/*M/////////////////////////////////////////////////////////////////////////////////////// // // IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING. // // By downloading, copying, installing or using the software you agree to this license. // If you do not agree to this license, do not download, install, // copy or use the software. // // // Intel License Agreement // For Open Source Computer Vision Library // // Copyright (C) 2000, Intel Corporation, all rights reserved. // Third party copyrights are property of their respective owners. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // * Redistribution's of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // // * Redistribution's in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // * The name of Intel Corporation may not be used to endorse or promote products // derived from this software without specific prior written permission. // // This software is provided by the copyright holders and contributors "as is" and // any express or implied warranties, including, but not limited to, the implied // warranties of merchantability and fitness for a particular purpose are disclaimed. // In no event shall the Intel Corporation or contributors be liable for any direct, // indirect, incidental, special, exemplary, or consequential damages // (including, but not limited to, procurement of substitute goods or services; // loss of use, data, or profits; or business interruption) however caused // and on any theory of liability, whether in contract, strict liability, // or tort (including negligence or otherwise) arising in any way out of // the use of this software, even if advised of the possibility of such damage. // //M*/ /************************************************************************************\ This is improved variant of chessboard corner detection algorithm that uses a graph of connected quads. It is based on the code contributed by Vladimir Vezhnevets and Philip Gruebele. Here is the copyright notice from the original Vladimir's code: =============================================================== The algorithms developed and implemented by Vezhnevets Vldimir aka Dead Moroz (vvp@graphics.cs.msu.ru) See http://graphics.cs.msu.su/en/research/calibration/opencv.html for detailed information. Reliability additions and modifications made by Philip Gruebele. pgruebele@cox.net \************************************************************************************/ #include "_cv.h" //===================================================================================== // Implementation for the enhanced calibration object detection //===================================================================================== #define MAX_CONTOUR_APPROX 7 typedef struct CvContourEx { CV_CONTOUR_FIELDS() int counter; } CvContourEx; //===================================================================================== /// Corner info structure /** This structure stores information about the chessboard corner.*/ typedef struct CvCBCorner { CvPoint2D32f pt; // Coordinates of the corner int row; // Board row index int count; // Number of neighbor corners struct CvCBCorner* neighbors[4]; // Neighbor corners } CvCBCorner; //===================================================================================== /// Quadrangle contour info structure /** This structure stores information about the chessboard quadrange.*/ typedef struct CvCBQuad { int count; // Number of quad neibors int group_idx; // quad group ID float edge_len; // quad size characteristic CvCBCorner *corners[4]; // Coordinates of quad corners struct CvCBQuad *neighbors[4]; // Pointers of quad neighbors } CvCBQuad; //===================================================================================== //static CvMat* debug_img = 0; static int icvGenerateQuads( CvCBQuad **quads, CvCBCorner **corners, CvMemStorage *storage, CvMat *image, int flags ); static void icvFindQuadNeighbors( CvCBQuad *quads, int quad_count ); static int icvFindConnectedQuads( CvCBQuad *quads, int quad_count, CvCBQuad **quad_group, int group_idx, CvMemStorage* storage ); static int icvCheckQuadGroup( CvCBQuad **quad_group, int count, CvCBCorner **out_corners, CvSize pattern_size ); static int icvCleanFoundConnectedQuads( int quad_count, CvCBQuad **quads, CvSize pattern_size ); CV_IMPL int cvFindChessboardCorners( const void* arr, CvSize pattern_size, CvPoint2D32f* out_corners, int* out_corner_count, int flags ) { const int min_dilations = 1; const int max_dilations = 3; int found = 0; CvMat* norm_img = 0; CvMat* thresh_img = 0; CvMemStorage* storage = 0; CvCBQuad *quads = 0, **quad_group = 0; CvCBCorner *corners = 0, **corner_group = 0; if( out_corner_count ) *out_corner_count = 0; CV_FUNCNAME( "cvFindChessBoardCornerGuesses2" ); __BEGIN__; int quad_count, group_idx, i, dilations; CvMat stub, *img = (CvMat*)arr; CV_CALL( img = cvGetMat( img, &stub )); //debug_img = img; if( CV_MAT_DEPTH( img->type ) != CV_8U || CV_MAT_CN( img->type ) == 2 ) CV_ERROR( CV_StsUnsupportedFormat, "Only 8-bit grayscale or color images are supported" ); if( pattern_size.width <= 2 || pattern_size.height <= 2 ) CV_ERROR( CV_StsOutOfRange, "pattern should have at least 2x2 size" ); if( !out_corners ) CV_ERROR( CV_StsNullPtr, "Null pointer to corners" ); CV_CALL( storage = cvCreateMemStorage(0) ); CV_CALL( thresh_img = cvCreateMat( img->rows, img->cols, CV_8UC1 )); if( CV_MAT_CN(img->type) != 1 || (flags & CV_CALIB_CB_NORMALIZE_IMAGE) ) { // equalize the input image histogram - // that should make the contrast between "black" and "white" areas big enough CV_CALL( norm_img = cvCreateMat( img->rows, img->cols, CV_8UC1 )); if( CV_MAT_CN(img->type) != 1 ) { CV_CALL( cvCvtColor( img, norm_img, CV_BGR2GRAY )); img = norm_img; } if( flags & CV_CALIB_CB_NORMALIZE_IMAGE ) { cvEqualizeHist( img, norm_img ); img = norm_img; } } // Try our standard "1" dilation, but if the pattern is not found, iterate the whole procedure with higher dilations. // This is necessary because some squares simply do not separate properly with a single dilation. However, // we want to use the minimum number of dilations possible since dilations cause the squares to become smaller, // making it difficult to detect smaller squares. for( dilations = min_dilations; dilations <= max_dilations; dilations++ ) { // convert the input grayscale image to binary (black-n-white) if( flags & CV_CALIB_CB_ADAPTIVE_THRESH ) { int block_size = cvRound(MIN(img->cols,img->rows)*0.2)|1; cvDilate( img, thresh_img, 0, dilations ); // convert to binary cvAdaptiveThreshold( img, thresh_img, 255, CV_ADAPTIVE_THRESH_MEAN_C, CV_THRESH_BINARY, block_size, 0 ); cvDilate( thresh_img, thresh_img, 0, dilations-1 ); } else { // Make dilation before the thresholding. // It splits chessboard corners //cvDilate( img, thresh_img, 0, 1 ); // empiric threshold level double mean = cvMean( img ); int thresh_level = cvRound( mean - 10 ); thresh_level = MAX( thresh_level, 10 ); cvThreshold( img, thresh_img, thresh_level, 255, CV_THRESH_BINARY ); cvDilate( thresh_img, thresh_img, 0, dilations ); } // So we can find rectangles that go to the edge, we draw a white line around the image edge. // Otherwise FindContours will miss those clipped rectangle contours. // The border color will be the image mean, because otherwise we risk screwing up filters like cvSmooth()... cvRectangle( thresh_img, cvPoint(0,0), cvPoint(thresh_img->cols-1, thresh_img->rows-1), CV_RGB(255,255,255), 3, 8); CV_CALL( quad_count = icvGenerateQuads( &quads, &corners, storage, thresh_img, flags )); if( quad_count <= 0 ) continue; // Find quad's neighbors CV_CALL( icvFindQuadNeighbors( quads, quad_count )); CV_CALL( quad_group = (CvCBQuad**)cvAlloc( sizeof(quad_group[0]) * quad_count)); CV_CALL( corner_group = (CvCBCorner**)cvAlloc( sizeof(corner_group[0]) * quad_count*4 )); for( group_idx = 0; ; group_idx++ ) { int count; CV_CALL( count = icvFindConnectedQuads( quads, quad_count, quad_group, group_idx, storage )); if( count == 0 ) break; // If count is more than it should be, this will remove those quads // which cause maximum deviation from a nice square pattern. CV_CALL( count = icvCleanFoundConnectedQuads( count, quad_group, pattern_size )); CV_CALL( count = icvCheckQuadGroup( quad_group, count, corner_group, pattern_size )); if( count > 0 || (out_corner_count && -count > *out_corner_count) ) { int n = count > 0 ? pattern_size.width * pattern_size.height : -count; n = MIN( n, pattern_size.width * pattern_size.height ); // copy corners to output array for( i = 0; i < n; i++ ) out_corners[i] = corner_group[i]->pt; if( out_corner_count ) *out_corner_count = n; if( count > 0 ) { found = 1; EXIT; } } } cvFree( &quads ); cvFree( &corners ); } __END__; cvReleaseMemStorage( &storage ); cvReleaseMat( &norm_img ); cvReleaseMat( &thresh_img ); cvFree( &quads ); cvFree( &corners ); cvFree( &quad_group ); cvFree( &corner_group ); return found; } // if we found too many connect quads, remove those which probably do not belong. static int icvCleanFoundConnectedQuads( int quad_count, CvCBQuad **quad_group, CvSize pattern_size ) { CvMemStorage *temp_storage = 0; CvPoint2D32f *centers = 0; CV_FUNCNAME( "icvCleanFoundConnectedQuads" ); __BEGIN__; CvPoint2D32f center = {0,0}; int i, j, k; // number of quads this pattern should contain int count = ((pattern_size.width + 1)*(pattern_size.height + 1) + 1)/2; // if we have more quadrangles than we should, // try to eliminate duplicates or ones which don't belong to the pattern rectangle... if( quad_count <= count ) EXIT; // create an array of quadrangle centers CV_CALL( centers = (CvPoint2D32f *)cvAlloc( sizeof(centers[0])*quad_count )); CV_CALL( temp_storage = cvCreateMemStorage(0)); for( i = 0; i < quad_count; i++ ) { CvPoint2D32f ci = {0,0}; CvCBQuad* q = quad_group[i]; for( j = 0; j < 4; j++ ) { CvPoint2D32f pt = q->corners[j]->pt; ci.x += pt.x; ci.y += pt.y; } ci.x *= 0.25f; ci.y *= 0.25f; centers[i] = ci; center.x += ci.x; center.y += ci.y; } center.x /= quad_count; center.y /= quad_count; // If we still have more quadrangles than we should, // we try to eliminate bad ones based on minimizing the bounding box. // We iteratively remove the point which reduces the size of // the bounding box of the blobs the most // (since we want the rectangle to be as small as possible) // remove the quadrange that causes the biggest reduction // in pattern size until we have the correct number for( ; quad_count > count; quad_count-- ) { double min_box_area = DBL_MAX; int skip, min_box_area_index = -1; CvCBQuad *q0, *q; // For each point, calculate box area without that point for( skip = 0; skip < quad_count; skip++ ) { // get bounding rectangle CvPoint2D32f temp = centers[skip]; // temporarily make index 'skip' the same as centers[skip] = center; // pattern center (so it is not counted for convex hull) CvMat pointMat = cvMat(1, quad_count, CV_32FC2, centers); CvSeq *hull = cvConvexHull2( &pointMat, temp_storage, CV_CLOCKWISE, 1 ); centers[skip] = temp; double hull_area = fabs(cvContourArea(hull, CV_WHOLE_SEQ)); // remember smallest box area if( hull_area < min_box_area ) { min_box_area = hull_area; min_box_area_index = skip; } cvClearMemStorage( temp_storage ); } q0 = quad_group[min_box_area_index]; // remove any references to this quad as a neighbor for( i = 0; i < quad_count; i++ ) { q = quad_group[i]; for( j = 0; j < 4; j++ ) { if( q->neighbors[j] == q0 ) { q->neighbors[j] = 0; q->count--; for( k = 0; k < 4; k++ ) if( q0->neighbors[k] == q ) { q0->neighbors[k] = 0; q0->count--; break; } break; } } } // remove the quad quad_count--; quad_group[min_box_area_index] = quad_group[quad_count]; centers[min_box_area_index] = centers[quad_count]; } __END__; cvReleaseMemStorage( &temp_storage ); cvFree( ¢ers ); return quad_count; } //===================================================================================== static int icvFindConnectedQuads( CvCBQuad *quad, int quad_count, CvCBQuad **out_group, int group_idx, CvMemStorage* storage ) { CvMemStorage* temp_storage = cvCreateChildMemStorage( storage ); CvSeq* stack = cvCreateSeq( 0, sizeof(*stack), sizeof(void*), temp_storage ); int i, count = 0; // Scan the array for a first unlabeled quad for( i = 0; i < quad_count; i++ ) { if( quad[i].count > 0 && quad[i].group_idx < 0) break; } // Recursively find a group of connected quads starting from the seed quad[i] if( i < quad_count ) { CvCBQuad* q = &quad[i]; cvSeqPush( stack, &q ); out_group[count++] = q; q->group_idx = group_idx; while( stack->total ) { cvSeqPop( stack, &q ); for( i = 0; i < 4; i++ ) { CvCBQuad *neighbor = q->neighbors[i]; if( neighbor && neighbor->count > 0 && neighbor->group_idx < 0 ) { cvSeqPush( stack, &neighbor ); out_group[count++] = neighbor; neighbor->group_idx = group_idx; } } } } cvReleaseMemStorage( &temp_storage ); return count; } //===================================================================================== static int icvCheckQuadGroup( CvCBQuad **quad_group, int quad_count, CvCBCorner **out_corners, CvSize pattern_size ) { const int ROW1 = 1000000; const int ROW2 = 2000000; const int ROW_ = 3000000; int result = 0; int i, out_corner_count = 0, corner_count = 0; CvCBCorner** corners = 0; CV_FUNCNAME( "icvCheckQuadGroup" ); __BEGIN__; int j, k, kk; int width = 0, height = 0; int hist[5] = {0,0,0,0,0}; CvCBCorner* first = 0, *first2 = 0, *right, *cur, *below, *c; CV_CALL( corners = (CvCBCorner**)cvAlloc( quad_count*4*sizeof(corners[0]) )); // build dual graph, which vertices are internal quad corners // and two vertices are connected iff they lie on the same quad edge for( i = 0; i < quad_count; i++ ) { CvCBQuad* q = quad_group[i]; /*CvScalar color = q->count == 0 ? cvScalar(0,255,255) : q->count == 1 ? cvScalar(0,0,255) : q->count == 2 ? cvScalar(0,255,0) : q->count == 3 ? cvScalar(255,255,0) : cvScalar(255,0,0);*/ for( j = 0; j < 4; j++ ) { //cvLine( debug_img, cvPointFrom32f(q->corners[j]->pt), cvPointFrom32f(q->corners[(j+1)&3]->pt), color, 1, CV_AA, 0 ); if( q->neighbors[j] ) { CvCBCorner *a = q->corners[j], *b = q->corners[(j+1)&3]; // mark internal corners that belong to: // - a quad with a single neighbor - with ROW1, // - a quad with two neighbors - with ROW2 // make the rest of internal corners with ROW_ int row_flag = q->count == 1 ? ROW1 : q->count == 2 ? ROW2 : ROW_; if( a->row == 0 ) { corners[corner_count++] = a; a->row = row_flag; } else if( a->row > row_flag ) a->row = row_flag; if( q->neighbors[(j+1)&3] ) { if( a->count >= 4 || b->count >= 4 ) EXIT; for( k = 0; k < 4; k++ ) { if( a->neighbors[k] == b ) EXIT; if( b->neighbors[k] == a ) EXIT; } a->neighbors[a->count++] = b; b->neighbors[b->count++] = a; } } } } if( corner_count != pattern_size.width*pattern_size.height ) EXIT; for( i = 0; i < corner_count; i++ ) { int n = corners[i]->count; assert( 0 <= n && n <= 4 ); hist[n]++; if( !first && n == 2 ) { if( corners[i]->row == ROW1 ) first = corners[i]; else if( !first2 && corners[i]->row == ROW2 ) first2 = corners[i]; } } // start with a corner that belongs to a quad with a signle neighbor. // if we do not have such, start with a corner of a quad with two neighbors. if( !first ) first = first2; if( !first || hist[0] != 0 || hist[1] != 0 || hist[2] != 4 || hist[3] != (pattern_size.width + pattern_size.height)*2 - 8 ) EXIT; cur = first; right = below = 0; out_corners[out_corner_count++] = cur; for( k = 0; k < 4; k++ ) { c = cur->neighbors[k]; if( c ) { if( !right ) right = c; else if( !below ) below = c; } } if( !right || right->count != 2 && right->count != 3 || !below || below->count != 2 && below->count != 3 ) EXIT; cur->row = 0; //cvCircle( debug_img, cvPointFrom32f(cur->pt), 3, cvScalar(0,255,0), -1, 8, 0 ); first = below; // remember the first corner in the next row // find and store the first row (or column) for(j=1;;j++) { right->row = 0; out_corners[out_corner_count++] = right; //cvCircle( debug_img, cvPointFrom32f(right->pt), 3, cvScalar(0,255-j*10,0), -1, 8, 0 ); if( right->count == 2 ) break; if( right->count != 3 || out_corner_count >= MAX(pattern_size.width,pattern_size.height) ) EXIT; cur = right; for( k = 0; k < 4; k++ ) { c = cur->neighbors[k]; if( c && c->row > 0 ) { for( kk = 0; kk < 4; kk++ ) { if( c->neighbors[kk] == below ) break; } if( kk < 4 ) below = c; else right = c; } } } width = out_corner_count; if( width == pattern_size.width ) height = pattern_size.height; else if( width == pattern_size.height ) height = pattern_size.width; else EXIT; // find and store all the other rows for( i = 1; ; i++ ) { if( !first ) break; cur = first; first = 0; for( j = 0;; j++ ) { cur->row = i; out_corners[out_corner_count++] = cur; //cvCircle( debug_img, cvPointFrom32f(cur->pt), 3, cvScalar(0,0,255-j*10), -1, 8, 0 ); if( cur->count == 2 + (i < height-1) && j > 0 ) break; right = 0; // find a neighbor that has not been processed yet // and that has a neighbor from the previous row for( k = 0; k < 4; k++ ) { c = cur->neighbors[k]; if( c && c->row > i ) { for( kk = 0; kk < 4; kk++ ) { if( c->neighbors[kk] && c->neighbors[kk]->row == i-1 ) break; } if( kk < 4 ) { right = c; if( j > 0 ) break; } else if( j == 0 ) first = c; } } if( !right ) EXIT; cur = right; } if( j != width - 1 ) EXIT; } if( out_corner_count != corner_count ) EXIT; // check if we need to transpose the board if( width != pattern_size.width ) { CV_SWAP( width, height, k ); memcpy( corners, out_corners, corner_count*sizeof(corners[0]) ); for( i = 0; i < height; i++ ) for( j = 0; j < width; j++ ) out_corners[i*width + j] = corners[j*height + i]; } // check if we need to revert the order in each row { CvPoint2D32f p0 = out_corners[0]->pt, p1 = out_corners[pattern_size.width-1]->pt, p2 = out_corners[pattern_size.width]->pt; if( (p1.x - p0.x)*(p2.y - p1.y) - (p1.y - p0.y)*(p2.x - p1.x) < 0 ) { if( width % 2 == 0 ) { for( i = 0; i < height; i++ ) for( j = 0; j < width/2; j++ ) CV_SWAP( out_corners[i*width+j], out_corners[i*width+width-j-1], c ); } else { for( j = 0; j < width; j++ ) for( i = 0; i < height/2; i++ ) CV_SWAP( out_corners[i*width+j], out_corners[(height - i - 1)*width+j], c ); } } } result = corner_count; __END__; if( result <= 0 && corners ) { corner_count = MIN( corner_count, pattern_size.width*pattern_size.height ); for( i = 0; i < corner_count; i++ ) out_corners[i] = corners[i]; result = -corner_count; } cvFree( &corners ); return result; } //===================================================================================== static void icvFindQuadNeighbors( CvCBQuad *quads, int quad_count ) { const float thresh_scale = 1.f; int idx, i, k, j; float dx, dy, dist; // find quad neighbors for( idx = 0; idx < quad_count; idx++ ) { CvCBQuad* cur_quad = &quads[idx]; // choose the points of the current quadrangle that are close to // some points of the other quadrangles // (it can happen for split corners (due to dilation) of the // checker board). Search only in other quadrangles! // for each corner of this quadrangle for( i = 0; i < 4; i++ ) { CvPoint2D32f pt; float min_dist = FLT_MAX; int closest_corner_idx = -1; CvCBQuad *closest_quad = 0; CvCBCorner *closest_corner = 0; if( cur_quad->neighbors[i] ) continue; pt = cur_quad->corners[i]->pt; // find the closest corner in all other quadrangles for( k = 0; k < quad_count; k++ ) { if( k == idx ) continue; for( j = 0; j < 4; j++ ) { if( quads[k].neighbors[j] ) continue; dx = pt.x - quads[k].corners[j]->pt.x; dy = pt.y - quads[k].corners[j]->pt.y; dist = dx * dx + dy * dy; if( dist < min_dist && dist <= cur_quad->edge_len*thresh_scale && dist <= quads[k].edge_len*thresh_scale ) { closest_corner_idx = j; closest_quad = &quads[k]; min_dist = dist; } } } // we found a matching corner point? if( closest_corner_idx >= 0 && min_dist < FLT_MAX ) { // If another point from our current quad is closer to the found corner // than the current one, then we don't count this one after all. // This is necessary to support small squares where otherwise the wrong // corner will get matched to closest_quad; closest_corner = closest_quad->corners[closest_corner_idx]; for( j = 0; j < 4; j++ ) { if( cur_quad->neighbors[j] == closest_quad ) break; dx = closest_corner->pt.x - cur_quad->corners[j]->pt.x; dy = closest_corner->pt.y - cur_quad->corners[j]->pt.y; if( dx * dx + dy * dy < min_dist ) break; } if( j < 4 || cur_quad->count >= 4 || closest_quad->count >= 4 ) continue; // Check that each corner is a neighbor of different quads for( j = 0; j < closest_quad->count; j++ ) { if( closest_quad->neighbors[j] == cur_quad ) break; } if( j < closest_quad->count ) continue; // check whether the closest corner to closest_corner // is different from cur_quad->corners[i]->pt for( k = 0; k < quad_count; k++ ) { CvCBQuad* q = &quads[k]; if( k == idx || q == closest_quad ) continue; for( j = 0; j < 4; j++ ) if( !q->neighbors[j] ) { dx = closest_corner->pt.x - q->corners[j]->pt.x; dy = closest_corner->pt.y - q->corners[j]->pt.y; dist = dx*dx + dy*dy; if( dist < min_dist ) break; } if( j < 4 ) break; } if( k < quad_count ) continue; closest_corner->pt.x = (pt.x + closest_corner->pt.x) * 0.5f; closest_corner->pt.y = (pt.y + closest_corner->pt.y) * 0.5f; // We've found one more corner - remember it cur_quad->count++; cur_quad->neighbors[i] = closest_quad; cur_quad->corners[i] = closest_corner; closest_quad->count++; closest_quad->neighbors[closest_corner_idx] = cur_quad; } } } } //===================================================================================== static int icvGenerateQuads( CvCBQuad **out_quads, CvCBCorner **out_corners, CvMemStorage *storage, CvMat *image, int flags ) { int quad_count = 0; CvMemStorage *temp_storage = 0; if( out_quads ) *out_quads = 0; if( out_corners ) *out_corners = 0; CV_FUNCNAME( "icvGenerateQuads" ); __BEGIN__; CvSeq *src_contour = 0; CvSeq *root; CvContourEx* board = 0; CvContourScanner scanner; int i, idx, min_size; CV_ASSERT( out_corners && out_quads ); // empiric bound for minimal allowed perimeter for squares min_size = cvRound( image->cols * image->rows * .03 * 0.01 * 0.92 ); // create temporary storage for contours and the sequence of pointers to found quadrangles CV_CALL( temp_storage = cvCreateChildMemStorage( storage )); CV_CALL( root = cvCreateSeq( 0, sizeof(CvSeq), sizeof(CvSeq*), temp_storage )); // initialize contour retrieving routine CV_CALL( scanner = cvStartFindContours( image, temp_storage, sizeof(CvContourEx), CV_RETR_CCOMP, CV_CHAIN_APPROX_SIMPLE )); // get all the contours one by one while( (src_contour = cvFindNextContour( scanner )) != 0 ) { CvSeq *dst_contour = 0; CvRect rect = ((CvContour*)src_contour)->rect; // reject contours with too small perimeter if( CV_IS_SEQ_HOLE(src_contour) && rect.width*rect.height >= min_size ) { const int min_approx_level = 2, max_approx_level = MAX_CONTOUR_APPROX; int approx_level; for( approx_level = min_approx_level; approx_level <= max_approx_level; approx_level++ ) { dst_contour = cvApproxPoly( src_contour, sizeof(CvContour), temp_storage, CV_POLY_APPROX_DP, (float)approx_level ); // we call this again on its own output, because sometimes // cvApproxPoly() does not simplify as much as it should. dst_contour = cvApproxPoly( dst_contour, sizeof(CvContour), temp_storage, CV_POLY_APPROX_DP, (float)approx_level ); if( dst_contour->total == 4 ) break; } // reject non-quadrangles if( dst_contour->total == 4 && cvCheckContourConvexity(dst_contour) ) { CvPoint pt[4]; double d1, d2, p = cvContourPerimeter(dst_contour); double area = fabs(cvContourArea(dst_contour, CV_WHOLE_SEQ)); double dx, dy; for( i = 0; i < 4; i++ ) pt[i] = *(CvPoint*)cvGetSeqElem(dst_contour, i); dx = pt[0].x - pt[2].x; dy = pt[0].y - pt[2].y; d1 = sqrt(dx*dx + dy*dy); dx = pt[1].x - pt[3].x; dy = pt[1].y - pt[3].y; d2 = sqrt(dx*dx + dy*dy); // philipg. Only accept those quadrangles which are more square // than rectangular and which are big enough double d3, d4; dx = pt[0].x - pt[1].x; dy = pt[0].y - pt[1].y; d3 = sqrt(dx*dx + dy*dy); dx = pt[1].x - pt[2].x; dy = pt[1].y - pt[2].y; d4 = sqrt(dx*dx + dy*dy); if( !(flags & CV_CALIB_CB_FILTER_QUADS) || d3*4 > d4 && d4*4 > d3 && d3*d4 < area*1.5 && area > min_size && d1 >= 0.15 * p && d2 >= 0.15 * p ) { CvContourEx* parent = (CvContourEx*)(src_contour->v_prev); parent->counter++; if( !board || board->counter < parent->counter ) board = parent; dst_contour->v_prev = (CvSeq*)parent; //for( i = 0; i < 4; i++ ) cvLine( debug_img, pt[i], pt[(i+1)&3], cvScalar(200,255,255), 1, CV_AA, 0 ); cvSeqPush( root, &dst_contour ); } } } } // finish contour retrieving cvEndFindContours( &scanner ); // allocate quad & corner buffers CV_CALL( *out_quads = (CvCBQuad*)cvAlloc(root->total * sizeof((*out_quads)[0]))); CV_CALL( *out_corners = (CvCBCorner*)cvAlloc(root->total * 4 * sizeof((*out_corners)[0]))); // Create array of quads structures for( idx = 0; idx < root->total; idx++ ) { CvCBQuad* q = &(*out_quads)[quad_count]; src_contour = *(CvSeq**)cvGetSeqElem( root, idx ); if( (flags & CV_CALIB_CB_FILTER_QUADS) && src_contour->v_prev != (CvSeq*)board ) continue; // reset group ID memset( q, 0, sizeof(*q) ); q->group_idx = -1; assert( src_contour->total == 4 ); for( i = 0; i < 4; i++ ) { CvPoint2D32f pt = cvPointTo32f(*(CvPoint*)cvGetSeqElem(src_contour, i)); CvCBCorner* corner = &(*out_corners)[quad_count*4 + i]; memset( corner, 0, sizeof(*corner) ); corner->pt = pt; q->corners[i] = corner; } q->edge_len = FLT_MAX; for( i = 0; i < 4; i++ ) { float dx = q->corners[i]->pt.x - q->corners[(i+1)&3]->pt.x; float dy = q->corners[i]->pt.y - q->corners[(i+1)&3]->pt.y; float d = dx*dx + dy*dy; if( q->edge_len > d ) q->edge_len = d; } quad_count++; } __END__; if( cvGetErrStatus() < 0 ) { if( out_quads ) cvFree( out_quads ); if( out_corners ) cvFree( out_corners ); quad_count = 0; } cvReleaseMemStorage( &temp_storage ); return quad_count; } CV_IMPL void cvDrawChessboardCorners( CvArr* _image, CvSize pattern_size, CvPoint2D32f* corners, int count, int found ) { CV_FUNCNAME( "cvDrawChessboardCorners" ); __BEGIN__; const int shift = 0; const int radius = 4; const int r = radius*(1 << shift); int i; CvMat stub, *image; double scale = 1; int type, cn, line_type; CV_CALL( image = cvGetMat( _image, &stub )); type = CV_MAT_TYPE(image->type); cn = CV_MAT_CN(type); if( cn != 1 && cn != 3 && cn != 4 ) CV_ERROR( CV_StsUnsupportedFormat, "Number of channels must be 1, 3 or 4" ); switch( CV_MAT_DEPTH(image->type) ) { case CV_8U: scale = 1; break; case CV_16U: scale = 256; break; case CV_32F: scale = 1./255; break; default: CV_ERROR( CV_StsUnsupportedFormat, "Only 8-bit, 16-bit or floating-point 32-bit images are supported" ); } line_type = type == CV_8UC1 || type == CV_8UC3 ? CV_AA : 8; if( !found ) { CvScalar color = {{0,0,255}}; if( cn == 1 ) color = cvScalarAll(200); color.val[0] *= scale; color.val[1] *= scale; color.val[2] *= scale; color.val[3] *= scale; for( i = 0; i < count; i++ ) { CvPoint pt; pt.x = cvRound(corners[i].x*(1 << shift)); pt.y = cvRound(corners[i].y*(1 << shift)); cvLine( image, cvPoint( pt.x - r, pt.y - r ), cvPoint( pt.x + r, pt.y + r ), color, 1, line_type, shift ); cvLine( image, cvPoint( pt.x - r, pt.y + r), cvPoint( pt.x + r, pt.y - r), color, 1, line_type, shift ); cvCircle( image, pt, r+(1<