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I am looking for an OpenCV function that can find connected components and perform a few tasks on them ( like getting the number of pixels, contour, list of pixels in the object etc.. )
Is there a function of OpenCV (C++) that is similar to MatLab's regionprops ?
Starting from version 3.0, OpenCV has connectedComponents function.
Have a look at the cvFindContours function. It's very versatile -- it can find both interior and exterior contours, and return the results in a variety of formats (e.g. flat list vs. tree structure). Once you have the contours, functions like cvContourArea allow you to determine basic properties of the connected component corresponding to a particular contour.
If you prefer to use the newer C++ interface (as opposed to the older C-style interface I described above), then the function names are similar.
set -std=c++0x option when compiling
.h file
//connected_components.h
#ifndef CONNECTED_COMPONENTS_H_
#define CONNECTED_COMPONENTS_H_
#include <opencv2/core/core.hpp>
#include <memory>
class DisjointSet {
private:
std::vector<int> m_disjoint_array;
int m_subset_num;
public:
DisjointSet();
DisjointSet(int size);
~DisjointSet();
int add(); //add a new element, which is a subset by itself;
int find(int x); //return the root of x
void unite(int x, int y);
int getSubsetNum(void);
};
class ConnectedComponent {
private:
cv::Rect m_bb;
int m_pixel_count;
std::shared_ptr< std::vector<cv::Point2i> > m_pixels;
public:
ConnectedComponent();
ConnectedComponent(int x, int y);
~ConnectedComponent();
void addPixel(int x, int y);
int getBoundingBoxArea(void) const;
cv::Rect getBoundingBox(void) const;
int getPixelCount(void) const;
std::shared_ptr< const std::vector<cv::Point2i> > getPixels(void) const;
};
void findCC(const cv::Mat& src, std::vector<ConnectedComponent>& cc);
#endif //CONNECTED_COMPONENTS_H_
.cc file
//connected_components.cpp
#include "connected_components.h"
using namespace std;
/** DisjointSet **/
DisjointSet::DisjointSet() :
m_disjoint_array(),
m_subset_num(0)
{ }
DisjointSet::DisjointSet(int size) :
m_disjoint_array(),
m_subset_num(0)
{
m_disjoint_array.reserve(size);
}
DisjointSet::~DisjointSet()
{ }
//add a new element, which is a subset by itself;
int DisjointSet::add()
{
int cur_size = m_disjoint_array.size();
m_disjoint_array.push_back(cur_size);
m_subset_num ++;
return cur_size;
}
//return the root of x
int DisjointSet::find(int x)
{
if (m_disjoint_array[x] < 0 || m_disjoint_array[x] == x)
return x;
else {
m_disjoint_array[x] = this->find(m_disjoint_array[x]);
return m_disjoint_array[x];
}
}
// point the x and y to smaller root of the two
void DisjointSet::unite(int x, int y)
{
if (x==y) {
return;
}
int xRoot = find(x);
int yRoot = find(y);
if (xRoot == yRoot)
return;
else if (xRoot < yRoot) {
m_disjoint_array[yRoot] = xRoot;
}
else {
m_disjoint_array[xRoot] = yRoot;
}
m_subset_num--;
}
int DisjointSet::getSubsetNum()
{
return m_subset_num;
}
/** ConnectedComponent **/
ConnectedComponent::ConnectedComponent() :
m_bb(0,0,0,0),
m_pixel_count(0),
m_pixels()
{
m_pixels = std::make_shared< std::vector<cv::Point2i> > ();
}
ConnectedComponent::ConnectedComponent(int x, int y) :
m_bb(x,y,1,1),
m_pixel_count(1),
m_pixels()
{
m_pixels = std::make_shared< std::vector<cv::Point2i> > ();
}
ConnectedComponent::~ConnectedComponent(void)
{ }
void ConnectedComponent::addPixel(int x, int y) {
m_pixel_count++;
// new bounding box;
if (m_pixel_count == 0) {
m_bb = cv::Rect(x,y,1,1);
}
// extend bounding box if necessary
else {
if (x < m_bb.x ) {
m_bb.width+=(m_bb.x-x);
m_bb.x = x;
}
else if ( x > (m_bb.x+m_bb.width) ) {
m_bb.width=(x-m_bb.x);
}
if (y < m_bb.y ) {
m_bb.height+=(m_bb.y-y);
m_bb.y = y;
}
else if ( y > (m_bb.y+m_bb.height) ) {
m_bb.height=(y-m_bb.y);
}
}
m_pixels->push_back(cv::Point(x,y));
}
int ConnectedComponent::getBoundingBoxArea(void) const {
return (m_bb.width*m_bb.height);
}
cv::Rect ConnectedComponent::getBoundingBox(void) const {
return m_bb;
}
std::shared_ptr< const std::vector<cv::Point2i> > ConnectedComponent::getPixels(void) const {
return m_pixels;
}
int ConnectedComponent::getPixelCount(void) const {
return m_pixel_count;
}
/** find connected components **/
void findCC(const cv::Mat& src, std::vector<ConnectedComponent>& cc) {
if (src.empty()) return;
CV_Assert(src.type() == CV_8U);
cc.clear();
int total_pix = src.total();
int frame_label[total_pix];
DisjointSet labels(total_pix);
int root_map[total_pix];
int x, y;
const uchar* cur_p;
const uchar* prev_p = src.ptr<uchar>(0);
int left_val, up_val;
int cur_idx, left_idx, up_idx;
cur_idx = 0;
//first logic loop
for (y = 0; y < src.rows; y++ ) {
cur_p = src.ptr<uchar>(y);
for (x = 0; x < src.cols; x++, cur_idx++) {
left_idx = cur_idx - 1;
up_idx = cur_idx - src.size().width;
if ( x == 0)
left_val = 0;
else
left_val = cur_p[x-1];
if (y == 0)
up_val = 0;
else
up_val = prev_p[x];
if (cur_p[x] > 0) {
//current pixel is foreground and has no connected neighbors
if (left_val == 0 && up_val == 0) {
frame_label[cur_idx] = (int)labels.add();
root_map[frame_label[cur_idx]] = -1;
}
//current pixel is foreground and has left neighbor connected
else if (left_val != 0 && up_val == 0) {
frame_label[cur_idx] = frame_label[left_idx];
}
//current pixel is foreground and has up neighbor connect
else if (up_val != 0 && left_val == 0) {
frame_label[cur_idx] = frame_label[up_idx];
}
//current pixel is foreground and is connected to left and up neighbors
else {
frame_label[cur_idx] = (frame_label[left_idx] > frame_label[up_idx]) ? frame_label[up_idx] : frame_label[left_idx];
labels.unite(frame_label[left_idx], frame_label[up_idx]);
}
}//endif
else {
frame_label[cur_idx] = -1;
}
} //end for x
prev_p = cur_p;
}//end for y
//second loop logic
cur_idx = 0;
int curLabel;
int connCompIdx = 0;
for (y = 0; y < src.size().height; y++ ) {
for (x = 0; x < src.size().width; x++, cur_idx++) {
curLabel = frame_label[cur_idx];
if (curLabel != -1) {
curLabel = labels.find(curLabel);
if( root_map[curLabel] != -1 ) {
cc[root_map[curLabel]].addPixel(x, y);
}
else {
cc.push_back(ConnectedComponent(x,y));
root_map[curLabel] = connCompIdx;
connCompIdx++;
}
}
}//end for x
}//end for y
}
If you don't mind using an external library that uses OpenCV, you can do that using cvBlobsLib.
A library to perform binary images connected component labelling
(similar to regionprops Matlab function). It also provides functions
to manipulate, filter and extract results from the extracted blobs,
see features section for more information.
You can use cv::connectedComponentsWithStats() function.
Here is an example.
// ...
cv::Mat labels, stats, centroids;
int connectivity = 8; // or 4
int label_count = cv::connectedComponentsWithStats(src, labels, stats, centroids, connectivity);
for (int i = 0; i < label_count; i++)
{
int x = stats.at<int>(i, cv::CC_STAT_LEFT);
int y = stats.at<int>(i, cv::CC_STAT_TOP);
int w = stats.at<int>(i, cv::CC_STAT_WIDTH);
int h = stats.at<int>(i, cv::CC_STAT_HEIGHT);
int area = stats.at<int>(i, cv::CC_STAT_AREA);
double cx = centroids.at<double>(i, 0);
double cy = centroids.at<double>(i, 1);
// ...
}
Following DXM's code above which assumes 4-connected components, here is a version for 'findCC' that detects 8-connected components.
void findCC(const cv::Mat& src, std::vector<ConnectedComponent>& cc) {
if (src.empty()) return;
CV_Assert(src.type() == CV_8U);
cc.clear();
int total_pix = int(src.total());
int *frame_label = new int[total_pix];
DisjointSet labels(total_pix);
int *root_map = new int[total_pix];
int x, y;
const uchar* cur_p;
const uchar* prev_p = src.ptr<uchar>(0);
int left_val, up_val, up_left_val, up_right_val;
int cur_idx, left_idx, up_idx, up_left_idx, up_right_idx;
cur_idx = 0;
//first logic loop
for (y = 0; y < src.rows; y++) {
cur_p = src.ptr<uchar>(y);
for (x = 0; x < src.cols; x++, cur_idx++) {
left_idx = cur_idx - 1;
up_idx = cur_idx - src.size().width;
up_left_idx = up_idx - 1;
up_right_idx = up_idx + 1;
if (x == 0)
{
left_val = 0;
}
else
{
left_val = cur_p[x - 1];
}
if (y == 0)
{
up_val = 0;
}
else
{
up_val = prev_p[x];
}
if (x == 0 || y == 0)
{
up_left_val = 0;
}
else
{
up_left_val = prev_p[x-1];
}
if (x == src.cols - 1 || y == 0)
{
up_right_val = 0;
}
else
{
up_right_val = prev_p[x+1];
}
if (cur_p[x] > 0) {
//current pixel is foreground and has no connected neighbors
if (left_val == 0 && up_val == 0 && up_left_val == 0 && up_right_val == 0) {
frame_label[cur_idx] = (int)labels.add();
root_map[frame_label[cur_idx]] = -1;
}
//Current pixel is foreground and has at least one neighbor
else
{
vector<int> frame_lbl;
frame_lbl.reserve(4);
//Find minimal label
int min_frame_lbl = INT_MAX;
int valid_entries_num = 0;
if (left_val != 0)
{
frame_lbl.push_back(frame_label[left_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[left_idx]);
valid_entries_num++;
}
if (up_val != 0)
{
frame_lbl.push_back(frame_label[up_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[up_idx]);
valid_entries_num++;
}
if (up_left_val != 0)
{
frame_lbl.push_back(frame_label[up_left_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[up_left_idx]);
valid_entries_num++;
}
if (up_right_val != 0)
{
frame_lbl.push_back(frame_label[up_right_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[up_right_idx]);
valid_entries_num++;
}
CV_Assert(valid_entries_num > 0);
frame_label[cur_idx] = min_frame_lbl;
//Unite if necessary
if (valid_entries_num > 1)
{
for (size_t i = 0; i < frame_lbl.size(); i++)
{
labels.unite(frame_lbl[i], min_frame_lbl);
}
}
}
}//endif
else {
frame_label[cur_idx] = -1;
}
} //end for x
prev_p = cur_p;
}//end for y
//second loop logic
cur_idx = 0;
int curLabel;
int connCompIdx = 0;
for (y = 0; y < src.size().height; y++) {
for (x = 0; x < src.size().width; x++, cur_idx++) {
curLabel = frame_label[cur_idx];
if (curLabel != -1) {
curLabel = labels.find(curLabel);
if (root_map[curLabel] != -1) {
cc[root_map[curLabel]].addPixel(x, y);
}
else {
cc.push_back(ConnectedComponent(x, y));
root_map[curLabel] = connCompIdx;
connCompIdx++;
}
}
}//end for x
}//end for y
//Free up allocated memory
delete[] frame_label;
delete[] root_map;
}
Okay so I am a college student and our professor gave us this code to examine, and I was wondering if there was another way to do this but for OS X. My professor is using a HANDLE which I barely understand what that is, the professor was telling me he create the HANDLE as a pointer to the output stream so what would be the equivalent to it for mac since we don't have #include Windows.h obviously. Everything you see in this code is my professor's, including the comments.
//This is an example of a simple platformer made in the console. This
//makes no claims as the best way of doing things as I created this
//live before a class (while taking suggestions from them).
#include <iostream>
#include <string>
#include <vector>
#include <Windows.h>
using namespace std;
const int MAX_ROWS = 20;
const int MAX_COLS = 60;
//this is a reference to cout (we got this when we changed the output color)
//we can use this to setCursorPosition
HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);
//this is the place that we can set the cursor to when we are not using it
COORD zero;
//basic cardinal directions
enum Direction
{
UP = 8,
DOWN = 2,
RIGHT = 6,
LEFT = 4,
NORTH = UP,
SOUTH = DOWN,
EAST = RIGHT,
WEST = LEFT
};
//each place on the gameboard is a tile (tiles in this game are 1 character in length, though they do not have to be)
class Tile
{
public:
char display;
bool isPassible;
COORD pos;
Tile(char d, bool b, int y, int x)
{
display = d;
isPassible = b;
pos.X = x;
pos.Y = y;
}
void Display()
{
SetConsoleCursorPosition(output, pos);
cout << display;
SetConsoleCursorPosition(output, zero);
}
};
class Player
{
public:
COORD pos;
char display;
int JumpAmt;
//player constructor (x and y are starting location)
Player(int x, int y)
{
pos.X = x;
pos.Y = y;
display = 'C';
JumpAmt = 0;
}
//This gets the input and decides how to use it (this should be called in the main game loop)
bool Act(vector<vector<Tile>> GameBoard)
{
bool didMove = false;
COORD oldPos;
oldPos.X = pos.X;
oldPos.Y = pos.Y;
if (GetAsyncKeyState(VK_RIGHT) & 0x8000)
{
//make sure the movement is not off the game board and that there is not a wall in the way
if (pos.X + 1 < MAX_COLS && GameBoard[pos.Y][pos.X + 1].isPassible)
{
//actually move the character
pos.X += 1;
didMove = true;
}
}
if (GetAsyncKeyState(VK_LEFT) & 0x8000)
{
if (pos.X - 1 > 0 && GameBoard[pos.Y][pos.X - 1].isPassible)
{
pos.X -= 1;
didMove = true;
}
}
//You can only jump if you are on the ground
if (pos.Y + 1 < MAX_ROWS && !(GameBoard[pos.Y + 1][pos.X].isPassible))
{
if (GetAsyncKeyState(VK_UP) & 0x8000)
{
if (pos.Y - 1 > 0 && GameBoard[pos.Y - 1][pos.X].isPassible)
{
pos.Y -= 1;
didMove = true;
JumpAmt = 4;
}
}
}
//When you are not jumping fall (gravity)
if (JumpAmt == 0)
{
if (pos.Y + 1 < MAX_ROWS && GameBoard[pos.Y + 1][pos.X].isPassible)
{
pos.Y += 1;
didMove = true;
}
}
//This is what happens during your jump
if (JumpAmt > 0)
{
JumpAmt--;
if (pos.Y - 1 > 0 && GameBoard[pos.Y - 1][pos.X].isPassible)
{
pos.Y -= 1;
didMove = true;
}
}
//If you did move anywhere then update the board
if (didMove)
{
Display(oldPos, GameBoard);
}
return didMove;
}
void Display()
{
//draw myself at my position
SetConsoleCursorPosition(output, pos);
cout << display;
SetConsoleCursorPosition(output, zero);
}
void Display(COORD fix, vector<vector<Tile>> GameBoard)
{
//clear my old position
GameBoard[fix.Y][fix.X].Display();
Display();
}
};
int main()
{
//zero is used after anything is drawn to reset the cursor (this should never be changed after this)
zero.X = 0;
zero.Y = 0;
//this is a 2 dimentional array of tiles
vector<vector<Tile>> GameBoard;
//init all the tiles to blank (we will later add in platforms and stuff over top of these)
for (int row = 0; row < MAX_ROWS; row++)
{
vector<Tile> thisRow;
for (int col = 0; col < MAX_COLS; col++)
{
thisRow.push_back(Tile(' ', true, row, col));
}
GameBoard.push_back(thisRow);
}
//Build the game specific tiles (in a perfect world these would be read in from a file)
GameBoard[4][2] = Tile('-', false,4,2);
GameBoard[4][3] = Tile('-', false, 4,3);
GameBoard[4][4] = Tile('-', false, 4,4);
GameBoard[4][5] = Tile('-', false, 4,5);
GameBoard[4][6] = Tile('-', false, 4,6);
GameBoard[7][9] = Tile('-', false, 7,9);
GameBoard[7][10] = Tile('-', false, 7,10);
GameBoard[5][10] = Tile('-', false, 5,10);
GameBoard[8][14] = Tile('*', false, 8, 14); //this marks the win square
//display the board once
for (int row = 0; row < MAX_ROWS; row++)
{
for (int col = 0; col < MAX_COLS; col++)
{
GameBoard[row][col].Display();
}
}
//Bob is our hero
Player bob = Player(3, 3);
while (true)
{
bob.Act(GameBoard);
bob.Display();
Sleep(50);
//if bob falls down he dies
if (bob.pos.Y > 18)
{
bob.pos.X = 3;
bob.pos.Y = 3;
//bob.display = 65 + rand() % 26;
}
//if bob gets here he wins
if (bob.pos.Y == 7 && bob.pos.X == 14)
{
COORD pos;
pos.Y = 20;
pos.X = 0;
SetConsoleCursorPosition(output, pos);
cout << "You are Awesome";
break;
}
}
COORD pos;
pos.Y = 21;
pos.X = 0;
SetConsoleCursorPosition(output, pos);
system("Pause");
return 0;
}
I posted a different question earlier that gave me a bug using D3DPT_TRIANGLEFAN but I tried to recode my circle differently. Only problem is that it doesn't draw to the screen... I have tried debugging it but everything seems to be going perfect which is weird.
Here is my whole "Circle' class (This is part of a larger program a Pong game)
class Circle: public physicsObject
{
public:
Circle(float x, float y, float r, D3DCOLOR col){
xVel=3;
yVel=3;
xLB=0.0;
xRB=800;
yUB=600;
yLB=0;
this->r=r;
this->x=x;
this->y=y;
for(float i = 0.0f; i<360.0f; i += 1.0f)
{
float angle = i;
points[(int)i].x = x + (sinD(angle) * r);
points[(int)i].y = y + (cosD(angle) * r);
points[(int)i].z = 0;
points[(int)i].Color = col;
}
}
void update()
{
for(int i = 0; i < paddles.size(); ++i)
{
if(paddles[i]->left)
{
if(x - r + xVel < paddles[i]->x + 20 && y+yVel > paddles[i]->y && y+yVel< paddles[i]->y+80){
xVel *= -1;
}
}else{
if(x + r + xVel > paddles[i]->x && y+yVel > paddles[i]->y && y+yVel< paddles[i]->y+80){
xVel *= -1;
}
}
}
if(x+r+10+xVel>xRB || x-r+xVel < xLB)
{
//MessageBox(0,"AWW SHEEIT","I LOSED",MB_OK);
//ExitProcess(0);
}
if(y+r+30+yVel > yUB || y-r+yVel < yLB)
yVel*=-1;
translate(xVel,yVel);
}
void translate(float x, float y)
{
if(GetAsyncKeyState(VK_SPACE))
{
gamestart = true;
}
if(gamestart){
this->x+=x;
this->y+=y;
for(int i = 0; i < 360; ++i)
{
points[i].x+=x;
points[i].y+=y;
}
}
}
void render()
{
update();
d3ddev->SetTexture(0,0);
d3ddev->SetFVF((D3DFVF_XYZRHW | D3DFVF_DIFFUSE));
d3ddev->SetRenderState( D3DRS_LIGHTING, FALSE);
d3ddev->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
d3ddev->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
d3ddev->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
d3ddev->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
d3ddev->SetRenderState( D3DRS_FOGENABLE, false);
d3ddev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 360, &points, sizeof(360));
}
Vertex points [360];
private:
float r;
};
Thanks for the help ahead of time!
I am looking for an OpenCV function that can find connected components and perform a few tasks on them ( like getting the number of pixels, contour, list of pixels in the object etc.. )
Is there a function of OpenCV (C++) that is similar to MatLab's regionprops ?
Starting from version 3.0, OpenCV has connectedComponents function.
Have a look at the cvFindContours function. It's very versatile -- it can find both interior and exterior contours, and return the results in a variety of formats (e.g. flat list vs. tree structure). Once you have the contours, functions like cvContourArea allow you to determine basic properties of the connected component corresponding to a particular contour.
If you prefer to use the newer C++ interface (as opposed to the older C-style interface I described above), then the function names are similar.
set -std=c++0x option when compiling
.h file
//connected_components.h
#ifndef CONNECTED_COMPONENTS_H_
#define CONNECTED_COMPONENTS_H_
#include <opencv2/core/core.hpp>
#include <memory>
class DisjointSet {
private:
std::vector<int> m_disjoint_array;
int m_subset_num;
public:
DisjointSet();
DisjointSet(int size);
~DisjointSet();
int add(); //add a new element, which is a subset by itself;
int find(int x); //return the root of x
void unite(int x, int y);
int getSubsetNum(void);
};
class ConnectedComponent {
private:
cv::Rect m_bb;
int m_pixel_count;
std::shared_ptr< std::vector<cv::Point2i> > m_pixels;
public:
ConnectedComponent();
ConnectedComponent(int x, int y);
~ConnectedComponent();
void addPixel(int x, int y);
int getBoundingBoxArea(void) const;
cv::Rect getBoundingBox(void) const;
int getPixelCount(void) const;
std::shared_ptr< const std::vector<cv::Point2i> > getPixels(void) const;
};
void findCC(const cv::Mat& src, std::vector<ConnectedComponent>& cc);
#endif //CONNECTED_COMPONENTS_H_
.cc file
//connected_components.cpp
#include "connected_components.h"
using namespace std;
/** DisjointSet **/
DisjointSet::DisjointSet() :
m_disjoint_array(),
m_subset_num(0)
{ }
DisjointSet::DisjointSet(int size) :
m_disjoint_array(),
m_subset_num(0)
{
m_disjoint_array.reserve(size);
}
DisjointSet::~DisjointSet()
{ }
//add a new element, which is a subset by itself;
int DisjointSet::add()
{
int cur_size = m_disjoint_array.size();
m_disjoint_array.push_back(cur_size);
m_subset_num ++;
return cur_size;
}
//return the root of x
int DisjointSet::find(int x)
{
if (m_disjoint_array[x] < 0 || m_disjoint_array[x] == x)
return x;
else {
m_disjoint_array[x] = this->find(m_disjoint_array[x]);
return m_disjoint_array[x];
}
}
// point the x and y to smaller root of the two
void DisjointSet::unite(int x, int y)
{
if (x==y) {
return;
}
int xRoot = find(x);
int yRoot = find(y);
if (xRoot == yRoot)
return;
else if (xRoot < yRoot) {
m_disjoint_array[yRoot] = xRoot;
}
else {
m_disjoint_array[xRoot] = yRoot;
}
m_subset_num--;
}
int DisjointSet::getSubsetNum()
{
return m_subset_num;
}
/** ConnectedComponent **/
ConnectedComponent::ConnectedComponent() :
m_bb(0,0,0,0),
m_pixel_count(0),
m_pixels()
{
m_pixels = std::make_shared< std::vector<cv::Point2i> > ();
}
ConnectedComponent::ConnectedComponent(int x, int y) :
m_bb(x,y,1,1),
m_pixel_count(1),
m_pixels()
{
m_pixels = std::make_shared< std::vector<cv::Point2i> > ();
}
ConnectedComponent::~ConnectedComponent(void)
{ }
void ConnectedComponent::addPixel(int x, int y) {
m_pixel_count++;
// new bounding box;
if (m_pixel_count == 0) {
m_bb = cv::Rect(x,y,1,1);
}
// extend bounding box if necessary
else {
if (x < m_bb.x ) {
m_bb.width+=(m_bb.x-x);
m_bb.x = x;
}
else if ( x > (m_bb.x+m_bb.width) ) {
m_bb.width=(x-m_bb.x);
}
if (y < m_bb.y ) {
m_bb.height+=(m_bb.y-y);
m_bb.y = y;
}
else if ( y > (m_bb.y+m_bb.height) ) {
m_bb.height=(y-m_bb.y);
}
}
m_pixels->push_back(cv::Point(x,y));
}
int ConnectedComponent::getBoundingBoxArea(void) const {
return (m_bb.width*m_bb.height);
}
cv::Rect ConnectedComponent::getBoundingBox(void) const {
return m_bb;
}
std::shared_ptr< const std::vector<cv::Point2i> > ConnectedComponent::getPixels(void) const {
return m_pixels;
}
int ConnectedComponent::getPixelCount(void) const {
return m_pixel_count;
}
/** find connected components **/
void findCC(const cv::Mat& src, std::vector<ConnectedComponent>& cc) {
if (src.empty()) return;
CV_Assert(src.type() == CV_8U);
cc.clear();
int total_pix = src.total();
int frame_label[total_pix];
DisjointSet labels(total_pix);
int root_map[total_pix];
int x, y;
const uchar* cur_p;
const uchar* prev_p = src.ptr<uchar>(0);
int left_val, up_val;
int cur_idx, left_idx, up_idx;
cur_idx = 0;
//first logic loop
for (y = 0; y < src.rows; y++ ) {
cur_p = src.ptr<uchar>(y);
for (x = 0; x < src.cols; x++, cur_idx++) {
left_idx = cur_idx - 1;
up_idx = cur_idx - src.size().width;
if ( x == 0)
left_val = 0;
else
left_val = cur_p[x-1];
if (y == 0)
up_val = 0;
else
up_val = prev_p[x];
if (cur_p[x] > 0) {
//current pixel is foreground and has no connected neighbors
if (left_val == 0 && up_val == 0) {
frame_label[cur_idx] = (int)labels.add();
root_map[frame_label[cur_idx]] = -1;
}
//current pixel is foreground and has left neighbor connected
else if (left_val != 0 && up_val == 0) {
frame_label[cur_idx] = frame_label[left_idx];
}
//current pixel is foreground and has up neighbor connect
else if (up_val != 0 && left_val == 0) {
frame_label[cur_idx] = frame_label[up_idx];
}
//current pixel is foreground and is connected to left and up neighbors
else {
frame_label[cur_idx] = (frame_label[left_idx] > frame_label[up_idx]) ? frame_label[up_idx] : frame_label[left_idx];
labels.unite(frame_label[left_idx], frame_label[up_idx]);
}
}//endif
else {
frame_label[cur_idx] = -1;
}
} //end for x
prev_p = cur_p;
}//end for y
//second loop logic
cur_idx = 0;
int curLabel;
int connCompIdx = 0;
for (y = 0; y < src.size().height; y++ ) {
for (x = 0; x < src.size().width; x++, cur_idx++) {
curLabel = frame_label[cur_idx];
if (curLabel != -1) {
curLabel = labels.find(curLabel);
if( root_map[curLabel] != -1 ) {
cc[root_map[curLabel]].addPixel(x, y);
}
else {
cc.push_back(ConnectedComponent(x,y));
root_map[curLabel] = connCompIdx;
connCompIdx++;
}
}
}//end for x
}//end for y
}
If you don't mind using an external library that uses OpenCV, you can do that using cvBlobsLib.
A library to perform binary images connected component labelling
(similar to regionprops Matlab function). It also provides functions
to manipulate, filter and extract results from the extracted blobs,
see features section for more information.
You can use cv::connectedComponentsWithStats() function.
Here is an example.
// ...
cv::Mat labels, stats, centroids;
int connectivity = 8; // or 4
int label_count = cv::connectedComponentsWithStats(src, labels, stats, centroids, connectivity);
for (int i = 0; i < label_count; i++)
{
int x = stats.at<int>(i, cv::CC_STAT_LEFT);
int y = stats.at<int>(i, cv::CC_STAT_TOP);
int w = stats.at<int>(i, cv::CC_STAT_WIDTH);
int h = stats.at<int>(i, cv::CC_STAT_HEIGHT);
int area = stats.at<int>(i, cv::CC_STAT_AREA);
double cx = centroids.at<double>(i, 0);
double cy = centroids.at<double>(i, 1);
// ...
}
Following DXM's code above which assumes 4-connected components, here is a version for 'findCC' that detects 8-connected components.
void findCC(const cv::Mat& src, std::vector<ConnectedComponent>& cc) {
if (src.empty()) return;
CV_Assert(src.type() == CV_8U);
cc.clear();
int total_pix = int(src.total());
int *frame_label = new int[total_pix];
DisjointSet labels(total_pix);
int *root_map = new int[total_pix];
int x, y;
const uchar* cur_p;
const uchar* prev_p = src.ptr<uchar>(0);
int left_val, up_val, up_left_val, up_right_val;
int cur_idx, left_idx, up_idx, up_left_idx, up_right_idx;
cur_idx = 0;
//first logic loop
for (y = 0; y < src.rows; y++) {
cur_p = src.ptr<uchar>(y);
for (x = 0; x < src.cols; x++, cur_idx++) {
left_idx = cur_idx - 1;
up_idx = cur_idx - src.size().width;
up_left_idx = up_idx - 1;
up_right_idx = up_idx + 1;
if (x == 0)
{
left_val = 0;
}
else
{
left_val = cur_p[x - 1];
}
if (y == 0)
{
up_val = 0;
}
else
{
up_val = prev_p[x];
}
if (x == 0 || y == 0)
{
up_left_val = 0;
}
else
{
up_left_val = prev_p[x-1];
}
if (x == src.cols - 1 || y == 0)
{
up_right_val = 0;
}
else
{
up_right_val = prev_p[x+1];
}
if (cur_p[x] > 0) {
//current pixel is foreground and has no connected neighbors
if (left_val == 0 && up_val == 0 && up_left_val == 0 && up_right_val == 0) {
frame_label[cur_idx] = (int)labels.add();
root_map[frame_label[cur_idx]] = -1;
}
//Current pixel is foreground and has at least one neighbor
else
{
vector<int> frame_lbl;
frame_lbl.reserve(4);
//Find minimal label
int min_frame_lbl = INT_MAX;
int valid_entries_num = 0;
if (left_val != 0)
{
frame_lbl.push_back(frame_label[left_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[left_idx]);
valid_entries_num++;
}
if (up_val != 0)
{
frame_lbl.push_back(frame_label[up_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[up_idx]);
valid_entries_num++;
}
if (up_left_val != 0)
{
frame_lbl.push_back(frame_label[up_left_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[up_left_idx]);
valid_entries_num++;
}
if (up_right_val != 0)
{
frame_lbl.push_back(frame_label[up_right_idx]);
min_frame_lbl = min(min_frame_lbl, frame_label[up_right_idx]);
valid_entries_num++;
}
CV_Assert(valid_entries_num > 0);
frame_label[cur_idx] = min_frame_lbl;
//Unite if necessary
if (valid_entries_num > 1)
{
for (size_t i = 0; i < frame_lbl.size(); i++)
{
labels.unite(frame_lbl[i], min_frame_lbl);
}
}
}
}//endif
else {
frame_label[cur_idx] = -1;
}
} //end for x
prev_p = cur_p;
}//end for y
//second loop logic
cur_idx = 0;
int curLabel;
int connCompIdx = 0;
for (y = 0; y < src.size().height; y++) {
for (x = 0; x < src.size().width; x++, cur_idx++) {
curLabel = frame_label[cur_idx];
if (curLabel != -1) {
curLabel = labels.find(curLabel);
if (root_map[curLabel] != -1) {
cc[root_map[curLabel]].addPixel(x, y);
}
else {
cc.push_back(ConnectedComponent(x, y));
root_map[curLabel] = connCompIdx;
connCompIdx++;
}
}
}//end for x
}//end for y
//Free up allocated memory
delete[] frame_label;
delete[] root_map;
}
the point of my code is for me to press f1 and it will scan 500 pixels down and 500 pixels and put them in a array (it just takes a box that is 500 by 500 of the screen). then after that when i hit end it will click on only on the color black or... what i set it to.
anyway it has been doing odd stuff and i can't find why:
#include <iostream>
#include <windows.h>
using namespace std;
COLORREF rgb[499][499];
HDC hDC = GetDC(HWND_DESKTOP);
POINT main_coner;
BYTE rVal;
BYTE gVal;
BYTE bVal;
int red;
int green;
int blue;
int ff = 0;
int main()
{
for(;;)
{
if(GetAsyncKeyState(VK_F1))
{
cout << "started";
int a1 = 0;
int a2 = 0;
GetCursorPos(&main_coner);
int x = main_coner.x;
int y = main_coner.y;
for(;;)
{
//cout << a1 << "___" << a2 << "\n";
rgb[a1][a2] = GetPixel(hDC, x, y);
a1++;
x++;
if(x > main_coner.x + 499)
{
y++;
x = main_coner.x;
a1 = 0;
a2++;
}
if(y > main_coner.y + 499)
{
ff = 1;
break;
}
}
cout << "done";
break;
}
if(ff == 1)
break;
}
for(;;)
{
if(GetAsyncKeyState(VK_END))
{
GetCursorPos(&main_coner);
int x = main_coner.x;
int y = main_coner.y;
int a1 = -1;
int a2 = -1;
for(;;)
{
x++;
a1++;
rVal = GetRValue(rgb[a1][a2]);
gVal = GetGValue(rgb[a1][a2]);
bVal = GetBValue(rgb[a1][a2]);
red = (int)rVal; // get the colors into __int8
green = (int)gVal; // get the colors into __int8
blue = (int)bVal; // get the colors into __int8
if(red == 0 && green == 0 && blue == 0)
{
SetCursorPos(main_coner.x + x, main_coner.y + y);
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
Sleep(10);
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
Sleep(100);
}
if(x > main_coner.x + 499)
{
a1 = 0;
a2++;
}
if(y > main_coner.y + 499)
{
Sleep(100000000000);
break;
}
if(GetAsyncKeyState(VK_CONTROL))
{
Sleep(100000);
break;
}
}
}
}
for(;;)
{
if(GetAsyncKeyState(VK_END))
{
break;
}
}
return 0;
}
anyone see what's wrong with my code :(
(feel free to add tags)
If you want your rgb array to have 500x500 entries (numbered [0][0] to [499][499]), you'll need to declare it as COLORREF rgb[500][500];
Also, make sure you don't try to access rgb[a1][a2] where a2 == -1