mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-26 07:52:50 -05:00
538 lines
17 KiB
JavaScript
538 lines
17 KiB
JavaScript
const Runtime = require('../../engine/runtime');
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const ArgumentType = require('../../extension-support/argument-type');
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const BlockType = require('../../extension-support/block-type');
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const Clone = require('../../util/clone');
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const Cast = require('../../util/cast');
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const formatMessage = require('format-message');
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const Video = require('../../io/video');
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const VideoMotion = require('./library');
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/**
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* Sensor attribute video sensor block should report.
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* @readonly
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* @enum {string}
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*/
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const SensingAttribute = {
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/** The amount of motion. */
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MOTION: 'motion',
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/** The direction of the motion. */
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DIRECTION: 'direction'
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};
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/**
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* Subject video sensor block should report for.
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* @readonly
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* @enum {string}
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*/
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const SensingSubject = {
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/** The sensor traits of the whole stage. */
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STAGE: 'Stage',
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/** The senosr traits of the area overlapped by this sprite. */
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SPRITE: 'this sprite'
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};
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/**
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* States the video sensing activity can be set to.
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* @readonly
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* @enum {string}
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*/
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const VideoState = {
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/** Video turned off. */
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OFF: 'off',
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/** Video turned on with default y axis mirroring. */
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ON: 'on',
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/** Video turned on without default y axis mirroring. */
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ON_FLIPPED: 'on-flipped'
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};
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/**
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* Class for the motion-related blocks in Scratch 3.0
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* @param {Runtime} runtime - the runtime instantiating this block package.
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* @constructor
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*/
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class Scratch3VideoSensingBlocks {
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constructor (runtime) {
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/**
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* The runtime instantiating this block package.
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* @type {Runtime}
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*/
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this.runtime = runtime;
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/**
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* The motion detection algoritm used to power the motion amount and
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* direction values.
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* @type {VideoMotion}
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*/
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this.detect = new VideoMotion();
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/**
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* The last millisecond epoch timestamp that the video stream was
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* analyzed.
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* @type {number}
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*/
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this._lastUpdate = null;
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if (this.runtime.ioDevices) {
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// Clear target motion state values when the project starts.
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this.runtime.on(Runtime.PROJECT_RUN_START, this.reset.bind(this));
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// Kick off looping the analysis logic.
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this._loop();
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// Configure the video device with values from a globally stored
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// location.
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this.setVideoTransparency({
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TRANSPARENCY: this.globalVideoTransparency
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});
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this.videoToggle({
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VIDEO_STATE: this.globalVideoState
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});
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}
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}
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/**
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* After analyzing a frame the amount of milliseconds until another frame
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* is analyzed.
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* @type {number}
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*/
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static get INTERVAL () {
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return 33;
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}
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/**
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* Dimensions the video stream is analyzed at after its rendered to the
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* sample canvas.
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* @type {Array.<number>}
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*/
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static get DIMENSIONS () {
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return [480, 360];
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}
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/**
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* The key to load & store a target's motion-related state.
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* @type {string}
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*/
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static get STATE_KEY () {
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return 'Scratch.videoSensing';
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}
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/**
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* The default motion-related state, to be used when a target has no existing motion state.
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* @type {MotionState}
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*/
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static get DEFAULT_MOTION_STATE () {
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return {
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motionFrameNumber: 0,
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motionAmount: 0,
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motionDirection: 0
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};
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}
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/**
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* The transparency setting of the video preview stored in a value
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* accessible by any object connected to the virtual machine.
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* @type {number}
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*/
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get globalVideoTransparency () {
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const stage = this.runtime.getTargetForStage();
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if (stage) {
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return stage.videoTransparency;
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}
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return 50;
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}
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set globalVideoTransparency (transparency) {
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const stage = this.runtime.getTargetForStage();
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if (stage) {
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stage.videoTransparency = transparency;
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}
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return transparency;
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}
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/**
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* The video state of the video preview stored in a value accessible by any
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* object connected to the virtual machine.
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* @type {number}
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*/
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get globalVideoState () {
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const stage = this.runtime.getTargetForStage();
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if (stage) {
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return stage.videoState;
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}
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return VideoState.ON;
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}
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set globalVideoState (state) {
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const stage = this.runtime.getTargetForStage();
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if (stage) {
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stage.videoState = state;
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}
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return state;
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}
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/**
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* Reset the extension's data motion detection data. This will clear out
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* for example old frames, so the first analyzed frame will not be compared
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* against a frame from before reset was called.
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*/
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reset () {
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this.detect.reset();
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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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const state = targets[i].getCustomState(Scratch3VideoSensingBlocks.STATE_KEY);
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if (state) {
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state.motionAmount = 0;
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state.motionDirection = 0;
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}
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}
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}
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/**
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* Occasionally step a loop to sample the video, stamp it to the preview
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* skin, and add a TypedArray copy of the canvas's pixel data.
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* @private
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*/
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_loop () {
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setTimeout(this._loop.bind(this), Math.max(this.runtime.currentStepTime, Scratch3VideoSensingBlocks.INTERVAL));
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// Add frame to detector
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const time = Date.now();
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if (this._lastUpdate === null) {
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this._lastUpdate = time;
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}
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const offset = time - this._lastUpdate;
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if (offset > Scratch3VideoSensingBlocks.INTERVAL) {
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const frame = this.runtime.ioDevices.video.getFrame({
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format: Video.FORMAT_IMAGE_DATA,
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dimensions: Scratch3VideoSensingBlocks.DIMENSIONS
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});
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if (frame) {
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this._lastUpdate = time;
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this.detect.addFrame(frame.data);
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}
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}
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}
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/**
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* Create data for a menu in scratch-blocks format, consisting of an array
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* of objects with text and value properties. The text is a translated
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* string, and the value is one-indexed.
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* @param {object[]} info - An array of info objects each having a name
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* property.
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* @return {array} - An array of objects with text and value properties.
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* @private
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*/
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_buildMenu (info) {
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return info.map((entry, index) => {
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const obj = {};
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obj.text = entry.name;
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obj.value = entry.value || String(index + 1);
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return obj;
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});
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}
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/**
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* @param {Target} target - collect motion state for this target.
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* @returns {MotionState} the mutable motion state associated with that
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* target. This will be created if necessary.
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* @private
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*/
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_getMotionState (target) {
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let motionState = target.getCustomState(Scratch3VideoSensingBlocks.STATE_KEY);
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if (!motionState) {
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motionState = Clone.simple(Scratch3VideoSensingBlocks.DEFAULT_MOTION_STATE);
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target.setCustomState(Scratch3VideoSensingBlocks.STATE_KEY, motionState);
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}
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return motionState;
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}
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static get SensingAttribute () {
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return SensingAttribute;
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}
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/**
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* An array of choices of whether a reporter should return the frame's
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* motion amount or direction.
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* @type {object[]} an array of objects
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* @param {string} name - the translatable name to display in sensor
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* attribute menu
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* @param {string} value - the serializable value of the attribute
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*/
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get ATTRIBUTE_INFO () {
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return [
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{
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name: formatMessage({
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id: 'videoSensing.motion',
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default: 'motion',
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description: 'Attribute for the "video [ATTRIBUTE] on [SUBJECT]" block'
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}),
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value: SensingAttribute.MOTION
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},
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{
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name: formatMessage({
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id: 'videoSensing.direction',
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default: 'direction',
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description: 'Attribute for the "video [ATTRIBUTE] on [SUBJECT]" block'
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}),
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value: SensingAttribute.DIRECTION
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}
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];
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}
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static get SensingSubject () {
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return SensingSubject;
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}
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/**
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* An array of info about the subject choices.
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* @type {object[]} an array of objects
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* @param {string} name - the translatable name to display in the subject menu
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* @param {string} value - the serializable value of the subject
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*/
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get SUBJECT_INFO () {
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return [
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{
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name: formatMessage({
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id: 'videoSensing.sprite',
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default: 'sprite',
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description: 'Subject for the "video [ATTRIBUTE] on [SUBJECT]" block'
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}),
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value: SensingSubject.SPRITE
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},
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{
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name: formatMessage({
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id: 'videoSensing.stage',
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default: 'stage',
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description: 'Subject for the "video [ATTRIBUTE] on [SUBJECT]" block'
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}),
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value: SensingSubject.STAGE
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}
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];
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}
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/**
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* States the video sensing activity can be set to.
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* @readonly
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* @enum {string}
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*/
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static get VideoState () {
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return VideoState;
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}
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/**
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* An array of info on video state options for the "turn video [STATE]" block.
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* @type {object[]} an array of objects
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* @param {string} name - the translatable name to display in the video state menu
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* @param {string} value - the serializable value stored in the block
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*/
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get VIDEO_STATE_INFO () {
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return [
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{
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name: formatMessage({
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id: 'videoSensing.off',
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default: 'off',
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description: 'Option for the "turn video [STATE]" block'
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}),
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value: VideoState.OFF
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},
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{
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name: formatMessage({
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id: 'videoSensing.on',
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default: 'on',
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description: 'Option for the "turn video [STATE]" block'
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}),
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value: VideoState.ON
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},
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{
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name: formatMessage({
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id: 'videoSensing.onFlipped',
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default: 'on flipped',
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description: 'Option for the "turn video [STATE]" block that causes the video to be flipped' +
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' horizontally (reversed as in a mirror)'
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}),
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value: VideoState.ON_FLIPPED
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}
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];
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}
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/**
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* @returns {object} metadata for this extension and its blocks.
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*/
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getInfo () {
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// Enable the video layer
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this.runtime.ioDevices.video.enableVideo();
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// Return extension definition
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return {
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id: 'videoSensing',
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name: formatMessage({
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id: 'videoSensing.categoryName',
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default: 'Video Sensing',
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description: 'Label for the video sensing extension category'
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}),
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blocks: [
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{
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// @todo this hat needs to be set itself to restart existing
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// threads like Scratch 2's behaviour.
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opcode: 'whenMotionGreaterThan',
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text: formatMessage({
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id: 'videoSensing.whenMotionGreaterThan',
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default: 'when video motion > [REFERENCE]',
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description: 'Event that triggers when the amount of motion is greater than [REFERENCE]'
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}),
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blockType: BlockType.HAT,
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arguments: {
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REFERENCE: {
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type: ArgumentType.NUMBER,
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defaultValue: 10
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}
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}
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},
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{
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opcode: 'videoOn',
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blockType: BlockType.REPORTER,
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text: formatMessage({
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id: 'videoSensing.videoOn',
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default: 'video [ATTRIBUTE] on [SUBJECT]',
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description: 'Reporter that returns the amount of [ATTRIBUTE] for the selected [SUBJECT]'
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}),
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arguments: {
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ATTRIBUTE: {
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type: ArgumentType.NUMBER,
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menu: 'ATTRIBUTE',
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defaultValue: SensingAttribute.MOTION
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},
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SUBJECT: {
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type: ArgumentType.NUMBER,
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menu: 'SUBJECT',
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defaultValue: SensingSubject.SPRITE
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}
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}
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},
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{
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opcode: 'videoToggle',
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text: formatMessage({
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id: 'videoSensing.videoToggle',
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default: 'turn video [VIDEO_STATE]',
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description: 'Controls display of the video preview layer'
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}),
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arguments: {
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VIDEO_STATE: {
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type: ArgumentType.NUMBER,
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menu: 'VIDEO_STATE',
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defaultValue: VideoState.ON
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}
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}
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},
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{
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opcode: 'setVideoTransparency',
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text: formatMessage({
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id: 'videoSensing.setVideoTransparency',
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default: 'set video transparency to [TRANSPARENCY]',
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description: 'Controls transparency of the video preview layer'
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}),
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arguments: {
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TRANSPARENCY: {
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type: ArgumentType.NUMBER,
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defaultValue: 50
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}
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}
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}
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],
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menus: {
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ATTRIBUTE: this._buildMenu(this.ATTRIBUTE_INFO),
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SUBJECT: this._buildMenu(this.SUBJECT_INFO),
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VIDEO_STATE: this._buildMenu(this.VIDEO_STATE_INFO)
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}
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};
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}
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/**
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* Analyze a part of the frame that a target overlaps.
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* @param {Target} target - a target to determine where to analyze
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* @returns {MotionState} the motion state for the given target
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*/
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_analyzeLocalMotion (target) {
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const drawable = this.runtime.renderer._allDrawables[target.drawableID];
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const state = this._getMotionState(target);
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this.detect.getLocalMotion(drawable, state);
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return state;
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}
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/**
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* A scratch reporter block handle that analyzes the last two frames and
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* depending on the arguments, returns the motion or direction for the
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* whole stage or just the target sprite.
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* @param {object} args - the block arguments
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* @param {BlockUtility} util - the block utility
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* @returns {number} the motion amount or direction of the stage or sprite
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*/
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videoOn (args, util) {
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this.detect.analyzeFrame();
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let state = this.detect;
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if (args.SUBJECT === SensingSubject.SPRITE) {
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state = this._analyzeLocalMotion(util.target);
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}
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if (args.ATTRIBUTE === SensingAttribute.MOTION) {
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return state.motionAmount;
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}
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return state.motionDirection;
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}
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/**
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* A scratch hat block edge handle that analyzes the last two frames where
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* the target sprite overlaps and if it has more motion than the given
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* reference value.
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* @param {object} args - the block arguments
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* @param {BlockUtility} util - the block utility
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* @returns {boolean} true if the sprite overlaps more motion than the
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* reference
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*/
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whenMotionGreaterThan (args, util) {
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this.detect.analyzeFrame();
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const state = this._analyzeLocalMotion(util.target);
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return state.motionAmount > Number(args.REFERENCE);
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}
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/**
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* A scratch command block handle that configures the video state from
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* passed arguments.
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* @param {object} args - the block arguments
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* @param {VideoState} args.VIDEO_STATE - the video state to set the device to
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*/
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videoToggle (args) {
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const state = args.VIDEO_STATE;
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this.globalVideoState = state;
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if (state === VideoState.OFF) {
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this.runtime.ioDevices.video.disableVideo();
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} else {
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this.runtime.ioDevices.video.enableVideo();
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// Mirror if state is ON. Do not mirror if state is ON_FLIPPED.
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this.runtime.ioDevices.video.mirror = state === VideoState.ON;
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}
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}
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/**
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* A scratch command block handle that configures the video preview's
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* transparency from passed arguments.
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* @param {object} args - the block arguments
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* @param {number} args.TRANSPARENCY - the transparency to set the video
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* preview to
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*/
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setVideoTransparency (args) {
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const transparency = Cast.toNumber(args.TRANSPARENCY);
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this.globalVideoTransparency = transparency;
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this.runtime.ioDevices.video.setPreviewGhost(transparency);
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}
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}
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module.exports = Scratch3VideoSensingBlocks;
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