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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
Based on the paper:
"Simulation of 2D physics of objects captured by web camera using OpenCV
and Box2D"
by Michal Sedlak (sedlak@stuba.sk)
Presented at the 18th International Conference on Process Control, 6/14-17,
2011
Available here: http://www.kirp.chtf.stuba.sk/pc11/data/papers/053.pdf
If no webcam is detected, the image from the paper will be used.
Requires: pygame, OpenCV
pygame: www.pygame.org
OpenCV: opencv.willowgarage.com (simple installer for windows here
http://www.lfd.uci.edu/~gohlke/pythonlibs/ )
"""
from __future__ import print_function
import cv
import Box2D as b2
from triangulate_seidel import Triangulator
THRESHOLD = 55
PPM = 20.0 # pixels per meter
TARGET_FPS = 60
TIME_STEP = 1.0 / TARGET_FPS
SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600
SCREEN_OFFSETX, SCREEN_OFFSETY = SCREEN_WIDTH * 1.0 / 4.0, SCREEN_HEIGHT
class CVObject(object):
def __init__(self, world, image=None):
self.world = world
self.contour_bodies = []
self.x_scale = 30.0
self.y_scale = 30.0
self.object_bodies = {}
self._max_recursion = 200
if image is not None:
self.bodies_from_image(image)
def create_body(self, cont, h, v, density):
cont_m = [(point[0] / self.x_scale, point[1] / self.y_scale)
for point in cont]
if v == 0:
body = self.world.CreateStaticBody(position=(0, 0))
body.CreateEdgeChain(cont_m)
elif v == 1:
try:
body = self.object_bodies[h]
except:
body = self.world.CreateDynamicBody(position=(0, 0))
body.CreateEdgeChain(cont_m)
t = Triangulator(cont_m)
for poly in t.triangles():
# poly = ((x1, y1), (x2, y2), (x3, y3))
body.CreatePolygonFixture(vertices=poly, density=1.0,
restitution=0.0, friction=0.0)
def _objects_from_contours(self, recurs, cont, h=0, v=0, ret=None):
if recurs > self._max_recursion:
return
if v > 0:
density = 1.0
else:
density = 0.0
if len(cont) > 8:
body = self.create_body(cont, h, v, density)
if ret is not None:
ret.append(body)
if cont.v_next():
v += 1
self._objects_from_contours(recurs + 1, cont.v_next(), h, v, ret)
v -= 1
if cont.h_next():
h += 1
self._objects_from_contours(recurs + 1, cont.h_next(), h, v, ret)
h -= 1
def objects_from_contours(self, cont):
ret = []
self._objects_from_contours(0, cont, 0, 0, ret)
return ret
def detect_outline(self, image, threshold=THRESHOLD):
img_size = cv.GetSize(image)
grayscale = cv.CreateImage(img_size, 8, 1)
cv.CvtColor(image, grayscale, cv.CV_BGR2GRAY)
cv.EqualizeHist(grayscale, grayscale)
storage = cv.CreateMemStorage(0)
cv.Threshold(grayscale, grayscale, threshold, 255, cv.CV_THRESH_BINARY)
contours = cv.FindContours(grayscale, cv.CreateMemStorage(),
cv.CV_RETR_TREE, cv.CV_CHAIN_APPROX_SIMPLE)
if len(contours) > 0:
return cv.ApproxPoly(contours, storage, cv.CV_POLY_APPROX_DP, 1.5, 1)
return contours
def bodies_from_image(self, image, flip=True):
if flip:
flipped = cv.CreateImage(
(image.width, image.height), image.depth, image.channels)
cv.Flip(image, flipped, flipMode=0)
image = flipped
contours = self.detect_outline(image)
return self.objects_from_contours(contours)
camera = None
def get_image():
# Grab an image from the camera
global camera
try:
# raise # <-- uncomment to force using the journal image
camera = cv.CaptureFromCAM(-1) # need to hold onto this instance
image = cv.QueryFrame(camera)
if image is None:
raise Exception('Invalid image captured?')
except Exception as ex:
print('Unable to grab an image from the camera. (%s)' % ex)
print('Using the journal image instead.')
image = cv.LoadImage('journal_image.png')
return image
def main():
# Create the world
world = b2.b2World(gravity=(0, -10), doSleep=True)
# Get the OpenCV/Box2D object
image = get_image()
# Bring that image into Box2D
cvo = CVObject(world, image)
# ... and the rest is standard pygame visualization
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32)
pygame.display.set_caption('pybox2d/OpenCV example')
clock = pygame.time.Clock()
# And a static body to hold the ground shape
world.CreateStaticBody(
position=(0, 0),
shapes=b2.b2PolygonShape(box=(50, 1)),
)
colors = {
b2.b2_staticBody: (255, 255, 255, 255),
b2.b2_dynamicBody: (127, 127, 127, 255),
}
def fix_vertices(vertices):
return [(int(SCREEN_OFFSETX + v[0]), int(SCREEN_OFFSETY - v[1]))
for v in vertices]
def _draw_polygon(polygon, screen, body, fixture):
transform = body.transform
vertices = fix_vertices(
[transform * v * PPM for v in polygon.vertices])
pygame.draw.polygon(screen,
[c / 2.0 for c in colors[body.type]],
vertices, 0)
pygame.draw.polygon(screen, colors[body.type], vertices, 1)
b2.b2PolygonShape.draw = _draw_polygon
def _draw_circle(circle, screen, body, fixture):
position = fix_vertices([body.transform * circle.pos * PPM])[0]
pygame.draw.circle(screen, colors[body.type], position,
int(circle.radius * PPM))
b2.b2CircleShape.draw = _draw_circle
def _draw_edge(edge, screen, body, fixture):
vertices = fix_vertices([body.transform * edge.vertex1 * PPM,
body.transform * edge.vertex2 * PPM])
pygame.draw.line(screen, colors[body.type], vertices[0], vertices[1])
b2.b2EdgeShape.draw = _draw_edge
display_image = True
if display_image:
# opencv image -> pygame image
image_rgb = cv.CreateMat(image.height, image.width, cv.CV_8UC3)
cv.CvtColor(image, image_rgb, cv.CV_BGR2RGB)
pg_img = pygame.image.frombuffer(
image_rgb.tostring(), cv.GetSize(image_rgb), "RGB")
pg_img.set_alpha(100)
running = True
while running:
# Check the event queue
for event in pygame.event.get():
if (event.type == QUIT
or (event.type == KEYDOWN and event.key == K_ESCAPE)):
# The user closed the window or pressed escape
running = False
screen.fill((0, 0, 0, 0))
if display_image:
screen.blit(pg_img, (0, 0))
# Draw the world
for body in world.bodies:
for fixture in body.fixtures:
fixture.shape.draw(screen, body, fixture)
# Make Box2D simulate the physics of our world for one step.
world.Step(TIME_STEP, 10, 10)
# Flip the screen and try to keep at the target FPS
pygame.display.flip()
clock.tick(TARGET_FPS)
pygame.quit()
print('Done!')
if __name__ == '__main__':
import pygame
from pygame.locals import (QUIT, KEYDOWN, K_ESCAPE)
main()
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