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Camera Footprint Calculator
"""
***************************************************************************
camera_calculator.py
---------------------
Date : August 2019
Copyright : (C) 2019 by Luigi Pirelli
Email : luipir at gmail dot com
***************************************************************************
* *
* 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 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************
"""
__author__ = 'Luigi Pirelli'
__date__ = 'August 2019'
__copyright__ = '(C) 2019, Luigi Pirelli'
import math
import numpy as np
# pip install vector3d
from vector3d.vector import Vector
class CameraCalculator:
"""Porting of CameraCalculator.java
This code is a 1to1 python porting of the java code:
https://github.com/zelenmi6/thesis/blob/master/src/geometry/CameraCalculator.java
referred in:
https://stackoverflow.com/questions/38099915/calculating-coordinates-of-an-oblique-aerial-image
The only part not ported are that explicetly abandoned or not used at all by the main
call to getBoundingPolygon method.
by: milan zelenka
https://github.com/zelenmi6
https://stackoverflow.com/users/6528363/milan-zelenka
example:
c=CameraCalculator()
bbox=c.getBoundingPolygon(
math.radians(62),
math.radians(84),
117.1,
math.radians(0),
math.radians(33.6),
math.radians(39.1))
for i, p in enumerate(bbox):
print("point:", i, '-', p.x, p.y, p.z)
"""
def __init__(self):
pass
def __del__(delf):
pass
@staticmethod
def getBoundingPolygon(FOVh, FOVv, altitude, roll, pitch, heading):
'''Get corners of the polygon captured by the camera on the ground.
The calculations are performed in the axes origin (0, 0, altitude)
and the points are not yet translated to camera's X-Y coordinates.
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
altitude (float): Altitude of the camera in meters
heading (float): Heading of the camera (z axis) in radians
roll (float): Roll of the camera (x axis) in radians
pitch (float): Pitch of the camera (y axis) in radians
Returns:
vector3d.vector.Vector: Array with 4 points defining a polygon
'''
# import ipdb; ipdb.set_trace()
ray11 = CameraCalculator.ray1(FOVh, FOVv)
ray22 = CameraCalculator.ray2(FOVh, FOVv)
ray33 = CameraCalculator.ray3(FOVh, FOVv)
ray44 = CameraCalculator.ray4(FOVh, FOVv)
rotatedVectors = CameraCalculator.rotateRays(
ray11, ray22, ray33, ray44, roll, pitch, heading)
origin = Vector(0, 0, altitude)
intersections = CameraCalculator.getRayGroundIntersections(rotatedVectors, origin)
return intersections
# Ray-vectors defining the the camera's field of view. FOVh and FOVv are interchangeable
# depending on the camera's orientation
@staticmethod
def ray1(FOVh, FOVv):
'''
tasto
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
pass
ray = Vector(math.tan(FOVv/2), math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def ray2(FOVh, FOVv):
'''
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
ray = Vector(math.tan(FOVv/2), -math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def ray3(FOVh, FOVv):
'''
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
ray = Vector(-math.tan(FOVv/2), -math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def ray4(FOVh, FOVv):
'''
Parameters:
FOVh (float): Horizontal field of view in radians
FOVv (float): Vertical field of view in radians
Returns:
vector3d.vector.Vector: normalised vector
'''
ray = Vector(-math.tan(FOVv/2), math.tan(FOVh/2), -1)
return ray.normalize()
@staticmethod
def rotateRays(ray1, ray2, ray3, ray4, roll, pitch, yaw):
"""Rotates the four ray-vectors around all 3 axes
Parameters:
ray1 (vector3d.vector.Vector): First ray-vector
ray2 (vector3d.vector.Vector): Second ray-vector
ray3 (vector3d.vector.Vector): Third ray-vector
ray4 (vector3d.vector.Vector): Fourth ray-vector
roll float: Roll rotation
pitch float: Pitch rotation
yaw float: Yaw rotation
Returns:
Returns new rotated ray-vectors
"""
sinAlpha = math.sin(yaw)
sinBeta = math.sin(pitch)
sinGamma = math.sin(roll)
cosAlpha = math.cos(yaw)
cosBeta = math.cos(pitch)
cosGamma = math.cos(roll)
m00 = cosAlpha * cosBeta
m01 = cosAlpha * sinBeta * sinGamma - sinAlpha * cosGamma
m02 = cosAlpha * sinBeta * cosGamma + sinAlpha * sinGamma
m10 = sinAlpha * cosBeta
m11 = sinAlpha * sinBeta * sinGamma + cosAlpha * cosGamma
m12 = sinAlpha * sinBeta * cosGamma - cosAlpha * sinGamma
m20 = -sinBeta
m21 = cosBeta * sinGamma
m22 = cosBeta * cosGamma
# Matrix rotationMatrix = new Matrix(new double[][]{{m00, m01, m02}, {m10, m11, m12}, {m20, m21, m22}})
rotationMatrix = np.array([[m00, m01, m02], [m10, m11, m12], [m20, m21, m22]])
# Matrix ray1Matrix = new Matrix(new double[][]{{ray1.x}, {ray1.y}, {ray1.z}})
# Matrix ray2Matrix = new Matrix(new double[][]{{ray2.x}, {ray2.y}, {ray2.z}})
# Matrix ray3Matrix = new Matrix(new double[][]{{ray3.x}, {ray3.y}, {ray3.z}})
# Matrix ray4Matrix = new Matrix(new double[][]{{ray4.x}, {ray4.y}, {ray4.z}})
ray1Matrix = np.array([[ray1.x], [ray1.y], [ray1.z]])
ray2Matrix = np.array([[ray2.x], [ray2.y], [ray2.z]])
ray3Matrix = np.array([[ray3.x], [ray3.y], [ray3.z]])
ray4Matrix = np.array([[ray4.x], [ray4.y], [ray4.z]])
res1 = rotationMatrix.dot(ray1Matrix)
res2 = rotationMatrix.dot(ray2Matrix)
res3 = rotationMatrix.dot(ray3Matrix)
res4 = rotationMatrix.dot(ray4Matrix)
rotatedRay1 = Vector(res1[0, 0], res1[1, 0], res1[2, 0])
rotatedRay2 = Vector(res2[0, 0], res2[1, 0], res2[2, 0])
rotatedRay3 = Vector(res3[0, 0], res3[1, 0], res3[2, 0])
rotatedRay4 = Vector(res4[0, 0], res4[1, 0], res4[2, 0])
rayArray = [rotatedRay1, rotatedRay2, rotatedRay3, rotatedRay4]
return rayArray
@staticmethod
def getRayGroundIntersections(rays, origin):
"""
Finds the intersections of the camera's ray-vectors
and the ground approximated by a horizontal plane
Parameters:
rays (vector3d.vector.Vector[]): Array of 4 ray-vectors
origin (vector3d.vector.Vector): Position of the camera. The computation were developed
assuming the camera was at the axes origin (0, 0, altitude) and the
results translated by the camera's real position afterwards.
Returns:
vector3d.vector.Vector
"""
# Vector3d [] intersections = new Vector3d[rays.length];
# for (int i = 0; i < rays.length; i ++) {
# intersections[i] = CameraCalculator.findRayGroundIntersection(rays[i], origin);
# }
# return intersections
# 1to1 translation without python syntax optimisation
intersections = []
for i in range(len(rays)):
intersections.append( CameraCalculator.findRayGroundIntersection(rays[i], origin) )
return intersections
@staticmethod
def findRayGroundIntersection(ray, origin):
"""
Finds a ray-vector's intersection with the ground approximated by a planeç
Parameters:
ray (vector3d.vector.Vector): Ray-vector
origin (vector3d.vector.Vector): Camera's position
Returns:
vector3d.vector.Vector
"""
# Parametric form of an equation
# P = origin + vector * t
x = Vector(origin.x,ray.x)
y = Vector(origin.y,ray.y)
z = Vector(origin.z,ray.z)
# Equation of the horizontal plane (ground)
# -z = 0
# Calculate t by substituting z
t = - (z.x / z.y)
# Substitute t in the original parametric equations to get points of intersection
return Vector(x.x + x.y * t, y.x + y.y * t, z.x + z.y * t)
@Dhliv
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Dhliv commented Oct 6, 2022

Great work here. Such a pity its not a version that just work with only FOV (Im stuck with some camera that just don't give hFOV and vFOV). It would be really great if anybody know anything to get both hFOV and vFOV from FOV.

@CEZERT
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CEZERT commented May 30, 2023

Hello everyone,
Very nice code and easy to understand!!!
Is someone here requested Flask + ... for this code, please take a look the started conversation, it's ready … fin!

@tcourat
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tcourat commented Sep 19, 2023

Hi, just here to say that it was not immediately clear that if the horizon is visible, some (usually two) ray-traced points actually never intersect the ground plane (since they go into the sky). However, if we follow the actual computations, they virtually intersect the plane behind the camera, which is indicated by a negative value of t.

@luipir
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luipir commented Sep 19, 2023

Hi, just here to say that it was not immediately clear that if the horizon is visible, some (usually two) ray-traced points actually never intersect the ground plane (since they go into the sky). However, if we follow the actual computations, they virtually intersect the plane behind the camera, which is indicated by a negative value of t.

good point, I didn't considered that case

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