How to get resolution of camera - c++

How to get the resolution of camera? Can somebody give me some suggestion.
Only i can do is the following,but it takes too much time to get the resolution.
The code's sequence look like this:
a.Open the camerra
b.Change the camera's resolution, and check the reuslt
void GetResolution( const int& countOfCamera, resolution_t (&resoulationTemp)[MAX_RESOLUTION] ){
VideoCapture *pVideoCaptures[MAX_CAMERA] = {NULL};
bool ret1 = false;
bool ret2 = false;
for ( int j=0; j<countOfCamera; ++j ) {
pVideoCaptures[j] = new VideoCapture(j);
/*==========================================================================
*If we don't do this, we will not open the Camera correctly
===========================================================================*/
pVideoCaptures[j]->set( CV_CAP_PROP_FRAME_WIDTH, defaultResolution.width );
pVideoCaptures[j]->set ( CV_CAP_PROP_FRAME_HEIGHT, defaultResolution.height );
}
for ( int i=0; i<MAX_RESOLUTION; ++i ) {
for ( int j=0; j<countOfCamera; ++j ) {
ret1 = pVideoCaptures[j]->set( CV_CAP_PROP_FRAME_WIDTH, resolutions[i].width );
ret2 = pVideoCaptures[j]->set ( CV_CAP_PROP_FRAME_HEIGHT, resolutions[i].height );
if ( !(ret1 && ret2) ) { //The resolution is not OK
break; //Check the next resolution
} else if ( j == ( countOfCamera -1 ) ) { //The resolution is OK for all camera,then store it.
resoulationTemp[i].width = resolutions[i].width;
resoulationTemp[i].height = resolutions[i].height;
} else {
//Do nothing
}
}
}
for ( int j=0; j<countOfCamera; ++j ) //Release the memory
{
pVideoCaptures[j]->release();
delete pVideoCaptures[j];
pVideoCaptures[j] = NULL;
}
}

Unfortunately there is no convenient way to get supported resolutions list for the particular camera by the opencv API (as it supports so many platforms and so many video capturing backends). Even your code will suffer from this, read the sources of videoio.hpp. But most of the digital video devices supports standard resolutions, you can simply select from them. Another way to get actual list of supported formats is to use 3rd party libraries, for the instance Qt solves this task by the couple of calls.

Related

OpenVR - IVRSystem::GetControllerState always returns empty structs

I've been following Kamran Bigdely-Shamloo's article on how to get positional information from the HTC Vive and it has worked well so far. My next step was to "listen" to button presses. I've read the documentation and it says here that all I need to do is query IVRSystem::GetControllerStateand it'll return a
"struct with the current state of the controller"
This struct however always contains variables that have the 0 value. The following function is called in a while (true) loop from the main function.
bool CMainApplication::HandleInput()
{
SDL_Event sdlEvent;
bool bRet = false;
while ( SDL_PollEvent( &sdlEvent ) != 0 )
{
if ( sdlEvent.type == SDL_QUIT )
{
bRet = true;
}
else if ( sdlEvent.type == SDL_KEYDOWN )
{
if ( sdlEvent.key.keysym.sym == SDLK_ESCAPE
|| sdlEvent.key.keysym.sym == SDLK_q )
{
bRet = true;
}
if( sdlEvent.key.keysym.sym == SDLK_c )
{
m_bShowCubes = !m_bShowCubes;
}
}
}
// Process SteamVR events
// Periodically returns an event of type 404 ("VREvent_SceneApplicationChanged = 404, // data is process - The App actually drawing the scene changed (usually to or from the compositor)"
vr::VREvent_t event;
vr::VREvent_Controller_t controllerEvent;
std::chrono::milliseconds ms4;
while( m_pHMD->PollNextEvent( &event, sizeof( event ) ) )
{
ms4 = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
);
ProcessVREvent( &event);
printPositionalData(&event, ms4);
}
vr::VRControllerState_t state;
// Check every device attached, usually it's four devices
// Second if statement is never reached
for (int i = 0; i < 1000; i++) {
if (m_pHMD->GetControllerState(i, &state, sizeof(state))) {
dprintf("%d", i);
if (state.ulButtonPressed != 0 || state.unPacketNum != 0 || state.ulButtonTouched != 0) {
dprintf("Some action?");
}
}
}
dprintf("\n");
// Process SteamVR action state
// UpdateActionState is called each frame to update the state of the actions themselves. The application
// controls which action sets are active with the provided array of VRActiveActionSet_t structs.
vr::VRActiveActionSet_t actionSet = { 0 };
actionSet.ulActionSet = m_actionsetDemo;
vr::VRInput()->UpdateActionState( &actionSet, sizeof(actionSet), 1 );
m_bShowCubes = !GetDigitalActionState( m_actionHideCubes );
vr::VRInputValueHandle_t ulHapticDevice;
if ( GetDigitalActionRisingEdge( m_actionTriggerHaptic, &ulHapticDevice ) )
{
if ( ulHapticDevice == m_rHand[Left].m_source )
{
vr::VRInput()->TriggerHapticVibrationAction( m_rHand[Left].m_actionHaptic, 0, 1, 4.f, 1.0f, vr::k_ulInvalidInputValueHandle );
}
if ( ulHapticDevice == m_rHand[Right].m_source )
{
vr::VRInput()->TriggerHapticVibrationAction( m_rHand[Right].m_actionHaptic, 0, 1, 4.f, 1.0f, vr::k_ulInvalidInputValueHandle );
}
}
vr::InputAnalogActionData_t analogData;
if ( vr::VRInput()->GetAnalogActionData( m_actionAnalongInput, &analogData, sizeof( analogData ), vr::k_ulInvalidInputValueHandle ) == vr::VRInputError_None && analogData.bActive )
{
m_vAnalogValue[0] = analogData.x;
m_vAnalogValue[1] = analogData.y;
}
m_rHand[Left].m_bShowController = true;
m_rHand[Right].m_bShowController = true;
vr::VRInputValueHandle_t ulHideDevice;
if ( GetDigitalActionState( m_actionHideThisController, &ulHideDevice ) )
{
if ( ulHideDevice == m_rHand[Left].m_source )
{
m_rHand[Left].m_bShowController = false;
}
if ( ulHideDevice == m_rHand[Right].m_source )
{
m_rHand[Right].m_bShowController = false;
}
}
for ( EHand eHand = Left; eHand <= Right; ((int&)eHand)++ )
{
vr::InputPoseActionData_t poseData;
if ( vr::VRInput()->GetPoseActionData( m_rHand[eHand].m_actionPose, vr::TrackingUniverseStanding, 0, &poseData, sizeof( poseData ), vr::k_ulInvalidInputValueHandle ) != vr::VRInputError_None
|| !poseData.bActive || !poseData.pose.bPoseIsValid )
{
m_rHand[eHand].m_bShowController = false;
}
else
{
m_rHand[eHand].m_rmat4Pose = ConvertSteamVRMatrixToMatrix4( poseData.pose.mDeviceToAbsoluteTracking );
vr::InputOriginInfo_t originInfo;
if ( vr::VRInput()->GetOriginTrackedDeviceInfo( poseData.activeOrigin, &originInfo, sizeof( originInfo ) ) == vr::VRInputError_None
&& originInfo.trackedDeviceIndex != vr::k_unTrackedDeviceIndexInvalid )
{
std::string sRenderModelName = GetTrackedDeviceString( originInfo.trackedDeviceIndex, vr::Prop_RenderModelName_String );
if ( sRenderModelName != m_rHand[eHand].m_sRenderModelName )
{
m_rHand[eHand].m_pRenderModel = FindOrLoadRenderModel( sRenderModelName.c_str() );
m_rHand[eHand].m_sRenderModelName = sRenderModelName;
}
}
}
}
return bRet;
m_pHMD is initalized as follows:
vr::IVRSystem *m_pHMD;
....
m_pHMD = vr::VR_Init( &eError, vr::VRApplication_Background );
I must be doing something wrong because in the following snippet, the if statement is passed only for the first four iterations, which should be a controller, the vive tracker, the headset and the lighthouses. This tells me that I am able to access these states, but I am somehow not able to read the information.
for (int i = 0; i < 1000; i++) {
if (m_pHMD->GetControllerState(i, &state, sizeof(state))) {
dprintf("%d", i);
if (state.ulButtonPressed != 0 || state.unPacketNum != 0 || state.ulButtonTouched != 0) {
dprintf("Some action?");
}
}
I can't imagine its a bug, so my guess is that my configuration is faulty, or I'm doing the wrong query.
Any help is greatly appreciated!
Apparently I was making two mistakes.
Mistake #1 was that I was using the wrong sample file. I used hellovr_opengl from the OpenVr sample folder, but instead hellovr_dx12 was the working solution. It must have a different kind of configration as well, since I copied a function which was working into the hellovr_opengl project and there, it did not work! Then I copied the functions I added to the hellovr_dx12 project and was able to get the controller states of the Vive controller.
However, I wanted to get the states of the Vive Tracker, which didn't work. After some googling I found out about an issue with the current SteamVR driver, so I reverted it back to a beta hoftix, which solved the Vive Tracker issue for me.
You have to call;
vr::VRInput()->SetActionManifestPath

How can I stop wxProgressDialog re-sizing?

I am using a wxProgressDialog on Windows. Whenever I change the text in the dialog the dialog box re-sizes to best accommodate the text, this leads to the dialog frequently re-sizing which looks terrible.
I tried SetMinSize and SetSizeHints but these seemed to have no effect. SetSize also seems not to work.
(For info, the dialog is show progress of file transfer. As each file is transferred its full path is displayed. These vary greatly leading the continual re-sizing.)
My code is based on this code from the samples:
static const int max = 100;
wxProgressDialog dialog("Progress dialog example",
// "Reserve" enough space for the multiline
// messages below, we'll change it anyhow
// immediately in the loop below
wxString(' ', 100) + "\n\n\n\n",
max, // range
this, // parent
wxPD_CAN_ABORT |
wxPD_CAN_SKIP |
wxPD_APP_MODAL |
//wxPD_AUTO_HIDE | // -- try this as well
wxPD_ELAPSED_TIME |
wxPD_ESTIMATED_TIME |
wxPD_REMAINING_TIME |
wxPD_SMOOTH // - makes indeterminate mode bar on WinXP very small
);
bool cont = true;
for ( int i = 0; i <= max; i++ )
{
wxString msg;
// test both modes of wxProgressDialog behaviour: start in
// indeterminate mode but switch to the determinate one later
const bool determinate = i > max/2;
if ( i == max )
{
msg = "That's all, folks!\n"
"\n"
"Nothing to see here any more.";
}
else if ( !determinate )
{
msg = "Testing indeterminate mode\n"
"\n"
"This mode allows you to show to the user\n"
"that something is going on even if you don't know\n"
"when exactly will you finish.";
}
else if ( determinate )
{
msg = "Now in standard determinate mode\n"
"\n"
"This is the standard usage mode in which you\n"
"update the dialog after performing each new step of work.\n"
"It requires knowing the total number of steps in advance.";
}
// will be set to true if "Skip" button was pressed
bool skip = false;
if ( determinate )
{
cont = dialog.Update(i, msg, &skip);
}
else
{
cont = dialog.Pulse(msg, &skip);
}
// each skip will move progress about quarter forward
if ( skip )
{
i += max/4;
if ( i >= 100 )
i = 99;
}
if ( !cont )
{
if ( wxMessageBox(wxT("Do you really want to cancel?"),
wxT("Progress dialog question"), // caption
wxYES_NO | wxICON_QUESTION) == wxYES )
break;
cont = true;
dialog.Resume();
}
wxMilliSleep(200);
}
if ( !cont )
{
wxLogStatus(wxT("Progress dialog aborted!"));
}
else
{
wxLogStatus(wxT("Countdown from %d finished"), max);
}
}
Select a size for the file path display. If the path is shorter, add blanks, if longer replace with ellipses ( ... )
wxControl::Ellipsize is useful for this ( http://docs.wxwidgets.org/3.1/classwx_control.html#a0bb834cae2a8986aceddb89f84ef4ed1 )
If you want a fixed size, you need to use wxGenericProgressDialog, there doesn't seem to be any way of preventing the native dialog, used by default under the systems that support it (Vista and later), of adapting its size to its contents.

Not able to return out of recursion

I have the following piece of code. It aims at traversing the [attached screenshot] Tree structure in depth first manner.
As you can see, I am interested in the highlighted entry in green -> Has Class( DatasetType ) node of this tree structure. This Tree structure is subjected to additions of new nodes by customers. So, I have to traverse the Tree structure to find my node of interest. I have formulated the below code. But And I can see that it identifies that node of my interest.
However, it is not stopping there. It is proceeding onto the next sibling i.e., Has Class( EPMJob ). I want my processing to stop. I am pretty sure that my way of returning stuff is missing something. but not able to pin point.
Any inputs are most welcome.
tag_t findHasTypeDatasetNodeInAMTree( tag_t amTreeNode )
{
CharPointer nodeName;
Response stat = askRuleName( amTreeNode, &nodeName );
CharPointer nodeArgument;
stat = askRuleArg( amTreeNode, &nodeArgument );
if( tc_strcmp( nodeName.getString(), "Has Class" ) == 0 && tc_strcmp( nodeArgument.getString(), "DatasetType" ) == 0 )
{
return amTreeNode;
}
int numChildNodes = 0;
TagPointer childNodes;
stat = askChildren( amTreeNode, &numChildNodes, &childNodes );
if( numChildNodes == 0 )
{
return NULLTAG;
}
// The following is the piece that needs attention.
// Do not want to NULL check here though
for( int inx = 0; inx < numChildNodes; ++inx )
{
findHasTypeDatasetNodeInAMTree( childNodes[inx] );
}
return NULLTAG;
}
I'm not sure what this is doing:
for( int inx = 0; inx < numChildNodes; ++inx )
{
findHasTypeDatasetNodeInAMTree( childNodes[inx] );
}
But I'm pretty sure it doesn't stop when you find something so the result is ALWAYS NULLTAG. How about something like:
for( int inx = 0; inx < numChildNodes; ++inx )
{
auto result = findHasTypeDatasetNodeInAMTree( childNodes[inx] );
if( result != NULLTAG )
return result;
}

Audio distorted with VST plugin

I had to plug into a pre-existing software, managing ASIO audio streams, a simple VST host. Despite of lack of some documentation, I managed to do so however once I load the plugin I get a badly distorted audio signal back.
The VST I'm using works properly (with other VST Hosts) so it's probably some kind of bug in the code I made, however when I disable the "PROCESS" from the plugin (my stream goes through the plugin, it simply does not get processed) it gets back as I sent without any noise or distortion on it.
One thing I'm slightly concerned about is the type of the data used as the ASIO driver fills an __int32 buffer while the plugins wants some float buffer.
That's really depressing as I reviewed zillions of times my code and it seems to be fine.
Here is the code of the class I'm using; please note that some numbers are temporarily hard-coded to help debugging.
VSTPlugIn::VSTPlugIn(const char* fullDirectoryName, const char* ID)
: plugin(NULL)
, blocksize(128) // TODO
, sampleRate(44100.0F) // TODO
, hostID(ID)
{
this->LoadPlugin(fullDirectoryName);
this->ConfigurePluginCallbacks();
this->StartPlugin();
out = new float*[2];
for (int i = 0; i < 2; ++i)
{
out[i] = new float[128];
memset(out[i], 0, 128);
}
}
void VSTPlugIn::LoadPlugin(const char* path)
{
HMODULE modulePtr = LoadLibrary(path);
if(modulePtr == NULL)
{
printf("Failed trying to load VST from '%s', error %d\n", path, GetLastError());
plugin = NULL;
}
// vst 2.4 export name
vstPluginFuncPtr mainEntryPoint = (vstPluginFuncPtr)GetProcAddress(modulePtr, "VSTPluginMain");
// if "VSTPluginMain" was not found, search for "main" (backwards compatibility mode)
if(!mainEntryPoint)
{
mainEntryPoint = (vstPluginFuncPtr)GetProcAddress(modulePtr, "main");
}
// Instantiate the plugin
plugin = mainEntryPoint(hostCallback);
}
void VSTPlugIn::ConfigurePluginCallbacks()
{
// Check plugin's magic number
// If incorrect, then the file either was not loaded properly, is not a
// real VST plugin, or is otherwise corrupt.
if(plugin->magic != kEffectMagic)
{
printf("Plugin's magic number is bad. Plugin will be discarded\n");
plugin = NULL;
}
// Create dispatcher handle
this->dispatcher = (dispatcherFuncPtr)(plugin->dispatcher);
// Set up plugin callback functions
plugin->getParameter = (getParameterFuncPtr)plugin->getParameter;
plugin->processReplacing = (processFuncPtr)plugin->processReplacing;
plugin->setParameter = (setParameterFuncPtr)plugin->setParameter;
}
void VSTPlugIn::StartPlugin()
{
// Set some default properties
dispatcher(plugin, effOpen, 0, 0, NULL, 0);
dispatcher(plugin, effSetSampleRate, 0, 0, NULL, sampleRate);
dispatcher(plugin, effSetBlockSize, 0, blocksize, NULL, 0.0f);
this->ResumePlugin();
}
void VSTPlugIn::ResumePlugin()
{
dispatcher(plugin, effMainsChanged, 0, 1, NULL, 0.0f);
}
void VSTPlugIn::SuspendPlugin()
{
dispatcher(plugin, effMainsChanged, 0, 0, NULL, 0.0f);
}
void VSTPlugIn::ProcessAudio(float** inputs, float** outputs, long numFrames)
{
plugin->processReplacing(plugin, inputs, out, 128);
memcpy(outputs, out, sizeof(float) * 128);
}
EDIT: Here's the code I use to interface my sw with the VST Host
// Copying the outer buffer in the inner container
for(unsigned i = 0; i < bufferLenght; i++)
{
float f;
f = ((float) buff[i]) / (float) std::numeric_limits<int>::max()
if( f > 1 ) f = 1;
if( f < -1 ) f = -1;
samples[0][i] = f;
}
// DO JOB
for(auto it = inserts.begin(); it != inserts.end(); ++it)
{
(*it)->ProcessAudio(samples, samples, bufferLenght);
}
// Copying the result back into the buffer
for(unsigned i = 0; i < bufferLenght; i++)
{
float f = samples[0][i];
int intval;
f = f * std::numeric_limits<int>::max();
if( f > std::numeric_limits<int>::max() ) f = std::numeric_limits<int>::max();
if( f < std::numeric_limits<int>::min() ) f = std::numeric_limits<int>::min();
intval = (int) f;
buff[i] = intval;
}
where "buff" is defined as "__int32* buff"
I'm guessing that when you call f = std::numeric_limits<int>::max() (and the related min() case on the line below), this might cause overflow. Have you tried f = std::numeric_limits<int>::max() - 1?
Same goes for the code snippit above with f = ((float) buff[i]) / (float) std::numeric_limits<int>::max()... I'd also subtract one there to avoid a potential overflow later on.

Maya API - Move CV with Kinect

I’m trying to create a 64-bit plug-in for Autodesk Maya 2013. The aim of this plug-in is to be able to model objects through the Kinect.
In context, with the plug-in you can select the CV of a created object. To specify you want to move the selected points, the position of selected CV is updated constantly.
Here is my problem, when I try to update the position of a selected CV of an object, the result is not displayed on the screen.
I have tried many ways without getting any result, as an example:
1) when I do the setPosition the point doesn’t update.
for ( ; !iter.isDone(); iter.next() ) {
iter.getDagPath( mdagPath, mComponent );
MItSurfaceCV sCvFn( mdagPath, mComponent, true, &stat );
if ( MS::kSuccess == stat ) {
for ( ; !sCvFn.isDone(); sCvFn.nextRow() ) {
for ( ; !sCvFn.isRowDone(); sCvFn.next() ) {
MPoint pto(pHand.posX, pHand.posY, pHand.posZ);
sCvFn.setPosition(pto, MSpace::kWorld);
}
}
}
sCvFn.updateSurface();
}
2) in this case, if you iterate over the array newCVS before doing the setCVs you can see the updated points.
But then, when doing setCVs and looking for the position in the CV array of the object (doing a getCVs) the position of the modified CV doesn’t change.
for ( ; !iter.isDone(); iter.next() ) {
stat = iter.getDagPath( mdagPath, mComponent );
if(stat == MS::kSuccess) {
MFnNurbsSurface surf(mdagPath);
MItSurfaceCV sCvFn( mdagPath, mComponent, true, &stat );
MPointArray currentCV;
surf.getCVs(currentCV, MSpace::kWorld);
MPointArray newCVS(currentCV.length(), MPoint::origin);
newCVS.setLength(currentCV.length());
for(unsigned i = 0; i < currentCV.length(); i++){
newCVS[i] = newCVS[i] + currentCV[i];
}
int index;
if ( MS::kSuccess == stat ) {
for ( ; !sCvFn.isDone(); sCvFn.nextRow() ) {
for ( ; !sCvFn.isRowDone(); sCvFn.next() ) {
sCvFn.getIndex(indexU, indexV);
int posArray = indexU * surf.numCVsInV() + indexV;
index = posArray;
MVector diff = MPoint(pHand.posX, pHand.posY, pHand.posZ) - currentCV[posArray];
newCVS[posArray] = newCVS[posArray] + diff;
}
}
surf.setCVs(newCVS, MSpace::kWorld);
surf.updateSurface();
}
}
3) When having CV selected in Maya, I tried to move this points with MEL commands. For this, I use the “MGlobal::executeCommand” function, but still nothing happens.
Finally, I changed executeCommand to executeCommandOnIdle. In this case, the object change correctly but the procedure crashes, perhaps, because this procedure is executed many times per second.
I would appreciate if anyone can help me with this problem or knows something about this.