Added two static functions and Lookat named constructor. Will be called in Pinhole* classes to avoid copy/paste
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0498a4550b
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109e538ce6
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@ -33,10 +33,10 @@ CalibratedCamera::CalibratedCamera(const Vector &v) :
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/* ************************************************************************* */
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/* ************************************************************************* */
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Point2 CalibratedCamera::project_to_camera(const Point3& P,
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Point2 CalibratedCamera::project_to_camera(const Point3& P,
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OptionalJacobian<2,3> H1) {
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OptionalJacobian<2, 3> H1) {
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if (H1) {
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if (H1) {
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double d = 1.0 / P.z(), d2 = d * d;
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double d = 1.0 / P.z(), d2 = d * d;
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*H1 << d, 0.0, -P.x() * d2, 0.0, d, -P.y() * d2;
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*H1 << d, 0.0, -P.x() * d2, 0.0, d, -P.y() * d2;
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}
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}
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return Point2(P.x() / P.z(), P.y() / P.z());
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return Point2(P.x() / P.z(), P.y() / P.z());
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}
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}
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@ -47,19 +47,40 @@ Point3 CalibratedCamera::backproject_from_camera(const Point2& p,
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return Point3(p.x() * scale, p.y() * scale, scale);
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return Point3(p.x() * scale, p.y() * scale, scale);
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}
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}
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/* ************************************************************************* */
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Pose3 CalibratedCamera::LevelPose(const Pose2& pose2, double height) {
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const double st = sin(pose2.theta()), ct = cos(pose2.theta());
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const Point3 x(st, -ct, 0), y(0, 0, -1), z(ct, st, 0);
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const Rot3 wRc(x, y, z);
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const Point3 t(pose2.x(), pose2.y(), height);
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return Pose3(wRc, t);
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}
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/* ************************************************************************* */
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/* ************************************************************************* */
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CalibratedCamera CalibratedCamera::Level(const Pose2& pose2, double height) {
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CalibratedCamera CalibratedCamera::Level(const Pose2& pose2, double height) {
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double st = sin(pose2.theta()), ct = cos(pose2.theta());
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return CalibratedCamera(LevelPose(pose2, height));
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Point3 x(st, -ct, 0), y(0, 0, -1), z(ct, st, 0);
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}
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Rot3 wRc(x, y, z);
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Point3 t(pose2.x(), pose2.y(), height);
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/* ************************************************************************* */
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Pose3 pose3(wRc, t);
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Pose3 CalibratedCamera::LookatPose(const Point3& eye, const Point3& target,
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return CalibratedCamera(pose3);
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const Point3& upVector) {
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Point3 zc = target - eye;
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zc = zc / zc.norm();
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Point3 xc = (-upVector).cross(zc); // minus upVector since yc is pointing down
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xc = xc / xc.norm();
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Point3 yc = zc.cross(xc);
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return Pose3(Rot3(xc, yc, zc), eye);
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}
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/* ************************************************************************* */
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CalibratedCamera CalibratedCamera::Lookat(const Point3& eye,
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const Point3& target, const Point3& upVector) {
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return CalibratedCamera(LookatPose(eye, target, upVector));
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}
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}
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/* ************************************************************************* */
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/* ************************************************************************* */
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Point2 CalibratedCamera::project(const Point3& point,
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Point2 CalibratedCamera::project(const Point3& point,
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OptionalJacobian<2,6> Dpose, OptionalJacobian<2,3> Dpoint) const {
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OptionalJacobian<2, 6> Dpose, OptionalJacobian<2, 3> Dpoint) const {
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#ifdef CALIBRATEDCAMERA_CHAIN_RULE
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#ifdef CALIBRATEDCAMERA_CHAIN_RULE
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Matrix36 Dpose_;
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Matrix36 Dpose_;
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@ -88,14 +109,14 @@ Point2 CalibratedCamera::project(const Point3& point,
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const double z = q.z(), d = 1.0 / z;
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const double z = q.z(), d = 1.0 / z;
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const double u = intrinsic.x(), v = intrinsic.y(), uv = u * v;
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const double u = intrinsic.x(), v = intrinsic.y(), uv = u * v;
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if (Dpose)
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if (Dpose)
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*Dpose << uv, -(1. + u * u), v, -d, 0., d * u, (1. + v * v),
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*Dpose << uv, -(1. + u * u), v, -d, 0., d * u, (1. + v * v), -uv, -u, 0., -d, d
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-uv, -u, 0., -d, d * v;
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* v;
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if (Dpoint) {
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if (Dpoint) {
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const Matrix3 R(pose_.rotation().matrix());
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const Matrix3 R(pose_.rotation().matrix());
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Matrix23 Dpoint_;
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Matrix23 Dpoint_;
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Dpoint_ << R(0, 0) - u * R(0, 2), R(1, 0) - u * R(1, 2),
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Dpoint_ << R(0, 0) - u * R(0, 2), R(1, 0) - u * R(1, 2), R(2, 0)
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R(2, 0) - u * R(2, 2), R(0, 1) - v * R(0, 2),
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- u * R(2, 2), R(0, 1) - v * R(0, 2), R(1, 1) - v * R(1, 2), R(2, 1)
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R(1, 1) - v * R(1, 2), R(2, 1) - v * R(2, 2);
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- v * R(2, 2);
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*Dpoint = d * Dpoint_;
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*Dpoint = d * Dpoint_;
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}
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}
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#endif
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#endif
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@ -44,7 +44,9 @@ private:
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public:
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public:
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enum { dimension = 6 };
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enum {
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dimension = 6
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};
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/// @name Standard Constructors
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/// @name Standard Constructors
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/// @{
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/// @{
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@ -56,6 +58,49 @@ public:
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/// construct with pose
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/// construct with pose
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explicit CalibratedCamera(const Pose3& pose);
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explicit CalibratedCamera(const Pose3& pose);
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/// @}
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/// @name Named Constructors
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/// @{
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/**
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* Create a level pose at the given 2D pose and height
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* @param K the calibration
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* @param pose2 specifies the location and viewing direction
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* (theta 0 = looking in direction of positive X axis)
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* @param height camera height
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*/
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static Pose3 LevelPose(const Pose2& pose2, double height);
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/**
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* Create a level camera at the given 2D pose and height
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* @param pose2 specifies the location and viewing direction
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* @param height specifies the height of the camera (along the positive Z-axis)
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* (theta 0 = looking in direction of positive X axis)
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*/
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static CalibratedCamera Level(const Pose2& pose2, double height);
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/**
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* Create a camera pose at the given eye position looking at a target point in the scene
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* with the specified up direction vector.
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* @param eye specifies the camera position
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* @param target the point to look at
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* @param upVector specifies the camera up direction vector,
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* doesn't need to be on the image plane nor orthogonal to the viewing axis
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*/
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static Pose3 LookatPose(const Point3& eye, const Point3& target,
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const Point3& upVector);
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/**
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* Create a camera at the given eye position looking at a target point in the scene
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* with the specified up direction vector.
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* @param eye specifies the camera position
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* @param target the point to look at
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* @param upVector specifies the camera up direction vector,
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* doesn't need to be on the image plane nor orthogonal to the viewing axis
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*/
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static CalibratedCamera Lookat(const Point3& eye, const Point3& target,
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const Point3& upVector);
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/// @}
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/// @}
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/// @name Advanced Constructors
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/// @name Advanced Constructors
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/// @{
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/// @{
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@ -89,14 +134,6 @@ public:
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return pose_;
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return pose_;
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}
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}
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/**
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* Create a level camera at the given 2D pose and height
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* @param pose2 specifies the location and viewing direction
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* @param height specifies the height of the camera (along the positive Z-axis)
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* (theta 0 = looking in direction of positive X axis)
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*/
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static CalibratedCamera Level(const Pose2& pose2, double height);
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/// @}
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/// @}
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/// @name Manifold
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/// @name Manifold
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/// @{
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/// @{
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@ -202,10 +239,13 @@ private:
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};
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};
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template<>
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template<>
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struct traits<CalibratedCamera> : public internal::Manifold<CalibratedCamera> {};
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struct traits<CalibratedCamera> : public internal::Manifold<CalibratedCamera> {
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};
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template<>
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template<>
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struct traits<const CalibratedCamera> : public internal::Manifold<CalibratedCamera> {};
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struct traits<const CalibratedCamera> : public internal::Manifold<
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CalibratedCamera> {
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};
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}
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}
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