Почему бы просто не использовать OpenNI реализацию
OniStatus VideoStream::convertDepthToWorldCoordinates(float depthX, float depthY, float depthZ, float* pWorldX, float* pWorldY, float* pWorldZ)
{
if (m_pSensorInfo->sensorType != ONI_SENSOR_DEPTH)
{
m_errorLogger.Append("convertDepthToWorldCoordinates: Stream is not from DEPTH\n");
return ONI_STATUS_NOT_SUPPORTED;
}
float normalizedX = depthX/m_worldConvertCache.resolutionX - .5f;
float normalizedY = .5f - depthY/m_worldConvertCache.resolutionY;
OniVideoMode videoMode;
int size = sizeof(videoMode);
getProperty(ONI_STREAM_PROPERTY_VIDEO_MODE, &videoMode, &size);
float const convertToMillimeters = (videoMode.pixelFormat == ONI_PIXEL_FORMAT_DEPTH_100_UM) ? 10.f : 1.f;
*pWorldX = (normalizedX * depthZ * m_worldConvertCache.xzFactor)/convertToMillimeters;
*pWorldY = (normalizedY * depthZ * m_worldConvertCache.yzFactor)/convertToMillimeters;
*pWorldZ = depthZ/convertToMillimeters;
return ONI_STATUS_OK;
}
и
OniStatus VideoStream::convertWorldToDepthCoordinates(float worldX, float worldY, float worldZ, float* pDepthX, float* pDepthY, float* pDepthZ)
{
if (m_pSensorInfo->sensorType != ONI_SENSOR_DEPTH)
{
m_errorLogger.Append("convertWorldToDepthCoordinates: Stream is not from DEPTH\n");
return ONI_STATUS_NOT_SUPPORTED;
}
*pDepthX = m_worldConvertCache.coeffX * worldX/worldZ + m_worldConvertCache.halfResX;
*pDepthY = m_worldConvertCache.halfResY - m_worldConvertCache.coeffY * worldY/worldZ;
*pDepthZ = worldZ;
return ONI_STATUS_OK;
}
и кэш мира преобразования:
void VideoStream::refreshWorldConversionCache()
{
if (m_pSensorInfo->sensorType != ONI_SENSOR_DEPTH)
{
return;
}
OniVideoMode videoMode;
int size = sizeof(videoMode);
getProperty(ONI_STREAM_PROPERTY_VIDEO_MODE, &videoMode, &size);
size = sizeof(float);
float horizontalFov;
float verticalFov;
getProperty(ONI_STREAM_PROPERTY_HORIZONTAL_FOV, &horizontalFov, &size);
getProperty(ONI_STREAM_PROPERTY_VERTICAL_FOV, &verticalFov, &size);
m_worldConvertCache.xzFactor = tan(horizontalFov/2) * 2;
m_worldConvertCache.yzFactor = tan(verticalFov/2) * 2;
m_worldConvertCache.resolutionX = videoMode.resolutionX;
m_worldConvertCache.resolutionY = videoMode.resolutionY;
m_worldConvertCache.halfResX = m_worldConvertCache.resolutionX/2;
m_worldConvertCache.halfResY = m_worldConvertCache.resolutionY/2;
m_worldConvertCache.coeffX = m_worldConvertCache.resolutionX/m_worldConvertCache.xzFactor;
m_worldConvertCache.coeffY = m_worldConvertCache.resolutionY/m_worldConvertCache.yzFactor;
}
struct WorldConversionCache
{
float xzFactor;
float yzFactor;
float coeffX;
float coeffY;
int resolutionX;
int resolutionY;
int halfResX;
int halfResY;
} m_worldConvertCache;
взяты из OpenNI GitHub repository
Горизонтальный и вертикальный фовы вы можете просто получить непосредственно из описания каждого кадра.
Измените свой вопрос, вместо того, чтобы давать полезную информацию в комментарии – Garf365