IdeaMonk

thoughts, ideas, code and other things...

Tuesday, March 16, 2010

Fun with PyGame's camera module

OMG T2 starts tomorrow, I'm probably gonna fail in Random Processes this time.
But before I start preparing, I had to try out the tempting Camera Module of PyGame.
PyGame has pretty cool stuff under pygame.transform and pygame.mask, which makes the task of thresholding very easy.
I came up with an interactive Tux based on the "Capturing a Live Stream" code in the Camera Module Introduction.


My program tries to detect red colored objects, finds the centroid of such points and draws a ghost (find in your /usr/share/icons/oxygen/32x32/apps/) and makes Tux (/usr/share/icons/oxygen/128x128/apps/tux.png) run away from it.

Here's how the code looks like -

# -*- coding: utf-8 -*-

# An interactive Tux, interact with it using any red colored object
#
# based on PyGame camera module intro by Nirav Patel
# http://www.pygame.org/docs/tut/camera/CameraIntro.html
# -- Abhishek Mishra (ideamonk # gmail.com)

import os
import pygame
import pygame.camera
from pygame.locals import *

class Capture(object):
''' A Capture class to get location of a desired blob '''

def __init__(self, ccolor=(248, 111, 115), threshold=(60, 10, 10)):
self.size = (640,480)
# create a display surface. standard pygame stuff
self.display = pygame.display.set_mode(self.size, 0)
# initialize camera module
pygame.camera.init()
# this is the same as what we saw before
self.clist = pygame.camera.list_cameras()
if not self.clist:
raise ValueError("Sorry, no cameras detected.")
self.cam = pygame.camera.Camera(self.clist[0], self.size)
self.cam.start()

# create a surface to capture to. for performance purposes
# bit depth is the same as that of the display surface.
self.snapshot = pygame.surface.Surface(self.size, 0, self.display)
# target color to detect -- default is red
self.ccolor = ccolor
# by default we give more priority to shades of red
self.threshold = threshold

def get_blob_location(self):
self.snapshot = self.cam.get_image(self.snapshot)
# threshold against the color we got before
mask = pygame.mask.from_threshold(self.snapshot, self.ccolor, self.threshold)
# keep only the largest blob of that color
connected = mask.connected_component()
# these numbers are purely experimental and specific to your room and object
# print mask.count() # use this to estimate
# make sure the blob is big enough that it isn't just noise
if mask.count() > 7:
# find the center of the blob
return mask.centroid()
return (None,None)

class Ghost():
''' Ghost class, to have a rect for collision detection '''
def __init__(self):
self.image = pygame.image.load (os.path.join ("./","gv.png"))
self.rect = self.image.get_rect()

def set_rect(self,position):
self.left,self.top=position
self.rect = pygame.Rect(self.left,self.top,32,32)

class Tux(Capture):
''' Tux class extends Capture and does stuff using get_blob_location '''

def __init__(self):
Capture.__init__(self)
self.location = [ x/2 for x in self.size ]
self.set_rect (self.location)
self.image = pygame.image.load (os.path.join ("./","tux.png"))
self.ghost = Ghost()
self.backbuffer = pygame.Surface (self.size)
self.force = 5

def set_rect(self,position):
left,top=position
self.rect = pygame.Rect(left,top,128,128)

def interact_tux(self):
if (pygame.sprite.collide_rect(self,self.ghost)):
# ghost collides with tux
if self.ghost.left<self.location[0]+64:
self.location[0] += self.force
if self.ghost.left>self.location[0]+64:
self.location[0] -= self.force
if self.ghost.top<self.location[1]+64:
self.location[1] += self.force
if self.ghost.top>self.location[1]+64:
self.location[1] -= self.force


def main(self):
going = True
old_coord = (0,0)

while going:
events = pygame.event.get()
for e in events:
if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
# close the camera safely
self.cam.stop()
going = False

new_coord = self.get_blob_location()
if new_coord != (None,None):
# delta = sum( [(x-y)**2 for (x,y) in zip(new_coord,old_coord)]) # for less fuzziness
# if delta>200:
old_coord = new_coord
self.ghost.set_rect(old_coord)

self.set_rect (self.location)
self.interact_tux()
self.backbuffer.blit(self.snapshot,(0,0))
self.backbuffer.blit(self.image,self.location)
self.backbuffer.blit(self.ghost.image, old_coord)
self.backbuffer = pygame.transform.flip(self.backbuffer,True,False)
self.display.blit(self.backbuffer,(0,0))
pygame.display.flip()

if __name__=='__main__':
t = Tux() # all default params
t.main()
And that's me doing weird things with tux :D -




Kalman Filter
would be more interesting.

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Monday, December 07, 2009

FlashLearner 0.1 on Maemo

Another abandoned project which I don't see reaching finishing point in near future. Was playing around with PyGame and Maemo SDK very shortly after foss.in. Grab the source here -
http://github.com/ideamonk/FlashLearner/

Its a basic flash card app that should turn your n900 into a flash card :D



The patience to install maemo sdk is there no more, but the good part is that its a normal PyGame program which can go where ever goes python+pymage support.

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