Document VideoMotion class

- Rename video_sensing/lib.js to video_sensing/library.js
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Michael "Z" Goddard 2018-03-30 14:53:37 -04:00
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commit 9a2e937271
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4 changed files with 382 additions and 250 deletions

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@ -4,7 +4,7 @@
* @file debug.js * @file debug.js
*/ */
const VideoMotion = require('./lib'); const VideoMotion = require('./library');
const VideoMotionView = require('./view'); const VideoMotionView = require('./view');
module.exports = { module.exports = {

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@ -5,7 +5,7 @@ const BlockType = require('../../extension-support/block-type');
const Clone = require('../../util/clone'); const Clone = require('../../util/clone');
const log = require('../../util/log'); const log = require('../../util/log');
const VideoMotion = require('./lib'); const VideoMotion = require('./library');
/** /**
* Icon svg to be displayed at the left edge of each extension block, encoded as a data URI. * Icon svg to be displayed at the left edge of each extension block, encoded as a data URI.

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@ -1,248 +0,0 @@
/**
* lib.js
*
* Tony Hwang and John Maloney, January 2011
* Michael "Z" Goddard, March 2018
*
* Video motion sensing primitives.
*/
const TO_DEGREE = 180 / Math.PI;
const WIDTH = 480;
const HEIGHT = 360;
// chosen empirically to give a range of roughly 0-100
const AMOUNT_SCALE = 100;
// note 2e-4 * activePixelNum is an experimentally tuned threshold for my
// logitech Pro 9000 webcam - TTH
const LOCAL_AMOUNT_SCALE = AMOUNT_SCALE * 2e-4;
const THRESHOLD = 10;
const WINSIZE = 8;
const LOCAL_MAX_AMOUNT = 100;
const LOCAL_THRESHOLD = THRESHOLD / 3;
const STATE_KEY = 'Scratch.videoSensing';
class VideoMotion {
constructor () {
this.frameNumber = 0;
this.motionAmount = 0;
this.motionDirection = 0;
this.analysisDone = false;
this.curr = null;
this.prev = null;
this._arrays = new ArrayBuffer(WIDTH * HEIGHT * 2 * 1);
this._curr = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 0 * 1, WIDTH * HEIGHT);
this._prev = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 1 * 1, WIDTH * HEIGHT);
}
reset () {
this.prev = this.curr = null;
this.motionAmount = this.motionDirection = 0;
this.analysisDone = true;
const targets = this.runtime.targets;
for (let i = 0; i < targets.length; i++) {
targets[i].getCustomState(STATE_KEY).motionAmount = 0;
targets[i].getCustomState(STATE_KEY).motionDirection = 0;
}
}
addFrame (source) {
this.frameNumber++;
this.prev = this.curr;
this.curr = new Uint32Array(source.buffer.slice());
const _tmp = this._prev;
this._prev = this._curr;
this._curr = _tmp;
for (let i = 0; i < this.curr.length; i++) {
this._curr[i] = this.curr[i] & 0xff;
}
this.analysisDone = false;
}
analyzeFrame () {
if (!this.curr || !this.prev) {
this.motionAmount = this.motionDirection = -1;
// don't have two frames to analyze yet
return;
}
const {
_curr: curr,
_prev: prev
} = this;
const winStep = (WINSIZE * 2) + 1;
const wmax = WIDTH - WINSIZE - 1;
const hmax = HEIGHT - WINSIZE - 1;
let uu = 0;
let vv = 0;
let n = 0;
for (let i = WINSIZE + 1; i < hmax; i += winStep) {
for (let j = WINSIZE + 1; j < wmax; j += winStep) {
let A2 = 0;
let A1B2 = 0;
let B1 = 0;
let C1 = 0;
let C2 = 0;
let address = ((i - WINSIZE) * WIDTH) + j - WINSIZE;
let nextAddress = address + winStep;
const maxAddress = ((i + WINSIZE) * WIDTH) + j + WINSIZE;
for (; address <= maxAddress; address += WIDTH - winStep, nextAddress += WIDTH) {
for (; address <= nextAddress; address += 1) {
const gradT = ((prev[address]) - (curr[address]));
const gradX = ((curr[address - 1]) - (curr[address + 1]));
const gradY = ((curr[address - WIDTH]) - (curr[address + WIDTH]));
A2 += gradX * gradX;
A1B2 += gradX * gradY;
B1 += gradY * gradY;
C2 += gradX * gradT;
C1 += gradY * gradT;
}
}
const delta = ((A1B2 * A1B2) - (A2 * B1));
let u = 0;
let v = 0;
if (delta) {
// system is not singular - solving by Kramer method
const deltaX = -((C1 * A1B2) - (C2 * B1));
const deltaY = -((A1B2 * C2) - (A2 * C1));
const Idelta = 8 / delta;
u = deltaX * Idelta;
v = deltaY * Idelta;
} else {
// singular system - find optical flow in gradient direction
const Norm = ((A1B2 + A2) * (A1B2 + A2)) + ((B1 + A1B2) * (B1 + A1B2));
if (Norm) {
const IGradNorm = 8 / Norm;
const temp = -(C1 + C2) * IGradNorm;
u = (A1B2 + A2) * temp;
v = (B1 + A1B2) * temp;
}
}
if (-winStep < u && u < winStep && -winStep < v && v < winStep) {
uu += u;
vv += v;
n++;
}
}
}
uu /= n;
vv /= n;
this.motionAmount = Math.round(AMOUNT_SCALE * Math.hypot(uu, vv));
if (this.motionAmount > THRESHOLD) {
// Scratch direction
this.motionDirection = (((Math.atan2(vv, uu) * TO_DEGREE) + 270) % 360) - 180;
}
this.analysisDone = true;
}
getLocalMotion (drawable, state) {
if (!this.curr || !this.prev) {
state.motionAmount = state.motionDirection = -1;
// don't have two frames to analyze yet
return;
}
if (state.motionFrameNumber !== this.frameNumber) {
const {
_prev: prev,
_curr: curr
} = this;
const boundingRect = drawable.getFastBounds();
const xmin = Math.floor(boundingRect.left + (WIDTH / 2));
const xmax = Math.floor(boundingRect.right + (WIDTH / 2));
const ymin = Math.floor((HEIGHT / 2) - boundingRect.top);
const ymax = Math.floor((HEIGHT / 2) - boundingRect.bottom);
let A2 = 0;
let A1B2 = 0;
let B1 = 0;
let C1 = 0;
let C2 = 0;
let scaleFactor = 0;
const position = [0, 0, 0];
for (let i = ymin; i < ymax; i++) {
for (let j = xmin; j < xmax; j++) {
position[0] = j - (WIDTH / 2);
position[1] = (HEIGHT / 2) - i;
if (
j > 0 && (j < WIDTH - 1) &&
i > 0 && (i < HEIGHT - 1) &&
drawable.isTouching(position)
) {
const address = (i * WIDTH) + j;
const gradT = ((prev[address]) - (curr[address]));
const gradX = ((curr[address - 1]) - (curr[address + 1]));
const gradY = ((curr[address - WIDTH]) - (curr[address + WIDTH]));
A2 += gradX * gradX;
A1B2 += gradX * gradY;
B1 += gradY * gradY;
C2 += gradX * gradT;
C1 += gradY * gradT;
scaleFactor++;
}
}
}
const delta = ((A1B2 * A1B2) - (A2 * B1));
let u = 0;
let v = 0;
if (delta) {
// system is not singular - solving by Kramer method
const deltaX = -((C1 * A1B2) - (C2 * B1));
const deltaY = -((A1B2 * C2) - (A2 * C1));
const Idelta = 8 / delta;
u = deltaX * Idelta;
v = deltaY * Idelta;
} else {
// singular system - find optical flow in gradient direction
const Norm = ((A1B2 + A2) * (A1B2 + A2)) + ((B1 + A1B2) * (B1 + A1B2));
if (Norm) {
const IGradNorm = 8 / Norm;
const temp = -(C1 + C2) * IGradNorm;
u = (A1B2 + A2) * temp;
v = (B1 + A1B2) * temp;
}
}
let activePixelNum = 0;
if (scaleFactor) {
// store the area of the sprite in pixels
activePixelNum = scaleFactor;
scaleFactor /= (2 * WINSIZE * 2 * WINSIZE);
u = u / scaleFactor;
v = v / scaleFactor;
}
state.motionAmount = Math.round(LOCAL_AMOUNT_SCALE * activePixelNum * Math.hypot(u, v));
if (state.motionAmount > LOCAL_MAX_AMOUNT) {
// clip all magnitudes greater than 100
state.motionAmount = LOCAL_MAX_AMOUNT;
}
if (state.motionAmount > LOCAL_THRESHOLD) {
// Scratch direction
state.motionDirection = (((Math.atan2(v, u) * TO_DEGREE) + 270) % 360) - 180;
}
state.motionFrameNumber = this.frameNumber;
}
}
}
module.exports = VideoMotion;

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@ -0,0 +1,380 @@
/**
* @file library.js
*
* Tony Hwang and John Maloney, January 2011
* Michael "Z" Goddard, March 2018
*
* Video motion sensing primitives.
*/
const {motionVector, scratchAtan2} = require('./math');
/**
* The width of the intended resolution to analyze for motion.
* @type {number}
*/
const WIDTH = 480;
/**
* The height of the intended resolution to analyze for motion.
* @type {number}
*/
const HEIGHT = 360;
/**
* A constant value to scale the magnitude of the x and y components called u
* and v. This creates the motionAmount value.
*
* Old note: chosen empirically to give a range of roughly 0-100
*
* @type {number}
*/
const AMOUNT_SCALE = 100;
/**
* A constant value to scale the magnitude of the x and y components called u
* and v in the local motion derivative. This creates the motionAmount value on
* a target's motion state.
*
* Old note: note 2e-4 * activePixelNum is an experimentally tuned threshold
* for my logitech Pro 9000 webcam - TTH
*
* @type {number}
*/
const LOCAL_AMOUNT_SCALE = AMOUNT_SCALE * 2e-4;
/**
* The motion amount must be higher than the THRESHOLD to calculate a new
* direction value.
* @type {number}
*/
const THRESHOLD = 10;
/**
* The size of the radius of the window of summarized values when considering
* the motion inside the full resolution of the sample.
* @type {number}
*/
const WINSIZE = 8;
/**
* A ceiling for the motionAmount stored to a local target's motion state. The
* motionAmount is not allowed to be larger than LOCAL_MAX_AMOUNT.
* @type {number}
*/
const LOCAL_MAX_AMOUNT = 100;
/**
* The motion amount for a target's local motion must be higher than the
* LOCAL_THRESHOLD to calculate a new direction value.
* @type {number}
*/
const LOCAL_THRESHOLD = THRESHOLD / 3;
/**
* Store the necessary image pixel data to compares frames of a video and
* detect an amount and direction of motion in the full sample or in a
* specified area.
* @constructor
*/
class VideoMotion {
constructor () {
/**
* The number of frames that have been added from a source.
* @type {number}
*/
this.frameNumber = 0;
/**
* The frameNumber last analyzed.
* @type {number}
*/
this.lastAnalyzedFrame = 0;
/**
* The amount of motion detected in the current frame.
* @type {number}
*/
this.motionAmount = 0;
/**
* The direction the motion detected in the frame is general moving in.
* @type {number}
*/
this.motionDirection = 0;
/**
* A copy of the current frame's pixel values. A index of the array is
* represented in RGBA. The lowest byte is red. The next is green. The
* next is blue. And the last is the alpha value of that pixel.
* @type {Uint32Array}
*/
this.curr = null;
/**
* A copy of the last frame's pixel values.
* @type {Uint32Array}
*/
this.prev = null;
/**
* A buffer for holding one component of a pixel's full value twice.
* One for the current value. And one for the last value.
* @type {number}
*/
this._arrays = new ArrayBuffer(WIDTH * HEIGHT * 2 * 1);
/**
* A clamped uint8 view of _arrays. One component of each index of the
* curr member is copied into this array.
* @type {number}
*/
this._curr = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 0 * 1, WIDTH * HEIGHT);
/**
* A clamped uint8 view of _arrays. One component of each index of the
* prev member is copied into this array.
* @type {number}
*/
this._prev = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 1 * 1, WIDTH * HEIGHT);
}
/**
* Reset internal state so future frame analysis does not consider values
* from before this method was called.
*/
reset () {
this.frameNumber = 0;
this.lastAnalyzedFrame = 0;
this.motionAmount = this.motionDirection = 0;
this.prev = this.curr = null;
}
/**
* Add a frame to be next analyzed. The passed array represent a pixel with
* each index in the RGBA format.
* @param {Uint32Array} source - a source frame of pixels to copy
*/
addFrame (source) {
this.frameNumber++;
// Swap curr to prev.
this.prev = this.curr;
// Create a clone of the array so any modifications made to the source
// array do not affect the work done in here.
this.curr = new Uint32Array(source.buffer.slice());
// Swap _prev and _curr. Copy one of the color components of the new
// array into _curr overwriting what was the old _prev data.
const _tmp = this._prev;
this._prev = this._curr;
this._curr = _tmp;
for (let i = 0; i < this.curr.length; i++) {
this._curr[i] = this.curr[i] & 0xff;
}
}
/**
* Analyze the current frame against the previous frame determining the
* amount of motion and direction of the motion.
*/
analyzeFrame () {
if (!this.curr || !this.prev) {
this.motionAmount = this.motionDirection = -1;
// Don't have two frames to analyze yet
return;
}
// Return early if new data has not been received.
if (this.lastAnalyzedFrame === this.frameNumber) {
return;
}
this.lastAnalyzedFrame = this.frameNumber;
const {
_curr: curr,
_prev: prev
} = this;
const winStep = (WINSIZE * 2) + 1;
const wmax = WIDTH - WINSIZE - 1;
const hmax = HEIGHT - WINSIZE - 1;
// Accumulate 2d motion vectors from groups of pixels and average it
// later.
let uu = 0;
let vv = 0;
let n = 0;
// Iterate over groups of cells building up the components to determine
// a motion vector for each cell instead of the whole frame to avoid
// integer overflows.
for (let i = WINSIZE + 1; i < hmax; i += winStep) {
for (let j = WINSIZE + 1; j < wmax; j += winStep) {
let A2 = 0;
let A1B2 = 0;
let B1 = 0;
let C1 = 0;
let C2 = 0;
// This is a performance critical math region.
let address = ((i - WINSIZE) * WIDTH) + j - WINSIZE;
let nextAddress = address + winStep;
const maxAddress = ((i + WINSIZE) * WIDTH) + j + WINSIZE;
for (; address <= maxAddress; address += WIDTH - winStep, nextAddress += WIDTH) {
for (; address <= nextAddress; address += 1) {
// The difference in color between the last frame and
// the current frame.
const gradT = ((prev[address]) - (curr[address]));
// The difference between the pixel to the left and the
// pixel to the right.
const gradX = ((curr[address - 1]) - (curr[address + 1]));
// The difference between the pixel above and the pixel
// below.
const gradY = ((curr[address - WIDTH]) - (curr[address + WIDTH]));
// Add the combined values of this pixel to previously
// considered pixels.
A2 += gradX * gradX;
A1B2 += gradX * gradY;
B1 += gradY * gradY;
C2 += gradX * gradT;
C1 += gradY * gradT;
}
}
// Use the accumalated values from the for loop to determine a
// motion direction.
const {u, v} = motionVector(A2, A1B2, B1, C2, C1);
// If u and v are within negative winStep to positive winStep,
// add them to a sum that will later be averaged.
if (-winStep < u && u < winStep && -winStep < v && v < winStep) {
uu += u;
vv += v;
n++;
}
}
}
// Average the summed vector values of all of the motion groups.
uu /= n;
vv /= n;
// Scale the magnitude of the averaged UV vector.
this.motionAmount = Math.round(AMOUNT_SCALE * Math.hypot(uu, vv));
if (this.motionAmount > THRESHOLD) {
// Scratch direction
this.motionDirection = scratchAtan2(vv, uu);
}
}
/**
* Build motion amount and direction values based on stored current and
* previous frame that overlaps a given drawable.
* @param {Drawable} drawable - touchable and bounded drawable to build motion for
* @param {MotionState} state - state to store built values to
*/
getLocalMotion (drawable, state) {
if (!this.curr || !this.prev) {
state.motionAmount = state.motionDirection = -1;
// Don't have two frames to analyze yet
return;
}
// Skip if the current frame has already been considered for this state.
if (state.motionFrameNumber !== this.frameNumber) {
const {
_prev: prev,
_curr: curr
} = this;
// Restrict the region the amount and direction are built from to
// the area of the current frame overlapped by the given drawable's
// bounding box.
const boundingRect = drawable.getFastBounds();
// Transform the bounding box from scratch space to a space from 0,
// 0 to WIDTH, HEIGHT.
const xmin = Math.max(Math.floor(boundingRect.left + (WIDTH / 2)), 1);
const xmax = Math.min(Math.floor(boundingRect.right + (WIDTH / 2)), WIDTH - 1);
const ymin = Math.max(Math.floor((HEIGHT / 2) - boundingRect.top), 1);
const ymax = Math.min(Math.floor((HEIGHT / 2) - boundingRect.bottom), HEIGHT - 1);
let A2 = 0;
let A1B2 = 0;
let B1 = 0;
let C1 = 0;
let C2 = 0;
let scaleFactor = 0;
const position = [0, 0, 0];
// This is a performance critical math region.
for (let i = ymin; i < ymax; i++) {
for (let j = xmin; j < xmax; j++) {
// i and j are in a coordinate planning ranging from 0 to
// HEIGHT and 0 to WIDTH. Transform that into Scratch's
// range of HEIGHT / 2 to -HEIGHT / 2 and -WIDTH / 2 to
// WIDTH / 2;
position[0] = j - (WIDTH / 2);
position[1] = (HEIGHT / 2) - i;
// Consider only pixels in the drawable that can touch the
// edge or other drawables. Empty space in the current skin
// is skipped.
if (drawable.isTouching(position)) {
const address = (i * WIDTH) + j;
// The difference in color between the last frame and
// the current frame.
const gradT = ((prev[address]) - (curr[address]));
// The difference between the pixel to the left and the
// pixel to the right.
const gradX = ((curr[address - 1]) - (curr[address + 1]));
// The difference between the pixel above and the pixel
// below.
const gradY = ((curr[address - WIDTH]) - (curr[address + WIDTH]));
// Add the combined values of this pixel to previously
// considered pixels.
A2 += gradX * gradX;
A1B2 += gradX * gradY;
B1 += gradY * gradY;
C2 += gradX * gradT;
C1 += gradY * gradT;
scaleFactor++;
}
}
}
// Use the accumalated values from the for loop to determine a
// motion direction.
let {u, v} = motionVector(A2, A1B2, B1, C2, C1);
let activePixelNum = 0;
if (scaleFactor) {
// Store the area of the sprite in pixels
activePixelNum = scaleFactor;
scaleFactor /= (2 * WINSIZE * 2 * WINSIZE);
u = u / scaleFactor;
v = v / scaleFactor;
}
// Scale the magnitude of the averaged UV vector and the number of
// overlapping drawable pixels.
state.motionAmount = Math.round(LOCAL_AMOUNT_SCALE * activePixelNum * Math.hypot(u, v));
if (state.motionAmount > LOCAL_MAX_AMOUNT) {
// Clip all magnitudes greater than 100.
state.motionAmount = LOCAL_MAX_AMOUNT;
}
if (state.motionAmount > LOCAL_THRESHOLD) {
// Scratch direction.
state.motionDirection = scratchAtan2(v, u);
}
// Skip future calls on this state until a new frame is added.
state.motionFrameNumber = this.frameNumber;
}
}
}
module.exports = VideoMotion;