| Name | Message | Date |
|---|---|---|
| 📄 camera.rs | 6 hours ago | |
| 📄 lib.rs | 6 hours ago | |
| 📄 rig.rs | 6 hours ago | |
| 📄 source.rs | 6 hours ago | |
| 📄 splat.rs | 6 hours ago |
📄
rig/src/camera.rs
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//! Camera poses, pinhole intrinsics, and projection math. use glam::{Affine3A, Mat3, Quat, UVec2, Vec2, Vec3}; /// A pinhole camera's intrinsics, in pixels at the camera's native /// resolution. #[derive(Debug, Clone, Copy, PartialEq)] pub struct CameraIntrinsics { /// Focal length in pixels, horizontal. pub fx: f32, /// Focal length in pixels, vertical. pub fy: f32, /// Principal point in pixels (image centre for a well-calibrated rig). pub cx: f32, pub cy: f32, } impl CameraIntrinsics { /// Project a camera-space point to pixel coordinates `(u, v)`. /// /// Returns `None` for points on or behind the camera plane. pub fn project_camera_point(&self, p: Vec3) -> Option<Vec2> { if p.z <= f32::EPSILON { return None; } Some(Vec2::new( self.fx * p.x / p.z + self.cx, self.fy * p.y / p.z + self.cy, )) } /// The camera-space direction (unnormalized) of a pixel's view ray. pub fn camera_ray(&self, u: f32, v: f32) -> Vec3 { Vec3::new((u - self.cx) / self.fx, (v - self.cy) / self.fy, 1.0) } } /// The position and orientation of a camera in world space. /// /// The rotation is camera-to-world; the camera looks along its local +Z /// (COLMAP convention). With [`CameraPose::identity`] the camera frame /// equals the world frame, so it looks down world +Z with image-right at /// world +X — and the image upside-down in a Y-up world (an identity pose /// is just a pose; use [`CameraPose::looking_at`] for a right-side-up /// view). #[derive(Debug, Clone, Copy, PartialEq)] pub struct CameraPose { pub position: Vec3, pub rotation: Quat, } impl CameraPose { /// Camera at the origin, looking down world +Z. pub fn identity() -> Self { Self { position: Vec3::ZERO, rotation: Quat::IDENTITY, } } /// A pose at `position` that looks at `target` with the world up /// (+Y) at the top of the image. /// /// Falls back to +Z as "up" when the view direction is near-vertical. pub fn looking_at(position: Vec3, target: Vec3) -> Self { let forward = (target - position).normalize_or_zero(); // Camera basis: x = image-right, y = image-down, z = forward, // right-handed, so x = y × z and y = z × x. let up = if forward.abs().dot(Vec3::Y) > 0.999 { Vec3::Z } else { Vec3::Y }; let right = (-up).cross(forward).normalize_or_zero(); let down = forward.cross(right).normalize_or_zero(); let rotation = Quat::from_mat3(&Mat3::from_cols(right, down, forward)); Self { position, rotation } } /// A pose at `position` with aviation-style rotation in degrees: /// yaw turns the camera (positive towards world +X), pitch tilts it /// (positive up), roll rotates about the viewing axis. Rotations are /// intrinsic, applied yaw → pitch → roll. /// /// `(0, 0, 0)` looks straight down world +Z with the world up at /// the top of the image — the same orientation /// [`CameraPose::looking_at`] produces for a target straight ahead, /// and pure yaw matches `looking_at` exactly. pub fn from_euler_deg(position: Vec3, pitch_deg: f32, yaw_deg: f32, roll_deg: f32) -> Self { let yaw = Quat::from_rotation_y(yaw_deg.to_radians()); let pitch = Quat::from_rotation_x(-pitch_deg.to_radians()); let roll = Quat::from_rotation_z(roll_deg.to_radians()); // The "looking at +Z, right-side-up" frame is the COLMAP identity // rolled 180° about the viewing axis (see the crate docs). let upright = Quat::from_rotation_z(std::f32::consts::PI); Self { position, rotation: yaw * pitch * roll * upright, } } /// The camera-to-world transform. pub fn world_from_camera(&self) -> Affine3A { Affine3A::from_rotation_translation(self.rotation, self.position) } /// The world-to-camera transform. pub fn camera_from_world(&self) -> Affine3A { self.world_from_camera().inverse() } /// Interpolate from `self` at `t = 0` to `other` at `t = 1`. /// /// Positions lerp, orientations slerp. Used to place the virtual /// camera between the physical rig cameras. pub fn blend(&self, other: &Self, t: f32) -> Self { Self { position: self.position.lerp(other.position, t), rotation: self.rotation.slerp(other.rotation, t), } } } /// A pinhole camera: pose, intrinsics, and image resolution. #[derive(Debug, Clone, PartialEq)] pub struct Camera { /// Camera identifier: the device name/serial it maps to on the /// physical rig (e.g. the webcam path for capture, the Kinect for /// the depth source). pub id: String, pub pose: CameraPose, pub intrinsics: CameraIntrinsics, /// Image size in pixels: `(width, height)`. pub resolution: UVec2, } impl Camera { /// Project a world-space point to pixel coordinates, or `None` if the /// point is behind the camera. pub fn project(&self, world: Vec3) -> Option<Vec2> { let p = self.pose.camera_from_world().transform_point3(world); self.intrinsics.project_camera_point(p) } /// The world-space ray through the centre of pixel `(u, v)`: /// `(origin, normalized_direction)`. pub fn pixel_ray(&self, u: f32, v: f32) -> (Vec3, Vec3) { let dir_cam = self.intrinsics.camera_ray(u, v).normalize_or_zero(); let dir_world = self.pose.rotation * dir_cam; (self.pose.position, dir_world) } /// Horizontal field of view in radians, matching Brush's convention /// (`focal = (width / 2) / tan(fov / 2)`). pub fn fov_x(&self) -> f32 { 2.0 * ((self.resolution.x as f32 / 2.0) / self.intrinsics.fx).atan() } /// Vertical field of view in radians. pub fn fov_y(&self) -> f32 { 2.0 * ((self.resolution.y as f32 / 2.0) / self.intrinsics.fy).atan() } } #[cfg(test)] mod tests { use super::*; use glam::{uvec2, vec2, vec3}; fn cam_looking_at_subject() -> Camera { Camera { id: "test".into(), pose: CameraPose::looking_at(Vec3::ZERO, vec3(0.0, 0.0, 2.0)), intrinsics: CameraIntrinsics { fx: 500.0, fy: 500.0, cx: 320.0, cy: 240.0, }, resolution: uvec2(640, 480), } } #[test] fn identity_pose_looks_down_plus_z() { let cam = Camera { id: "test".into(), pose: CameraPose::identity(), intrinsics: CameraIntrinsics { fx: 100.0, fy: 100.0, cx: 50.0, cy: 50.0, }, resolution: uvec2(100, 100), }; // A point straight ahead at +Z maps to the principal point. assert_eq!(cam.project(vec3(0.0, 0.0, 5.0)), Some(vec2(50.0, 50.0))); // Camera frame = world frame: image-right is +X, image-down is +Y // (in a Y-up world this pose renders upside-down; it's the COLMAP // identity, see CameraPose docs). assert!(cam.project(vec3(1.0, 0.0, 5.0)).unwrap().x > 50.0); assert!(cam.project(vec3(0.0, 1.0, 5.0)).unwrap().y > 50.0); // Behind the camera: no projection. assert_eq!(cam.project(vec3(0.0, 0.0, -5.0)), None); } #[test] fn looking_at_is_right_side_up() { let cam = cam_looking_at_subject(); // The subject's head (above the look-at point) must land above the // principal point: world up is image up. let head = cam.project(vec3(0.0, 0.5, 2.0)).expect("in front"); assert!(head.y < cam.intrinsics.cy, "head projected to {head:?}"); // Something to the camera's right (world -X when looking down +Z, // see CameraPose docs) lands on the right half of the image. let right = cam.project(vec3(-0.5, 0.0, 2.0)).expect("in front"); assert!(right.x > cam.intrinsics.cx); // ...and world +X lands on the left half. let left = cam.project(vec3(0.5, 0.0, 2.0)).expect("in front"); assert!(left.x < cam.intrinsics.cx); } #[test] fn pixel_ray_round_trips() { let cam = cam_looking_at_subject(); // Ray through the principal point hits the look-at target. let (o, d) = cam.pixel_ray(320.0, 240.0); let hit = o + d * 2.0; assert!(hit.distance_squared(vec3(0.0, 0.0, 2.0)) < 1e-8); // Marching a ray and projecting back gives the same pixel. let (o, d) = cam.pixel_ray(123.0, 45.0); let p = o + d * 3.7; let projected = cam.project(p).expect("in front"); assert!((projected - vec2(123.0, 45.0)).length() < 1e-3); } #[test] fn euler_matches_looking_at_for_pure_yaw() { for yaw_deg in [0.0_f32, 11.31, -30.0, 75.0] { let position = vec3(-0.4, 0.1, 0.0); let yaw = yaw_deg.to_radians(); let target = position + vec3(yaw.sin(), 0.0, yaw.cos()) * 2.0; let euler = CameraPose::from_euler_deg(position, 0.0, yaw_deg, 0.0); let look = CameraPose::looking_at(position, target); assert!((euler.rotation * Vec3::Z - look.rotation * Vec3::Z).length() < 1e-5); assert!((euler.rotation * Vec3::Y - look.rotation * Vec3::Y).length() < 1e-5); assert!((euler.rotation * Vec3::X - look.rotation * Vec3::X).length() < 1e-5); } } #[test] fn euler_pitch_and_roll_axes() { let zero = CameraPose::from_euler_deg(Vec3::ZERO, 0.0, 0.0, 0.0); // Zero euler: looking at +Z, right-side-up (image-down = world -Y). assert!((zero.rotation * Vec3::Z - Vec3::Z).length() < 1e-6); assert!((zero.rotation * Vec3::Y + Vec3::Y).length() < 1e-6); // Positive pitch tilts the camera up (forward gains world +Y). let pitch = CameraPose::from_euler_deg(Vec3::ZERO, 10.0, 0.0, 0.0); assert!((pitch.rotation * Vec3::Z).y > 0.1); // Positive yaw turns towards world +X. let yaw = CameraPose::from_euler_deg(Vec3::ZERO, 0.0, 30.0, 0.0); assert!((yaw.rotation * Vec3::Z).x > 0.4); // Roll rotates about the viewing axis: the forward vector holds. let roll = CameraPose::from_euler_deg(Vec3::ZERO, 0.0, 0.0, 90.0); assert!((roll.rotation * Vec3::Z - Vec3::Z).length() < 1e-6); } #[test] fn pose_blend_hits_endpoints() { let a = CameraPose::looking_at(vec3(-1.0, 0.0, 0.0), vec3(0.0, 0.0, 2.0)); let b = CameraPose::looking_at(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 2.0)); assert_eq!(a.blend(&b, 0.0), a); assert_eq!(a.blend(&b, 1.0), b); let mid = a.blend(&b, 0.5); // Halfway along the baseline, still looking at the subject. assert!(mid.position.length() < 1e-6); let forward = mid.rotation * Vec3::Z; assert!(forward.z > 0.99); } #[test] fn fov_matches_focal() { let cam = cam_looking_at_subject(); // Brush's formula: focal = (w/2) / tan(fov/2). let focal = (640.0 / 2.0) / (cam.fov_x() / 2.0).tan(); assert!((focal - 500.0).abs() < 1e-3); let focal_y = (480.0 / 2.0) / (cam.fov_y() / 2.0).tan(); assert!((focal_y - 500.0).abs() < 1e-3); } }