/* Copyright (c) 2019 Stephane Lenclud * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. */ #include "tracker-easy.h" #include "video/video-widget.hpp" #include "compat/math-imports.hpp" #include "compat/check-visible.hpp" #include "compat/sleep.hpp" #include "point-extractor.h" #include "cv/init.hpp" #include #include #include #include #include #include #include #ifdef __GNUC__ # pragma GCC diagnostic ignored "-Wsign-conversion" # pragma GCC diagnostic ignored "-Wfloat-conversion" #endif #ifdef __clang__ # pragma clang diagnostic ignored "-Wimplicit-float-conversion" #endif using namespace options; // Disable debug #define dbgout if (true) {} else std::cout << "\n" <(), this, &Tracker::set_fov, Qt::DirectConnection); set_fov(iSettings.fov); // We could not get this working, nevermind //connect(&iSettings.cam_fps, value_::value_changed(), this, &Tracker::SetFps, Qt::DirectConnection); // Make sure deadzones are updated whenever the settings are changed connect(&iSettings.DeadzoneRectHalfEdgeSize, value_::value_changed(), this, &Tracker::UpdateSettings, Qt::DirectConnection); // Update point extractor whenever some of the settings it needs are changed connect(&iSettings.iMinBlobSize, value_::value_changed(), this, &Tracker::UpdateSettings, Qt::DirectConnection); connect(&iSettings.iMaxBlobSize, value_::value_changed(), this, &Tracker::UpdateSettings, Qt::DirectConnection); // Make sure solver is updated whenever the settings are changed connect(&iSettings.PnpSolver, value_::value_changed(), this, &Tracker::UpdateSettings, Qt::DirectConnection); // Debug connect(&iSettings.debug, value_::value_changed(), this, &Tracker::UpdateSettings, Qt::DirectConnection); // Make sure model is updated whenever it is changed connect(&iSettings.iCustomModelThree, value_::value_changed(), this, &Tracker::UpdateModel, Qt::DirectConnection); connect(&iSettings.iCustomModelFour, value_::value_changed(), this, &Tracker::UpdateModel, Qt::DirectConnection); connect(&iSettings.iCustomModelFive, value_::value_changed(), this, &Tracker::UpdateModel, Qt::DirectConnection); // Update model logic #define UM(v) connect(&iSettings.v, value_::value_changed(), this, &Tracker::UpdateModel, Qt::DirectConnection) UM(iVertexTopX); UM(iVertexTopY); UM(iVertexTopZ); UM(iVertexTopRightX); UM(iVertexTopRightY); UM(iVertexTopRightZ); UM(iVertexTopLeftX); UM(iVertexTopLeftY); UM(iVertexTopLeftZ); UM(iVertexRightX); UM(iVertexRightY); UM(iVertexRightZ); UM(iVertexLeftX); UM(iVertexLeftY); UM(iVertexLeftZ); UM(iVertexCenterX); UM(iVertexCenterY); UM(iVertexCenterZ); UpdateModel(); UpdateSettings(); cv::namedWindow("Preview"); } Tracker::~Tracker() { iThread.exit(); iThread.wait(); if (iDebug) cv::destroyWindow("Preview"); if (camera) { QMutexLocker l(&camera_mtx); camera->stop(); } } // Compute Euler angles from rotation matrix void getEulerAngles(cv::Mat &rotCamerMatrix, cv::Vec3d &eulerAngles) { cv::Mat cameraMatrix, rotMatrix, transVect, rotMatrixX, rotMatrixY, rotMatrixZ; double* _r = rotCamerMatrix.ptr(); double projMatrix[12] = { _r[0],_r[1],_r[2],0, _r[3],_r[4],_r[5],0, _r[6],_r[7],_r[8],0 }; cv::decomposeProjectionMatrix(cv::Mat(3, 4, CV_64FC1, projMatrix), cameraMatrix, rotMatrix, transVect, rotMatrixX, rotMatrixY, rotMatrixZ, eulerAngles); } /// void Tracker::CreateCameraIntrinsicsMatrices() { // Create our camera matrix iCameraMatrix(0, 0) = iCameraInfo.fx; iCameraMatrix(1, 1) = iCameraInfo.fy; iCameraMatrix(0, 2) = iCameraInfo.P_x; iCameraMatrix(1, 2) = iCameraInfo.P_y; iCameraMatrix(2, 2) = 1; // Create distortion cooefficients iDistCoeffsMatrix = cv::Matx::zeros(); // As per OpenCV docs they should be thus: k1, k2, p1, p2, k3, k4, k5, k6 // 0 - Radial first order // 1 - Radial second order // 2 - Tangential first order // 3 - Tangential second order // 4 - Radial third order // 5 - Radial fourth order // 6 - Radial fifth order // 7 - Radial sixth order // // SL: Using distortion coefficients in this way is breaking our face tracking output. // Just disable them for now until we invest time and effort to work it out. // For our face tracking use case not having proper distortion coefficients ain't a big deal anyway // See issues #1141 and #1020 //for (unsigned k = 0; k < 8; k++) // iDistCoeffsMatrix(k) = (double)iCameraInfo.dist_c[k]; } void Tracker::MatchVertices(int& aTopIndex, int& aRightIndex, int& aLeftIndex, int& aCenterIndex, int& aTopRight, int& aTopLeft) { if (iModel.size() == 5) { MatchFiveVertices(aTopIndex, aRightIndex, aLeftIndex, aTopRight, aTopLeft); } else if (!iSettings.iClipModelThree) { MatchThreeOrFourVertices(aTopIndex, aRightIndex, aLeftIndex, aCenterIndex); } else { // Clip model MatchClipVertices(aTopIndex, aRightIndex, aLeftIndex); } } void Tracker::MatchFiveVertices(int& aTopIndex, int& aRightIndex, int& aLeftIndex, int& aTopRight, int& aTopLeft) { //Bitmap origin is top left iTrackedPoints.clear(); int vertexIndices[] = { -1,-1,-1,-1,-1 }; std::vector indices = { 0,1,2,3,4 }; // Tracked points must match the order of the object model points. // Find top most point, that's the one with min Y as we assume our guy's head is not up side down int minY = std::numeric_limits::max(); for (int i = 0; i < (int)iPoints.size(); i++) { if (iPoints[i].y < minY) { minY = iPoints[i].y; vertexIndices[VertexPosition::Top] = i; } } indices.erase(std::find(indices.begin(), indices.end(), vertexIndices[VertexPosition::Top])); // Find right most point int maxX = 0; for (int i = 0; i < (int)iPoints.size(); i++) { // Excluding top most point if (i != vertexIndices[VertexPosition::Top] && iPoints[i].x > maxX) { maxX = iPoints[i].x; vertexIndices[VertexPosition::Right] = i; } } indices.erase(std::find(indices.begin(), indices.end(), vertexIndices[VertexPosition::Right])); // Find left most point int minX = std::numeric_limits::max(); for (int i = 0; i < (int)iPoints.size(); i++) { // Excluding top most point and right most point if (i != vertexIndices[VertexPosition::Top] && i != vertexIndices[VertexPosition::Right] && iPoints[i].x < minX) { minX = iPoints[i].x; vertexIndices[VertexPosition::Left] = i; } } indices.erase(std::find(indices.begin(), indices.end(), vertexIndices[VertexPosition::Left])); // Check which of our two remaining points is on the left int leftIndex = -1; int rightIndex = -1; if (iPoints[indices[0]].x > iPoints[indices[1]].x) { leftIndex = indices[1]; rightIndex = indices[0]; } else { leftIndex = indices[0]; rightIndex = indices[1]; } // Check which of the left points is at the top if (iPoints[vertexIndices[VertexPosition::Left]].y < iPoints[leftIndex].y) { vertexIndices[VertexPosition::TopLeft] = vertexIndices[VertexPosition::Left]; vertexIndices[VertexPosition::Left] = leftIndex; } else { vertexIndices[VertexPosition::TopLeft] = leftIndex; } // Check which of the right points is at the top if (iPoints[vertexIndices[VertexPosition::Right]].y < iPoints[rightIndex].y) { vertexIndices[VertexPosition::TopRight] = vertexIndices[VertexPosition::Right]; vertexIndices[VertexPosition::Right] = rightIndex; } else { vertexIndices[VertexPosition::TopRight] = rightIndex; } // Order matters, see UpdateModel function iTrackedPoints.push_back(iPoints[vertexIndices[VertexPosition::Top]]); iTrackedPoints.push_back(iPoints[vertexIndices[VertexPosition::Right]]); iTrackedPoints.push_back(iPoints[vertexIndices[VertexPosition::Left]]); iTrackedPoints.push_back(iPoints[vertexIndices[VertexPosition::TopRight]]); iTrackedPoints.push_back(iPoints[vertexIndices[VertexPosition::TopLeft]]); // aTopIndex = vertexIndices[VertexPosition::Top]; aRightIndex = vertexIndices[VertexPosition::Right]; aLeftIndex = vertexIndices[VertexPosition::Left]; aTopRight = vertexIndices[VertexPosition::TopRight]; aTopLeft = vertexIndices[VertexPosition::TopLeft]; } void Tracker::MatchThreeOrFourVertices(int& aTopIndex, int& aRightIndex, int& aLeftIndex, int& aCenterIndex) { //Bitmap origin is top left iTrackedPoints.clear(); // Tracked points must match the order of the object model points. // Find top most point, that's the one with min Y as we assume our guy's head is not up side down int minY = std::numeric_limits::max(); for (int i = 0; i < (int)iPoints.size(); i++) { if (iPoints[i].y < minY) { minY = iPoints[i].y; aTopIndex = i; } } int maxX = 0; // Find right most point for (int i = 0; i < (int)iPoints.size(); i++) { // Excluding top most point if (i != aTopIndex && iPoints[i].x > maxX) { maxX = iPoints[i].x; aRightIndex = i; } } // Find left most point int minX = std::numeric_limits::max(); for (int i = 0; i < (int)iPoints.size(); i++) { // Excluding top most point and right most point if (i != aTopIndex && i != aRightIndex && iPoints[i].x < minX) { aLeftIndex = i; minX = iPoints[i].x; } } // Find center point, the last one for (int i = 0; i < (int)iPoints.size(); i++) { // Excluding the three points we already have if (i != aTopIndex && i != aRightIndex && i != aLeftIndex) { aCenterIndex = i; } } // Order matters iTrackedPoints.push_back(iPoints[aTopIndex]); iTrackedPoints.push_back(iPoints[aRightIndex]); iTrackedPoints.push_back(iPoints[aLeftIndex]); if (iModel.size() > iTrackedPoints.size()) { // We are tracking more than 3 points iTrackedPoints.push_back(iPoints[aCenterIndex]); } } /** */ void Tracker::MatchClipVertices(int& aTopIndex, int& aMiddleIndex, int& aBottomIndex) { //Bitmap origin is top left iTrackedPoints.clear(); // Tracked points must match the order of the object model points. // Find top most point, that's the one with min Y as we assume our guy's head is not up side down int minY = std::numeric_limits::max(); for (int i = 0; i < (int)iPoints.size(); i++) { if (iPoints[i].y < minY) { minY = iPoints[i].y; aTopIndex = i; } } int maxY = 0; // Find bottom most point for (int i = 0; i < (int)iPoints.size(); i++) { // Excluding top most point if (i != aTopIndex && iPoints[i].y > maxY) { maxY = iPoints[i].y; aBottomIndex = i; } } // Find center point, the last one for (int i = 0; i < (int)iPoints.size(); i++) { // Excluding the three points we already have if (i != aTopIndex && i != aBottomIndex) { aMiddleIndex = i; } } // Order matters iTrackedPoints.push_back(iPoints[aTopIndex]); iTrackedPoints.push_back(iPoints[aMiddleIndex]); iTrackedPoints.push_back(iPoints[aBottomIndex]); } /// /// /// void Tracker::ProcessFrame() { //infout << "ProcessFrame - begin"; QMutexLocker l(&iProcessLock); // Create OpenCV matrix from our frame // TODO: Assert channel size is one or two iMatFrame = cv::Mat(iFrame.height, iFrame.width, CV_MAKETYPE((iFrame.channel_size == 2 ? CV_16U : CV_8U), iFrame.channels), iFrame.data, iFrame.stride); iFrameCount++; bool doPreview = check_is_visible(); if (doPreview) { iPreview = iMatFrame; } iPoints.clear(); // Do not attempt point extraction on a color buffer as it is running real slow and is useless anyway. // If we are ever going to support color buffer we will need another implementation. if (iFrame.channels == 1) { iPointExtractor.ExtractPoints(iMatFrame, (doPreview ? &iPreview.iFrameRgb : nullptr), (int)iModel.size(), iPoints); } const bool success = iPoints.size() >= iModel.size() && iModel.size() >= KMinVertexCount; int topPointIndex = -1; int rightPointIndex = -1; int leftPointIndex = -1; int centerPointIndex = -1; int topRightPointIndex = -1; int topLeftPointIndex = -1; if (success) { // Lets match our 3D vertices with our image 2D points MatchVertices(topPointIndex, rightPointIndex, leftPointIndex, centerPointIndex, topRightPointIndex, topLeftPointIndex); bool movedEnough = true; // Check if we moved enough since last time we were here // This is our deadzone management if (iDeadzoneHalfEdge != 0 // Check if deazones are enabled && iTrackedRects.size() == iTrackedPoints.size()) { movedEnough = false; for (size_t i = 0; i < iTrackedPoints.size(); i++) { if (!iTrackedRects[i].contains(iTrackedPoints[i])) { movedEnough = true; break; } } } if (!movedEnough) { // We are in a dead zone // However we still have tracking so make sure we don't auto center QMutexLocker lock(&iDataLock); iBestTime.start(); } else { // Build deadzone rectangles if needed iTrackedRects.clear(); if (iDeadzoneHalfEdge != 0) // Check if deazones are enabled { for (const cv::Point2f& pt : iTrackedPoints) { cv::Rect rect(pt - cv::Point2f(iDeadzoneHalfEdge, iDeadzoneHalfEdge), cv::Size(iDeadzoneEdge, iDeadzoneEdge)); iTrackedRects.push_back(rect); } } dbgout << "Object: " << iModel << "\n"; dbgout << "Points: " << iTrackedPoints << "\n"; iAngles.clear(); iBestSolutionIndex = -1; // Solve P3P problem with OpenCV int solutionCount = 0; if (iModel.size() == 3) { solutionCount = cv::solveP3P(iModel, iTrackedPoints, iCameraMatrix, iDistCoeffsMatrix, iRotations, iTranslations, iSolver); } else { //Guess extrinsic boolean is only for ITERATIVE method, it will be set to false for all other method cv::Mat rotation, translation; // Init only needed for iterative, it's also useless as it is rotation = cv::Mat::zeros(3, 1, CV_64FC1); translation = cv::Mat::zeros(3, 1, CV_64FC1); rotation.setTo(cv::Scalar(0)); translation.setTo(cv::Scalar(0)); ///// iRotations.clear(); iTranslations.clear(); bool solved = cv::solvePnP(iModel, iTrackedPoints, iCameraMatrix, iDistCoeffsMatrix, rotation, translation, true, iSolver ); if (solved) { solutionCount = 1; iRotations.push_back(rotation); iTranslations.push_back(translation); } } // Reset best solution index iBestSolutionIndex = -1; if (solutionCount > 0) { dbgout << "Solution count: " << solutionCount << "\n"; int minPitch = std::numeric_limits::max(); // Find the solution we want amongst all possible ones for (int i = 0; i < solutionCount; i++) { dbgout << "Translation:\n"; dbgout << iTranslations.at(i); dbgout << "\n"; dbgout << "Rotation:\n"; //dbgout << rvecs.at(i); cv::Mat rotationCameraMatrix; cv::Rodrigues(iRotations[i], rotationCameraMatrix); cv::Vec3d angles; getEulerAngles(rotationCameraMatrix, angles); iAngles.push_back(angles); // Check if pitch is closest to zero int absolutePitch = (int)std::abs(angles[0]); if (minPitch > absolutePitch) { // The solution with pitch closest to zero is the one we want minPitch = absolutePitch; iBestSolutionIndex = i; } dbgout << angles; dbgout << "\n"; } dbgout << "\n"; } if (iBestSolutionIndex != -1) { // Best translation cv::Vec3d translation = iTranslations[iBestSolutionIndex]; // Best angles cv::Vec3d angles = iAngles[iBestSolutionIndex]; // Pass solution through our kalman filter iKf.Update(translation[0], translation[1], translation[2], angles[2], angles[0], angles[1]); // Check if our solution makes sense // For now, just discard solutions with extrem pitch if (std::abs(angles[0]) > 50) //TODO: Put that in settings { infout << "WARNING: discarding solution!"; iBadSolutionCount++; } else { iGoodSolutionCount++; // We succeded in finding a solution to our PNP problem ever_success.store(true, std::memory_order_relaxed); // Send solution data back to main thread QMutexLocker l2(&iDataLock); iBestAngles = angles; iBestTranslation = translation; iBestTime.start(); } } } } if (doPreview) { double qualityIndex = 1 - (iGoodSolutionCount!=0?(double)iBadSolutionCount / (double)iGoodSolutionCount:0); std::ostringstream ss; ss << "FPS: " << iFps << "/" << iSkippedFps << " QI: " << qualityIndex; iPreview.DrawInfo(ss.str()); //Color is BGR if (topPointIndex != -1) { // Render a cross to indicate which point is the head static const cv::Scalar color(0, 255, 255); // Yellow iPreview.DrawCross(iPoints[topPointIndex],color); } if (rightPointIndex != -1) { static const cv::Scalar color(255, 0, 255); // Pink iPreview.DrawCross(iPoints[rightPointIndex], color); } if (leftPointIndex != -1) { static const cv::Scalar color(255, 0, 0); // Blue iPreview.DrawCross(iPoints[leftPointIndex], color); } if (centerPointIndex != -1) { static const cv::Scalar color(0, 255, 0); // Green iPreview.DrawCross(iPoints[centerPointIndex], color); } if (topRightPointIndex != -1) { static const cv::Scalar color(0, 0, 255); // Red iPreview.DrawCross(iPoints[topRightPointIndex], color); } if (topLeftPointIndex != -1) { static const cv::Scalar color(255, 255, 0); // Cyan iPreview.DrawCross(iPoints[topLeftPointIndex], color); } // Render our deadzone rects for (const cv::Rect& rect : iTrackedRects) { cv::rectangle(iPreview.iFrameRgb,rect,cv::Scalar(255,0,0)); } // Show full size preview pop-up if (iDebug) { cv::imshow("Preview", iPreview.iFrameRgb); cv::waitKey(1); } // Update preview widget widget->update_image(iPreview.get_bitmap()); auto[w, h] = widget->preview_size(); if (w != preview_width || h != preview_height) { // Resize preivew if widget size has changed preview_width = w; preview_height = h; iPreview = Preview(w, h); } } else { // No preview, destroy preview pop-up if (iDebug) { cv::destroyWindow("Preview"); } } dbgout << "Frame time:" << iTimer.elapsed_seconds(); //infout << "ProcessFrame - end"; } /// /// /// void Tracker::Tick() { if (CheckCamera()) { // Camera was just started, skipping that frame as it was causing a deadlock on our process mutex in ProcessFrame // In fact it looked like ProcessFrame was called twice without completing. // That has something to do with the ticker interval being changed after the camera is started. return; } iTimer.start(); bool new_frame = false; { QMutexLocker l(&camera_mtx); if (camera) { std::tie(iFrame, new_frame) = camera->get_frame(); } } if (new_frame) { ProcessFrame(); } else { iSkippedFrameCount++; } // Compute FPS double elapsed = iFpsTimer.elapsed_seconds(); if (elapsed >= 1.0) { iFps = iFrameCount / elapsed; iSkippedFps = iSkippedFrameCount / elapsed; iFrameCount = 0; iSkippedFrameCount = 0; iFpsTimer.start(); } } /// @return True if camera was just started, false otherwise. bool Tracker::CheckCamera() { QMutexLocker l(&camera_mtx); if (camera->is_open()) { return false; } iCameraInfo.fps = iSettings.cam_fps; iCameraInfo.width = iSettings.cam_res_x; iCameraInfo.height = iSettings.cam_res_y; bool res = camera->start(iCameraInfo); //portable::sleep(5000); // We got our camera intrinsics, create corresponding matrices CreateCameraIntrinsicsMatrices(); // If ever the camera implementation provided an FPS now is the time to apply it DoSetFps(iCameraInfo.fps); return res; } void Tracker::set_fov(int value) { (void)value; //QMutexLocker l(&camera_mtx); } // Calling this from another thread than the one it belongs too after it's started somehow breaks our timer void Tracker::SetFps(int aFps) { QMutexLocker l(&camera_mtx); DoSetFps(aFps); } void Tracker::DoSetFps(int aFps) { // Aplly FPS to timer iTicker.setInterval(1000 / aFps + 1); // Reset Kalman filter //int nStates = 18; // the number of states //int nMeasurements = 6; // the number of measured states //int nInputs = 0; // the number of control actions //double dt = 0.125; // time between measurements (1/FPS) double dt = 1000.0 / aFps; iKf.Init(18, 6, 0, dt); } /// /// Create our model from settings specifications /// void Tracker::UpdateModel() { infout << "Update model - begin"; QMutexLocker lock(&iProcessLock); // Construct the points defining the object we want to detect based on settings. // We are converting them from millimeters to centimeters. // TODO: Need to support clip too. That's cap only for now. iModel.clear(); if (!iSettings.iClipModelThree) { iModel.push_back(cv::Point3f(iSettings.iVertexTopX / 10.0, iSettings.iVertexTopY / 10.0, iSettings.iVertexTopZ / 10.0)); // Top iModel.push_back(cv::Point3f(iSettings.iVertexRightX / 10.0, iSettings.iVertexRightY / 10.0, iSettings.iVertexRightZ / 10.0)); // Right iModel.push_back(cv::Point3f(iSettings.iVertexLeftX / 10.0, iSettings.iVertexLeftY / 10.0, iSettings.iVertexLeftZ / 10.0)); // Left if (iSettings.iCustomModelFour) { iModel.push_back(cv::Point3f(iSettings.iVertexCenterX / 10.0, iSettings.iVertexCenterY / 10.0, iSettings.iVertexCenterZ / 10.0)); // Center } else if (iSettings.iCustomModelFive) { iModel.push_back(cv::Point3f(iSettings.iVertexTopRightX / 10.0, iSettings.iVertexTopRightY / 10.0, iSettings.iVertexTopRightZ / 10.0)); // Top Right iModel.push_back(cv::Point3f(iSettings.iVertexTopLeftX / 10.0, iSettings.iVertexTopLeftY / 10.0, iSettings.iVertexTopLeftZ / 10.0)); // Top Left } } else { // Clip model type iModel.push_back(cv::Point3f(iSettings.iVertexClipTopX / 10.0, iSettings.iVertexClipTopY / 10.0, iSettings.iVertexClipTopZ / 10.0)); // Top iModel.push_back(cv::Point3f(iSettings.iVertexClipMiddleX / 10.0, iSettings.iVertexClipMiddleY / 10.0, iSettings.iVertexClipMiddleZ / 10.0)); // Middle iModel.push_back(cv::Point3f(iSettings.iVertexClipBottomX / 10.0, iSettings.iVertexClipBottomY / 10.0, iSettings.iVertexClipBottomZ / 10.0)); // Bottom } infout << "Update model - end"; } /// /// Take a copy of the settings needed by our thread to avoid deadlocks /// void Tracker::UpdateSettings() { infout << "Update Setting - begin"; QMutexLocker l(&iProcessLock); iPointExtractor.UpdateSettings(); iSolver = iSettings.PnpSolver; iDeadzoneHalfEdge = iSettings.DeadzoneRectHalfEdgeSize; iDeadzoneEdge = iDeadzoneHalfEdge * 2; iTrackedRects.clear(); iDebug = iSettings.debug; infout << "Update Setting - end"; } /// module_status Tracker::start_tracker(QFrame* video_frame) { // Check that we support that solver if (iSolver!=cv::SOLVEPNP_P3P && iSolver != cv::SOLVEPNP_AP3P && iModel.size()==3) { return module_status("Error: Solver not supported use either P3P or AP3P."); } // Create our camera camera = video::make_camera(iSettings.camera_name); if (!camera) return error(QStringLiteral("Can't open camera %1").arg(iSettings.camera_name)); //video_frame->setAttribute(Qt::WA_NativeWindow); widget = std::make_unique(video_frame); layout = std::make_unique(video_frame); layout->setContentsMargins(0, 0, 0, 0); layout->addWidget(widget.get()); video_frame->setLayout(layout.get()); //video_widget->resize(video_frame->width(), video_frame->height()); video_frame->show(); // Precise timer is needed otherwise the interval is not really respected iTicker.setTimerType(Qt::PreciseTimer); SetFps(iSettings.cam_fps); iTicker.moveToThread(&iThread); // Connect timer timeout signal to our tick slot connect(&iTicker, SIGNAL(timeout()), SLOT(Tick()), Qt::DirectConnection); // Start our timer once our thread is started iTicker.connect(&iThread, SIGNAL(started()), SLOT(start())); iFpsTimer.start(); // Kick off our FPS counter iThread.setObjectName("EasyTrackerThread"); iThread.setPriority(QThread::HighPriority); // Do we really want that? iThread.start(); return {}; } // void FeedData(double* aData, const cv::Vec3d& aAngles, const cv::Vec3d& aTranslation) { aData[Yaw] = aAngles[1]; aData[Pitch] = aAngles[0]; aData[Roll] = aAngles[2]; aData[TX] = aTranslation[0]; aData[TY] = aTranslation[1]; aData[TZ] = aTranslation[2]; } // // That's called around 250 times per second. // Therefore we better not do anything here other than provide current data. // void Tracker::data(double* aData) { if (ever_success.load(std::memory_order_relaxed)) { // Get data back from tracker thread QMutexLocker l(&iDataLock); // If there was no new data recently then we provide center data. // Basically, if our user remove her hat, we will go back to center position until she puts it back on. if (iSettings.iAutoCenter && iBestTime.elapsed_ms() > iSettings.iAutoCenterTimeout) { // Reset to center until we get new data FeedData(aData, iCenterAngles, iCenterTranslation); } else { // We got valid data, provide it FeedData(aData, iBestAngles, iBestTranslation); } } } bool Tracker::center() { QMutexLocker l(&iDataLock); iCenterTranslation = iBestTranslation; iCenterAngles = iBestAngles; // Returning false tells the pipeline we want to use the default center behaviour return false; } }