javascript - 使用 javascript 将投影变换应用于 CSS 来纠正透视

标签 javascript html css transform homography

我希望通过选择正方形 3d 表示的 4 个点并将这些点映射到 2d 正方形来校正图像的透视。

我遵循了两个非常丰富的示例,但无法重现所需的结果,以下是原始示例以及我对 jsfiddle 上的示例的改编:

  • example 1 ( article describing the solution ):这个例子展示了(在 CoffeeScript 中)如何纠正视频的视角,所以这个例子与我需要的非常相似。这是我的改编,你必须从棋盘左上角开始顺时针点击4个 Angular :my jsfiddle adaptation

    var srcImg, width, height, srcCvs, srcC, srcRect, dstCvs, dstC, widthToHeight;
    var nbClicks = 0, coordinates = Array( 8 );
    
    srcImg = document.getElementById( 'sourceImg' );
    widthToHeight = srcImg.width / srcImg.height;
    
    srcCvs = document.getElementById( 'sourceCanvas' );
    srcC = srcCvs.getContext( '2d' );
    dstCvs = document.getElementById( 'destinationCanvas' );
    dstC = dstCvs.getContext( '2d' );
    
    width = srcCvs.width = dstCvs.width = srcCvs.clientWidth;
    height = srcCvs.height = dstCvs.height = srcCvs.clientWidth / widthToHeight;
    srcRect = srcCvs.getBoundingClientRect();
    srcC.strokeStyle = '#0f0';
    srcC.drawImage( srcImg, 0, 0, width, height );
    srcCvs.addEventListener( 'click', doClick, false );
    
    function doClick( event ) {
      if ( nbClicks < 4 ) {
        coordinates[ nbClicks * 2 ] = ( event.clientX - srcRect.left ) * width / srcRect.width;
        coordinates[ nbClicks * 2 + 1 ] = ( event.clientY - srcRect.top ) * height / srcRect.height;
        srcC.strokeRect( coordinates[ nbClicks * 2 ] - 10, coordinates[ nbClicks * 2 + 1 ] - 10, 20, 20 );
      }
      if ( ++nbClicks == 4 ) {
        dstC.beginPath();
        dstC.moveTo( coordinates[ 0], coordinates[ 1 ] );
        for( i = 1; i < 4; i ++ ) {
          dstC.lineTo( coordinates[ i*2 ], coordinates[ i*2 + 1 ] );
        }
        dstC.closePath();
        dstC.clip();
    
        var t = getTransform( left, top, w, h );
    
        dstCvs.style.visibility = 'visible';
        dstC.drawImage( srcImg, 0, 0, width, height );
        var left = 0, top = 0, w = width, h = width;
            srcC.strokeStyle = '#f00';
        srcC.strokeRect( left - 10, top - 10, 20, 20 );
        srcC.strokeRect( left + w - 10, top - 10, 20, 20 );
        srcC.strokeRect( left + w - 10, top + h - 10, 20, 20 );
        srcC.strokeRect( left - 10, top + h - 10, 20, 20 );
            alert( 'Clipped image is now drawn, going to apply transform after this alert.' );
        var t = getTransform( left, top, w, w );
        dstCvs.style.transform = t;
      }
    };
    
    function getTransform( left, top, w, h ) {
      var minX = Math.min( coordinates[ 0 ], coordinates[ 6 ] );
      var minY = Math.min( coordinates[ 1 ], coordinates[ 3 ] );
      var w = Math.max( Math.abs( coordinates[ 2 ] - coordinates[ 0 ] ), Math.abs( coordinates[ 6 ] - coordinates[ 4 ] ) );
      var h = Math.max( Math.abs( coordinates[ 3 ] - coordinates[ 1 ] ), Math.abs( coordinates[ 7 ] - coordinates[ 5 ] ) );
      var c = coordinates;
      for ( var i = 0; i < 4; i ++ ) {
        c[ i * 2 ] = coordinates[ i ] - minX;
        c[ i * 2 + 1 ] = coordinates[ i * 2 + 1 ] - minY;
      }
      var l=t=0;
    
      var from = c;
      var to = [ left, top, left + w, top, left + w, top + h, left, top + h ];
      A = [];
      b = [];
      for ( var i = 0; i < 4; i ++ ) {
        A.push( [ from[ i * 2 ], from[ i * 2 + 1 ], 1, 0, 0, 0, -from[ i * 2 ] * to[ i * 2 ], -from[ i * 2 + 1 ] * to[ i * 2 ] ] );
        A.push( [ 0, 0, 0, from[ i * 2 ], from[ i * 2 + 1 ], 1, -from[ i * 2 ] * to[ i * 2 + 1 ], -from[ i * 2 + 1 ] * to[ i * 2 + 1 ] ] );
        b.push( to[ i * 2 ] );
        b.push( to[ i * 2 + 1 ] );
      }
      h = numeric.solve(A, b);
      H = [[h[0], h[1], 0, h[2]],
           [h[3], h[4], 0, h[5]],
           [   0,    0, 1,    0],
           [h[6], h[7], 0,    1]];                
    
      return "matrix3d(" + H.join(", ") + ")";
    }
    
  • example 2 ( article describing the solution ):这个示例展示了如何将透视应用于没有透视的元素,所以我的问题与此相反。然而,似乎一般变换将一组点应用于另一组点,所以我的理解是这应该是等效的......但我可能在某个地方错了!在这里,您必须再次从棋盘的左上角开始顺时针单击四个 Angular :my jsfiddle adaptation

    var srcImg, width, height, srcCvs, srcC, srcRect, dstCvs, dstC, widthToHeight;
    var nbClicks = 0, coordinates = Array( 8 );
    
    srcImg = document.getElementById( 'sourceImg' );
    widthToHeight = srcImg.width / srcImg.height;
    
    srcCvs = document.getElementById( 'sourceCanvas' );
    srcC = srcCvs.getContext( '2d' );
    dstCvs = document.getElementById( 'destinationCanvas' );
    dstC = dstCvs.getContext( '2d' );
    
    width = srcCvs.width = dstCvs.width = srcCvs.clientWidth;
    height = srcCvs.height = dstCvs.height = srcCvs.clientWidth / widthToHeight;
    srcRect = srcCvs.getBoundingClientRect();
    srcC.strokeStyle = '#0f0';
    srcC.drawImage( srcImg, 0, 0, width, height );
    srcCvs.addEventListener( 'click', doClick, false );
    
    function doClick( event ) {
      if ( nbClicks < 4 ) {
        coordinates[ nbClicks * 2 ] = ( event.clientX - srcRect.left ) * width / srcRect.width;
        coordinates[ nbClicks * 2 + 1 ] = ( event.clientY - srcRect.top ) * height / srcRect.height;
        srcC.strokeRect( coordinates[ nbClicks * 2 ] - 10, coordinates[ nbClicks * 2 + 1 ] - 10, 20, 20 );
      }
      if ( ++nbClicks == 4 ) {
        dstC.beginPath();
        dstC.moveTo( coordinates[ 0], coordinates[ 1 ] );
        for( i = 1; i < 4; i ++ ) {
          dstC.lineTo( coordinates[ i*2 ], coordinates[ i*2 + 1 ] );
        }
        dstC.closePath();
        dstC.clip();
        dstCvs.style.visibility = 'visible';
        dstC.drawImage( srcImg, 0, 0, width, height );
        var left = 0, top = 0, w = width, h = width;
            srcC.strokeStyle = '#f00';
        srcC.strokeRect( left - 10, top - 10, 20, 20 );
        srcC.strokeRect( left + w - 10, top - 10, 20, 20 );
        srcC.strokeRect( left + w - 10, top + h - 10, 20, 20 );
        srcC.strokeRect( left - 10, top + h - 10, 20, 20 );
            alert( 'Clipped image is now drawn, going to apply transform after this alert. On the left canvas, the positions of the mapped points are drawn in red.' );
        var t = getTransform( left, top, w, h );
        dstCvs.style.transform = t;
      }
    };
    
    function adj(m) { // Compute the adjugate of m
      return [
        m[4]*m[8]-m[5]*m[7], m[2]*m[7]-m[1]*m[8], m[1]*m[5]-m[2]*m[4],
        m[5]*m[6]-m[3]*m[8], m[0]*m[8]-m[2]*m[6], m[2]*m[3]-m[0]*m[5],
        m[3]*m[7]-m[4]*m[6], m[1]*m[6]-m[0]*m[7], m[0]*m[4]-m[1]*m[3]
      ];
    }
    function multmm(a, b) { // multiply two matrices
      var c = Array(9);
      for (var i = 0; i != 3; ++i) {
        for (var j = 0; j != 3; ++j) {
          var cij = 0;
          for (var k = 0; k != 3; ++k) {
            cij += a[3*i + k]*b[3*k + j];
          }
          c[3*i + j] = cij;
        }
      }
      return c;
    }
    function multmv(m, v) { // multiply matrix and vector
      return [
        m[0]*v[0] + m[1]*v[1] + m[2]*v[2],
        m[3]*v[0] + m[4]*v[1] + m[5]*v[2],
        m[6]*v[0] + m[7]*v[1] + m[8]*v[2]
      ];
    }
    function pdbg(m, v) {
      var r = multmv(m, v);
      return r + " (" + r[0]/r[2] + ", " + r[1]/r[2] + ")";
    }
    function basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4) {
      var m = [
        x1, x2, x3,
        y1, y2, y3,
         1,  1,  1
      ];
      var v = multmv(adj(m), [x4, y4, 1]);
      return multmm(m, [
        v[0], 0, 0,
        0, v[1], 0,
        0, 0, v[2]
      ]);
    }
    function general2DProjection(
      x1s, y1s, x1d, y1d,
      x2s, y2s, x2d, y2d,
      x3s, y3s, x3d, y3d,
      x4s, y4s, x4d, y4d
    ) {
      var s = basisToPoints(x1s, y1s, x2s, y2s, x3s, y3s, x4s, y4s);
      var d = basisToPoints(x1d, y1d, x2d, y2d, x3d, y3d, x4d, y4d);
      return multmm(d, adj(s));
    }
    function project(m, x, y) {
      var v = multmv(m, [x, y, 1]);
      return [v[0]/v[2], v[1]/v[2]];
    }
    function getTransform( left, top, w, h ) {
      var x1 = coordinates[ 0 ], y1 = coordinates[ 1 ];
      var x2 = coordinates[ 2 ], y2 = coordinates[ 3 ];
      var x3 = coordinates[ 4 ], y3 = coordinates[ 5 ];
      var x4 = coordinates[ 6 ], y4 = coordinates[ 7 ];
    
      var t = general2DProjection
        (left, top, x1, y1, w, top, x2, y2, w, h, x3, y3, left, h, x4, y4);
      for(i = 0; i != 9; ++i) t[i] = t[i]/t[8];
      t = [t[0], t[3], 0, t[6],
           t[1], t[4], 0, t[7],
           0   , 0   , 1, 0   ,
           t[2], t[5], 0, t[8]];
      t = "matrix3d(" + t.join(", ") + ")";
      return t;
    }
    

只是为了尽可能清楚:在我的两次改编中,我单击棋盘的 4 个 Angular ,该 Angular 因透视而扭曲,第四次单击触发对该四边形的剪切,然后计算并应用变换其目标是将扭曲的四边形恢复为二维正方形。

谢谢,泰普。

最佳答案

这个关于堆栈溢出的答案似乎做了你想要的,即“逆透视变换”: Redraw image from 3d perspective to 2d

正如您所看到的,答案的作者(与您在示例 2 中引用的答案相同)使用了不同的逆变换方程:C = A∙B⁻1 而不是 C = B∙A⁻1

关于javascript - 使用 javascript 将投影变换应用于 CSS 来纠正透视,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37351554/

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