| #include "y2023/vision/game_pieces.h" |
| |
| #include <ctime> |
| |
| #include "aos/events/event_loop.h" |
| #include "aos/events/shm_event_loop.h" |
| #include "frc971/vision/vision_generated.h" |
| |
| // The best_x and best_y are pixel (x, y) cordinates. The 'best' |
| // game piece is picked on proximity to the specified cordinates. |
| // The cordinate should represent where we want to intake a game piece. |
| // (0, 360) was chosen without any testing, just a cordinate that |
| // seemed reasonable. |
| |
| DEFINE_uint32( |
| best_x, 0, |
| "The 'best' game piece is picked based on how close it is to this x value"); |
| |
| DEFINE_uint32( |
| best_y, 360, |
| "The 'best' game piece is picked based on how close it is to this y value"); |
| |
| namespace y2023 { |
| namespace vision { |
| GamePiecesDetector::GamePiecesDetector(aos::EventLoop *event_loop) |
| : game_pieces_sender_(event_loop->MakeSender<GamePieces>("/camera")) { |
| event_loop->MakeWatcher("/camera", [this](const CameraImage &camera_image) { |
| this->ProcessImage(camera_image); |
| }); |
| } |
| |
| // TODO(FILIP): Actually do inference. |
| |
| void GamePiecesDetector::ProcessImage(const CameraImage &image) { |
| // Param is not used for now. |
| (void)image; |
| |
| const int detection_count = 5; |
| |
| auto builder = game_pieces_sender_.MakeBuilder(); |
| |
| std::vector<flatbuffers::Offset<GamePiece>> game_pieces_offsets; |
| |
| float lowest_distance = std::numeric_limits<float>::max(); |
| int best_distance_index = 0; |
| srand(time(0)); |
| |
| for (int i = 0; i < detection_count; i++) { |
| int h = rand() % 1000; |
| int w = rand() % 1000; |
| int x = rand() % 250; |
| int y = rand() % 250; |
| |
| auto box_builder = builder.MakeBuilder<Box>(); |
| box_builder.add_h(h); |
| box_builder.add_w(w); |
| box_builder.add_x(x); |
| box_builder.add_y(y); |
| auto box_offset = box_builder.Finish(); |
| |
| auto game_piece_builder = builder.MakeBuilder<GamePiece>(); |
| game_piece_builder.add_piece_class(y2023::vision::Class::CONE_DOWN); |
| game_piece_builder.add_box(box_offset); |
| game_piece_builder.add_confidence(0.9); |
| auto game_piece = game_piece_builder.Finish(); |
| game_pieces_offsets.push_back(game_piece); |
| |
| // Center x and y values. |
| // Inference returns the top left corner of the bounding box |
| // but we want the center of the box for this. |
| |
| const int center_x = x + w / 2; |
| const int center_y = y + h / 2; |
| |
| // Find difference between target x, y and the x, y |
| // of the bounding box using Euclidean distance. |
| |
| const int dx = FLAGS_best_x - center_x; |
| const int dy = FLAGS_best_y - center_y; |
| const float distance = std::sqrt(dx * dx + dy * dy); |
| |
| if (distance < lowest_distance) { |
| lowest_distance = distance; |
| best_distance_index = i; |
| } |
| }; |
| |
| flatbuffers::FlatBufferBuilder fbb; |
| auto game_pieces_vector = fbb.CreateVector(game_pieces_offsets); |
| |
| auto game_pieces_builder = builder.MakeBuilder<GamePieces>(); |
| game_pieces_builder.add_game_pieces(game_pieces_vector); |
| game_pieces_builder.add_best_piece(best_distance_index); |
| |
| builder.CheckOk(builder.Send(game_pieces_builder.Finish())); |
| } |
| |
| } // namespace vision |
| } // namespace y2023 |