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#ifndef IGL_PROJECTION_CONSTRAINT_H
#define IGL_PROJECTION_CONSTRAINT_H
#include <Eigen/Core>
namespace igl
{
/// Construct two constraint equations for projecting a point to the screen. Of the form:
///
/// A z = B
///
/// with A 2x3 and B 2x1, where z is the 3d position of point in the scene,
/// given the current projection matrix (e.g. gl_proj * gl_modelview), viewport
/// (corner u/v and width/height) and screen space point x,y. Satisfying this
/// equation means that z projects to screen space point (x,y).
///
/// @param[in] UV 2-long uv-coordinates of screen space point
/// @param[in] M 4 by 4 projection matrix
/// @param[in] VP 4-long viewport: (corner_u, corner_v, width, height)
/// @param[out] A 2 by 3 system matrix
/// @param[out] B 2 by 1 right-hand side
template <
typename DerivedUV,
typename DerivedM,
typename DerivedVP,
typename DerivedA,
typename DerivedB>
void projection_constraint(
const Eigen::MatrixBase<DerivedUV> & UV,
const Eigen::MatrixBase<DerivedM> & M,
const Eigen::MatrixBase<DerivedVP> & VP,
Eigen::PlainObjectBase<DerivedA> & A,
Eigen::PlainObjectBase<DerivedB> & B);
}
#ifndef IGL_STATIC_LIBRARY
# include "projection_constraint.cpp"
#endif
#endif