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#ifndef LIBMV_MULTIVIEW_FUNDAMENTAL_H_
#define LIBMV_MULTIVIEW_FUNDAMENTAL_H_

#include <vector>

#include "libmv/numeric/numeric.h"

namespace libmv {

void ProjectionsFromFundamental(const Mat3 &F, Mat34 *P1, Mat34 *P2);
void FundamentalFromProjections(const Mat34 &P1, const Mat34 &P2, Mat3 *F);

/**
 * The normalized 8-point fundamental matrix solver.
 */
double NormalizedEightPointSolver(const Mat &x1,
                                  const Mat &x2,
                                  Mat3 *F);

/**
 * 7 points (minimal case, points coordinates must be normalized before):
 */
double FundamentalFrom7CorrespondencesLinear(const Mat &x1,
                                             const Mat &x2,
                                             std::vector<Mat3> *F);

/**
 * 7 points (points coordinates must be in image space):
 */
double FundamentalFromCorrespondences7Point(const Mat &x1,
                                            const Mat &x2,
                                            std::vector<Mat3> *F);

/**
 * 8 points (points coordinates must be in image space):
 */
double NormalizedEightPointSolver(const Mat &x1,
                                  const Mat &x2,
                                  Mat3 *F);

/**
 * Fundamental matrix utility function:
 */
void EnforceFundamentalRank2Constraint(Mat3 *F);

void NormalizeFundamental(const Mat3 &F, Mat3 *F_normalized);

/**
 * Approximate squared reprojection errror.
 *
 * See page 287 of HZ equation 11.9. This avoids triangulating the point,
 * relying only on the entries in F.
 */
double SampsonDistance(const Mat &F, const Vec2 &x1, const Vec2 &x2);

/**
 * Calculates the sum of the distances from the points to the epipolar lines.
 *
 * See page 288 of HZ equation 11.10.
 */
double SymmetricEpipolarDistance(const Mat &F, const Vec2 &x1, const Vec2 &x2);

/**
 * Compute the relative camera motion between two cameras.
 *
 * Given the motion parameters of two cameras, computes the motion parameters
 * of the second one assuming the first one to be at the origin.
 * If T1 and T2 are the camera motions, the computed relative motion is
 *   T = T2 T1^{-1}
 */
void RelativeCameraMotion(const Mat3 &R1,
                          const Vec3 &t1,
                          const Mat3 &R2,
                          const Vec3 &t2,
                          Mat3 *R,
                          Vec3 *t);

void EssentialFromFundamental(const Mat3 &F,
                              const Mat3 &K1,
                              const Mat3 &K2,
                              Mat3 *E);

void FundamentalFromEssential(const Mat3 &E,
                              const Mat3 &K1,
                              const Mat3 &K2,
                              Mat3 *F);

void EssentialFromRt(const Mat3 &R1,
                     const Vec3 &t1,
                     const Mat3 &R2,
                     const Vec3 &t2,
                     Mat3 *E);

void MotionFromEssential(const Mat3 &E,
                         std::vector<Mat3> *Rs,
                         std::vector<Vec3> *ts);

/**
 * Choose one of the four possible motion solutions from an essential matrix.
 *
 * Decides the right solution by checking that the triangulation of a match
 * x1--x2 lies in front of the cameras.  See HZ 9.6 pag 259 (9.6.3 Geometrical
 * interpretation of the 4 solutions)
 *
 * \return index of the right solution or -1 if no solution.
 */
int MotionFromEssentialChooseSolution(const std::vector<Mat3> &Rs,
                                      const std::vector<Vec3> &ts,
                                      const Mat3 &K1,
                                      const Vec2 &x1,
                                      const Mat3 &K2,
                                      const Vec2 &x2);

bool MotionFromEssentialAndCorrespondence(const Mat3 &E,
                                          const Mat3 &K1,
                                          const Vec2 &x1,
                                          const Mat3 &K2,
                                          const Vec2 &x2,
                                          Mat3 *R,
                                          Vec3 *t);

/**
 * Find closest essential matrix E to fundamental F
 */
void FundamentalToEssential(const Mat3 &F, Mat3 *E);

}  // namespace libmv

#endif  // LIBMV_MULTIVIEW_FUNDAMENTAL_H_
