Setting a texture to a md2 model java/android - java

I need help with setting a texture to a .MD2 model in java/android
According to wikipedia, I came up with the following: ( MD2 (file_format) )
Loading texCoords:
int idx = 0;
for(int i = 0; i < this.pHeader.num_st; i++) //num_st = Number of texture coordinates
{
this.fTexCoords[i][0] = (float)is.readShort(); //S
this.fTexCoords[i][1] = (float)is.readShort(); //T
}
and computing them:
int idx2 = 0;
int idx = 0;
for(int i = 0; i < this.pHeader.num_tris; i++) //num_tris = Number of triangles
{
this.fIndices[idx+0] = is.readUnsignedShort();
this.fIndices[idx+1] = is.readUnsignedShort();
this.fIndices[idx+2] = is.readUnsignedShort();
int uvID0 = is.readUnsignedShort();
int uvID1 = is.readUnsignedShort();
int uvID2 = is.readUnsignedShort();
this.fTEXTURE[idx2+0] = (float)(this.fTexCoords[uvID0][0] / (float)this.pHeader.skinwidth); //s
this.fTEXTURE[idx2+1] = (float)(this.fTexCoords[uvID0][1] / (float)this.pHeader.skinheight); //t
this.fTEXTURE[idx2+2] = (float)(this.fTexCoords[uvID1][0] / (float)this.pHeader.skinwidth); //s
this.fTEXTURE[idx2+3] = (float)(this.fTexCoords[uvID1][1] / (float)this.pHeader.skinheight); //t
this.fTEXTURE[idx2+4] = (float)(this.fTexCoords[uvID2][0] / (float)this.pHeader.skinwidth); //s
this.fTEXTURE[idx2+5] = (float)(this.fTexCoords[uvID2][1] / (float)this.pHeader.skinheight); //t
idx += 3;
idx2 += 6;
}
Converting everything into buffers and drawing it:
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, this.TextureBuffer);
gl.glNormalPointer(GL10.GL_FLOAT, 0, this.NormalBuffer);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, this.VertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, (this.max_indices*3), GL10.GL_UNSIGNED_SHORT, this.IndexBuffer);
This is the result ( model is rendering fine with animations etc. but colors/texture is messed up - it should just color the feet )
How it should look( blender ): http://img6.imagebanana.com/img/rh6l4awq/blender.png and how it actually looks on my phone: http://img6.imagebanana.com/img/wud654s9/SC20120806172956.png
I saved the blender texture file as png ( View -> Pack as PNG -> save as )
Thanks for any help

Related

How to fit small cubes into a given volume and represent it graphically on a web page?

My query is to show programmatically, the fitting of many given non regular (but rectangular) cubes (i.e. boxes) of individually different sizes, inside a larger volume cube, such as a storage unit.
The mathematics part is understood. Like in Linear programming / linear algebra, we can add fit volume of all smaller cubes to find out the best fit for the volume of the larger cube.
The actual requirement is to show or allow this fitting graphically on a web-page, preferably in 3d. If possible, to allow user to interact with the fitting, i.e. shuffling the placement of the cubes, etc.
Also, since I am a Java developer by profession, Java or related languages / frameworks would be my choice. However, I can use any other technology / framework / language if the end results are met.
NB: Weight is also a concern (parameter). There is a maximum weight which can be stacked in any given storage unit.
Also, since storage units can be accessed without permission (by thieves), cost of the cubes stacked in one unit is also limited. The user may desire to fit cubes of higher cost in one unit which has higher security and vice versa.
Example: allow fitting many rectangular boxes containing household electronics in a given room. The boxes maybe of TVs, refrigerators, washing machines, dishwashers, playstations, xbox 360s, etc. The different dimensions of these boxes, is to give you an idea of what to expect while fitting to the limited volume.
If there is any FOSS library / project (or even non FOSS library or project) for the same, a pointer towards it would be welcome.
Disclaimer: Okay, I know it does not 100% answer your question and also the code it veeery old (as can be concluded from the old-fashioned CVS comments) and today I would not write it that way anymore. It does still run on Java 8, though, I tested it. But in addition to solving the little informatics challenge problem of water flowing through a 3D matrix of cuboids from top to bottom depending how "leaky" the matrix (symbolising some kind of Swiss cheese) is, it also uses some very simple 3D visualisation via Java 3D. Thus, you need to install Java 3D and put the corresponding libraries onto your classpath.
The 3D output looks something like this:
package vhs.bwinfo.cheese;
// $Id: Cuboid.java,v 1.1.2.1 2006/01/10 19:48:41 Robin Exp $
import javax.media.j3d.Appearance;
import javax.media.j3d.QuadArray;
import javax.media.j3d.Shape3D;
import javax.vecmath.Point3f;
import javax.vecmath.TexCoord2f;
import javax.vecmath.Vector3f;
public class Cuboid extends Shape3D {
private static final float POS = +0.5f;
private static final float NEG = -0.5f;
private static final Point3f[] POINTS = new Point3f[] {
new Point3f(NEG, NEG, NEG),
new Point3f(POS, NEG, NEG),
new Point3f(POS, NEG, POS),
new Point3f(NEG, NEG, POS),
new Point3f(NEG, POS, NEG),
new Point3f(POS, POS, NEG),
new Point3f(POS, POS, POS),
new Point3f(NEG, POS, POS)
};
private static final TexCoord2f[] TEX_COORDS = new TexCoord2f[] {
new TexCoord2f(0, 1),
new TexCoord2f(1, 1),
new TexCoord2f(1, 0),
new TexCoord2f(0, 0)
};
private static final int VERTEX_FORMAT =
QuadArray.COORDINATES |
QuadArray.NORMALS |
QuadArray.TEXTURE_COORDINATE_2;
public Cuboid(float scaleX, float scaleY, float scaleZ) {
Point3f[] points = new Point3f[8];
for (int i = 0; i < 8; i++)
points[i] = new Point3f(
POINTS[i].x * scaleX,
POINTS[i].y * scaleY,
POINTS[i].z * scaleZ
);
Point3f[] vertices = {
points[3], points[2], points[1], points[0], // bottom
points[4], points[5], points[6], points[7], // top
points[7], points[3], points[0], points[4], // left
points[6], points[5], points[1], points[2], // right
points[7], points[6], points[2], points[3], // front
points[5], points[4], points[0], points[1] // back
};
QuadArray geometry = new QuadArray(24, VERTEX_FORMAT);
geometry.setCoordinates(0, vertices);
for (int i = 0; i < 24; i++)
geometry.setTextureCoordinate(0, i, TEX_COORDS[i % 4]);
Vector3f normal = new Vector3f();
Vector3f v1 = new Vector3f();
Vector3f v2 = new Vector3f();
Point3f[] pts = new Point3f[4];
for (int i = 0; i < 4; i++)
pts[i] = new Point3f();
for (int face = 0; face < 6; face++) {
geometry.getCoordinates(face * 4, pts);
v1.sub(pts[0], pts[2]);
v2.sub(pts[1], pts[3]);
normal.cross(v1, v2);
normal.normalize();
for (int i = 0; i < 4; i++)
geometry.setNormal((face * 4 + i), normal);
}
setGeometry(geometry);
setAppearance(new Appearance());
}
public Cuboid(float scaleFactor) {
this(scaleFactor, scaleFactor, scaleFactor);
}
}
package vhs.bwinfo.cheese;
// $Id: LeakyCheese.java,v 1.2.2.2 2006/01/10 15:37:14 Robin Exp $
import com.sun.j3d.utils.applet.JMainFrame;
import javax.swing.*;
import java.util.Random;
import static java.lang.System.out;
public class LeakyCheese {
private int width = 20, height = 20, depth = 20;
private int numClasses = 100, samplesPerClass = 100;
private double pMin = 0, pMax = 1;
private double pDiff = pMax - pMin;
private double classSize = pDiff / numClasses;
private int[] stats;
enum CubeState {CHEESE, AIR, WATER}
final private CubeState[][][] cheese;
private static final Random RND = new Random();
public LeakyCheese(
int width, int height, int depth,
int numClasses, int samplesPerClass,
double pMin, double pMax
) {
this.width = width;
this.height = height;
this.depth = depth;
this.numClasses = numClasses;
this.samplesPerClass = samplesPerClass;
this.pMin = pMin;
this.pMax = pMax;
pDiff = pMax - pMin;
classSize = pDiff / numClasses;
cheese = new CubeState[width][height][depth];
}
public LeakyCheese(
int width, int height, int depth,
int numClasses, int samplesPerClass
) {
this(width, height, depth, numClasses, samplesPerClass, 0, 1);
}
public LeakyCheese() {
cheese = new CubeState[width][height][depth];
}
private boolean pourWater(int x, int y, int z) {
if (x < 0 || x >= width || y < 0 || y >= height || z < 0 || z >= depth)
return false;
if (cheese[x][y][z] != CubeState.AIR)
return false;
cheese[x][y][z] = CubeState.WATER;
boolean retVal = (y == 0);
retVal = pourWater(x + 1, y, z) || retVal;
retVal = pourWater(x - 1, y, z) || retVal;
retVal = pourWater(x, y + 1, z) || retVal;
retVal = pourWater(x, y - 1, z) || retVal;
retVal = pourWater(x, y, z + 1) || retVal;
retVal = pourWater(x, y, z - 1) || retVal;
return retVal;
}
private boolean isLeaky(double p) {
for (int x = 0; x < width; x++)
for (int y = 0; y < height; y++)
for (int z = 0; z < depth; z++)
cheese[x][y][z] = (RND.nextDouble() < p)
? CubeState.CHEESE
: CubeState.AIR;
boolean retVal = false;
for (int x = 0; x < width; x++)
for (int z = 0; z < depth; z++)
retVal = pourWater(x, height - 1, z) || retVal;
return retVal;
}
private void generateStats() {
if (stats != null)
return;
stats = new int[numClasses];
for (int i = 0; i < numClasses; i++) {
for (int j = 0; j < samplesPerClass; j++) {
double p = pMin + classSize * (RND.nextDouble() + i);
if (isLeaky(p))
stats[i]++;
}
}
}
public void printStats() {
generateStats();
out.println(
"p (cheese) | p (leaky)\n" +
"------------------+-----------"
);
for (int i = 0; i < numClasses; i++) {
out.println(
String.format(
"%1.5f..%1.5f | %1.5f",
pMin + classSize * i,
pMin + classSize * (i + 1),
(double) stats[i] / samplesPerClass
)
);
}
}
public static void main(String[] args) {
//new LeakyCheese().printStats();
//new LeakyCheese(40, 40, 40, 50, 100, 0.66, .71).printStats();
LeakyCheese cheeseBlock = new LeakyCheese(5, 20, 5, 20, 100);
//LeakyCheese cheeseBlock = new LeakyCheese(20, 20, 20, 20, 100);
while (!cheeseBlock.isLeaky(0.65))
;
out.println("*** required solution found - now rendering... ***");
JMainFrame f = new JMainFrame(new LeakyCheeseGUI(cheeseBlock.cheese), 512, 512);
f.setLocationRelativeTo(null);
f.setExtendedState(JFrame.MAXIMIZED_BOTH);
}
}
package vhs.bwinfo.cheese;
// $Id: LeakyCheeseGUI.java,v 1.1.2.1 2006/01/10 15:25:18 Robin Exp $
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.universe.SimpleUniverse;
import vhs.bwinfo.cheese.LeakyCheese.CubeState;
import javax.media.j3d.*;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3f;
import java.applet.Applet;
import java.awt.*;
import java.util.Random;
public class LeakyCheeseGUI extends Applet {
static final long serialVersionUID = -8194627556699837928L;
public BranchGroup createSceneGraph(CubeState[][][] cheese) {
// Create the root of the branch graph
BranchGroup bgRoot = new BranchGroup();
// Composite of two rotations around different axes. The resulting
// TransformGroup is the parent of all our cheese cubes, because their
// orientation is identical. They only differ in their translation
// values and colours.
Transform3D tRotate = new Transform3D();
Transform3D tRotateTemp = new Transform3D();
tRotate.rotX(Math.PI / 8.0d);
tRotateTemp.rotY(Math.PI / -4.0d);
tRotate.mul(tRotateTemp);
TransformGroup tgRotate = new TransformGroup(tRotate);
bgRoot.addChild(tgRotate);
// Bounding sphere for rendering
BoundingSphere bounds =
new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
// Set background colour
// Note: Using Canvas3D.setBackground does not work, because it is an
// AWT method. Java 3D, though, gets its background colour from its
// background node (black, if not present).
Background background = new Background(0.5f, 0.5f, 0.5f);
background.setApplicationBounds(bounds);
bgRoot.addChild(background);
TransparencyAttributes transpAttr;
// Little cheese cubes
Appearance cheeseAppearance = new Appearance();
transpAttr =
new TransparencyAttributes(TransparencyAttributes.NICEST, 0.98f);
cheeseAppearance.setTransparencyAttributes(transpAttr);
cheeseAppearance.setColoringAttributes(
new ColoringAttributes(1, 1, 0, ColoringAttributes.NICEST));
PolygonAttributes pa = new PolygonAttributes();
//pa.setPolygonMode(PolygonAttributes.POLYGON_LINE);
pa.setCullFace(PolygonAttributes.CULL_NONE);
cheeseAppearance.setPolygonAttributes(pa);
// Little water cubes
Appearance waterAppearance = new Appearance();
transpAttr =
new TransparencyAttributes(TransparencyAttributes.NICEST, 0.85f);
waterAppearance.setTransparencyAttributes(transpAttr);
waterAppearance.setColoringAttributes(
new ColoringAttributes(0, 0, 1, ColoringAttributes.NICEST));
pa = new PolygonAttributes();
pa.setCullFace(PolygonAttributes.CULL_NONE);
waterAppearance.setPolygonAttributes(pa);
// Little air cubes
Appearance airAppearance = new Appearance();
transpAttr =
new TransparencyAttributes(TransparencyAttributes.NICEST, 0.95f);
airAppearance.setTransparencyAttributes(transpAttr);
airAppearance.setColoringAttributes(
new ColoringAttributes(1, 1, 1, ColoringAttributes.NICEST));
pa = new PolygonAttributes();
//pa.setPolygonMode(PolygonAttributes.POLYGON_LINE);
pa.setCullFace(PolygonAttributes.CULL_NONE);
airAppearance.setPolygonAttributes(pa);
// Water-coloured (i.e. blue) wire frame around cheese block, if leaky
Appearance waterWireFrameAppearance = new Appearance();
waterWireFrameAppearance.setColoringAttributes(
new ColoringAttributes(0, 0, 1, ColoringAttributes.NICEST));
pa = new PolygonAttributes();
pa.setPolygonMode(PolygonAttributes.POLYGON_LINE);
pa.setCullFace(PolygonAttributes.CULL_NONE);
waterWireFrameAppearance.setPolygonAttributes(pa);
// Cheese-coloured (i.e. yellow) wire frame around cheese block, if not leaky
Appearance cheeseWireFrameAppearance = new Appearance();
cheeseWireFrameAppearance.setColoringAttributes(
new ColoringAttributes(1, 1, 0, ColoringAttributes.NICEST));
pa = new PolygonAttributes();
pa.setPolygonMode(PolygonAttributes.POLYGON_LINE);
pa.setCullFace(PolygonAttributes.CULL_NONE);
cheeseWireFrameAppearance.setPolygonAttributes(pa);
// Absolute offsets for the cheese block to fit into the viewing canvas
final float xOffs = -0.8f;
final float yOffs = -0.55f;
final float zOffs = 0;
// Create all those little cubes ;-)
final int xSize = cheese.length;
final int ySize = cheese[0].length;
final int zSize = cheese[0][0].length;
final int maxSize = Math.max(xSize, Math.max(ySize, zSize));
final float xCenterOffs = 0.5f * (maxSize - xSize) / maxSize;
final float yCenterOffs = 0.5f * (maxSize - ySize) / maxSize;
final float zCenterOffs = -0.5f * (maxSize - zSize) / maxSize;
boolean isLeaky = false;
for (int x = 0; x < xSize; x++)
for (int y = 0; y < ySize; y++)
for (int z = 0; z < zSize; z++) {
Transform3D tTranslate = new Transform3D();
tTranslate.setTranslation(
new Vector3f(
xOffs + xCenterOffs + 1.0f * x / maxSize,
yOffs + yCenterOffs + 1.0f * y / maxSize,
zOffs + zCenterOffs - 1.0f * z / maxSize
)
);
TransformGroup tgTranslate = new TransformGroup(tTranslate);
tgRotate.addChild(tgTranslate);
Cuboid cube = new Cuboid(1.0f / maxSize);
switch (cheese[x][y][z]) {
case CHEESE:
cube.setAppearance(cheeseAppearance);
break;
case WATER:
cube.setAppearance(waterAppearance);
if (y == 0)
isLeaky = true;
break;
case AIR:
cube.setAppearance(airAppearance);
}
tgTranslate.addChild(cube);
}
// If cheese block is leaky, visualise it by drawing a water-coloured
// (i.e. blue) wire frame around it. Otherwise use a cheese-coloured
// (i.e. yellow) one.
Transform3D tTranslate = new Transform3D();
tTranslate.setTranslation(
new Vector3f(
xOffs + xCenterOffs + 0.5f * (xSize - 1) / maxSize,
yOffs + yCenterOffs + 0.5f * (ySize - 1) / maxSize,
zOffs + zCenterOffs - 0.5f * (zSize - 1) / maxSize
)
);
TransformGroup tgTranslate = new TransformGroup(tTranslate);
tgRotate.addChild(tgTranslate);
Cuboid cuboid = new Cuboid(
1.0f * xSize / maxSize,
1.0f * ySize / maxSize,
1.0f * zSize / maxSize
);
cuboid.setAppearance(isLeaky ? waterWireFrameAppearance : cheeseWireFrameAppearance);
tgTranslate.addChild(cuboid);
// Let Java 3D perform optimizations on this scene graph.
bgRoot.compile();
return bgRoot;
}
public LeakyCheeseGUI(CubeState[][][] cheese) {
// Create a simple scene and attach it to the virtual universe
GraphicsConfiguration graphCfg = SimpleUniverse.getPreferredConfiguration();
Canvas3D canvas = new Canvas3D(graphCfg);
setLayout(new BorderLayout());
add(canvas, "Center");
SimpleUniverse universe = new SimpleUniverse(canvas);
// This will move the ViewPlatform back a bit so the objects
// in the scene can be viewed.
universe.getViewingPlatform().setNominalViewingTransform();
universe.addBranchGraph(createSceneGraph(cheese));
}
public static void main(String[] args) {
final Random RND = new Random(System.currentTimeMillis());
CubeState[][][] testCheese = new CubeState[5][8][11];
for (int x = 0; x < 5; x++)
for (int y = 0; y < 8; y++)
for (int z = 0; z < 11; z++)
testCheese[x][y][z] = (RND.nextFloat() < 0.7f)
? CubeState.CHEESE
: (RND.nextBoolean() ? CubeState.WATER : CubeState.AIR);
// Applet can also run as a stand-alone application
new MainFrame(new LeakyCheeseGUI(testCheese), 512, 512);
}
}
You will probably want to use Javascript, and specifically WebGL. Javascript is the de facto language for interactive web pages, and WebGL is a Javascript API for rendering 2D and 3D scenes on an HTML5 canvas element. A solution using WebGL should be compatible with all major browsers. Programming even simple scenes in WebGL can be pretty involved though, so I'd recommend using a framework such as three.js to simplify things.
Here is an example of interactive, draggable cubes using three.js. Some of the key lines of code from that example are:
// create the cube
var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
// set coordinates, rotation, and scale of the cubes
object.position.x = ...
object.position.y = ...
object.position.z = ...
object.rotation.x = ...
object.rotation.y = ...
object.rotation.z = ...
object.scale.x = ...
object.scale.y = ...
object.scale.z = ...
// lighting stuff
object.castShadow = true;
object.receiveShadow = true;
// add to scene and list of objects
scene.add( object );
objects.push( object );
Again, the full, working example is found at this link (click view source on that page to view the code on github).

Get number of pixels of certain color in Android Studio with OpenCv

I'm writing a fairly simple app that will, in real-time, tell the user how many pixels there are above a certain color value in an image.
That is, it takes preview images from the camera and analyses them as the user move the camera around.
Right now, I have this code, which technically works:
mRgba = inputFrame.rgba();
Rect sample = new Rect();
Mat sampleRegionRgba;
numPixs = 0;
boundary.add(100); boundary.add(100);boundary.add(100);
int cols = mRgba.cols();
int rows = mRgba.rows();
double yLow = (double)mOpenCvCameraView.getHeight() * 0.2401961;
double yHigh = (double)mOpenCvCameraView.getHeight() * 0.7696078;
double xScale = (double)cols / (double)mOpenCvCameraView.getWidth();
double yScale = (double)rows / (yHigh-yLow);
int tmpX;
int tmpY;
for (int x = 0; x < cols-6; x++) {
for (int y = (int)yLow; y < yHigh-6; y++){
tmpX = (int)((double)x * xScale);
tmpY = (int)((double)y * yScale);
sample.x = tmpX+3;
sample.y = tmpY+3;
sample.width = 2;
sample.height = 2;
sampleRegionRgba = mRgba.submat(sample);
Mat sampleRegionHsv = new Mat();
Imgproc.cvtColor(sampleRegionRgba, sampleRegionHsv, Imgproc.COLOR_RGB2HSV_FULL);
mBlobColorHsv = Core.sumElems(sampleRegionHsv);
int pointCount = sample.width * sample.height;
for (int i = 0; i < mBlobColorHsv.val.length; i++){
mBlobColorHsv.val[i] /= pointCount;
}
mBlobColorRgba = convertScalarToRgba(mBlobColorHsv);
// System.out.println(mBlobColorRgba.toString());
if (mBlobColorRgba.val[0] > boundary.get(0)
&& mBlobColorRgba.val[1] > boundary.get(1)
&& mBlobColorRgba.val[2] > boundary.get(2)){
numPixs += 1;
}
// System.out.println(sampleRegionRgba.toString());
}
}
System.out.println("number of pixels above boundary: "+Integer.toString(numPixs));
massflow = m*(Math.pow(numPixs,.25))+b;
runOnUiThread(new Runnable() {
#Override
public void run() {
massflow_text.setText("Massflow: "+Double.valueOf(massflow));
}
});
While this code works, it takes about 6 seconds to run for each image.
I'd like it to have a much more reasonable frame rate. I know this can be done with numpy (I've done it with np.where()). Is it possible with Java/OpenCv/Android Studio ?

How to slide Rect on image ROI

I want to move a sliding window (a Rect) by half of each window, but I can only get the first line:
My code:
int widthImg = 600;
int HeightImg = 500;
int wWin = 100;// weight window
int hWin = 100;// height window
int xWin = 0;
int yWin = 0;
int winSize = ((widthImg/wWin)*2) * ((HeightImg/hWin)*2);// slide half of window(50)
for(int i=0;i<winSize;i++){
Mat ROIMat = new Mat();
if(i < winSize){
xWin = xWin + wWin/2;
if(xWin == widthImg){
xWin = 0;
yWin = yWin + hWin/2;
}
}
ROIMat = croppMat(Highgui.imread(fileImageName), new Rect(xWin , yWin , wWin , hWin) );
Highgui.imwrite(pathROI+"\\"+i+".jpg", ROIMat); //save ROI image
}
ERROR:
OpenCV Error: Assertion failed (0 <= _colRange.start && _colRange.start <= _colRange.end && _colRange.end <= m.cols) in cv::Mat::Mat, file......\opencv\modules\core\src\matrix.cpp, line 292 Exception in thread "AWT-EventQueue-0" CvException [org.opencv.core.CvException: cv::Exception: ........\opencv\modules\core\src\matrix.cpp:292: error: (-215) 0 <= _colRange.start && _colRange.start <= _colRange.end && _colRange.end <= m.cols in function cv::Mat::Mat]
Where am I doing wrong?
If I understand correctly your question, you should correct your for loop.
Take a look at this code, and check if it's the expected result. The code is in C++, but it's be very close to Java, and I added as comments the equivalent Java calls (but I didn't test them).
#include <opencv2/opencv.hpp>
#include <string>
using namespace cv;
int main()
{
// Load image
Mat3b img = imread(fileImageName);
// JAVA: Mat img = Highgui.imread(fileImageName);
int widthImg = img.cols; // JAVA: img.cols();
int heightImg = img.rows; // JAVA: img.rows();
int wWin = 100; // weight window
int hWin = 100; // height window
int counter = 0;
for (int yWin = 0; yWin <= heightImg - hWin; yWin += hWin/2)
{
for (int xWin = 0; xWin <= widthImg - wWin; xWin += wWin/2)
{
Mat ROIMat(img(Rect(xWin, yWin, wWin, hWin)));
// JAVA: Mat ROIMat = new Mat();
// JAVA: ROIMat = croppMat(img, new Rect(xWin, yWin, wWin, hWin));
imwrite(pathROI + std::to_string(counter) + ".jpg", ROIMat);
//JAVA: Highgui.imwrite(pathROI + "\\" + counter + ".jpg", ROIMat); //save ROI image
++counter;
}
}
return 0;
}

How convert Bitmap Object to Image Object and vice versa in android 'java'

How convert Image obj to Bitmap obj and vice versa?
I have a method that get Image object input and return Image object but i want give bitmap object input and then get bitmap object output my code is this:
public Image edgeFilter(Image imageIn) {
// Image size
int width = imageIn.getWidth();
int height = imageIn.getHeight();
boolean[][] mask = null;
Paint grayMatrix[] = new Paint[256];
// Init gray matrix
for (int i = 0; i <= 255; i++) {
Paint p = new Paint();
p.setColor(Color.rgb(i, i, i));
grayMatrix[i] = p;
}
int [][] luminance = new int[width][height];
for (int y = 0; y < height ; y++) {
for (int x = 0; x < width ; x++) {
if(mask != null && !mask[x][y]){
continue;
}
luminance[x][y] = (int) luminance(imageIn.getRComponent(x, y), imageIn.getGComponent(x, y), imageIn.getBComponent(x, y));
}
}
int grayX, grayY;
int magnitude;
for (int y = 1; y < height-1; y++) {
for (int x = 1; x < width-1; x++) {
if(mask != null && !mask[x][y]){
continue;
}
grayX = - luminance[x-1][y-1] + luminance[x-1][y-1+2] - 2* luminance[x-1+1][y-1] + 2* luminance[x-1+1][y-1+2] - luminance[x-1+2][y-1]+ luminance[x-1+2][y-1+2];
grayY = luminance[x-1][y-1] + 2* luminance[x-1][y-1+1] + luminance[x-1][y-1+2] - luminance[x-1+2][y-1] - 2* luminance[x-1+2][y-1+1] - luminance[x-1+2][y-1+2];
// Magnitudes sum
magnitude = 255 - Image.SAFECOLOR(Math.abs(grayX) + Math.abs(grayY));
Paint grayscaleColor = grayMatrix[magnitude];
// Apply the color into a new image
imageIn.setPixelColor(x, y, grayscaleColor.getColor());
}
}
return imageIn;
}
If you want to convert an Image object to a Bitmap and the format has been selected as JPEG, then you can accomplish this by using the following code (if it is not a JPEG, then additional conversions will be needed):
...
if(image.getFormat() == ImageFormat.JPEG)
{
ByteBuffer buffer = capturedImage.getPlanes()[0].getBuffer();
byte[] jpegByteData = new byte[buffer.remaining()];
Bitmap bitmapImage = BitmapFactory.decodeByteArray(jpegByteData, 0, jpegByteData.length, null);
}
...
This link gives more into on saving images as a png format.
it is difficult to see what you are attempting to do, are you trying to alter this code so it also works for bitmap formats?
here is a answer of someone doing stuff with bitmap images, should be give you a idea of what other people do

OpenCV - Lotto number recognition

I am trying to create a program that will recognize the lottery numbers automaticly.
I have recognized the draw moment, seperated the ball, and now my problem is that i cannot recognize the number on the ball.
This is the original picture:
This is my picture after i find the contours:
Now for each contour I try to determine if its a number and what number is it. This is where my app fails.
*Important to say that the ball can be in many angles/the lighting can be differnet , which all afect the quality of the pic.
This is an example of a contour img my prog found:
This is my code for recognizing the number:
private void identifyNumber(Mat inFile) {
System.out.println("\nRunning identifyNumber");
System.out.println("-------------------------");
int match_method = Imgproc.TM_SQDIFF;
Mat img = inFile;
Mat bestImage = new Mat(), rotImg;
int bestDegree = 0, bestNumber = 0;
double lowerstFornumber, lowest = 1E30;
String templateNumber;
for (int k=0 ; k<=9; k++) {
lowerstFornumber = 1E30;
for(int i=-90; i<=90; i=i+5){
templateNumber = "C:\\pics\\drawProcessing\\numbers\\" + k + ".png";
Mat templ = Highgui.imread(templateNumber);
rotImg = rotateImage(img, i);
int result_cols = rotImg.cols() - templ.cols() + 1;
int result_rows = rotImg.rows() - templ.rows() + 1;
Mat result = new Mat(result_rows, result_cols, CvType.CV_32FC1);
Imgproc.matchTemplate(rotImg, templ, result, match_method);
MinMaxLocResult mmr = Core.minMaxLoc(result);
Point matchLoc;
if (match_method == Imgproc.TM_SQDIFF || match_method == Imgproc.TM_SQDIFF_NORMED) {
matchLoc = mmr.minLoc;
} else {
matchLoc = mmr.maxLoc;
}
double minValue = mmr.minVal;
// System.out.println(i+",maxVal:" +maxValue);
if(lowerstFornumber > minValue){
lowerstFornumber = minValue;
}
if(lowest > minValue){
lowest = minValue;
bestImage = rotImg;
bestDegree = i;
bestNumber = arr[k];
}
}
System.out.println("lowerstFornumber " + arr[k] + " :" + lowerstFornumber);
}
System.out.println("bestDegree:" + bestDegree);
System.out.println("bestNumber:" + bestNumber);
System.out.println("_lowest:" + lowest);
Highgui.imwrite("C:\\pics\\drawProcessing\\out-best.jpg", bestImage);
}
Sometimes it finds the number, Sometimes not.
Is it even possible?(I need 100% accuracy)
Am I doning it wrong?
What if you try an affine invariant descriptor for your boxes? You can even start with an easier descriptor, say sift or surf, computed for every region and matched to a database. It should be fast because it looks like scale will not be changing. Sift and surf might give you some results but for something more stable you can use ASIFT.
Not in java, but it describes the idea:
#include <iostream>
#include <vector>
#include <string>
#include <fstream>
#include <opencv2/opencv.hpp>
using namespace cv;
using namespace std;
//----------------------------------------------------------------------
//
//----------------------------------------------------------------------
void DetectContour(Mat& img, Mat& res)
{
vector<vector<Point> > contours;
vector<Vec4i> hierarchy;
Mat edges=img.clone();
//Canny(img, edges, 50, 190, 3);
img.copyTo(edges);
findContours(edges,contours, hierarchy, cv::RETR_EXTERNAL, cv::CHAIN_APPROX_NONE, Point());
if(contours.size()>0)
{
for( int i = 0; i < contours.size(); i++ )
{
vector<Point> approx;
approxPolyDP(Mat(contours[i]), approx, arcLength(Mat(contours[i]), true)*0.02, true);
double area = contourArea(Mat(approx));
if(area>200)
drawContours( res, contours, i, Scalar(255,0,0), CV_FILLED, 8);
}
}
}
//----------------------------------------------------------------------
//
//----------------------------------------------------------------------
int main(int argc, char **argv)
{
cv::namedWindow("result");
Mat img=imread("ball.png");
// Prepare mask
Mat mask=Mat::zeros(img.size(),CV_8UC1);
Mat img_gray;
cv::cvtColor(img,img_gray,cv::COLOR_BGR2GRAY);
Mat res=Mat(img.size(),CV_8UC1);
res=255;
vector<Vec3f> circles;
/// Apply the Hough Transform to find the circles
HoughCircles( img_gray, circles, cv::HOUGH_GRADIENT, 1, img_gray.rows/8, 140, 70, 0,0 );
/// Draw the circles detected
for( size_t i = 0; i < circles.size(); i++ )
{
Point center(cvRound(circles[i][0]), cvRound(circles[i][1]));
int radius = cvRound(circles[i][2]);
// circle outline
circle( mask, center, radius, Scalar(255,255,255), -1, 8, 0 );
}
img.copyTo(res,mask);
cv::cvtColor(res,res,cv::COLOR_BGR2GRAY);
threshold(res,res,80,255,cv::THRESH_BINARY_INV);
mask=0;
DetectContour(res,mask);
mask.copyTo(res);
int element_size=10;
Mat element = getStructuringElement( cv::MORPH_ELLIPSE,Size( 2*element_size + 1, 2*element_size+1 ),Point( element_size, element_size ) );
int element_size2=5;
Mat element2 = getStructuringElement( cv::MORPH_ELLIPSE,Size( 2*element_size + 1, 2*element_size+1 ),Point( element_size, element_size ) );
cv::dilate(res,res,element2);
cv::erode(res,res,element);
vector<vector<Point> > contours;
vector<Vec4i> hierarchy;
findContours(res,contours, hierarchy, cv::RETR_EXTERNAL, cv::CHAIN_APPROX_NONE, Point());
for (int i=0;i<contours.size();++i)
{
RotatedRect box = minAreaRect(contours[i]);
Point2f center, vtx[4];
box.points(vtx);
float w=100;
float h=100;
// Create a column vector with the coordinates of each point (on the field plane)
cv::Mat xField;
xField.create(4, 1, CV_32FC2);
xField.at<Point2f>(0) = ( vtx[0] );
xField.at<Point2f>(1) = ( vtx[1] );
xField.at<Point2f>(2) = ( vtx[2] );
xField.at<Point2f>(3) = ( vtx[3] );
// same thing for xImage but with the pixel coordinates instead of the field coordinates, same order as in xField
cv::Mat xImage;
xImage.create(4, 1, CV_32FC2);
xImage.at<Point2f>(0) = ( cv::Point2f(0, 0) );
xImage.at<Point2f>(1) = ( cv::Point2f(w, 0) );
xImage.at<Point2f>(2) = ( cv::Point2f(w, h) );
xImage.at<Point2f>(3) = ( cv::Point2f(0, h) );
// Compute the homography matrix
cv::Mat H = cv::findHomography(xField,xImage );
xField.release();
xImage.release();
Mat warped;
warpPerspective(img,warped,H,Size(w,h));
H.release();
char win_name[255];
sprintf(win_name,"number_image %d",i);
namedWindow(win_name);
imshow(win_name,warped);
// cv::waitKey(0);
for(int j = 0; j < 4; j++ )
{
line(img, vtx[j], vtx[(j+1)%4], Scalar(0, 255, 0), 1, LINE_AA);
}
}
imshow("result",img);
cv::waitKey(0);
cv::destroyAllWindows();
}

Categories

Resources