sdraw_mods_cvr/ml_lme/vendor/LeapCSharp/Image.cs
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Update to Ultraleap Gemini v5.12
Update to Ultraleap Unity Plugin v6.9.0
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15 KiB
C#

/******************************************************************************
* Copyright (C) Ultraleap, Inc. 2011-2023. *
* *
* Use subject to the terms of the Apache License 2.0 available at *
* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
* between Ultraleap and you, your company or other organization. *
******************************************************************************/
namespace Leap
{
using LeapInternal;
using System;
/// <summary>
/// The Image class represents a stereo image pair from the Leap Motion device.
///
/// In addition to image data, the Image object provides a distortion map for correcting
/// lens distortion.
/// @since 2.1.0
/// </summary>
public class Image
{
private ImageData leftImage;
private ImageData rightImage;
private Int64 frameId = 0;
private Int64 timestamp = 0;
private UInt32 deviceId = 0;
public Image(Int64 frameId, Int64 timestamp, ImageData leftImage, ImageData rightImage, UInt32 deviceId = 1)
{
if (leftImage == null || rightImage == null)
{
throw new ArgumentNullException("images");
}
if (leftImage.type != rightImage.type ||
leftImage.format != rightImage.format ||
leftImage.width != rightImage.width ||
leftImage.height != rightImage.height ||
leftImage.bpp != rightImage.bpp ||
leftImage.DistortionSize != rightImage.DistortionSize)
{
throw new ArgumentException("image mismatch");
}
this.frameId = frameId;
this.timestamp = timestamp;
this.leftImage = leftImage;
this.rightImage = rightImage;
this.deviceId = deviceId;
}
private ImageData imageData(CameraType camera)
{
return camera == CameraType.LEFT ? leftImage : rightImage;
}
/// <summary>
/// The buffer containing the image data.
///
/// The image data is a set of 8-bit intensity values. The buffer is
/// image.Width * image.Height * image.BytesPerPixel bytes long.
///
/// Use the ByteOffset method to find the beginning offset
/// of the data for the specified camera.
///
/// @since 4.0
/// </summary>
public byte[] Data(CameraType camera)
{
if (camera != CameraType.LEFT && camera != CameraType.RIGHT)
return null;
return imageData(camera).AsByteArray;
}
/// <summary>
/// Returns a convenience device ID based on which attached device sent this
/// image.
/// @since 4.5.0
/// </summary>
public UInt32 DeviceID
{
get
{
return deviceId;
}
}
public enum CalibrationType
{
INFRARED = 0,
VISIBLE = 1
};
/// <summary>
/// The offset, in number of bytes, from the beginning of the Data()
/// buffer to the first byte of the image data for the specified camera.
///
/// @since 4.0
/// </summary>
public UInt32 ByteOffset(CameraType camera)
{
if (camera != CameraType.LEFT && camera != CameraType.RIGHT)
return 0;
return imageData(camera).byteOffset;
}
/// <summary>
/// The number of bytes in the Data() buffer corresponding to each
/// image. Use the ByteOffset() function to find the starting byte
/// offset for each image.
///
/// @since 4.0
/// </summary>
public UInt32 NumBytes
{
get
{
return leftImage.width * leftImage.height * leftImage.bpp;
}
}
/// <summary>
/// The distortion calibration map for this image.
///
/// The calibration map is a 64x64 grid of points. Each point is defined by
/// a pair of 32-bit floating point values. Each point in the map
/// represents a ray projected into the camera. The value of
/// a grid point defines the pixel in the image data containing the brightness
/// value produced by the light entering along the corresponding ray. By
/// interpolating between grid data points, you can find the brightness value
/// for any projected ray. Grid values that fall outside the range [0..1] do
/// not correspond to a value in the image data and those points should be ignored.
///
/// The calibration map can be used to render an undistorted image as well as to
/// find the true angle from the camera to a feature in the raw image. The
/// distortion map itself is designed to be used with GLSL shader programs.
/// In other contexts, it may be more convenient to use the Image Rectify()
/// and Warp() functions.
///
/// Distortion is caused by the lens geometry as well as imperfections in the
/// lens and sensor window. The calibration map is created by the calibration
/// process run for each device at the factory (and which can be rerun by the
/// user).
///
/// @since 2.1.0
/// </summary>
public float[] Distortion(CameraType camera)
{
if (camera != CameraType.LEFT && camera != CameraType.RIGHT)
return null;
// We return the FlippedData, not the Data member as this corrects for a Y flip in the distortion matrix coming from the service.
return imageData(camera).DistortionData.FlippedData;
}
/// <summary>
/// Provides the corrected camera ray intercepting the specified point on the image.
///
/// Given a point on the image, PixelToRectilinear() corrects for camera distortion
/// and returns the true direction from the camera to the source of that image point
/// within the Leap Motion field of view.
///
/// This direction vector has an x and y component [x, y, 1], with the third element
/// always one. Note that this vector uses the 2D camera coordinate system
/// where the x-axis parallels the longer (typically horizontal) dimension and
/// the y-axis parallels the shorter (vertical) dimension. The camera coordinate
/// system does not correlate to the 3D Leap Motion coordinate system.
///
/// **Note:** This function should be called immediately after an image is obtained. Incorrect
/// results will be returned if the image orientation has changed or a different device is plugged
/// in between the time the image was received and the time this function is called.
///
/// Note, this function was formerly named Rectify().
/// </summary>
public UnityEngine.Vector3 PixelToRectilinear(CameraType camera, UnityEngine.Vector3 pixel)
{
return Connection.GetConnection().PixelToRectilinear(camera, pixel);
}
/// <summary>
/// Provides the point in the image corresponding to a ray projecting
/// from the camera.
///
/// Given a ray projected from the camera in the specified direction, RectilinearToPixel()
/// corrects for camera distortion and returns the corresponding pixel
/// coordinates in the image.
///
/// The ray direction is specified in relationship to the camera. The first
/// vector element corresponds to the "horizontal" view angle; the second
/// corresponds to the "vertical" view angle.
///
/// The RectilinearToPixel() function returns pixel coordinates outside of the image bounds
/// if you project a ray toward a point for which there is no recorded data.
///
/// RectilinearToPixel() is typically not fast enough for realtime distortion correction.
/// For better performance, use a shader program executed on a GPU.
///
/// **Note:** This function should be called immediately after an image is obtained. Incorrect
/// results will be returned if the image orientation has changed or a different device is plugged
/// in between the time the image was received and the time this function is called.
///
/// Note, this function was formerly named Warp().
/// </summary>
public UnityEngine.Vector3 RectilinearToPixel(CameraType camera, UnityEngine.Vector3 ray)
{
return Connection.GetConnection().RectilinearToPixelEx(
Connection.GetConnection().Devices.FindDeviceByID(deviceId).Handle,
camera,
ray
);
}
/// <summary>
/// Compare Image object equality.
///
/// Two Image objects are equal if and only if both Image objects represent the
/// exact same Image and both Images are valid.
/// @since 2.1.0
/// </summary>
public bool Equals(Image other)
{
return
this.frameId == other.frameId &&
this.Type == other.Type &&
this.Timestamp == other.Timestamp;
}
/// <summary>
/// A string containing a brief, human readable description of the Image object.
/// @since 2.1.0
/// </summary>
public override string ToString()
{
return "Image sequence" + this.frameId + ", format: " + this.Format + ", type: " + this.Type;
}
/// <summary>
/// The image sequence ID.
/// @since 2.2.1
/// </summary>
public Int64 SequenceId
{
get
{
return frameId;
}
}
/// <summary>
/// The image width.
/// @since 2.1.0
/// </summary>
public int Width
{
get
{
return (int)leftImage.width;
}
}
/// <summary>
/// The image height.
/// @since 2.1.0
/// </summary>
public int Height
{
get
{
return (int)leftImage.height;
}
}
/// <summary>
/// The number of bytes per pixel.
///
/// Use this value along with Image.Width() and Image.Height()
/// to calculate the size of the data buffer.
///
/// @since 2.2.0
/// </summary>
public int BytesPerPixel
{
get
{
return (int)leftImage.bpp;
}
}
/// <summary>
/// The image format.
/// @since 2.2.0
/// </summary>
public FormatType Format
{
get
{
switch (leftImage.format)
{
case eLeapImageFormat.eLeapImageType_IR:
return FormatType.INFRARED;
case eLeapImageFormat.eLeapImageType_RGBIr_Bayer:
return FormatType.IBRG;
default:
return FormatType.INFRARED;
}
}
}
public ImageType Type
{
get
{
switch (leftImage.type)
{
case eLeapImageType.eLeapImageType_Default:
return ImageType.DEFAULT;
case eLeapImageType.eLeapImageType_Raw:
return ImageType.RAW;
default:
return ImageType.DEFAULT;
}
}
}
/// <summary>
/// The stride of the distortion map.
///
/// Since each point on the 64x64 element distortion map has two values in the
/// buffer, the stride is 2 times the size of the grid. (Stride is currently fixed
/// at 2 * 64 = 128).
///
/// @since 2.1.0
/// </summary>
public int DistortionWidth
{
get
{
return leftImage.DistortionSize * 2;
}
}
/// <summary>
/// The distortion map height.
/// Currently fixed at 64.
///
/// @since 2.1.0
/// </summary>
public int DistortionHeight
{
get
{
return leftImage.DistortionSize;
}
}
/// <summary>
/// The horizontal ray offset for a particular camera.
///
/// Used to convert between normalized coordinates in the range [0..1] and the
/// ray slope range [-4..4].
///
/// @since 4.0
/// </summary>
public float RayOffsetX(CameraType camera)
{
if (camera != CameraType.LEFT && camera != CameraType.RIGHT)
return 0;
return imageData(camera).RayOffsetX;
}
/// <summary>
/// The vertical ray offset for a particular camera.
///
/// Used to convert between normalized coordinates in the range [0..1] and the
/// ray slope range [-4..4].
///
/// @since 2.1.0
/// </summary>
public float RayOffsetY(CameraType camera)
{
if (camera != CameraType.LEFT && camera != CameraType.RIGHT)
return 0;
return imageData(camera).RayOffsetY;
}
/// <summary>
/// The horizontal ray scale factor for a particular camera.
///
/// Used to convert between normalized coordinates in the range [0..1] and the
/// ray slope range [-4..4].
///
/// @since 2.1.0
/// </summary>
public float RayScaleX(CameraType camera)
{
if (camera != CameraType.LEFT && camera != CameraType.RIGHT)
return 0;
return imageData(camera).RayScaleX;
}
/// <summary>
/// The vertical ray scale factor for a particular camera.
///
/// Used to convert between normalized coordinates in the range [0..1] and the
/// ray slope range [-4..4].
///
/// @since 2.1.0
/// </summary>
public float RayScaleY(CameraType camera)
{
if (camera != CameraType.LEFT && camera != CameraType.RIGHT)
return 0;
return imageData(camera).RayScaleY;
}
/// <summary>
/// Returns a timestamp indicating when this frame began being captured on the device.
/// @since 2.2.7
/// </summary>
public Int64 Timestamp
{
get
{
return timestamp;
}
}
/// <summary>
/// Enumerates the possible image formats.
///
/// The Image.Format() function returns an item from the FormatType enumeration.
/// @since 2.2.0
/// </summary>
public enum FormatType
{
INFRARED = 0,
IBRG = 1
}
public enum ImageType
{
DEFAULT,
RAW
}
public enum CameraType
{
LEFT = 0,
RIGHT = 1
};
}
}