self.r=r什么意思
时间: 2024-05-25 09:19:28 浏览: 67
在不同的上下文中,"self.r=r"可能有不同的含义,但通常表示将一个类的实例变量r设置为参数r的值。
例如:
1. 在Python中,"self"是一个引用实例本身的特殊关键字。"self.r=r"表示将实例变量r设置为参数r的值。这通常在类的构造函数中使用。
2. 在某些情况下,"r"可能代表某个对象或变量的引用,而"self.r"则表示实例变量r。"self.r=r"则表示将自身的实例变量r设置为参数r所引用的对象或变量的值。
需要根据具体情况来确定"self.r=r"的具体含义。
相关问题
帮我把下面代码添加注释class Button: def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)): self.text = text self.color = color self.rect = pygame.Rect(left, top, width, height) self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() # self.text_rect.center = self.rect.center self.active = False self.function = None button_group.append(self) def set_text(self, new_text): self.text = new_text self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() def draw(self, screen): if self.active: pygame.draw.rect(screen, (180, 180, 200), self.rect, 0) else: pygame.draw.rect(screen, self.color, self.rect, 0) self.text_rect.center = self.rect.center screen.blit(self.text_surface, self.text_rect) def get_click(self, event): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: self.active = True elif event.type == pygame.MOUSEBUTTONUP and self.active: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: # print(f'{self.text}按钮被点击') if callable(self.function): self.function() self.active = False def click_connect(self, function): self.function = function
以下是代码的注释:
```
class Button:
def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)):
# 初始化函数,设置按钮的文本、位置、大小和颜色
self.text = text
self.color = color
self.rect = pygame.Rect(left, top, width, height) # 按钮的矩形区域
self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) # 按钮文本的字体
self.text_surface = self.font.render(self.text, True, (0, 0, 0)) # 渲染按钮文本
self.text_rect = self.text_surface.get_rect() # 获取按钮文本的矩形区域
# self.text_rect.center = self.rect.center
self.active = False # 按钮是否被点击
self.function = None # 按钮被点击时调用的函数
button_group.append(self) # 将按钮对象添加到按钮组中
def set_text(self, new_text):
# 设置按钮的文本
self.text = new_text
self.text_surface = self.font.render(self.text, True, (0, 0, 0))
self.text_rect = self.text_surface.get_rect()
def draw(self, screen):
# 绘制按钮
if self.active:
pygame.draw.rect(screen, (180, 180, 200), self.rect, 0)
else:
pygame.draw.rect(screen, self.color, self.rect, 0)
self.text_rect.center = self.rect.center
screen.blit(self.text_surface, self.text_rect)
def get_click(self, event):
# 获取鼠标点击事件
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
self.active = True
elif event.type == pygame.MOUSEBUTTONUP and self.active:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
# print(f'{self.text}按钮被点击')
if callable(self.function):
self.function()
self.active = False
def click_connect(self, function):
# 将按钮与函数连接,当按钮被点击时调用函数
self.function = function
```
class SpiralIterator: def init(self, source, x=810, y=500, length=None): self.source = source self.row = np.shape(self.source)[0]#第一个元素是行数 self.col = np.shape(self.source)[1]#第二个元素是列数 if length: self.length = min(length, np.size(self.source)) else: self.length = np.size(self.source) if x: self.x = x else: self.x = self.row // 2 if y: self.y = y else: self.y = self.col // 2 self.i = self.x self.j = self.y self.iteSize = 0 geo_transform = dsm_data.GetGeoTransform() self.x_origin = geo_transform[0] self.y_origin = geo_transform[3] self.pixel_width = geo_transform[1] self.pixel_height = geo_transform[5] def hasNext(self): return self.iteSize < self.length # 不能取更多值了 def get(self): if self.hasNext(): # 还能再取一个值 # 先记录当前坐标的值 —— 准备返回 i = self.i j = self.j val = self.source[i][j] # 计算下一个值的坐标 relI = self.i - self.x # 相对坐标 relJ = self.j - self.y # 相对坐标 if relJ > 0 and abs(relI) < relJ: self.i -= 1 # 上 elif relI < 0 and relJ > relI: self.j -= 1 # 左 elif relJ < 0 and abs(relJ) > relI: self.i += 1 # 下 elif relI >= 0 and relI >= relJ: self.j += 1 # 右 #判断索引是否在矩阵内 x = self.x_origin + (j + 0.5) * self.pixel_width y = self.y_origin + (i + 0.5) * self.pixel_height z = val self.iteSize += 1 return x, y, z这段代码怎么改能利用共线方程将地面点坐标反算其原始航片对应的像素行列号
要利用共线方程将地面点坐标反算其原始航片对应的像素行列号,需要知道相机的内参数矩阵K和外参数矩阵(即相机的旋转矩阵R和平移向量t)。假设已经得到了这些参数,那么可以按照以下步骤修改代码:
1. 修改初始化函数,接收相机的内参数矩阵K和外参数矩阵(即旋转矩阵R和平移向量t)作为输入。
2. 在get函数中,根据相机的内参数矩阵K和外参数矩阵,将地面点坐标反算为相机坐标系下的坐标。
3. 将相机坐标系下的坐标转换为像素坐标。
下面是修改后的代码示例:
```python
class SpiralIterator:
def __init__(self, source, K, R, t, x=810, y=500, length=None):
self.source = source
self.row = np.shape(self.source)[0] # 第一个元素是行数
self.col = np.shape(self.source)[1] # 第二个元素是列数
if length:
self.length = min(length, np.size(self.source))
else:
self.length = np.size(self.source)
if x:
self.x = x
else:
self.x = self.row // 2
if y:
self.y = y
else:
self.y = self.col // 2
self.i = self.x
self.j = self.y
self.iteSize = 0
self.K = K # 内参数矩阵
self.R = R # 旋转矩阵
self.t = t # 平移向量
geo_transform = dsm_data.GetGeoTransform()
self.x_origin = geo_transform[0]
self.y_origin = geo_transform[3]
self.pixel_width = geo_transform[1]
self.pixel_height = geo_transform[5]
def hasNext(self):
return self.iteSize < self.length # 不能取更多值了
def get(self):
if self.hasNext(): # 还能再取一个值
# 先记录当前坐标的值 —— 准备返回
i = self.i
j = self.j
val = self.source[i][j]
# 计算地面点在相机坐标系下的坐标
Xg = np.array([[self.x_origin + (j + 0.5) * self.pixel_width],
[self.y_origin + (i + 0.5) * self.pixel_height],
[val],
[1]])
Xc = np.dot(np.linalg.inv(self.K), Xg)
# 计算地面点在像素坐标系下的坐标
Xt = np.dot(self.R, Xc) + self.t
u = Xt[0, 0] / Xt[2, 0]
v = Xt[1, 0] / Xt[2, 0]
u0 = self.K[0, 2]
v0 = self.K[1, 2]
fu = self.K[0, 0]
fv = self.K[1, 1]
x_pixel = int(np.round(fu * u + u0))
y_pixel = int(np.round(fv * v + v0))
# 更新索引,准备返回下一个值
relI = self.i - self.x # 相对坐标
relJ = self.j - self.y # 相对坐标
if relJ > 0 and abs(relI) < relJ:
self.i -= 1 # 上
elif relI < 0 and relJ > relI:
self.j -= 1 # 左
elif relJ < 0 and abs(relJ) > relI:
self.i += 1 # 下
elif relI >= 0 and relI >= relJ:
self.j += 1 # 右
self.iteSize += 1
return x_pixel, y_pixel
```