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FastDeploy/fastdeploy/runtime/backends/paddle/ops/iou3d_cpu.cc

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// Copyright (c) 2022 PaddlePaddle Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
/*
3D Rotated IoU Calculation (CPU)
Written by Shaoshuai Shi
All Rights Reserved 2020.
*/
#include "iou3d_cpu.h"
#include <math.h>
#include <stdio.h>
#include <vector>
namespace fastdeploy {
namespace paddle_custom_ops {
static inline float min(float a, float b) { return a > b ? b : a; }
static inline float max(float a, float b) { return a > b ? a : b; }
#if defined(_WIN32)
#if defined(EPS)
#undef EPS
#endif
#define EPS 1e-8
#else
static const float EPS = 1e-8;
#endif
struct Point {
float x, y;
Point() {}
Point(double _x, double _y) { x = _x, y = _y; }
void set(float _x, float _y) {
x = _x;
y = _y;
}
Point operator+(const Point &b) const {
return Point(x + b.x, y + b.y);
}
Point operator-(const Point &b) const {
return Point(x - b.x, y - b.y);
}
};
static inline float cross(const Point &a, const Point &b) {
return a.x * b.y - a.y * b.x;
}
static inline float cross(const Point &p1, const Point &p2, const Point &p0) {
return (p1.x - p0.x) * (p2.y - p0.y) - (p2.x - p0.x) * (p1.y - p0.y);
}
static inline int check_rect_cross(const Point &p1, const Point &p2, const Point &q1,
const Point &q2) {
int ret = min(p1.x, p2.x) <= max(q1.x, q2.x) &&
min(q1.x, q2.x) <= max(p1.x, p2.x) &&
min(p1.y, p2.y) <= max(q1.y, q2.y) &&
min(q1.y, q2.y) <= max(p1.y, p2.y);
return ret;
}
static inline int check_in_box2d(const float *box, const Point &p) {
// params: (7) [x, y, z, dx, dy, dz, heading]
const float MARGIN = 1e-2;
float center_x = box[0], center_y = box[1];
float angle_cos = cos(-box[6]),
angle_sin =
sin(-box[6]); // rotate the point in the opposite direction of box
float rot_x = (p.x - center_x) * angle_cos + (p.y - center_y) * (-angle_sin);
float rot_y = (p.x - center_x) * angle_sin + (p.y - center_y) * angle_cos;
return (fabs(rot_x) < box[3] / 2 + MARGIN &&
fabs(rot_y) < box[4] / 2 + MARGIN);
}
static inline int intersection(const Point &p1, const Point &p0, const Point &q1,
const Point &q0, Point &ans) {
// fast exclusion
if (check_rect_cross(p0, p1, q0, q1) == 0) return 0;
// check cross standing
float s1 = cross(q0, p1, p0);
float s2 = cross(p1, q1, p0);
float s3 = cross(p0, q1, q0);
float s4 = cross(q1, p1, q0);
if (!(s1 * s2 > 0 && s3 * s4 > 0)) return 0;
// calculate intersection of two lines
float s5 = cross(q1, p1, p0);
if (fabs(s5 - s1) > EPS) {
ans.x = (s5 * q0.x - s1 * q1.x) / (s5 - s1);
ans.y = (s5 * q0.y - s1 * q1.y) / (s5 - s1);
} else {
float a0 = p0.y - p1.y, b0 = p1.x - p0.x, c0 = p0.x * p1.y - p1.x * p0.y;
float a1 = q0.y - q1.y, b1 = q1.x - q0.x, c1 = q0.x * q1.y - q1.x * q0.y;
float D = a0 * b1 - a1 * b0;
ans.x = (b0 * c1 - b1 * c0) / D;
ans.y = (a1 * c0 - a0 * c1) / D;
}
return 1;
}
static inline void rotate_around_center(const Point &center, const float angle_cos,
const float angle_sin, Point &p) {
float new_x =
(p.x - center.x) * angle_cos + (p.y - center.y) * (-angle_sin) + center.x;
float new_y =
(p.x - center.x) * angle_sin + (p.y - center.y) * angle_cos + center.y;
p.set(new_x, new_y);
}
static inline int point_cmp(const Point &a, const Point &b, const Point &center) {
return atan2(a.y - center.y, a.x - center.x) >
atan2(b.y - center.y, b.x - center.x);
}
static inline float box_overlap(const float *box_a, const float *box_b) {
// params: box_a (7) [x, y, z, dx, dy, dz, heading]
// params: box_b (7) [x, y, z, dx, dy, dz, heading]
// float a_x1 = box_a[0], a_y1 = box_a[1], a_x2 = box_a[2], a_y2 =
// box_a[3], a_angle = box_a[4];
// float b_x1 = box_b[0], b_y1 = box_b[1], b_x2 = box_b[2], b_y2 =
// box_b[3], b_angle = box_b[4];
float a_angle = box_a[6], b_angle = box_b[6];
float a_dx_half = box_a[3] / 2, b_dx_half = box_b[3] / 2,
a_dy_half = box_a[4] / 2, b_dy_half = box_b[4] / 2;
float a_x1 = box_a[0] - a_dx_half, a_y1 = box_a[1] - a_dy_half;
float a_x2 = box_a[0] + a_dx_half, a_y2 = box_a[1] + a_dy_half;
float b_x1 = box_b[0] - b_dx_half, b_y1 = box_b[1] - b_dy_half;
float b_x2 = box_b[0] + b_dx_half, b_y2 = box_b[1] + b_dy_half;
Point center_a(box_a[0], box_a[1]);
Point center_b(box_b[0], box_b[1]);
Point box_a_corners[5];
box_a_corners[0].set(a_x1, a_y1);
box_a_corners[1].set(a_x2, a_y1);
box_a_corners[2].set(a_x2, a_y2);
box_a_corners[3].set(a_x1, a_y2);
Point box_b_corners[5];
box_b_corners[0].set(b_x1, b_y1);
box_b_corners[1].set(b_x2, b_y1);
box_b_corners[2].set(b_x2, b_y2);
box_b_corners[3].set(b_x1, b_y2);
// get oriented corners
float a_angle_cos = cos(a_angle), a_angle_sin = sin(a_angle);
float b_angle_cos = cos(b_angle), b_angle_sin = sin(b_angle);
for (int k = 0; k < 4; k++) {
rotate_around_center(center_a, a_angle_cos, a_angle_sin, box_a_corners[k]);
rotate_around_center(center_b, b_angle_cos, b_angle_sin, box_b_corners[k]);
}
box_a_corners[4] = box_a_corners[0];
box_b_corners[4] = box_b_corners[0];
// get intersection of lines
Point cross_points[16];
Point poly_center;
int cnt = 0, flag = 0;
poly_center.set(0, 0);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
flag = intersection(box_a_corners[i + 1], box_a_corners[i],
box_b_corners[j + 1], box_b_corners[j],
cross_points[cnt]);
if (flag) {
poly_center = poly_center + cross_points[cnt];
cnt++;
}
}
}
// check corners
for (int k = 0; k < 4; k++) {
if (check_in_box2d(box_a, box_b_corners[k])) {
poly_center = poly_center + box_b_corners[k];
cross_points[cnt] = box_b_corners[k];
cnt++;
}
if (check_in_box2d(box_b, box_a_corners[k])) {
poly_center = poly_center + box_a_corners[k];
cross_points[cnt] = box_a_corners[k];
cnt++;
}
}
poly_center.x /= cnt;
poly_center.y /= cnt;
// sort the points of polygon
Point temp;
for (int j = 0; j < cnt - 1; j++) {
for (int i = 0; i < cnt - j - 1; i++) {
if (point_cmp(cross_points[i], cross_points[i + 1], poly_center)) {
temp = cross_points[i];
cross_points[i] = cross_points[i + 1];
cross_points[i + 1] = temp;
}
}
}
// get the overlap areas
float area = 0;
for (int k = 0; k < cnt - 1; k++) {
area += cross(cross_points[k] - cross_points[0],
cross_points[k + 1] - cross_points[0]);
}
return fabs(area) / 2.0;
}
static inline float iou_bev(const float *box_a, const float *box_b) {
// params: box_a (7) [x, y, z, dx, dy, dz, heading]
// params: box_b (7) [x, y, z, dx, dy, dz, heading]
float sa = box_a[3] * box_a[4];
float sb = box_b[3] * box_b[4];
float s_overlap = box_overlap(box_a, box_b);
return s_overlap / fmaxf(sa + sb - s_overlap, EPS);
}
int boxes_iou_bev_cpu(paddle::Tensor boxes_a_tensor,
paddle::Tensor boxes_b_tensor,
paddle::Tensor ans_iou_tensor) {
// params boxes_a_tensor: (N, 7) [x, y, z, dx, dy, dz, heading]
// params boxes_b_tensor: (M, 7) [x, y, z, dx, dy, dz, heading]
// params ans_iou_tensor: (N, M)
// CHECK_CONTIGUOUS(boxes_a_tensor);
// CHECK_CONTIGUOUS(boxes_b_tensor);
int num_boxes_a = boxes_a_tensor.shape()[0];
int num_boxes_b = boxes_b_tensor.shape()[0];
const float *boxes_a = boxes_a_tensor.data<float>();
const float *boxes_b = boxes_b_tensor.data<float>();
float *ans_iou = ans_iou_tensor.data<float>();
for (int i = 0; i < num_boxes_a; i++) {
for (int j = 0; j < num_boxes_b; j++) {
ans_iou[i * num_boxes_b + j] = iou_bev(boxes_a + i * 7, boxes_b + j * 7);
}
}
return 1;
}
} // namespace fastdeploy
} // namespace paddle_custom_ops