Rotate a detected rectangle in openCV Java - android

I have been searching the internet for a while now. The problem is that the solution to my problem in mostly available in either python or C++. I have tried to replicate the code but no luck.
I have detected a card (Rectangle) and I am able to crop it if the rectangle is straight but if the rectangle is rotated at an angle I get a image that cuts the card.
Image showing what I want to achieve...
My working code for straight Image.
Bitmap abc = null;
Point topleft, topright, bottomleft, bottomright;
float xRatio = (float) original.getWidth() / sourceImageView.getWidth();
float yRatio = (float) original.getHeight() / sourceImageView.getHeight();
float x1 = (points.get(0).x) * xRatio;
float x2 = (points.get(1).x) * xRatio;
float x3 = (points.get(2).x) * xRatio;
float x4 = (points.get(3).x) * xRatio;
float y1 = (points.get(0).y) * yRatio;
float y2 = (points.get(1).y) * yRatio;
float y3 = (points.get(2).y) * yRatio;
float y4 = (points.get(3).y) * yRatio;
Point p1 = new Point(x1, y1);
Point p2 = new Point(x2, y2);
Point p3 = new Point(x3, y3);
Point p4 = new Point(x4, y4);
List<Point> newpoints = new ArrayList<Point>();
newpoints.add(p1);
newpoints.add(p2);
newpoints.add(p3);
newpoints.add(p4);
Collections.sort(newpoints, new Comparator<Point>() {
public int compare(Point o1, Point o2) {
return Double.compare(o1.x, o2.x);
}
});
if (newpoints.get(0).y > newpoints.get(1).y) {
bottomleft = newpoints.get(0);
topleft = newpoints.get(1);
} else {
bottomleft = newpoints.get(1);
topleft = newpoints.get(0);
}
if (newpoints.get(2).y > newpoints.get(3).y) {
bottomright = newpoints.get(2);
topright = newpoints.get(3);
} else {
bottomright = newpoints.get(3);
topright = newpoints.get(2);
}
final Mat newimage = new Mat();
Bitmap bmp32 = original.copy(Bitmap.Config.ARGB_8888, true);
org.opencv.android.Utils.bitmapToMat(bmp32, newimage);
final float dd = getAngle(bottomleft, bottomright);
Mat finalMat = new Mat(newimage, new org.opencv.core.Rect(topleft, bottomright));
abc = RotateBitmap(createBitmapfromMat(finalMat), (-dd));
Current code when rectangle is straight :
Current code when rectangle is rotated:
Links to similar questions :
Link 1 Link 2

Related

Rendering Bitmap based on Views position in parent

I'm trying to make a simple image editor. At the beginning I've thought that it'll be a good idea to simply save view state as Bitmap but, as it turned out, there is a wide range of screen resolutions and that leads to huge quality (and memory usage) fluctuations.
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public static void transformToAncestor(float[] point, final View ancestor, final View descendant) {
final float scrollX = descendant.getScrollX();
final float scrollY = descendant.getScrollY();
final float left = descendant.getLeft();
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(author wrote a note that his function does not support rotation, but there's not much rotation in my example so I don't think that important for now).
My problem is:
First image is generated via saving the parent view state. Second one is generated by translating views position, rotation and scale onto canvas.
As you can see, on the canvas, not scaled stickers are positioned properly, but scaled are incorrectly positioned.
How to position those scaled views properly?
I've managed to fix the issue myself.
It turned out my solution was nearly OK but I did not took into consideration that my manipulation of a matrix does change the arrangement of the original points, so my
rootView.getWidth() / 2,
rootView.getHeight() / 2
is no longer applicable as a center of the view after calling Matrix.postScale or Matrix.postRotation.
I wanted to:
apply scale with pivot on top left corner,
apply rotation with pivot on the center of the view.
Given the assumptions, here's the working code:
// setup variables for sizing and transformation
float position[] = new float[2];
transformToAncestor(position, rootView, imageView);
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float sizeDeltaX = imageView.getMeasuredWidth() / (float) imageBitmap.getWidth();
float sizeDeltaY = imageView.getMeasuredHeight() / (float) imageBitmap.getHeight();
float desiredScaleX = imageView.getScaleX() * sizeDeltaX * scaleX;
float desiredScaleY = imageView.getScaleY() * sizeDeltaY * scaleY;
float imageViewWidth = imageView.getMeasuredWidth() * imageView.getScaleX();
float imageViewHeight = imageView.getMeasuredHeight() * imageView.getScaleY();
float rootViewWidth = rootView.getMeasuredWidth();
float rootViewHeight = rootView.getMeasuredHeight();
float percentXPos = position[0] / rootViewWidth;
float percentYPos = position[1] / rootViewHeight;
float percentXCenterPos = (position[0] + imageViewWidth/2)
/ rootViewWidth;
float percentYCenterPos = (position[1] + imageViewHeight/2)
/ rootViewHeight;
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float desiredPositionY = background.getHeight() * percentYPos;
float desiredCenterX = background.getWidth() * percentXCenterPos;
float desiredCenterY = background.getHeight() * percentYCenterPos;
// apply above variables to matrix
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float[] points = new float[2];
matrix.postTranslate(
desiredPositionX,
desiredPositionY);
matrix.mapPoints(points);
matrix.postScale(
desiredScaleX,
desiredScaleY,
points[0],
points[1]);
matrix.postRotate(
desiredRotation,
desiredCenterX,
desiredCenterY);
// apply matrix to bitmap, then draw it on canvas
canvas.drawBitmap(imageBitmap, matrix, paint);
As you can see, the mapPoints method was the answer for my question - it simply returns points after tranformation.

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This is the code I followed from the link: http://schabby.de/picking-opengl-ray-tracing/
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From the image you can see that the ball fired on the left that fire behind it, does not match the calculated trajectory. Im drawing the ball trajectory using an equation from a SO question, this is modified to take into consideration the box2d steps of 30 frames per second. This does calculate a valid trajectory but it does not match the actual trajectory of the ball, the ball has a smaller trajectory. I am applying a box2d force to the ball, this also has a density set and a shape. The shape radius varies depending on the type of ball. Im setting the start velocity in the touchdown event.
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Here is a code that I used for one of my other games, which proved to be very precise. The trick is to apply the impulse on the body and read the initial velocity. Having that I calculate 10 positions where the body will be within 0.5 seconds. The language is called Squirrel which is Lua based with C/C++ like syntax. You should be able to grasp what is going on there. What returns from the getTrajectoryPointsForObjectAtImpulse is an array of 10 positions through which the ball will pass within 0.5 seconds.
const TIMESTER_DIVIDOR = 60.0;
function getTrajectoryPoint( startingPosition, startingVelocity, n )
{
local gravity = box2DWorld.GetGravity();
local t = 1 / 60.0;
local stepVelocity = b2Vec2.Create( t * startingVelocity.x, t * startingVelocity.y );
local stepGravity = b2Vec2.Create( t * t * gravity.x, t * t * gravity.y );
local result = b2Vec2.Create( 0, 0 );
result.x = ( startingPosition.x + n * stepVelocity.x + 0.5 * ( n * n + n ) * stepGravity.x ) * MTP;
result.y = ( startingPosition.y + n * stepVelocity.y + 0.5 * ( n * n + n ) * stepGravity.y ) * -MTP;
return result;
}
function getTrajectoryPointsForObjectAtImpulse (object, impulse)
{
if( !object || !impulse ) return [];
local result = [];
object.bBody.ApplyLinearImpulse( impulse, object.bBody.GetWorldCenter() );
local initialVelocity = object.bBody.GetLinearVelocity();
object.bBody.SetLinearVelocity( b2Vec2.Create(0, 0) );
object.bBody.SetActive(false);
for ( local i = 0.0 ; i < ( 0.5 * TIMESTER_DIVIDOR ) ; )
{
result.append( getTrajectoryPoint(object.bBody.GetPosition(), initialVelocity, i.tointeger() ) );
i += ( (0.5 * TIMESTER_DIVIDOR) * 0.1 );
}
return result;
}
If you do not understand any part of the code, please let me know and I will try to explain.

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