result ){},
transMatContinue : function(i_square,i_offset ,io_result_conv){}
})
/**
* 矩形の頂点情報を格納します。
*/
NyARRectOffset = ASKlass('NyARRectOffset', {
vertex : NyARDoublePoint3d.createArray(4),
createArray : function(i_number)
{
var ret=new Array(i_number);
for(var i=0;i<i_number;i++)
{
ret[i]=new NyARRectOffset();
}
return ret;
},
/**
* 中心位置と辺長から、オフセット情報を作成して設定する。
* @param i_width
*/
setSquare : function(i_width)
{
var w_2 = i_width / 2.0;
var vertex3d_ptr;
vertex3d_ptr= this.vertex[0];
vertex3d_ptr.x = -w_2;
vertex3d_ptr.y = w_2;
vertex3d_ptr.z = 0.0;
vertex3d_ptr= this.vertex[1];
vertex3d_ptr.x = w_2;
vertex3d_ptr.y = w_2;
vertex3d_ptr.z = 0.0;
vertex3d_ptr= this.vertex[2];
vertex3d_ptr.x = w_2;
vertex3d_ptr.y = -w_2;
vertex3d_ptr.z = 0.0;
vertex3d_ptr= this.vertex[3];
vertex3d_ptr.x = -w_2;
vertex3d_ptr.y = -w_2;
vertex3d_ptr.z = 0.0;
return;
}
})
/**
* This class calculates ARMatrix from square information and holds it. --
* 変換行列を計算して、結果を保持するクラス。
*
*/
NyARTransMat = ASKlass('NyARTransMat',INyARTransMat,
{
_projection_mat_ref : null,
_rotmatrix : null,
_transsolver : null,
_mat_optimize : null,
_ref_dist_factor : null,
NyARTransMat : function(i_param)
{
var dist=i_param.getDistortionFactor();
var pmat=i_param.getPerspectiveProjectionMatrix();
this._transsolver=new NyARTransportVectorSolver(pmat,4);
//互換性が重要な時は、NyARRotMatrix_ARToolKitを使うこと。
//理屈はNyARRotMatrix_NyARToolKitもNyARRotMatrix_ARToolKitも同じだけど、少しだけ値がずれる。
this._rotmatrix = new NyARRotMatrix(pmat);
this._mat_optimize=new NyARPartialDifferentiationOptimize(pmat);
this._ref_dist_factor=dist;
this._projection_mat_ref=pmat;
this.__transMat_vertex_2d = NyARDoublePoint2d.createArray(4);
this.__transMat_vertex_3d = NyARDoublePoint3d.createArray(4);
this.__transMat_trans = new NyARDoublePoint3d();
this.__rot=new NyARDoubleMatrix33();
},
/**
* 頂点情報を元に、エラー閾値を計算します。
* @param i_vertex
*/
makeErrThreshold : function(i_vertex)
{
var a,b,l1,l2;
a=i_vertex[0].x-i_vertex[2].x;
b=i_vertex[0].y-i_vertex[2].y;
l1=a*a+b*b;
a=i_vertex[1].x-i_vertex[3].x;
b=i_vertex[1].y-i_vertex[3].y;
l2=a*a+b*b;
return (Math.sqrt(l1>l2?l1:l2))/200;
},
/**
* double arGetTransMat( ARMarkerInfo *marker_info,double center[2], double width, double conv[3][4] )
*
* @param i_square
* 計算対象のNyARSquareオブジェクト
* @param i_direction
* @param i_width
* @return
* @throws NyARException
*/
transMat : function(i_square,i_offset,o_result_conv)
{
var trans=this.__transMat_trans;
var err_threshold=this.makeErrThreshold(i_square.sqvertex);
//平行移動量計算機に、2D座標系をセット
var vertex_2d=this.__transMat_vertex_2d;
var vertex_3d=this.__transMat_vertex_3d;
this._ref_dist_factor.ideal2ObservBatch(i_square.sqvertex, vertex_2d,4);
this._transsolver.set2dVertex(vertex_2d,4);
//回転行列を計算
this._rotmatrix.initRotBySquare(i_square.line,i_square.sqvertex);
//回転後の3D座標系から、平行移動量を計算
this._rotmatrix.getPoint3dBatch(i_offset.vertex,vertex_3d,4);
this._transsolver.solveTransportVector(vertex_3d,trans);
//計算結果の最適化(平行移動量と回転行列の最適化)
o_result_conv.error=this.optimize(this._rotmatrix, trans, this._transsolver,i_offset.vertex, vertex_2d,err_threshold);
// マトリクスの保存
this.updateMatrixValue(this._rotmatrix, trans,o_result_conv);
return;
},
/*
* (non-Javadoc)
* @see jp.nyatla.nyartoolkit.core.transmat.INyARTransMat#transMatContinue(jp.nyatla.nyartoolkit.core.NyARSquare, int, double, jp.nyatla.nyartoolkit.core.transmat.NyARTransMatResult)
*/
transMatContinue : function(i_square,i_offset,o_result_conv)
{
var trans=this.__transMat_trans;
// io_result_convが初期値なら、transMatで計算する。
if (!o_result_conv.has_value) {
this.transMat(i_square,i_offset, o_result_conv);
return;
}
//最適化計算の閾値を決定
var err_threshold=this.makeErrThreshold(i_square.sqvertex);
//平行移動量計算機に、2D座標系をセット
var vertex_2d=this.__transMat_vertex_2d;
var vertex_3d=this.__transMat_vertex_3d;
this._ref_dist_factor.ideal2ObservBatch(i_square.sqvertex, vertex_2d,4);
this._transsolver.set2dVertex(vertex_2d,4);
//回転行列を計算
this._rotmatrix.initRotByPrevResult(o_result_conv);
//回転後の3D座標系から、平行移動量を計算
this._rotmatrix.getPoint3dBatch(i_offset.vertex,vertex_3d,4);
this._transsolver.solveTransportVector(vertex_3d,trans);
//現在のエラーレートを計算しておく
var min_err=this.errRate(this._rotmatrix,trans,i_offset.vertex, vertex_2d,4,vertex_3d);
var rot=this.__rot;
//エラーレートが前回のエラー値より閾値分大きかったらアゲイン
if(min_err<o_result_conv.error+err_threshold){
rot.setValue_NyARDoubleMatrix33(this._rotmatrix);
//最適化してみる。
for (var i = 0;i<5; i++) {
//変換行列の最適化
this._mat_optimize.modifyMatrix(rot, trans, i_offset.vertex, vertex_2d, 4);
var err=this.errRate(rot,trans,i_offset.vertex, vertex_2d,4,vertex_3d);
//System.out.println("E:"+err);
if(min_err-err<err_threshold/2){
//System.out.println("BREAK");
break;
}
this._transsolver.solveTransportVector(vertex_3d, trans);
this._rotmatrix.setValue_NyARDoubleMatrix33(rot);
min_err=err;
}
this.updateMatrixValue(this._rotmatrix, trans,o_result_conv);
}else{
//回転行列を計算
this._rotmatrix.initRotBySquare(i_square.line,i_square.sqvertex);
//回転後の3D座標系から、平行移動量を計算
this._rotmatrix.getPoint3dBatch(i_offset.vertex,vertex_3d,4);
this._transsolver.solveTransportVector(vertex_3d,trans);
//計算結果の最適化(平行移動量と回転行列の最適化)
min_err=this.optimize(this._rotmatrix, trans, this._transsolver,i_offset.vertex, vertex_2d,err_threshold);
this.updateMatrixValue(this._rotmatrix, trans,o_result_conv);
}
o_result_conv.error=min_err;
return;
},
optimize : function(io_rotmat,io_transvec,i_solver,i_offset_3d,i_2d_vertex,i_err_threshold)
{
//System.out.println("START");
var vertex_3d=this.__transMat_vertex_3d;
//初期のエラー値を計算
var min_err=this.errRate(io_rotmat, io_transvec, i_offset_3d, i_2d_vertex,4,vertex_3d);
var rot=this.__rot;
rot.setValue_NyARDoubleMatrix33(io_rotmat);
for (var i = 0;i<5; i++) {
//変換行列の最適化
this._mat_optimize.modifyMatrix(rot, io_transvec, i_offset_3d, i_2d_vertex, 4);
var err=this.errRate(rot,io_transvec, i_offset_3d, i_2d_vertex,4,vertex_3d);
//System.out.println("E:"+err);
if(min_err-err<i_err_threshold){
//System.out.println("BREAK");
break;
}
i_solver.solveTransportVector(vertex_3d, io_transvec);
io_rotmat.setValue_NyARDoubleMatrix33(rot);
min_err=err;
}
//System.out.println("END");
return min_err;
},
//エラーレート計算機
errRate : function(io_rot,i_trans,i_vertex3d,i_vertex2d,i_number_of_vertex,o_rot_vertex)
{
var cp = this._projection_mat_ref;
var cp00=cp.m00;
var cp01=cp.m01;
var cp02=cp.m02;
var cp11=cp.m11;
var cp12=cp.m12;
var err=0;
for(var i=0;i<i_number_of_vertex;i++){
var x3d,y3d,z3d;
o_rot_vertex[i].x=x3d=io_rot.m00*i_vertex3d[i].x+io_rot.m01*i_vertex3d[i].y+io_rot.m02*i_vertex3d[i].z;
o_rot_vertex[i].y=y3d=io_rot.m10*i_vertex3d[i].x+io_rot.m11*i_vertex3d[i].y+io_rot.m12*i_vertex3d[i].z;
o_rot_vertex[i].z=z3d=io_rot.m20*i_vertex3d[i].x+io_rot.m21*i_vertex3d[i].y+io_rot.m22*i_vertex3d[i].z;
x3d+=i_trans.x;
y3d+=i_trans.y;
z3d+=i_trans.z;
//射影変換
var x2d=x3d*cp00+y3d*cp01+z3d*cp02;
var y2d=y3d*cp11+z3d*cp12;
var h2d=z3d;
//エラーレート計算
var t1=i_vertex2d[i].x-x2d/h2d;
var t2=i_vertex2d[i].y-y2d/h2d;
err+=t1*t1+t2*t2;
}
return err/i_number_of_vertex;
},
/**
* パラメータで変換行列を更新します。
*
* @param i_rot
* @param i_off
* @param i_trans
*/
updateMatrixValue : function(i_rot,i_trans,o_result)
{
o_result.m00=i_rot.m00;
o_result.m01=i_rot.m01;
o_result.m02=i_rot.m02;
o_result.m03=i_trans.x;
o_result.m10 =i_rot.m10;
o_result.m11 =i_rot.m11;
o_result.m12 =i_rot.m12;
o_result.m13 =i_trans.y;
o_result.m20 = i_rot.m20;
o_result.m21 = i_rot.m21;
o_result.m22 = i_rot.m22;
o_result.m23 = i_trans.z;
o_result.has_value = true;
return;
}
})
NyARTransMatResult = ASKlass('NyARTransMatResult', NyARDoubleMatrix34,
{
/**
* エラーレート。この値はINyARTransMatの派生クラスが使います。
*/
error : 0,
has_value : false,
/**
* この関数は、0-PIの間で値を返します。
* @param o_out
*/
getZXYAngle : function(o_out)
{
var sina = this.m21;
if (sina >= 1.0) {
o_out.x = Math.PI / 2;
o_out.y = 0;
o_out.z = Math.atan2(-this.m10, this.m00);
} else if (sina <= -1.0) {
o_out.x = -Math.PI / 2;
o_out.y = 0;
o_out.z = Math.atan2(-this.m10, this.m00);
} else {
o_out.x = Math.asin(sina);
o_out.z = Math.atan2(-this.m01, this.m11);
o_out.y = Math.atan2(-this.m20, this.m22);
}
},
transformVertex_Number : function(i_x,i_y,i_z,o_out)
{
o_out.x=this.m00*i_x+this.m01*i_y+this.m02*i_z+this.m03;
o_out.y=this.m10*i_x+this.m11*i_y+this.m12*i_z+this.m13;
o_out.z=this.m20*i_x+this.m21*i_y+this.m22*i_z+this.m23;
return;
},
transformVertex_NyARDoublePoint3d : function(i_in,o_out)
{
this.transformVertex_Number(i_in.x,i_in.y,i_in.z,o_out);
}
})
/**
* 基本姿勢と実画像を一致するように、角度を微調整→平行移動量を再計算 を繰り返して、変換行列を最適化する。
*
*/
NyARPartialDifferentiationOptimize = ASKlass('NyARPartialDifferentiationOptimize',
{
_projection_mat_ref : null,
NyARPartialDifferentiationOptimize : function(i_projection_mat_ref)
{
this._projection_mat_ref = i_projection_mat_ref;
this.__angles_in=TSinCosValue.createArray(3);
this.__ang=new NyARDoublePoint3d();
this.__sin_table = new FloatVector(4);
return;
},
sincos2Rotation_ZXY : function(i_sincos,i_rot_matrix)
{
var sina = i_sincos[0].sin_val;
var cosa = i_sincos[0].cos_val;
var sinb = i_sincos[1].sin_val;
var cosb = i_sincos[1].cos_val;
var sinc = i_sincos[2].sin_val;
var cosc = i_sincos[2].cos_val;
i_rot_matrix.m00 = cosc * cosb - sinc * sina * sinb;
i_rot_matrix.m01 = -sinc * cosa;
i_rot_matrix.m02 = cosc * sinb + sinc * sina * cosb;
i_rot_matrix.m10 = sinc * cosb + cosc * sina * sinb;
i_rot_matrix.m11 = cosc * cosa;
i_rot_matrix.m12 = sinc * sinb - cosc * sina * cosb;
i_rot_matrix.m20 = -cosa * sinb;
i_rot_matrix.m21 = sina;
i_rot_matrix.m22 = cosb * cosa;
},
rotation2Sincos_ZXY : function(i_rot_matrix,o_out,o_ang)
{
var x, y, z;
var sina = i_rot_matrix.m21;
if (sina >= 1.0) {
x = Math.PI / 2;
y = 0;
z = Math.atan2(-i_rot_matrix.m10, i_rot_matrix.m00);
} else if (sina <= -1.0) {
x = -Math.PI / 2;
y = 0;
z = Math.atan2(-i_rot_matrix.m10, i_rot_matrix.m00);
} else {
x = Math.asin(sina);
y = Math.atan2(-i_rot_matrix.m20, i_rot_matrix.m22);
z = Math.atan2(-i_rot_matrix.m01, i_rot_matrix.m11);
}
o_ang.x=x;
o_ang.y=y;
o_ang.z=z;
o_out[0].sin_val = Math.sin(x);
o_out[0].cos_val = Math.cos(x);
o_out[1].sin_val = Math.sin(y);
o_out[1].cos_val = Math.cos(y);
o_out[2].sin_val = Math.sin(z);
o_out[2].cos_val = Math.cos(z);
return;
},
/*
* 射影変換式 基本式 ox=(cosc * cosb - sinc * sina * sinb)*ix+(-sinc * cosa)*iy+(cosc * sinb + sinc * sina * cosb)*iz+i_trans.x; oy=(sinc * cosb + cosc * sina *
* sinb)*ix+(cosc * cosa)*iy+(sinc * sinb - cosc * sina * cosb)*iz+i_trans.y; oz=(-cosa * sinb)*ix+(sina)*iy+(cosb * cosa)*iz+i_trans.z;
*
* double ox=(cosc * cosb)*ix+(-sinc * sina * sinb)*ix+(-sinc * cosa)*iy+(cosc * sinb)*iz + (sinc * sina * cosb)*iz+i_trans.x; double oy=(sinc * cosb)*ix
* +(cosc * sina * sinb)*ix+(cosc * cosa)*iy+(sinc * sinb)*iz+(- cosc * sina * cosb)*iz+i_trans.y; double oz=(-cosa * sinb)*ix+(sina)*iy+(cosb *
* cosa)*iz+i_trans.z;
*
* sina,cosaについて解く cx=(cp00*(-sinc*sinb*ix+sinc*cosb*iz)+cp01*(cosc*sinb*ix-cosc*cosb*iz)+cp02*(iy))*sina
* +(cp00*(-sinc*iy)+cp01*((cosc*iy))+cp02*(-sinb*ix+cosb*iz))*cosa
* +(cp00*(i_trans.x+cosc*cosb*ix+cosc*sinb*iz)+cp01*((i_trans.y+sinc*cosb*ix+sinc*sinb*iz))+cp02*(i_trans.z));
* cy=(cp11*(cosc*sinb*ix-cosc*cosb*iz)+cp12*(iy))*sina +(cp11*((cosc*iy))+cp12*(-sinb*ix+cosb*iz))*cosa
* +(cp11*((i_trans.y+sinc*cosb*ix+sinc*sinb*iz))+cp12*(i_trans.z)); ch=(iy)*sina +(-sinb*ix+cosb*iz)*cosa +i_trans.z; sinb,cosb hx=(cp00*(-sinc *
* sina*ix+cosc*iz)+cp01*(cosc * sina*ix+sinc*iz)+cp02*(-cosa*ix))*sinb +(cp01*(sinc*ix-cosc * sina*iz)+cp00*(cosc*ix+sinc * sina*iz)+cp02*(cosa*iz))*cosb
* +(cp00*(i_trans.x+(-sinc*cosa)*iy)+cp01*(i_trans.y+(cosc * cosa)*iy)+cp02*(i_trans.z+(sina)*iy)); double hy=(cp11*(cosc *
* sina*ix+sinc*iz)+cp12*(-cosa*ix))*sinb +(cp11*(sinc*ix-cosc * sina*iz)+cp12*(cosa*iz))*cosb +(cp11*(i_trans.y+(cosc *
* cosa)*iy)+cp12*(i_trans.z+(sina)*iy)); double h =((-cosa*ix)*sinb +(cosa*iz)*cosb +i_trans.z+(sina)*iy); パラメータ返還式 L=2*Σ(d[n]*e[n]+a[n]*b[n])
* J=2*Σ(d[n]*f[n]+a[n]*c[n])/L K=2*Σ(-e[n]*f[n]+b[n]*c[n])/L M=Σ(-e[n]^2+d[n]^2-b[n]^2+a[n]^2)/L 偏微分式 +J*cos(x) +K*sin(x) -sin(x)^2 +cos(x)^2
* +2*M*cos(x)*sin(x)
*/
optimizeParamX : function(i_angle_y,i_angle_z,i_trans,i_vertex3d, i_vertex2d,i_number_of_vertex,i_hint_angle)
{
var cp = this._projection_mat_ref;
var sinb = i_angle_y.sin_val;
var cosb = i_angle_y.cos_val;
var sinc = i_angle_z.sin_val;
var cosc = i_angle_z.cos_val;
var L, J, K, M, N, O;
L = J = K = M = N = O = 0;
for (var i = 0; i < i_number_of_vertex; i++) {
var ix, iy, iz;
ix = i_vertex3d[i].x;
iy = i_vertex3d[i].y;
iz = i_vertex3d[i].z;
var cp00 = cp.m00;
var cp01 = cp.m01;
var cp02 = cp.m02;
var cp11 = cp.m11;
var cp12 = cp.m12;
var X0 = (cp00 * (-sinc * sinb * ix + sinc * cosb * iz) + cp01 * (cosc * sinb * ix - cosc * cosb * iz) + cp02 * (iy));
var X1 = (cp00 * (-sinc * iy) + cp01 * ((cosc * iy)) + cp02 * (-sinb * ix + cosb * iz));
var X2 = (cp00 * (i_trans.x + cosc * cosb * ix + cosc * sinb * iz) + cp01 * ((i_trans.y + sinc * cosb * ix + sinc * sinb * iz)) + cp02 * (i_trans.z));
var Y0 = (cp11 * (cosc * sinb * ix - cosc * cosb * iz) + cp12 * (iy));
var Y1 = (cp11 * ((cosc * iy)) + cp12 * (-sinb * ix + cosb * iz));
var Y2 = (cp11 * ((i_trans.y + sinc * cosb * ix + sinc * sinb * iz)) + cp12 * (i_trans.z));
var H0 = (iy);
var H1 = (-sinb * ix + cosb * iz);
var H2 = i_trans.z;
var VX = i_vertex2d[i].x;
var VY = i_vertex2d[i].y;
var a, b, c, d, e, f;
a = (VX * H0 - X0);
b = (VX * H1 - X1);
c = (VX * H2 - X2);
d = (VY * H0 - Y0);
e = (VY * H1 - Y1);
f = (VY * H2 - Y2);
L += d * e + a * b;
N += d * d + a * a;
J += d * f + a * c;
M += e * e + b * b;
K += e * f + b * c;
O += f * f + c * c;
}
L *=2;
J *=2;
K *=2;
return this.getMinimumErrorAngleFromParam(L,J, K, M, N, O, i_hint_angle);
},
optimizeParamY : function(i_angle_x,i_angle_z,i_trans,i_vertex3d,i_vertex2d,i_number_of_vertex,i_hint_angle)
{
var cp = this._projection_mat_ref;
var sina = i_angle_x.sin_val;
var cosa = i_angle_x.cos_val;
var sinc = i_angle_z.sin_val;
var cosc = i_angle_z.cos_val;
var L, J, K, M, N, O;
L = J = K = M = N = O = 0;
for (var i = 0; i < i_number_of_vertex; i++) {
var ix, iy, iz;
ix = i_vertex3d[i].x;
iy = i_vertex3d[i].y;
iz = i_vertex3d[i].z;
var cp00 = cp.m00;
var cp01 = cp.m01;
var cp02 = cp.m02;
var cp11 = cp.m11;
var cp12 = cp.m12;
var X0 = (cp00 * (-sinc * sina * ix + cosc * iz) + cp01 * (cosc * sina * ix + sinc * iz) + cp02 * (-cosa * ix));
var X1 = (cp01 * (sinc * ix - cosc * sina * iz) + cp00 * (cosc * ix + sinc * sina * iz) + cp02 * (cosa * iz));
var X2 = (cp00 * (i_trans.x + (-sinc * cosa) * iy) + cp01 * (i_trans.y + (cosc * cosa) * iy) + cp02 * (i_trans.z + (sina) * iy));
var Y0 = (cp11 * (cosc * sina * ix + sinc * iz) + cp12 * (-cosa * ix));
var Y1 = (cp11 * (sinc * ix - cosc * sina * iz) + cp12 * (cosa * iz));
var Y2 = (cp11 * (i_trans.y + (cosc * cosa) * iy) + cp12 * (i_trans.z + (sina) * iy));
var H0 = (-cosa * ix);
var H1 = (cosa * iz);
var H2 = i_trans.z + (sina) * iy;
var VX = i_vertex2d[i].x;
var VY = i_vertex2d[i].y;
var a, b, c, d, e, f;
a = (VX * H0 - X0);
b = (VX * H1 - X1);
c = (VX * H2 - X2);
d = (VY * H0 - Y0);
e = (VY * H1 - Y1);
f = (VY * H2 - Y2);
L += d * e + a * b;
N += d * d + a * a;
J += d * f + a * c;
M += e * e + b * b;
K += e * f + b * c;
O += f * f + c * c;
}
L *= 2;
J *= 2;
K *= 2;
return this.getMinimumErrorAngleFromParam(L,J, K, M, N, O, i_hint_angle);
},
optimizeParamZ : function(i_angle_x,i_angle_y,i_trans,i_vertex3d,i_vertex2d,i_number_of_vertex,i_hint_angle)
{
var cp = this._projection_mat_ref;
var sina = i_angle_x.sin_val;
var cosa = i_angle_x.cos_val;
var sinb = i_angle_y.sin_val;
var cosb = i_angle_y.cos_val;
var L, J, K, M, N, O;
L = J = K = M = N = O = 0;
for (var i = 0; i < i_number_of_vertex; i++) {
var ix, iy, iz;
ix = i_vertex3d[i].x;
iy = i_vertex3d[i].y;
iz = i_vertex3d[i].z;
var cp00 = cp.m00;
var cp01 = cp.m01;
var cp02 = cp.m02;
var cp11 = cp.m11;
var cp12 = cp.m12;
var X0 = (cp00 * (-sina * sinb * ix - cosa * iy + sina * cosb * iz) + cp01 * (ix * cosb + sinb * iz));
var X1 = (cp01 * (sina * ix * sinb + cosa * iy - sina * iz * cosb) + cp00 * (cosb * ix + sinb * iz));
var X2 = cp00 * i_trans.x + cp01 * (i_trans.y) + cp02 * (-cosa * sinb) * ix + cp02 * (sina) * iy + cp02 * ((cosb * cosa) * iz + i_trans.z);
var Y0 = cp11 * (ix * cosb + sinb * iz);
var Y1 = cp11 * (sina * ix * sinb + cosa * iy - sina * iz * cosb);
var Y2 = (cp11 * i_trans.y + cp12 * (-cosa * sinb) * ix + cp12 * ((sina) * iy + (cosb * cosa) * iz + i_trans.z));
var H0 = 0;
var H1 = 0;
var H2 = ((-cosa * sinb) * ix + (sina) * iy + (cosb * cosa) * iz + i_trans.z);
var VX = i_vertex2d[i].x;
var VY = i_vertex2d[i].y;
var a, b, c, d, e, f;
a = (VX * H0 - X0);
b = (VX * H1 - X1);
c = (VX * H2 - X2);
d = (VY * H0 - Y0);
e = (VY * H1 - Y1);
f = (VY * H2 - Y2);
L += d * e + a * b;
N += d * d + a * a;
J += d * f + a * c;
M += e * e + b * b;
K += e * f + b * c;
O += f * f + c * c;
}
L *=2;
J *=2;
K *=2;
return this.getMinimumErrorAngleFromParam(L,J, K, M, N, O, i_hint_angle);
},
modifyMatrix : function(io_rot,i_trans,i_vertex3d,i_vertex2d,i_number_of_vertex)
{
var angles_in = this.__angles_in;// x,y,z
var ang = this.__ang;
// ZXY系のsin/cos値を抽出
this.rotation2Sincos_ZXY(io_rot, angles_in,ang);
ang.x += this.optimizeParamX(angles_in[1], angles_in[2], i_trans, i_vertex3d, i_vertex2d, i_number_of_vertex, ang.x);
ang.y += this.optimizeParamY(angles_in[0], angles_in[2], i_trans, i_vertex3d, i_vertex2d, i_number_of_vertex, ang.y);
ang.z += this.optimizeParamZ(angles_in[0], angles_in[1], i_trans, i_vertex3d, i_vertex2d, i_number_of_vertex, ang.z);
io_rot.setZXYAngle_Number(ang.x, ang.y, ang.z);
return;
},
/**
* エラーレートが最小になる点を得る。
*/
getMinimumErrorAngleFromParam : function(iL,iJ,iK,iM,iN,iO,i_hint_angle)
{
var sin_table = this.__sin_table;
var M = (iN - iM)/iL;
var J = iJ/iL;
var K = -iK/iL;
// パラメータからsinテーブルを作成
// (- 4*M^2-4)*x^4 + (4*K- 4*J*M)*x^3 + (4*M^2 -(K^2- 4)- J^2)*x^2 +(4*J*M- 2*K)*x + J^2-1 = 0
var number_of_sin = NyAREquationSolver.solve4Equation(-4 * M * M - 4, 4 * K - 4 * J * M, 4 * M * M - (K * K - 4) - J * J, 4 * J * M - 2 * K, J * J - 1, sin_table);
// 最小値2個を得ておく。
var min_ang_0 = Number.MAX_VALUE;
var min_ang_1 = Number.MAX_VALUE;
var min_err_0 = Number.MAX_VALUE;
var min_err_1 = Number.MAX_VALUE;
for (var i = 0; i < number_of_sin; i++) {
// +-cos_v[i]が頂点候補
var sin_rt = sin_table[i];
var cos_rt = Math.sqrt(1 - (sin_rt * sin_rt));
// cosを修復。微分式で0に近い方が正解
// 0 = 2*cos(x)*sin(x)*M - sin(x)^2 + cos(x)^2 + sin(x)*K + cos(x)*J
var a1 = 2 * cos_rt * sin_rt * M + sin_rt * (K - sin_rt) + cos_rt * (cos_rt + J);
var a2 = 2 * (-cos_rt) * sin_rt * M + sin_rt * (K - sin_rt) + (-cos_rt) * ((-cos_rt) + J);
// 絶対値になおして、真のcos値を得ておく。
a1 = a1 < 0 ? -a1 : a1;
a2 = a2 < 0 ? -a2 : a2;
cos_rt = (a1 < a2) ? cos_rt : -cos_rt;
var ang = Math.atan2(sin_rt, cos_rt);
// エラー値を計算
var err = iN * sin_rt * sin_rt + (iL*cos_rt + iJ) * sin_rt + iM * cos_rt * cos_rt + iK * cos_rt + iO;
// 最小の2個を獲得する。
if (min_err_0 > err) {
min_err_1 = min_err_0;
min_ang_1 = min_ang_0;
min_err_0 = err;
min_ang_0 = ang;
} else if (min_err_1 > err) {
min_err_1 = err;
min_ang_1 = ang;
}
}
// [0]をテスト
var gap_0;
gap_0 = min_ang_0 - i_hint_angle;
if (gap_0 > Math.PI) {
gap_0 = (min_ang_0 - Math.PI * 2) - i_hint_angle;
} else if (gap_0 < -Math.PI) {
gap_0 = (min_ang_0 + Math.PI * 2) - i_hint_angle;
}
// [1]をテスト
var gap_1;
gap_1 = min_ang_1 - i_hint_angle;
if (gap_1 > Math.PI) {
gap_1 = (min_ang_1 - Math.PI * 2) - i_hint_angle;
} else if (gap_1 < -Math.PI) {
gap_1 = (min_ang_1 + Math.PI * 2) - i_hint_angle;
}
return Math.abs(gap_1) < Math.abs(gap_0) ? gap_1 : gap_0;
}
})
TSinCosValue = ASKlass('TSinCosValue',{
cos_val : 0,
sin_val : 0,
createArray : function(i_size)
{
var result=new Array(i_size);
for(var i=0;i<i_size;i++){
result[i]=new TSinCosValue();
}
return result;
}
})
/**
* 回転行列計算用の、3x3行列
*
*/
NyARRotMatrix = ASKlass('NyARRotMatrix',NyARDoubleMatrix33,
{
/**
* インスタンスを準備します。
*
* @param i_param
*/
NyARRotMatrix : function(i_matrix)
{
this.__initRot_vec1=new NyARRotVector(i_matrix);
this.__initRot_vec2=new NyARRotVector(i_matrix);
return;
},
__initRot_vec1 : null,
__initRot_vec2 : null,
/**
* NyARTransMatResultの内容からNyARRotMatrixを復元します。
* @param i_prev_result
*/
initRotByPrevResult : function(i_prev_result)
{
this.m00=i_prev_result.m00;
this.m01=i_prev_result.m01;
this.m02=i_prev_result.m02;
this.m10=i_prev_result.m10;
this.m11=i_prev_result.m11;
this.m12=i_prev_result.m12;
this.m20=i_prev_result.m20;
this.m21=i_prev_result.m21;
this.m22=i_prev_result.m22;
return;
},
/**
*
* @param i_linear
* @param i_sqvertex
* @throws NyARException
*/
initRotBySquare : function(i_linear, i_sqvertex)
{
var vec1=this.__initRot_vec1;
var vec2=this.__initRot_vec2;
//向かい合った辺から、2本のベクトルを計算
//軸1
vec1.exteriorProductFromLinear(i_linear[0], i_linear[2]);
vec1.checkVectorByVertex(i_sqvertex[0], i_sqvertex[1]);
//軸2
vec2.exteriorProductFromLinear(i_linear[1], i_linear[3]);
vec2.checkVectorByVertex(i_sqvertex[3], i_sqvertex[0]);
//回転の最適化?
NyARRotVector.checkRotation(vec1,vec2);
this.m00 =vec1.v1;
this.m10 =vec1.v2;
this.m20 =vec1.v3;
this.m01 =vec2.v1;
this.m11 =vec2.v2;
this.m21 =vec2.v3;
//最後の軸を計算
var w02 = vec1.v2 * vec2.v3 - vec1.v3 * vec2.v2;
var w12 = vec1.v3 * vec2.v1 - vec1.v1 * vec2.v3;
var w22 = vec1.v1 * vec2.v2 - vec1.v2 * vec2.v1;
var w = Math.sqrt(w02 * w02 + w12 * w12 + w22 * w22);
this.m02 = w02/w;
this.m12 = w12/w;
this.m22 = w22/w;
return;
},
/**
* i_in_pointを変換行列で座標変換する。
* @param i_in_point
* @param i_out_point
*/
getPoint3d : function(i_in_point,i_out_point)
{
var x=i_in_point.x;
var y=i_in_point.y;
var z=i_in_point.z;
i_out_point.x=this.m00 * x + this.m01 * y + this.m02 * z;
i_out_point.y=this.m10 * x + this.m11 * y + this.m12 * z;
i_out_point.z=this.m20 * x + this.m21 * y + this.m22 * z;
return;
},
/**
* 複数の頂点を一括して変換する
* @param i_in_point
* @param i_out_point
* @param i_number_of_vertex
*/
getPoint3dBatch : function(i_in_point,i_out_point,i_number_of_vertex)
{
for(var i=i_number_of_vertex-1;i>=0;i--){
var out_ptr =i_out_point[i];
var in_ptr=i_in_point[i];
var x=in_ptr.x;
var y=in_ptr.y;
var z=in_ptr.z;
out_ptr.x=this.m00 * x + this.m01 * y + this.m02 * z;
out_ptr.y=this.m10 * x + this.m11 * y + this.m12 * z;
out_ptr.z=this.m20 * x + this.m21 * y + this.m22 * z;
}
return;
}
})
NyARRotVector = ASKlass('NyARRotVector',
{
//publicメンバ達
v1 : 0,
v2 : 0,
v3 : 0,
//privateメンバ達
_projection_mat_ref : null,
_inv_cpara_array_ref : null,
NyARRotVector : function(i_cmat)
{
var mat_a = new NyARMat(3, 3);
var a_array = mat_a.getArray();
a_array[0][0] =i_cmat.m00;
a_array[0][1] =i_cmat.m01;
a_array[0][2] =i_cmat.m02;
a_array[1][0] =i_cmat.m10;
a_array[1][1] =i_cmat.m11;
a_array[1][2] =i_cmat.m12;
a_array[2][0] =i_cmat.m20;
a_array[2][1] =i_cmat.m21;
a_array[2][2] =i_cmat.m22;
mat_a.matrixSelfInv();
this._projection_mat_ref = i_cmat;
this._inv_cpara_array_ref = mat_a.getArray();
//GCない言語のときは、ここで配列の所有権委譲してね!
},
/**
* 2直線に直交するベクトルを計算する・・・だと思う。
* @param i_linear1
* @param i_linear2
*/
exteriorProductFromLinear : function(i_linear1,i_linear2)
{
//1行目
var cmat= this._projection_mat_ref;
var w1 = i_linear1.dy * i_linear2.dx - i_linear2.dy * i_linear1.dx;
var w2 = i_linear1.dx * i_linear2.c - i_linear2.dx * i_linear1.c;
var w3 = i_linear1.c * i_linear2.dy - i_linear2.c * i_linear1.dy;
var m0 = w1 * (cmat.m01 * cmat.m12 - cmat.m02 * cmat.m11) + w2 * cmat.m11 - w3 * cmat.m01;//w1 * (cpara[0 * 4 + 1] * cpara[1 * 4 + 2] - cpara[0 * 4 + 2] * cpara[1 * 4 + 1]) + w2 * cpara[1 * 4 + 1] - w3 * cpara[0 * 4 + 1];
var m1 = -w1 * cmat.m00 * cmat.m12 + w3 * cmat.m00;//-w1 * cpara[0 * 4 + 0] * cpara[1 * 4 + 2] + w3 * cpara[0 * 4 + 0];
var m2 = w1 * cmat.m00 * cmat.m11;//w1 * cpara[0 * 4 + 0] * cpara[1 * 4 + 1];
var w = Math.sqrt(m0 * m0 + m1 * m1 + m2 * m2);
this.v1 = m0 / w;
this.v2 = m1 / w;
this.v3 = m2 / w;
return;
},
/**
* static int check_dir( double dir[3], double st[2], double ed[2],double cpara[3][4] ) Optimize[526->468]
* ベクトルの開始/終了座標を指定して、ベクトルの方向を調整する。
* @param i_start_vertex
* @param i_end_vertex
* @param cpara
*/
checkVectorByVertex : function(i_start_vertex, i_end_vertex)
{
var h;
var inv_cpara = this._inv_cpara_array_ref;
//final double[] world = __checkVectorByVertex_world;// [2][3];
var world0 = inv_cpara[0][0] * i_start_vertex.x * 10.0 + inv_cpara[0][1] * i_start_vertex.y * 10.0 + inv_cpara[0][2] * 10.0;// mat_a->m[0]*st[0]*10.0+
var world1 = inv_cpara[1][0] * i_start_vertex.x * 10.0 + inv_cpara[1][1] * i_start_vertex.y * 10.0 + inv_cpara[1][2] * 10.0;// mat_a->m[3]*st[0]*10.0+
var world2 = inv_cpara[2][0] * i_start_vertex.x * 10.0 + inv_cpara[2][1] * i_start_vertex.y * 10.0 + inv_cpara[2][2] * 10.0;// mat_a->m[6]*st[0]*10.0+
var world3 = world0 + this.v1;
var world4 = world1 + this.v2;
var world5 = world2 + this.v3;
// </Optimize>
//final double[] camera = __checkVectorByVertex_camera;// [2][2];
var cmat= this._projection_mat_ref;
//h = cpara[2 * 4 + 0] * world0 + cpara[2 * 4 + 1] * world1 + cpara[2 * 4 + 2] * world2;
h = cmat.m20 * world0 + cmat.m21 * world1 + cmat.m22 * world2;
if (h == 0.0) {
throw new NyARException();
}
//final double camera0 = (cpara[0 * 4 + 0] * world0 + cpara[0 * 4 + 1] * world1 + cpara[0 * 4 + 2] * world2) / h;
//final double camera1 = (cpara[1 * 4 + 0] * world0 + cpara[1 * 4 + 1] * world1 + cpara[1 * 4 + 2] * world2) / h;
var camera0 = (cmat.m00 * world0 + cmat.m01 * world1 + cmat.m02 * world2) / h;
var camera1 = (cmat.m10 * world0 + cmat.m11 * world1 + cmat.m12 * world2) / h;
//h = cpara[2 * 4 + 0] * world3 + cpara[2 * 4 + 1] * world4 + cpara[2 * 4 + 2] * world5;
h = cmat.m20 * world3 + cmat.m21 * world4 + cmat.m22 * world5;
if (h == 0.0) {
throw new NyARException();
}
//final double camera2 = (cpara[0 * 4 + 0] * world3 + cpara[0 * 4 + 1] * world4 + cpara[0 * 4 + 2] * world5) / h;
//final double camera3 = (cpara[1 * 4 + 0] * world3 + cpara[1 * 4 + 1] * world4 + cpara[1 * 4 + 2] * world5) / h;
var camera2 = (cmat.m00 * world3 + cmat.m01 * world4 + cmat.m02 * world5) / h;
var camera3 = (cmat.m10 * world3 + cmat.m11 * world4 + cmat.m12 * world5) / h;
var v = (i_end_vertex.x - i_start_vertex.x) * (camera2 - camera0) + (i_end_vertex.y - i_start_vertex.y) * (camera3 - camera1);
if (v < 0) {
this.v1 = -this.v1;
this.v2 = -this.v2;
this.v3 = -this.v3;
}
},
/**
* int check_rotation( double rot[2][3] )
* 2つのベクトル引数の調整をする?
* @param i_r
* @throws NyARException
*/
checkRotation : function(io_vec1,io_vec2)
{
var w;
var f;
var vec10 = io_vec1.v1;
var vec11 = io_vec1.v2;
var vec12 = io_vec1.v3;
var vec20 = io_vec2.v1;
var vec21 = io_vec2.v2;
var vec22 = io_vec2.v3;
var vec30 = vec11 * vec22 - vec12 * vec21;
var vec31 = vec12 * vec20 - vec10 * vec22;
var vec32 = vec10 * vec21 - vec11 * vec20;
w = Math.sqrt(vec30 * vec30 + vec31 * vec31 + vec32 * vec32);
if (w == 0.0) {
throw new NyARException();
}
vec30 /= w;
vec31 /= w;
vec32 /= w;
var cb = vec10 * vec20 + vec11 * vec21 + vec12 * vec22;
if (cb < 0){
cb=-cb;//cb *= -1.0;
}
var ca = (Math.sqrt(cb + 1.0) + Math.sqrt(1.0 - cb)) * 0.5;
if (vec31 * vec10 - vec11 * vec30 != 0.0) {
f = 0;
} else {
if (vec32 * vec10 - vec12 * vec30 != 0.0) {
w = vec11;vec11 = vec12;vec12 = w;
w = vec31;vec31 = vec32;vec32 = w;
f = 1;
} else {
w = vec10;vec10 = vec12;vec12 = w;
w = vec30;vec30 = vec32;vec32 = w;
f = 2;
}
}
if (vec31 * vec10 - vec11 * vec30 == 0.0) {
throw new NyARException();
}
var k1,k2,k3,k4;
var a, b, c, d;
var p1, q1, r1;
var p2, q2, r2;
var p3, q3, r3;
var p4, q4, r4;
k1 = (vec11 * vec32 - vec31 * vec12) / (vec31 * vec10 - vec11 * vec30);
k2 = (vec31 * ca) / (vec31 * vec10 - vec11 * vec30);
k3 = (vec10 * vec32 - vec30 * vec12) / (vec30 * vec11 - vec10 * vec31);
k4 = (vec30 * ca) / (vec30 * vec11 - vec10 * vec31);
a = k1 * k1 + k3 * k3 + 1;
b = k1 * k2 + k3 * k4;
c = k2 * k2 + k4 * k4 - 1;
d = b * b - a * c;
if (d < 0) {
throw new NyARException();
}
r1 = (-b + Math.sqrt(d)) / a;
p1 = k1 * r1 + k2;
q1 = k3 * r1 + k4;
r2 = (-b - Math.sqrt(d)) / a;
p2 = k1 * r2 + k2;
q2 = k3 * r2 + k4;
if (f == 1) {
w = q1;q1 = r1;r1 = w;
w = q2;q2 = r2;r2 = w;
w = vec11;vec11 = vec12;vec12 = w;
w = vec31;vec31 = vec32;vec32 = w;
f = 0;
}
if (f == 2) {
w = p1;p1 = r1;r1 = w;
w = p2;p2 = r2;r2 = w;
w = vec10;vec10 = vec12;vec12 = w;
w = vec30;vec30 = vec32;vec32 = w;
f = 0;
}
if (vec31 * vec20 - vec21 * vec30 != 0.0) {
f = 0;
} else {
if (vec32 * vec20 - vec22 * vec30 != 0.0) {
w = vec21;vec21 = vec22;vec22 = w;
w = vec31;vec31 = vec32;vec32 = w;
f = 1;
} else {
w = vec20;vec20 = vec22;vec22 = w;
w = vec30;vec30 = vec32;vec32 = w;
f = 2;
}
}
if (vec31 * vec20 - vec21 * vec30 == 0.0) {
throw new NyARException();
}
k1 = (vec21 * vec32 - vec31 * vec22) / (vec31 * vec20 - vec21 * vec30);
k2 = (vec31 * ca) / (vec31 * vec20 - vec21 * vec30);
k3 = (vec20 * vec32 - vec30 * vec22) / (vec30 * vec21 - vec20 * vec31);
k4 = (vec30 * ca) / (vec30 * vec21 - vec20 * vec31);
a = k1 * k1 + k3 * k3 + 1;
b = k1 * k2 + k3 * k4;
c = k2 * k2 + k4 * k4 - 1;
d = b * b - a * c;
if (d < 0) {
throw new NyARException();
}
r3 = (-b + Math.sqrt(d)) / a;
p3 = k1 * r3 + k2;
q3 = k3 * r3 + k4;
r4 = (-b - Math.sqrt(d)) / a;
p4 = k1 * r4 + k2;
q4 = k3 * r4 + k4;
if (f == 1) {
w = q3;q3 = r3;r3 = w;
w = q4;q4 = r4;r4 = w;
w = vec21;vec21 = vec22;vec22 = w;
w = vec31;vec31 = vec32;vec32 = w;
f = 0;
}
if (f == 2) {
w = p3;p3 = r3;r3 = w;
You can’t perform that action at this time.
