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Elphel
x3domlet
Commits
7647bcd0
Commit
7647bcd0
authored
Nov 16, 2018
by
Oleg Dzhimiev
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Plain Diff
split into more base blocks
parent
a82eda19
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1
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85 additions
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86 deletions
+85
-86
x3dom_deltas.js
js/x3dom_deltas.js
+85
-86
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js/x3dom_deltas.js
View file @
7647bcd0
...
...
@@ -12,20 +12,21 @@ function x3dom_delta_markers(){
var
Camera
=
Map
.
marker
;
// calling this function
Av_f
({
var
marker_i
=
{
map
:
{
lat
:
marker
.
latitude
,
lng
:
marker
.
longitude
,
alt
:
marker
.
altitude
},
model
:
{
x
:
marker
.
x
,
y
:
marker
.
y
,
z
:
marker
.
z
}
},
{
};
var
parameters
=
{
lat
:
Data
.
camera
.
kml
.
latitude
,
lng
:
Data
.
camera
.
kml
.
longitude
,
alt
:
Data
.
camera
.
kml
.
altitude
,
heading
:
Data
.
camera
.
kml
.
heading
,
tilt
:
Data
.
camera
.
kml
.
tilt
,
roll
:
Data
.
camera
.
kml
.
roll
}
);
};
var
Error_vector
=
Av_f
(
marker_i
,
parameters
);
/*
var e1_c = new x3dom.fields.SFVec3f(marker.x,marker.y,marker.z);
...
...
@@ -44,55 +45,26 @@ function x3dom_delta_markers(){
function
Av_f
(
mark
,
pars
){
/*
mark = {
map:{ lat: 0, lng: 0, alt: 0},
model:{ x: 0, y: 0, z: 0 }
}
pars = {
lat: 0,
lng: 0,
alt: 0,
heading: 0,
tilt: 0,
roll: 0
}
*/
/*
* 'WORLD' COORDINATE SYSTEM
* X - to North
* Y - to East
* Z - to Earth center
*/
var
p0_ll
=
new
L
.
LatLng
(
pars
.
lat
,
pars
.
lng
);
var
p1_ll
=
new
L
.
LatLng
(
mark
.
map
.
lat
,
mark
.
map
.
lng
);
var
v
=
v_f
(
mark
,
pars
);
var
A
=
A_f
(
mark
,
pars
);
var
Av
=
A
.
multMatrixVec
(
v
);
// get coordinates of marker in real world coorinates
// the world is
var
pi_ll
=
new
L
.
LatLng
(
p0_ll
.
lat
,
p1_ll
.
lng
);
return
Av
;
// will need derivatives from this distanceTo
var
dx
=
pi_ll
.
distanceTo
(
p1_ll
);
var
dy
=
p0_ll
.
distanceTo
(
pi_ll
);
var
dz
=
(
mark
.
map
.
alt
-
pars
.
alt
)
*
(
-
1
);
}
// sign
if
(
p1_ll
.
lng
<
p0_ll
.
lng
)
dy
=
-
dy
;
if
(
p1_ll
.
lat
<
p0_ll
.
lat
)
dx
=
-
dx
;
function
v_f
(
mark
,
pars
){
// dx,dy,dz - coorinates map marker in 'world' coordinates
// with the center in p0
//
// which is ellipse 2 e2.
var
e1_world
=
get_e1_w
(
mark
,
pars
);
var
e2_world
=
get_e2_w
(
mark
,
pars
);
//
pointing from model mark to map mark
var
v
=
e1_world
.
subtract
(
e2_world
);
var
e2_world
=
new
x3dom
.
fields
.
SFVec3f
(
dx
,
dy
,
dz
);
return
v
;
}
console
.
log
(
"MARK-on-MAP in WORLD: "
+
e2_world
.
toString
());
// model to world (for debugging mainly)
function
get_e1_M2W
(
mark
,
pars
){
var
heading
=
pars
.
heading
*
Math
.
PI
/
180
;
var
tilt
=
(
pars
.
tilt
-
90
)
*
Math
.
PI
/
180
;
...
...
@@ -109,41 +81,70 @@ function Av_f(mark,pars){
var
T
=
x3dom_toYawPitchRoll
();
var
M2W
=
R
.
mult
(
T
);
var
W2M
=
R
.
mult
(
T
).
inverse
();
return
M2W
;
}
// get ellipse 1 in world coordinates
function
get_e1_w
(
mark
,
pars
){
var
M2W
=
get_e1_M2W
(
mark
,
pars
);
var
W2M
=
M2W
.
inverse
();
var
e1_model
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
model
.
x
,
mark
.
model
.
y
,
mark
.
model
.
z
);
var
e1_world
=
M2W
.
multMatrixVec
(
e1_model
);
var
e2_model
=
W2M
.
multMatrixVec
(
e2_world
);
return
e1_world
;
}
// get ellipse 2 in world coordinates
function
get_e2_w
(
mark
,
pars
){
//x3dom_draw_line("soup0","white", new x3dom.fields.SFVec3f(0,0,0), e1_model);
//x3dom_draw_line("soup1","white", new x3dom.fields.SFVec3f(0,0,0), e2_model);
//x3dom_draw_line("soup2","white", e1_model, e2_model);
var
p0_ll
=
new
L
.
LatLng
(
pars
.
lat
,
pars
.
lng
);
var
p1_ll
=
new
L
.
LatLng
(
mark
.
map
.
lat
,
mark
.
map
.
lng
);
// world axes are correct - verified
//x3dom_draw_line("soup0","red", e1_model, e1_model.add(W2M.multMatrixVec(new x3dom.fields.SFVec3f(10,0,0))));
//x3dom_draw_line("soup1","green", e1_model, e1_model.add(W2M.multMatrixVec(new x3dom.fields.SFVec3f(0,10,0))));
//x3dom_draw_line("soup2","blue", e1_model, e1_model.add(W2M.multMatrixVec(new x3dom.fields.SFVec3f(0,0,10))));
// get coordinates of marker in real world coorinates
// the world is
var
pi_ll
=
new
L
.
LatLng
(
p0_ll
.
lat
,
p1_ll
.
lng
);
console
.
log
(
"MARK-on-MODEL in WORLD: "
+
e1_world
.
toString
());
// will need derivatives from this distanceTo
var
dx
=
pi_ll
.
distanceTo
(
p1_ll
);
var
dy
=
p0_ll
.
distanceTo
(
pi_ll
);
var
dz
=
(
mark
.
map
.
alt
-
pars
.
alt
)
*
(
-
1
);
// pointing from model mark to map mark
var
v
=
e1_world
.
subtract
(
e2_world
);
// sign
if
(
p1_ll
.
lng
<
p0_ll
.
lng
)
dy
=
-
dy
;
if
(
p1_ll
.
lat
<
p0_ll
.
lat
)
dx
=
-
dx
;
// Need to find A
// dx,dy,dz - coorinates map marker in 'world' coordinates
// with the center in p0
//
// which is ellipse 2 e2.
// point in Model
// from 0,0,0
var
e1_d
=
x3dom_3d_distance
(
e1_world
.
x
,
e1_world
.
y
,
e1_world
.
z
,
false
);
//var e1_k = 20;
var
e1_k
=
1
;
var
e1_abc
=
[
e1_k
*
0.00038
*
e1_d
,
e1_k
*
0.00038
*
e1_d
,
2
*
e1_k
*
e1_d
*
e1_d
/
10000
];
//var e1_abc = [e1_k*0.00038*e1_d, e1_k*0.00038*e1_d, e1_k*e1_d*e1_d/25000];
var
e2_world
=
new
x3dom
.
fields
.
SFVec3f
(
dx
,
dy
,
dz
);
var
e1_dir
=
e1_world
.
normalize
()
;
return
e2_world
;
// -z look upwards in world coordinates
//var xa1 = e1_dir.cross(new x3dom.fields.SFVec3f(0,0,-1));
}
function
A_f
(
mark
,
pars
){
var
e1_world
=
get_e1_w
(
mark
,
pars
);
var
e2_world
=
get_e2_w
(
mark
,
pars
);
var
M2W
=
get_e1_M2W
(
mark
,
pars
);
var
W2M
=
M2W
.
inverse
();
// e1 depends on distance
var
e1_d
=
x3dom_3d_distance
(
e1_world
.
x
,
e1_world
.
y
,
e1_world
.
z
,
false
);
var
e1_k
=
20
;
//var e1_k = 1;
// less precise
//var e1_abc = [e1_k*0.00038*e1_d, e1_k*0.00038*e1_d, e1_k*e1_d*e1_d/10000];
// more precise
var
e1_abc
=
[
e1_k
*
0.00038
*
e1_d
,
e1_k
*
0.00038
*
e1_d
,
e1_k
*
e1_d
*
e1_d
/
25000
];
// build a right basis
var
e1_dir
=
e1_world
.
normalize
();
var
xa1
=
e1_dir
.
cross
(
new
x3dom
.
fields
.
SFVec3f
(
0
,
1
,
0
));
var
ya1
=
xa1
.
cross
(
e1_dir
);
var
za1
=
e1_dir
.
negate
();
...
...
@@ -157,11 +158,11 @@ function Av_f(mark,pars){
},transparency=0.5);
*/
// e1 ref system
var
RE1
=
x3dom
.
fields
.
SFMatrix4f
.
identity
();
RE1
.
setValue
(
xa1
,
ya1
,
za1
);
// and so RE1 is in the world coordinates
// e2 depens on the map
var
e2_k
=
1
;
var
e2_abc
=
[
e2_k
*
1
,
e2_k
*
1
,
e2_k
*
30
];
...
...
@@ -178,9 +179,11 @@ function Av_f(mark,pars){
},transparency=0.5);
*/
// e2 ref system
// it's vertical in the WORLD
var
RE2
=
x3dom
.
fields
.
SFMatrix4f
.
identity
();
// now let's get to covariance matrix
var
JE1
=
x3dom_ellipsoid_inertia_tensor_v2
(
1
,
e1_abc
[
0
],
e1_abc
[
1
],
e1_abc
[
2
]);
var
RE1xJE1
=
RE1
.
mult
(
JE1
);
...
...
@@ -211,8 +214,6 @@ function Av_f(mark,pars){
vec0
.
z
,
vec1
.
z
,
vec2
.
z
,
0
,
0
,
0
,
0
,
1
);
//RESmatrix = RESmatrix.transpose();
var
RESaxes
=
new
x3dom
.
fields
.
SFMatrix4f
(
es_a
,
0
,
0
,
0
,
0
,
es_b
,
0
,
0
,
...
...
@@ -220,28 +221,26 @@ function Av_f(mark,pars){
0
,
0
,
0
,
1
);
var
A
=
RESaxes
.
inverse
().
mult
(
RESmatrix
.
transpose
());
/*
x3dom_draw_ellipsoid_by_semiaxes_and_center("ec1","red",{
O: W2M.multMatrixVec(e2_world),
Ox: W2M.multMatrixVec(RESmatrix.transpose().e0().multiply(es_a)),
Oy: W2M.multMatrixVec(RESmatrix.transpose().e1().multiply(es_b)),
Oz: W2M.multMatrixVec(RESmatrix.transpose().e2().multiply(es_c))
},transparency=0.8);
*/
// and so, the error vector is E=Av
var
Av
=
A
.
multMatrixVec
(
v
);
// draw the vector
x3dom_draw_line
(
"err0"
,
"gold"
,
e1_model
,
e1_model
.
add
(
W2M
.
multMatrixVec
(
Av
)));
// Is it correct? The direction seems right for close and far objects
var
A
=
RESaxes
.
inverse
().
mult
(
RESmatrix
.
transpose
());
return
A
;
// return vector
return
Av
;
}
function
Av_df_dx
(){
console
.
log
(
"Welcome to dAv/dx"
);
//dE =
};
/*
...
...
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