Xcode 如何计算矩形到四边形的三维变换矩阵

Xcode 如何计算矩形到四边形的三维变换矩阵,xcode,image,cocoa,transform,catransform3d,Xcode,Image,Cocoa,Transform,Catransform3d,希望有人能帮上忙,我正在研究如何将图像从矩形转换为四边形,每个角都有给定的x,y屏幕坐标 到目前为止,我已经把图像放在CALayer上,但需要计算CATTransform3D,将矩形扭曲为所需的四边形。下面是我试图实现的一个例子(从a到b) 如果我错了,不能使用CATTransferM3D,是否有其他方法可以通过示例实现 我认为肯尼特的答案接近我需要的 我试过,运气不好,他确实提到“你可能需要转置”,但如果是这样,我不知道该怎么办。CATTransform 3D肯定能做你想用它做的事。我测试

希望有人能帮上忙,我正在研究如何将图像从矩形转换为四边形,每个角都有给定的x,y屏幕坐标

到目前为止,我已经把图像放在CALayer上,但需要计算CATTransform3D,将矩形扭曲为所需的四边形。下面是我试图实现的一个例子(从a到b)

如果我错了,不能使用CATTransferM3D,是否有其他方法可以通过示例实现

我认为肯尼特的答案接近我需要的


我试过,运气不好,他确实提到“你可能需要转置”,但如果是这样,我不知道该怎么办。

CATTransform 3D肯定能做你想用它做的事。我测试了这个系统,它非常适合我。记住,像这样的变换矩阵是在齐次坐标系中定义的,所以只能定义到一定的尺度。一旦你用他的方程生成了矩阵,就用右下角的元素来划分每个元素。我能想到的唯一需要转置的原因是,他给出的变换是按行大顺序进行的。如果您正在填充一列主变换矩阵(我相信CATTransferM3D是),则需要在填充后对其进行转置

这里是我用来测试它的代码,它使用OpenCV的矩阵类,并且是C++,但是应该证明点

cv::Matx41d rect_tl(-10,-10,0,1);
cv::Matx41d rect_tr(10,-10,0,1);
cv::Matx41d rect_bl(-10,10,0,1);
cv::Matx41d rect_br(10,10,0,1);

cv::Matx41d quad_tl(2,2,0,1);
cv::Matx41d quad_tr(4,6,0,1);
cv::Matx41d quad_bl(2,-1,0,1);
cv::Matx41d quad_br(3,5,0,1);


double X = rect_tl(0);
double Y = rect_tl(0);
double W = 20;
double H = 20;

double x1a = quad_tl(0);
double y1a = quad_tl(1);

double x2a = quad_tr(0);
double y2a = quad_tr(1);

double x3a = quad_bl(0);
double y3a = quad_bl(1);

double x4a = quad_br(0);
double y4a = quad_br(1);



double y21 = y2a - y1a,
y32 = y3a - y2a,
y43 = y4a - y3a,
y14 = y1a - y4a,
y31 = y3a - y1a,
y42 = y4a - y2a;

double a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
double b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
double c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);

double d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
double e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
double f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));

double g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
double h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
double i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));

cv::Matx44d matrix(a,b,0,c
                   ,d,e,0,f
                   ,0,0,1,0
                   ,g,h,0,i);
matrix = matrix*(1/matrix(15));
//You may need a transpose here

cv::Matx41d test_tl = matrix*rect_tl;
test_tl *= (1/test_tl(3));
cv::Matx41d test_tr = matrix*rect_tr;
test_tr *= (1/test_tr(3));
cv::Matx41d test_bl = matrix*rect_bl;
test_bl *= (1/test_bl(3));
cv::Matx41d test_br = matrix*rect_br;
test_br *= (1/test_br(3));

执行后,底部的所有测试变量与对应的四元变量完全匹配。希望这能把事情弄清楚。

CATTransform 3D肯定能做你想用它做的事情。我测试了这个系统,它非常适合我。记住,像这样的变换矩阵是在齐次坐标系中定义的,所以只能定义到一定的尺度。一旦你用他的方程生成了矩阵,就用右下角的元素来划分每个元素。我能想到的唯一需要转置的原因是,他给出的变换是按行大顺序进行的。如果您正在填充一列主变换矩阵(我相信CATTransferM3D是),则需要在填充后对其进行转置

这里是我用来测试它的代码,它使用OpenCV的矩阵类,并且是C++,但是应该证明点

cv::Matx41d rect_tl(-10,-10,0,1);
cv::Matx41d rect_tr(10,-10,0,1);
cv::Matx41d rect_bl(-10,10,0,1);
cv::Matx41d rect_br(10,10,0,1);

cv::Matx41d quad_tl(2,2,0,1);
cv::Matx41d quad_tr(4,6,0,1);
cv::Matx41d quad_bl(2,-1,0,1);
cv::Matx41d quad_br(3,5,0,1);


double X = rect_tl(0);
double Y = rect_tl(0);
double W = 20;
double H = 20;

double x1a = quad_tl(0);
double y1a = quad_tl(1);

double x2a = quad_tr(0);
double y2a = quad_tr(1);

double x3a = quad_bl(0);
double y3a = quad_bl(1);

double x4a = quad_br(0);
double y4a = quad_br(1);



double y21 = y2a - y1a,
y32 = y3a - y2a,
y43 = y4a - y3a,
y14 = y1a - y4a,
y31 = y3a - y1a,
y42 = y4a - y2a;

double a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
double b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
double c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);

double d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
double e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
double f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));

double g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
double h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
double i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));

cv::Matx44d matrix(a,b,0,c
                   ,d,e,0,f
                   ,0,0,1,0
                   ,g,h,0,i);
matrix = matrix*(1/matrix(15));
//You may need a transpose here

cv::Matx41d test_tl = matrix*rect_tl;
test_tl *= (1/test_tl(3));
cv::Matx41d test_tr = matrix*rect_tr;
test_tr *= (1/test_tr(3));
cv::Matx41d test_bl = matrix*rect_bl;
test_bl *= (1/test_bl(3));
cv::Matx41d test_br = matrix*rect_br;
test_br *= (1/test_br(3));

执行后,底部的所有测试变量与对应的四元变量完全匹配。希望这能把事情弄清楚。

多亏了Hammers的回答,我才能够让一切正常工作,需要一个转置,并找到了这个关于如何转置矩阵的伟大博客

我创建的工作方法如下所示

- (CATransform3D)rectToQuad:(NSRect)rect quadTLX:(double)x1a quadTLY:(double)y1a quadTRX:(double)x2a quadTRY:(double)y2a quadBLX:(double)x3a quadBLY:(double)y3a quadBRX:(double)x4a quadBRY:(double)y4a
{
    double X = rect.origin.x;
    double Y = rect.origin.y;
    double W = rect.size.width;
    double H = rect.size.height;

    double y21 = y2a - y1a;
    double y32 = y3a - y2a;
    double y43 = y4a - y3a;
    double y14 = y1a - y4a;
    double y31 = y3a - y1a;
    double y42 = y4a - y2a;

    double a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
    double b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
    double c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);

    double d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
    double e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
    double f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));

    double g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
    double h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
    double i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));

    //Transposed matrix
    CATransform3D transform;
    transform.m11 = a / i;
    transform.m12 = d / i;
    transform.m13 = 0;
    transform.m14 = g / i;
    transform.m21 = b / i;
    transform.m22 = e / i;
    transform.m23 = 0;
    transform.m24 = h / i;
    transform.m31 = 0;
    transform.m32 = 0;
    transform.m33 = 1;
    transform.m34 = 0;
    transform.m41 = c / i;
    transform.m42 = f / i;
    transform.m43 = 0;
    transform.m44 = i / i;
    return transform;
}
对该方法的调用示例如下

NSImage *image = // load a image

CALayer *layer = [CALayer layer];
[layer setContents:image];
[view setLayer:myLayer];
[view setFrame:NSMakeRect(0, 0, image.size.width, image.size.height)];

view.layer.transform = [self rectToQuad:view.frame quadTLX:0 quadTLY:0 quadTRX:image.size.width quadTRY:20 quadBLX:0 quadBLY:image.size.height quadBRX:image.size.width quadBRY:image.size.height + 90];

多亏了哈默斯的回答,我能够让所有的工作,一个转置是必要的,并发现了这个伟大的博客如何转置矩阵

我创建的工作方法如下所示

- (CATransform3D)rectToQuad:(NSRect)rect quadTLX:(double)x1a quadTLY:(double)y1a quadTRX:(double)x2a quadTRY:(double)y2a quadBLX:(double)x3a quadBLY:(double)y3a quadBRX:(double)x4a quadBRY:(double)y4a
{
    double X = rect.origin.x;
    double Y = rect.origin.y;
    double W = rect.size.width;
    double H = rect.size.height;

    double y21 = y2a - y1a;
    double y32 = y3a - y2a;
    double y43 = y4a - y3a;
    double y14 = y1a - y4a;
    double y31 = y3a - y1a;
    double y42 = y4a - y2a;

    double a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42);
    double b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);
    double c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43);

    double d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a);
    double e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42);
    double f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a)));

    double g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43);
    double h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42);
    double i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a));

    //Transposed matrix
    CATransform3D transform;
    transform.m11 = a / i;
    transform.m12 = d / i;
    transform.m13 = 0;
    transform.m14 = g / i;
    transform.m21 = b / i;
    transform.m22 = e / i;
    transform.m23 = 0;
    transform.m24 = h / i;
    transform.m31 = 0;
    transform.m32 = 0;
    transform.m33 = 1;
    transform.m34 = 0;
    transform.m41 = c / i;
    transform.m42 = f / i;
    transform.m43 = 0;
    transform.m44 = i / i;
    return transform;
}
对该方法的调用示例如下

NSImage *image = // load a image

CALayer *layer = [CALayer layer];
[layer setContents:image];
[view setLayer:myLayer];
[view setFrame:NSMakeRect(0, 0, image.size.width, image.size.height)];

view.layer.transform = [self rectToQuad:view.frame quadTLX:0 quadTLY:0 quadTRX:image.size.width quadTRY:20 quadBLX:0 quadBLY:image.size.height quadBRX:image.size.width quadBRY:image.size.height + 90];

谢谢@Equinox2000的帮助


注意,在iOS CALayer上,默认的主播点是(0.5,0.5)。如果您试图应用所有值都相对于左上角坐标的变换,则需要将定位点更改为(0.0,0.0)。

感谢@Equinox2000的帮助


注意,在iOS CALayer上,默认的主播点是(0.5,0.5)。如果尝试应用所有值都相对于左上角坐标的变换,则需要将定位点更改为(0.0,0.0)。

谢谢您的回答。它帮助数百万人知道我正朝着正确的方向前进。根据您的评论和我的工作代码,我在下面添加了一个答案。谢谢您的回复。它帮助数百万人知道我正朝着正确的方向前进。根据您对我的工作代码的评论,我在下面添加了一个答案。如果您的分数非常接近,请确保我不是0。它将为您提供nan值和iOS 6上的严重LSD旅行。感谢@jorund almas的发现。如果(fabs(i)<0.00001){i=0.00001;}如hfossi所说,在你看来原点为0;0,+锚点为0;0否则你会得到结果。如果你的分数非常接近除法,确保i不是0。它将为您提供nan值和iOS 6上的严重LSD旅行。感谢@jorund almas的发现。如果(fabs(i)<0.00001){i=0.00001;}如hfossi所说,在你看来原点为0;0,+锚点为0;0否则你会得到结果的。