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Document VideoMotion class
- Rename video_sensing/lib.js to video_sensing/library.js
This commit is contained in:
parent
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4 changed files with 382 additions and 250 deletions
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@ -4,7 +4,7 @@
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* @file debug.js
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*/
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const VideoMotion = require('./lib');
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const VideoMotion = require('./library');
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const VideoMotionView = require('./view');
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module.exports = {
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@ -5,7 +5,7 @@ const BlockType = require('../../extension-support/block-type');
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const Clone = require('../../util/clone');
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const log = require('../../util/log');
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const VideoMotion = require('./lib');
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const VideoMotion = require('./library');
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/**
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* 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 @@
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/**
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* lib.js
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*
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* Tony Hwang and John Maloney, January 2011
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* Michael "Z" Goddard, March 2018
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*
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* Video motion sensing primitives.
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*/
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const TO_DEGREE = 180 / Math.PI;
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const WIDTH = 480;
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const HEIGHT = 360;
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// chosen empirically to give a range of roughly 0-100
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const AMOUNT_SCALE = 100;
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// note 2e-4 * activePixelNum is an experimentally tuned threshold for my
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// logitech Pro 9000 webcam - TTH
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const LOCAL_AMOUNT_SCALE = AMOUNT_SCALE * 2e-4;
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const THRESHOLD = 10;
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const WINSIZE = 8;
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const LOCAL_MAX_AMOUNT = 100;
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const LOCAL_THRESHOLD = THRESHOLD / 3;
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const STATE_KEY = 'Scratch.videoSensing';
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class VideoMotion {
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constructor () {
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this.frameNumber = 0;
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this.motionAmount = 0;
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this.motionDirection = 0;
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this.analysisDone = false;
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this.curr = null;
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this.prev = null;
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this._arrays = new ArrayBuffer(WIDTH * HEIGHT * 2 * 1);
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this._curr = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 0 * 1, WIDTH * HEIGHT);
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this._prev = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 1 * 1, WIDTH * HEIGHT);
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}
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reset () {
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this.prev = this.curr = null;
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this.motionAmount = this.motionDirection = 0;
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this.analysisDone = true;
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const targets = this.runtime.targets;
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for (let i = 0; i < targets.length; i++) {
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targets[i].getCustomState(STATE_KEY).motionAmount = 0;
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targets[i].getCustomState(STATE_KEY).motionDirection = 0;
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}
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}
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addFrame (source) {
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this.frameNumber++;
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this.prev = this.curr;
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this.curr = new Uint32Array(source.buffer.slice());
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const _tmp = this._prev;
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this._prev = this._curr;
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this._curr = _tmp;
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for (let i = 0; i < this.curr.length; i++) {
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this._curr[i] = this.curr[i] & 0xff;
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}
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this.analysisDone = false;
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}
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analyzeFrame () {
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if (!this.curr || !this.prev) {
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this.motionAmount = this.motionDirection = -1;
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// don't have two frames to analyze yet
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return;
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}
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const {
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_curr: curr,
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_prev: prev
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} = this;
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const winStep = (WINSIZE * 2) + 1;
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const wmax = WIDTH - WINSIZE - 1;
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const hmax = HEIGHT - WINSIZE - 1;
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let uu = 0;
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let vv = 0;
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let n = 0;
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for (let i = WINSIZE + 1; i < hmax; i += winStep) {
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for (let j = WINSIZE + 1; j < wmax; j += winStep) {
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let A2 = 0;
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let A1B2 = 0;
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let B1 = 0;
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let C1 = 0;
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let C2 = 0;
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let address = ((i - WINSIZE) * WIDTH) + j - WINSIZE;
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let nextAddress = address + winStep;
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const maxAddress = ((i + WINSIZE) * WIDTH) + j + WINSIZE;
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for (; address <= maxAddress; address += WIDTH - winStep, nextAddress += WIDTH) {
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for (; address <= nextAddress; address += 1) {
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const gradT = ((prev[address]) - (curr[address]));
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const gradX = ((curr[address - 1]) - (curr[address + 1]));
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const gradY = ((curr[address - WIDTH]) - (curr[address + WIDTH]));
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A2 += gradX * gradX;
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A1B2 += gradX * gradY;
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B1 += gradY * gradY;
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C2 += gradX * gradT;
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C1 += gradY * gradT;
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}
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}
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const delta = ((A1B2 * A1B2) - (A2 * B1));
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let u = 0;
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let v = 0;
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if (delta) {
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// system is not singular - solving by Kramer method
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const deltaX = -((C1 * A1B2) - (C2 * B1));
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const deltaY = -((A1B2 * C2) - (A2 * C1));
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const Idelta = 8 / delta;
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u = deltaX * Idelta;
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v = deltaY * Idelta;
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} else {
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// singular system - find optical flow in gradient direction
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const Norm = ((A1B2 + A2) * (A1B2 + A2)) + ((B1 + A1B2) * (B1 + A1B2));
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if (Norm) {
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const IGradNorm = 8 / Norm;
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const temp = -(C1 + C2) * IGradNorm;
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u = (A1B2 + A2) * temp;
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v = (B1 + A1B2) * temp;
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}
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}
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if (-winStep < u && u < winStep && -winStep < v && v < winStep) {
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uu += u;
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vv += v;
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n++;
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}
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}
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}
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uu /= n;
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vv /= n;
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this.motionAmount = Math.round(AMOUNT_SCALE * Math.hypot(uu, vv));
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if (this.motionAmount > THRESHOLD) {
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// Scratch direction
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this.motionDirection = (((Math.atan2(vv, uu) * TO_DEGREE) + 270) % 360) - 180;
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}
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this.analysisDone = true;
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}
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getLocalMotion (drawable, state) {
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if (!this.curr || !this.prev) {
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state.motionAmount = state.motionDirection = -1;
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// don't have two frames to analyze yet
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return;
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}
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if (state.motionFrameNumber !== this.frameNumber) {
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const {
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_prev: prev,
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_curr: curr
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} = this;
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const boundingRect = drawable.getFastBounds();
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const xmin = Math.floor(boundingRect.left + (WIDTH / 2));
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const xmax = Math.floor(boundingRect.right + (WIDTH / 2));
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const ymin = Math.floor((HEIGHT / 2) - boundingRect.top);
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const ymax = Math.floor((HEIGHT / 2) - boundingRect.bottom);
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let A2 = 0;
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let A1B2 = 0;
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let B1 = 0;
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let C1 = 0;
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let C2 = 0;
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let scaleFactor = 0;
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const position = [0, 0, 0];
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for (let i = ymin; i < ymax; i++) {
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for (let j = xmin; j < xmax; j++) {
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position[0] = j - (WIDTH / 2);
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position[1] = (HEIGHT / 2) - i;
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if (
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j > 0 && (j < WIDTH - 1) &&
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i > 0 && (i < HEIGHT - 1) &&
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drawable.isTouching(position)
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) {
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const address = (i * WIDTH) + j;
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const gradT = ((prev[address]) - (curr[address]));
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const gradX = ((curr[address - 1]) - (curr[address + 1]));
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const gradY = ((curr[address - WIDTH]) - (curr[address + WIDTH]));
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A2 += gradX * gradX;
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A1B2 += gradX * gradY;
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B1 += gradY * gradY;
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C2 += gradX * gradT;
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C1 += gradY * gradT;
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scaleFactor++;
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}
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}
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}
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const delta = ((A1B2 * A1B2) - (A2 * B1));
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let u = 0;
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let v = 0;
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if (delta) {
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// system is not singular - solving by Kramer method
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const deltaX = -((C1 * A1B2) - (C2 * B1));
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const deltaY = -((A1B2 * C2) - (A2 * C1));
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const Idelta = 8 / delta;
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u = deltaX * Idelta;
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v = deltaY * Idelta;
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} else {
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// singular system - find optical flow in gradient direction
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const Norm = ((A1B2 + A2) * (A1B2 + A2)) + ((B1 + A1B2) * (B1 + A1B2));
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if (Norm) {
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const IGradNorm = 8 / Norm;
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const temp = -(C1 + C2) * IGradNorm;
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u = (A1B2 + A2) * temp;
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v = (B1 + A1B2) * temp;
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}
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}
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let activePixelNum = 0;
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if (scaleFactor) {
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// store the area of the sprite in pixels
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activePixelNum = scaleFactor;
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scaleFactor /= (2 * WINSIZE * 2 * WINSIZE);
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u = u / scaleFactor;
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v = v / scaleFactor;
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}
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state.motionAmount = Math.round(LOCAL_AMOUNT_SCALE * activePixelNum * Math.hypot(u, v));
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if (state.motionAmount > LOCAL_MAX_AMOUNT) {
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// clip all magnitudes greater than 100
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state.motionAmount = LOCAL_MAX_AMOUNT;
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}
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if (state.motionAmount > LOCAL_THRESHOLD) {
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// Scratch direction
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state.motionDirection = (((Math.atan2(v, u) * TO_DEGREE) + 270) % 360) - 180;
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}
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state.motionFrameNumber = this.frameNumber;
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}
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}
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}
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module.exports = VideoMotion;
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380
src/extensions/scratch3_video_sensing/library.js
Normal file
380
src/extensions/scratch3_video_sensing/library.js
Normal file
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/**
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* @file library.js
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*
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* Tony Hwang and John Maloney, January 2011
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* Michael "Z" Goddard, March 2018
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*
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* Video motion sensing primitives.
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*/
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const {motionVector, scratchAtan2} = require('./math');
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/**
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* The width of the intended resolution to analyze for motion.
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* @type {number}
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*/
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const WIDTH = 480;
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/**
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* The height of the intended resolution to analyze for motion.
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* @type {number}
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*/
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const HEIGHT = 360;
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/**
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* A constant value to scale the magnitude of the x and y components called u
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* and v. This creates the motionAmount value.
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*
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* Old note: chosen empirically to give a range of roughly 0-100
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*
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* @type {number}
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*/
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const AMOUNT_SCALE = 100;
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/**
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* A constant value to scale the magnitude of the x and y components called u
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* and v in the local motion derivative. This creates the motionAmount value on
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* a target's motion state.
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*
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* Old note: note 2e-4 * activePixelNum is an experimentally tuned threshold
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* for my logitech Pro 9000 webcam - TTH
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*
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* @type {number}
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*/
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const LOCAL_AMOUNT_SCALE = AMOUNT_SCALE * 2e-4;
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/**
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* The motion amount must be higher than the THRESHOLD to calculate a new
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* direction value.
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* @type {number}
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*/
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const THRESHOLD = 10;
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/**
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* The size of the radius of the window of summarized values when considering
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* the motion inside the full resolution of the sample.
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* @type {number}
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*/
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const WINSIZE = 8;
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/**
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* A ceiling for the motionAmount stored to a local target's motion state. The
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* motionAmount is not allowed to be larger than LOCAL_MAX_AMOUNT.
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* @type {number}
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*/
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const LOCAL_MAX_AMOUNT = 100;
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/**
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* The motion amount for a target's local motion must be higher than the
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* LOCAL_THRESHOLD to calculate a new direction value.
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* @type {number}
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*/
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const LOCAL_THRESHOLD = THRESHOLD / 3;
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/**
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* Store the necessary image pixel data to compares frames of a video and
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* detect an amount and direction of motion in the full sample or in a
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* specified area.
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* @constructor
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*/
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class VideoMotion {
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constructor () {
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/**
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* The number of frames that have been added from a source.
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* @type {number}
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*/
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this.frameNumber = 0;
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/**
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* The frameNumber last analyzed.
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* @type {number}
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*/
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this.lastAnalyzedFrame = 0;
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/**
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* The amount of motion detected in the current frame.
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* @type {number}
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*/
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this.motionAmount = 0;
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/**
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* The direction the motion detected in the frame is general moving in.
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* @type {number}
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*/
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this.motionDirection = 0;
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/**
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* A copy of the current frame's pixel values. A index of the array is
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* represented in RGBA. The lowest byte is red. The next is green. The
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* next is blue. And the last is the alpha value of that pixel.
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* @type {Uint32Array}
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*/
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this.curr = null;
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/**
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* A copy of the last frame's pixel values.
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* @type {Uint32Array}
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*/
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this.prev = null;
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/**
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* A buffer for holding one component of a pixel's full value twice.
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* One for the current value. And one for the last value.
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* @type {number}
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*/
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this._arrays = new ArrayBuffer(WIDTH * HEIGHT * 2 * 1);
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/**
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* A clamped uint8 view of _arrays. One component of each index of the
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* curr member is copied into this array.
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* @type {number}
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*/
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this._curr = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 0 * 1, WIDTH * HEIGHT);
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/**
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* A clamped uint8 view of _arrays. One component of each index of the
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* prev member is copied into this array.
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* @type {number}
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*/
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this._prev = new Uint8ClampedArray(this._arrays, WIDTH * HEIGHT * 1 * 1, WIDTH * HEIGHT);
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}
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/**
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* Reset internal state so future frame analysis does not consider values
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* from before this method was called.
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*/
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reset () {
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this.frameNumber = 0;
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this.lastAnalyzedFrame = 0;
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this.motionAmount = this.motionDirection = 0;
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this.prev = this.curr = null;
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}
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/**
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* Add a frame to be next analyzed. The passed array represent a pixel with
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* each index in the RGBA format.
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* @param {Uint32Array} source - a source frame of pixels to copy
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*/
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addFrame (source) {
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this.frameNumber++;
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// Swap curr to prev.
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this.prev = this.curr;
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// Create a clone of the array so any modifications made to the source
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// array do not affect the work done in here.
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this.curr = new Uint32Array(source.buffer.slice());
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// Swap _prev and _curr. Copy one of the color components of the new
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// array into _curr overwriting what was the old _prev data.
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const _tmp = this._prev;
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this._prev = this._curr;
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this._curr = _tmp;
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for (let i = 0; i < this.curr.length; i++) {
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this._curr[i] = this.curr[i] & 0xff;
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}
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}
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/**
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* Analyze the current frame against the previous frame determining the
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* amount of motion and direction of the motion.
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*/
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analyzeFrame () {
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if (!this.curr || !this.prev) {
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this.motionAmount = this.motionDirection = -1;
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// Don't have two frames to analyze yet
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return;
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}
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// Return early if new data has not been received.
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if (this.lastAnalyzedFrame === this.frameNumber) {
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return;
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}
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this.lastAnalyzedFrame = this.frameNumber;
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const {
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_curr: curr,
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_prev: prev
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} = this;
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const winStep = (WINSIZE * 2) + 1;
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const wmax = WIDTH - WINSIZE - 1;
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const hmax = HEIGHT - WINSIZE - 1;
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// Accumulate 2d motion vectors from groups of pixels and average it
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// later.
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let uu = 0;
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let vv = 0;
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let n = 0;
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// Iterate over groups of cells building up the components to determine
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// a motion vector for each cell instead of the whole frame to avoid
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// integer overflows.
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for (let i = WINSIZE + 1; i < hmax; i += winStep) {
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for (let j = WINSIZE + 1; j < wmax; j += winStep) {
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let A2 = 0;
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let A1B2 = 0;
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let B1 = 0;
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let C1 = 0;
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let C2 = 0;
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// This is a performance critical math region.
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||||
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;
|
Loading…
Reference in a new issue