| #include "y2019/vision/target_finder.h" |
| |
| #include "aos/vision/blob/hierarchical_contour_merge.h" |
| |
| using namespace aos::vision; |
| |
| namespace y2019 { |
| namespace vision { |
| |
| TargetFinder::TargetFinder() { target_template_ = Target::MakeTemplate(); } |
| |
| aos::vision::RangeImage TargetFinder::Threshold(aos::vision::ImagePtr image) { |
| const uint8_t threshold_value = GetThresholdValue(); |
| return aos::vision::DoThreshold(image, [&](aos::vision::PixelRef &px) { |
| if (px.g > threshold_value && px.b > threshold_value && |
| px.r > threshold_value) { |
| return true; |
| } |
| return false; |
| }); |
| } |
| |
| // Filter blobs on size. |
| void TargetFinder::PreFilter(BlobList *imgs) { |
| imgs->erase( |
| std::remove_if(imgs->begin(), imgs->end(), |
| [](RangeImage &img) { |
| // We can drop images with a small number of |
| // pixels, but images |
| // must be over 20px or the math will have issues. |
| return (img.npixels() < 100 || img.height() < 25); |
| }), |
| imgs->end()); |
| } |
| |
| // TODO: Try hierarchical merge for this. |
| // Convert blobs into polygons. |
| std::vector<aos::vision::Segment<2>> TargetFinder::FillPolygon( |
| const RangeImage &blob, bool verbose) { |
| if (verbose) printf("Process Polygon.\n"); |
| alloc_.reset(); |
| auto *st = RangeImgToContour(blob, &alloc_); |
| |
| struct Pt { |
| float x; |
| float y; |
| }; |
| std::vector<Pt> pts; |
| |
| // Collect all slopes from the contour. |
| auto opt = st->pt; |
| for (auto *node = st; node->next != st;) { |
| node = node->next; |
| |
| auto npt = node->pt; |
| |
| pts.push_back( |
| {static_cast<float>(npt.x - opt.x), static_cast<float>(npt.y - opt.y)}); |
| |
| opt = npt; |
| } |
| |
| const int n = pts.size(); |
| auto get_pt = [&](int i) { return pts[(i + n * 2) % n]; }; |
| |
| std::vector<Pt> pts_new = pts; |
| auto run_box_filter = [&](int window_size) { |
| for (size_t i = 0; i < pts.size(); ++i) { |
| Pt a{0.0, 0.0}; |
| for (int j = -window_size; j <= window_size; ++j) { |
| Pt p = get_pt(j + i); |
| a.x += p.x; |
| a.y += p.y; |
| } |
| a.x /= (window_size * 2 + 1); |
| a.y /= (window_size * 2 + 1); |
| |
| float scale = 1.0 + (i / float(pts.size() * 10)); |
| a.x *= scale; |
| a.y *= scale; |
| pts_new[i] = a; |
| } |
| pts = pts_new; |
| }; |
| // Three box filter makith a guassian? |
| // Run gaussian filter over the slopes. |
| run_box_filter(2); |
| run_box_filter(2); |
| run_box_filter(2); |
| |
| // Heuristic which says if a particular slope is part of a corner. |
| auto is_corner = [&](size_t i) { |
| Pt a = get_pt(i - 3); |
| Pt b = get_pt(i + 3); |
| double dx = (a.x - b.x); |
| double dy = (a.y - b.y); |
| return dx * dx + dy * dy > 0.25; |
| }; |
| |
| bool prev_v = is_corner(-1); |
| |
| // Find all centers of corners. |
| // Because they round, multiple points may be a corner. |
| std::vector<size_t> edges; |
| size_t kBad = pts.size() + 10; |
| size_t prev_up = kBad; |
| size_t wrapped_n = prev_up; |
| |
| for (size_t i = 0; i < pts.size(); ++i) { |
| bool v = is_corner(i); |
| if (prev_v && !v) { |
| if (prev_up == kBad) { |
| wrapped_n = i; |
| } else { |
| edges.push_back((prev_up + i - 1) / 2); |
| } |
| } |
| if (v && !prev_v) { |
| prev_up = i; |
| } |
| prev_v = v; |
| } |
| |
| if (wrapped_n != kBad) { |
| edges.push_back(((prev_up + pts.size() + wrapped_n - 1) / 2) % pts.size()); |
| } |
| |
| if (verbose) printf("Edge Count (%zu).\n", edges.size()); |
| |
| // Get all CountourNodes from the contour. |
| using aos::vision::PixelRef; |
| std::vector<ContourNode *> segments; |
| { |
| std::vector<ContourNode *> segments_all; |
| |
| for (ContourNode *node = st; node->next != st;) { |
| node = node->next; |
| segments_all.push_back(node); |
| } |
| for (size_t i : edges) { |
| segments.push_back(segments_all[i]); |
| } |
| } |
| if (verbose) printf("Segment Count (%zu).\n", segments.size()); |
| |
| // Run best-fits over each line segment. |
| std::vector<Segment<2>> seg_list; |
| if (segments.size() == 4) { |
| for (size_t i = 0; i < segments.size(); ++i) { |
| auto *ed = segments[(i + 1) % segments.size()]; |
| auto *st = segments[i]; |
| float mx = 0.0; |
| float my = 0.0; |
| int n = 0; |
| for (auto *node = st; node != ed; node = node->next) { |
| mx += node->pt.x; |
| my += node->pt.y; |
| ++n; |
| // (x - [x] / N) ** 2 = [x * x] - 2 * [x] * [x] / N + [x] * [x] / N / N; |
| } |
| mx /= n; |
| my /= n; |
| |
| float xx = 0.0; |
| float xy = 0.0; |
| float yy = 0.0; |
| for (auto *node = st; node != ed; node = node->next) { |
| float x = node->pt.x - mx; |
| float y = node->pt.y - my; |
| xx += x * x; |
| xy += x * y; |
| yy += y * y; |
| } |
| |
| // TODO: Extract common to hierarchical merge. |
| float neg_b_over_2 = (xx + yy) / 2.0; |
| float c = (xx * yy - xy * xy); |
| |
| float sqr = sqrt(neg_b_over_2 * neg_b_over_2 - c); |
| |
| { |
| float lam = neg_b_over_2 + sqr; |
| float x = xy; |
| float y = lam - xx; |
| |
| float norm = sqrt(x * x + y * y); |
| x /= norm; |
| y /= norm; |
| |
| seg_list.push_back( |
| Segment<2>(Vector<2>(mx, my), Vector<2>(mx + x, my + y))); |
| } |
| |
| /* Characteristic polynomial |
| 1 lam^2 - (xx + yy) lam + (xx * yy - xy * xy) = 0 |
| |
| [a b] |
| [c d] |
| |
| // covariance matrix. |
| [xx xy] [nx] |
| [xy yy] [ny] |
| */ |
| } |
| } |
| if (verbose) printf("Poly Count (%zu).\n", seg_list.size()); |
| return seg_list; |
| } |
| |
| // Convert segments into target components (left or right) |
| std::vector<TargetComponent> TargetFinder::FillTargetComponentList( |
| const std::vector<std::vector<Segment<2>>> &seg_list) { |
| std::vector<TargetComponent> list; |
| TargetComponent new_target; |
| for (const auto &poly : seg_list) { |
| // Reject missized pollygons for now. Maybe rectify them here in the future; |
| if (poly.size() != 4) continue; |
| std::vector<Vector<2>> corners; |
| for (size_t i = 0; i < 4; ++i) { |
| corners.push_back(poly[i].Intersect(poly[(i + 1) % 4])); |
| } |
| |
| // Select the closest two points. Short side of the rectangle. |
| double min_dist = -1; |
| std::pair<size_t, size_t> closest; |
| for (size_t i = 0; i < 4; ++i) { |
| size_t next = (i + 1) % 4; |
| double nd = corners[i].SquaredDistanceTo(corners[next]); |
| if (min_dist == -1 || nd < min_dist) { |
| min_dist = nd; |
| closest.first = i; |
| closest.second = next; |
| } |
| } |
| |
| // Verify our top is above the bottom. |
| size_t bot_index = closest.first; |
| size_t top_index = (closest.first + 2) % 4; |
| if (corners[top_index].y() < corners[bot_index].y()) { |
| closest.first = top_index; |
| closest.second = (top_index + 1) % 4; |
| } |
| |
| // Find the major axis. |
| size_t far_first = (closest.first + 2) % 4; |
| size_t far_second = (closest.second + 2) % 4; |
| Segment<2> major_axis( |
| (corners[closest.first] + corners[closest.second]) * 0.5, |
| (corners[far_first] + corners[far_second]) * 0.5); |
| if (major_axis.AsVector().AngleToZero() > M_PI / 180.0 * 120.0 || |
| major_axis.AsVector().AngleToZero() < M_PI / 180.0 * 60.0) { |
| // Target is angled way too much, drop it. |
| continue; |
| } |
| |
| // organize the top points. |
| Vector<2> topA = corners[closest.first] - major_axis.B(); |
| new_target.major_axis = major_axis; |
| if (major_axis.AsVector().AngleToZero() > M_PI / 2.0) { |
| // We have a left target since we are leaning positive. |
| new_target.is_right = false; |
| if (topA.AngleTo(major_axis.AsVector()) > 0.0) { |
| // And our A point is left of the major axis. |
| new_target.inside = corners[closest.second]; |
| new_target.top = corners[closest.first]; |
| } else { |
| // our A point is to the right of the major axis. |
| new_target.inside = corners[closest.first]; |
| new_target.top = corners[closest.second]; |
| } |
| } else { |
| // We have a right target since we are leaning negative. |
| new_target.is_right = true; |
| if (topA.AngleTo(major_axis.AsVector()) > 0.0) { |
| // And our A point is left of the major axis. |
| new_target.inside = corners[closest.first]; |
| new_target.top = corners[closest.second]; |
| } else { |
| // our A point is to the right of the major axis. |
| new_target.inside = corners[closest.second]; |
| new_target.top = corners[closest.first]; |
| } |
| } |
| |
| // organize the top points. |
| Vector<2> botA = corners[far_first] - major_axis.A(); |
| if (major_axis.AsVector().AngleToZero() > M_PI / 2.0) { |
| // We have a right target since we are leaning positive. |
| if (botA.AngleTo(major_axis.AsVector()) < M_PI) { |
| // And our A point is left of the major axis. |
| new_target.outside = corners[far_second]; |
| new_target.bottom = corners[far_first]; |
| } else { |
| // our A point is to the right of the major axis. |
| new_target.outside = corners[far_first]; |
| new_target.bottom = corners[far_second]; |
| } |
| } else { |
| // We have a left target since we are leaning negative. |
| if (botA.AngleTo(major_axis.AsVector()) < M_PI) { |
| // And our A point is left of the major axis. |
| new_target.outside = corners[far_first]; |
| new_target.bottom = corners[far_second]; |
| } else { |
| // our A point is to the right of the major axis. |
| new_target.outside = corners[far_second]; |
| new_target.bottom = corners[far_first]; |
| } |
| } |
| |
| // This piece of the target should be ready now. |
| list.emplace_back(new_target); |
| } |
| |
| return list; |
| } |
| |
| // Match components into targets. |
| std::vector<Target> TargetFinder::FindTargetsFromComponents( |
| const std::vector<TargetComponent> component_list, bool verbose) { |
| std::vector<Target> target_list; |
| using namespace aos::vision; |
| if (component_list.size() < 2) { |
| // We don't enough parts for a target. |
| return target_list; |
| } |
| |
| for (size_t i = 0; i < component_list.size(); i++) { |
| const TargetComponent &a = component_list[i]; |
| for (size_t j = 0; j < i; j++) { |
| bool target_valid = false; |
| Target new_target; |
| const TargetComponent &b = component_list[j]; |
| |
| // Reject targets that are too far off vertically. |
| Vector<2> a_center = a.major_axis.Center(); |
| if (a_center.y() > b.bottom.y() || a_center.y() < b.top.y()) { |
| continue; |
| } |
| Vector<2> b_center = b.major_axis.Center(); |
| if (b_center.y() > a.bottom.y() || b_center.y() < a.top.y()) { |
| continue; |
| } |
| |
| if (a.is_right && !b.is_right) { |
| if (a.top.x() > b.top.x()) { |
| new_target.right = a; |
| new_target.left = b; |
| target_valid = true; |
| } |
| } else if (!a.is_right && b.is_right) { |
| if (b.top.x() > a.top.x()) { |
| new_target.right = b; |
| new_target.left = a; |
| target_valid = true; |
| } |
| } |
| if (target_valid) { |
| target_list.emplace_back(new_target); |
| } |
| } |
| } |
| if (verbose) printf("Possible Target: %zu.\n", target_list.size()); |
| return target_list; |
| } |
| |
| std::vector<IntermediateResult> TargetFinder::FilterResults( |
| const std::vector<IntermediateResult> &results) { |
| std::vector<IntermediateResult> filtered; |
| for (const IntermediateResult &res : results) { |
| if (res.solver_error < 75.0) { |
| filtered.emplace_back(res); |
| } |
| } |
| return filtered; |
| } |
| |
| } // namespace vision |
| } // namespace y2019 |