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