IT WORKS 11!!!!!!!!!!!!!!!!!

Es funktioniert und umbennungen
This commit is contained in:
Kristoph Laemmerzahl 2025-12-03 16:08:36 +01:00
parent 316a2be7f0
commit 953a0d294e
11 changed files with 955 additions and 519 deletions

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@ -4,7 +4,7 @@
<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/.venv" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="jdk" jdkName="Python 3.12 (pythonProject)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

2
.idea/misc.xml generated
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@ -3,5 +3,5 @@
<component name="Black">
<option name="sdkName" value="Python 3.12 (Memory GlobalMatch)" />
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.12 (Memory GlobalMatch)" project-jdk-type="Python SDK" />
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.12 (pythonProject)" project-jdk-type="Python SDK" />
</project>

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@ -2,7 +2,7 @@ import cv2
import json
import numpy as np
CAM_INDEX = 0
CAM_INDEX = 1
OUTPUT_FILE = "calibration.json"
# Reihenfolge: P1=oben links, P2=oben rechts, P3=unten rechts, P4=unten links
@ -75,7 +75,7 @@ def main():
ok, frame = cap.read()
if not ok:
break
frame = cv2.flip(frame, 1)
frame = cv2.flip(frame, -1)#<----------------------------------------------------------------Flip old:frame = cv2.flip(frame, 1)
h, w, _ = frame.shape

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@ -1 +1 @@
[[164, 384], [370, 425], [444, 487], [447, 393]]
[[24, 118], [630, 135], [627, 459], [36, 461]]

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@ -1,23 +1,21 @@
import cv2
import mediapipe as mp
import numpy as np
import math, time
import math, time, json
from pythonosc import udp_client
# -------------------------------
# SETTINGS
# -------------------------------
TOUCH_CAM_INDEX = 0 # deine Touch-Kamera
GESTURE_CAM_INDEX = 2 # deine Clap / Gesture Kamera
TOUCH_CAM_INDEX = 1 # deine Touch-Kamera
GESTURE_CAM_INDEX = 0 # Clap/Gesture Kamera
GAME_SCREEN_WIDTH = 900 # muss zu deinem Pygame-Fenster passen!
GAME_SCREEN_WIDTH = 900
GAME_SCREEN_HEIGHT = 600
# Wie "streng" ist der Touch?
STILL_REQUIRED = 1.0 # Sekunden, die der Finger fast still sein muss
MOVE_TOLERANCE = 25 # maximal erlaubte Bewegung (Pixel)
STILL_REQUIRED = 1.0 # Sekunden die der Finger stabil sein muss
MOVE_TOLERANCE = 25 # Bewegungsschwelle (Pixel)
# OSC Client → sendet ans Spiel
client = udp_client.SimpleUDPClient("127.0.0.1", 5005)
# Globale Zustände
@ -26,6 +24,46 @@ finger_still_start = None
prev_touch_time = 0.0
prev_clap_time = 0.0
# -------------------------------------
# KALIBRIERUNG LADEN + HOMOGRAPHIE
# -------------------------------------
try:
with open("calibration.json", "r") as f:
CALIB_POINTS = json.load(f)
print("📐 Kalibrierung geladen:", CALIB_POINTS)
except:
CALIB_POINTS = None
print("⚠️ Keine Kalibrierung gefunden benutze Rohkoordinaten!")
H = None
if CALIB_POINTS is not None:
src = np.array(CALIB_POINTS, dtype=np.float32)
dst = np.array([
[0, 0],
[GAME_SCREEN_WIDTH, 0],
[GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT],
[0, GAME_SCREEN_HEIGHT]
], dtype=np.float32)
H, _ = cv2.findHomography(src, dst)
print("📐 Homographie-Matrix berechnet!")
def map_point_homography(x, y):
""" Wandelt Kamera-Koordinaten → Bildschirmkoordinaten um """
global H
if H is None:
# fallback: KEINE Skalierung (Variante 1 bedeutet reines Homography)
return int(x), int(y)
p = np.array([[[x, y]]], dtype=np.float32)
mapped = cv2.perspectiveTransform(p, H)[0][0]
return int(mapped[0]), int(mapped[1])
# -----------------------------------------------------------------
def run_gesture_input():
global last_finger_pos, finger_still_start
@ -37,17 +75,16 @@ def run_gesture_input():
hands_touch = mp_hands.Hands(max_num_hands=1, min_detection_confidence=0.6)
hands_gesture = mp_hands.Hands(max_num_hands=2, min_detection_confidence=0.6)
# Kameras öffnen
cam_touch = cv2.VideoCapture(TOUCH_CAM_INDEX)
cam_touch = cv2.VideoCapture(TOUCH_CAM_INDEX)#<--------------------------------------------------------------------------Flip old:frame_touch = cv2.flip(frame_touch, 1)
cam_gesture = cv2.VideoCapture(GESTURE_CAM_INDEX)
if not cam_touch.isOpened():
print(" Touch-Kamera konnte NICHT geöffnet werden!")
print(" Touch-Kamera konnte NICHT geöffnet werden!")
else:
print(f"Touch-Kamera geöffnet (Index {TOUCH_CAM_INDEX})")
if not cam_gesture.isOpened():
print(" Gesture-Kamera konnte NICHT geöffnet werden!")
print(" Gesture-Kamera konnte NICHT geöffnet werden!")
else:
print(f"Gesture-Kamera geöffnet (Index {GESTURE_CAM_INDEX})")
@ -58,24 +95,24 @@ def run_gesture_input():
ok2, frame_gest = cam_gesture.read()
if not ok1 or not ok2:
print(" Eine Kamera liefert kein Bild.")
print(" Eine Kamera liefert kein Bild.")
break
frame_touch = cv2.flip(frame_touch, 1)
frame_touch = cv2.flip(frame_touch, -1)
frame_gest = cv2.flip(frame_gest, 1)
# ---------------------------------------
# TOUCH (Zeigefinger) mit STILLSTAND
# ---------------------------------------
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
res_t = hands_touch.process(rgb_t)
th, tw, _ = frame_touch.shape #h= Höhe, w = Breite
th, tw, _ = frame_touch.shape
# -------------------------------------------------------------
# TOUCH detection
# -------------------------------------------------------------
if res_t.multi_hand_landmarks:
lm = res_t.multi_hand_landmarks[0]
mp_draw.draw_landmarks(frame_touch, lm, mp_hands.HAND_CONNECTIONS)
# Finger muss nach UNTEN zeigen (8 tiefer als 5)
# Finger zeigt nach unten: landmark 8 tiefer als 5
if lm.landmark[8].y < lm.landmark[5].y:
last_finger_pos = None
finger_still_start = None
@ -84,15 +121,14 @@ def run_gesture_input():
fx = int(lm.landmark[8].x * tw)
fy = int(lm.landmark[8].y * th)
sx = int(fx * (GAME_SCREEN_WIDTH / tw))
sy = int(fy * (GAME_SCREEN_HEIGHT / th))
# → Homographie anwenden
sx, sy = map_point_homography(fx, fy)
now = time.time()
current_pos = (fx, fy)
# erster Messpunkt
# erster Messpunkt
if last_finger_pos is None:
#erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
@ -100,66 +136,31 @@ def run_gesture_input():
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
#Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
client.send_message("/touch", [sx, sy])
print(f"👉 STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
print(f"👉 TOUCH bei {sx},{sy} nach {still_time:.2f}s")
prev_touch_time = now
finger_still_start = None
else:
finger_still_start = now
# IMMER aktualisieren
last_finger_pos = current_pos
last_finger_pos = current_pos
# Finger visualisieren
cv2.circle(frame_touch, (fx, fy), 10, (0, 255, 0), -1)
cv2.putText(frame_touch, f"{sx},{sy}", (fx + 10, fy - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0, 255, 0), 2)
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0,255,0), 2)
now = time.time()
current_pos = (fx, fy)
if last_finger_pos is None:
# erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
dist = math.hypot(current_pos[0] - last_finger_pos[0],
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
# Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
# JETZT: stabiler Touch → sende genau 1 Klick
client.send_message("/touch", [sx, sy])
print(f"STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
print("SCREEN COORD:", sx, sy)
prev_touch_time = now
# reset, damit der nächste Touch erst nach neuer Bewegung kommt
finger_still_start = None
else:
# Finger hat sich deutlich bewegt → Timer neu starten
finger_still_start = now
last_finger_pos = current_pos
else:
# keine Hand → Reset
last_finger_pos = None
finger_still_start = None
# ---------------------------------------
# CLAP (zwei Hände)
# ---------------------------------------
# -------------------------------------------------------------
# GESTURE detection (clap)
# -------------------------------------------------------------
rgb_g = cv2.cvtColor(frame_gest, cv2.COLOR_BGR2RGB)
res_g = hands_gesture.process(rgb_g)
gh, gw, _ = frame_gest.shape
@ -179,7 +180,7 @@ def run_gesture_input():
client.send_message("/clap", 1)
print("👏 SEND /clap")
cv2.putText(frame_gest, "👏", (int(gw/2)-20, 80),
cv2.FONT_HERSHEY_SIMPLEX, 2, (0, 255, 255), 3)
cv2.FONT_HERSHEY_SIMPLEX, 2, (0,255,255), 3)
cv2.imshow("Touch-Cam", frame_touch)
cv2.imshow("Gesture-Cam", frame_gest)

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@ -0,0 +1,120 @@
import cv2
import json
import numpy as np
CAM_INDEX = 1
OUTPUT_FILE = "calibration.json"
# Reihenfolge: P1=oben links, P2=oben rechts, P3=unten rechts, P4=unten links
POINT_NAMES = ["P1 (oben links)", "P2 (oben rechts)", "P3 (unten rechts)", "P4 (unten links)"]
def dist(a, b):
return np.linalg.norm(np.array(a) - np.array(b))
def main():
cap = cv2.VideoCapture(CAM_INDEX)
if not cap.isOpened():
print("❌ Kamera konnte nicht geöffnet werden!")
return
print("📸 Kalibrierung gestartet (nur Maus)")
print("----------------------------------")
print("🖱 Linksklick = Punkt setzen")
print("🖱 Ziehen = Punkt verschieben")
print("🖱 Rechtsklick = Punkt löschen")
print("💾 S / Enter = Speichern")
print("❌ ESC = Abbrechen")
print("----------------------------------")
print("Bitte Punkte in dieser Reihenfolge setzen:")
for i, name in enumerate(POINT_NAMES):
print(f" {i+1}. {name}")
points = [None, None, None, None]
dragging_index = None
def mouse_callback(event, mx, my, flags, param):
nonlocal dragging_index, points
# Linksklick → Punkt setzen oder ziehen
if event == cv2.EVENT_LBUTTONDOWN:
# Prüfen ob Klick auf existierenden Punkt
for i, p in enumerate(points):
if p is not None and dist(p, (mx, my)) < 20:
dragging_index = i
return
# Neuen Punkt setzen
for i in range(4):
if points[i] is None:
points[i] = (mx, my)
print(f"{POINT_NAMES[i]} gesetzt bei {points[i]}")
return
# Dragging
elif event == cv2.EVENT_MOUSEMOVE and dragging_index is not None:
points[dragging_index] = (mx, my)
# Loslassen
elif event == cv2.EVENT_LBUTTONUP:
dragging_index = None
# Rechtsklick → Punkt löschen
elif event == cv2.EVENT_RBUTTONDOWN:
for i, p in enumerate(points):
if p is not None and dist(p, (mx, my)) < 20:
print(f"🗑 {POINT_NAMES[i]} gelöscht")
points[i] = None
return
cv2.namedWindow("Calibration")
cv2.setMouseCallback("Calibration", mouse_callback)
while True:
ok, frame = cap.read()
if not ok:
break
frame = cv2.flip(frame, 1)
h, w, _ = frame.shape
# Punkte zeichnen
for i, p in enumerate(points):
if p is not None:
cv2.circle(frame, p, 10, (0, 255, 255), -1)
cv2.putText(frame, f"P{i+1}", (p[0] + 10, p[1] - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0,255,255), 2)
# Polygon zeichnen wenn alle Punkte vorhanden
if all(points):
cv2.polylines(frame, [np.array(points, np.int32)], True, (0, 255, 0), 2)
# Hinweise
cv2.putText(frame, "Setze P1,P2,P3,P4 mit der Maus | S=Speichern | ESC=Abbruch",
(10, h - 20),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (255,255,255), 1)
cv2.imshow("Calibration", frame)
key = cv2.waitKey(10) & 0xFF
# Speichern
if key in [ord('s'), 13]: # 's' oder Enter
if None in points:
print("⚠️ Nicht alle 4 Punkte wurden gesetzt!")
else:
with open(OUTPUT_FILE, "w") as f:
json.dump(points, f)
print("💾 Kalibrierung gespeichert:", points)
break
if key == 27: # ESC
print("❌ Kalibrierung abgebrochen")
break
cap.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
main()

196
old/gesture_input_osc.py Normal file
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@ -0,0 +1,196 @@
import cv2
import mediapipe as mp
import numpy as np
import math, time
from pythonosc import udp_client
# -------------------------------
# SETTINGS
# -------------------------------
TOUCH_CAM_INDEX = 1 # deine Touch-Kamera
GESTURE_CAM_INDEX = 0 # deine Clap / Gesture Kamera
GAME_SCREEN_WIDTH = 900 # muss zu deinem Pygame-Fenster passen!
GAME_SCREEN_HEIGHT = 600
# Wie "streng" ist der Touch?
STILL_REQUIRED = 1.0 # Sekunden, die der Finger fast still sein muss
MOVE_TOLERANCE = 25 # maximal erlaubte Bewegung (Pixel)
# OSC Client → sendet ans Spiel
client = udp_client.SimpleUDPClient("127.0.0.1", 5005)
# Globale Zustände
last_finger_pos = None
finger_still_start = None
prev_touch_time = 0.0
prev_clap_time = 0.0
def run_gesture_input():
global last_finger_pos, finger_still_start
global prev_touch_time, prev_clap_time
mp_hands = mp.solutions.hands
mp_draw = mp.solutions.drawing_utils
hands_touch = mp_hands.Hands(max_num_hands=1, min_detection_confidence=0.6)
hands_gesture = mp_hands.Hands(max_num_hands=2, min_detection_confidence=0.6)
# Kameras öffnen
cam_touch = cv2.VideoCapture(TOUCH_CAM_INDEX)
cam_gesture = cv2.VideoCapture(GESTURE_CAM_INDEX)
if not cam_touch.isOpened():
print(" Touch-Kamera konnte NICHT geöffnet werden!")
else:
print(f"Touch-Kamera geöffnet (Index {TOUCH_CAM_INDEX})")
if not cam_gesture.isOpened():
print(" Gesture-Kamera konnte NICHT geöffnet werden!")
else:
print(f"Gesture-Kamera geöffnet (Index {GESTURE_CAM_INDEX})")
clap_cooldown = 1.5
while True:
ok1, frame_touch = cam_touch.read()
ok2, frame_gest = cam_gesture.read()
if not ok1 or not ok2:
print(" Eine Kamera liefert kein Bild.")
break
frame_touch = cv2.flip(frame_touch, 1)
frame_gest = cv2.flip(frame_gest, 1)
# ---------------------------------------
# TOUCH (Zeigefinger) mit STILLSTAND
# ---------------------------------------
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
res_t = hands_touch.process(rgb_t)
th, tw, _ = frame_touch.shape #h= Höhe, w = Breite
if res_t.multi_hand_landmarks:
lm = res_t.multi_hand_landmarks[0]
mp_draw.draw_landmarks(frame_touch, lm, mp_hands.HAND_CONNECTIONS)
# Finger muss nach UNTEN zeigen (8 tiefer als 5)
if lm.landmark[8].y < lm.landmark[5].y:
last_finger_pos = None
finger_still_start = None
continue
fx = int(lm.landmark[8].x * tw)
fy = int(lm.landmark[8].y * th)
sx = int(fx * (GAME_SCREEN_WIDTH / tw))
sy = int(fy * (GAME_SCREEN_HEIGHT / th))
now = time.time()
current_pos = (fx, fy)
# erster Messpunkt
if last_finger_pos is None:
#erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
dist = math.hypot(current_pos[0] - last_finger_pos[0],
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
#Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
client.send_message("/touch", [sx, sy])
print(f"👉 STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
prev_touch_time = now
finger_still_start = None
else:
finger_still_start = now
# IMMER aktualisieren
last_finger_pos = current_pos
# Finger visualisieren
cv2.circle(frame_touch, (fx, fy), 10, (0, 255, 0), -1)
cv2.putText(frame_touch, f"{sx},{sy}", (fx + 10, fy - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0, 255, 0), 2)
now = time.time()
current_pos = (fx, fy)
if last_finger_pos is None:
# erster Punkt
last_finger_pos = current_pos
finger_still_start = now
else:
dist = math.hypot(current_pos[0] - last_finger_pos[0],
current_pos[1] - last_finger_pos[1])
if dist < MOVE_TOLERANCE:
# Finger ist "ruhig"
if finger_still_start is None:
finger_still_start = now
else:
still_time = now - finger_still_start
if still_time >= STILL_REQUIRED and (now - prev_touch_time) > 0.5:
# JETZT: stabiler Touch → sende genau 1 Klick
client.send_message("/touch", [sx, sy])
print(f"STABILER TOUCH bei {sx},{sy} nach {still_time:.2f}s")
print("SCREEN COORD:", sx, sy)
prev_touch_time = now
# reset, damit der nächste Touch erst nach neuer Bewegung kommt
finger_still_start = None
else:
# Finger hat sich deutlich bewegt → Timer neu starten
finger_still_start = now
last_finger_pos = current_pos
else:
# keine Hand → Reset
last_finger_pos = None
finger_still_start = None
# ---------------------------------------
# CLAP (zwei Hände)
# ---------------------------------------
rgb_g = cv2.cvtColor(frame_gest, cv2.COLOR_BGR2RGB)
res_g = hands_gesture.process(rgb_g)
gh, gw, _ = frame_gest.shape
if res_g.multi_hand_landmarks and len(res_g.multi_hand_landmarks) == 2:
h1, h2 = res_g.multi_hand_landmarks
x1 = np.mean([p.x for p in h1.landmark]) * gw
y1 = np.mean([p.y for p in h1.landmark]) * gh
x2 = np.mean([p.x for p in h2.landmark]) * gw
y2 = np.mean([p.y for p in h2.landmark]) * gh
dist = math.hypot(x2 - x1, y2 - y1)
if dist < 100 and (time.time() - prev_clap_time) > clap_cooldown:
prev_clap_time = time.time()
client.send_message("/clap", 1)
print("👏 SEND /clap")
cv2.putText(frame_gest, "👏", (int(gw/2)-20, 80),
cv2.FONT_HERSHEY_SIMPLEX, 2, (0, 255, 255), 3)
cv2.imshow("Touch-Cam", frame_touch)
cv2.imshow("Gesture-Cam", frame_gest)
if cv2.waitKey(5) & 0xFF == 27:
break
cam_touch.release()
cam_gesture.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
run_gesture_input()

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@ -0,0 +1,119 @@
import cv2
import mediapipe as mp
import numpy as np
import math, time
from pythonosc import udp_client
# -------------------------------
# SETTINGS
# -------------------------------
TOUCH_CAM_INDEX = 0 # deine Touch-Kamera / oben
GESTURE_CAM_INDEX = 1 # deine Clap / Gesture Kamera / unten
GAME_SCREEN_WIDTH = 900 # muss zu deinem Pygame-Fenster passen!
GAME_SCREEN_HEIGHT = 600
client = udp_client.SimpleUDPClient("127.0.0.1", 5005)
# -------------------------------
# MAIN FUNCTION
# -------------------------------
def run_gesture_input():
mp_hands = mp.solutions.hands
mp_draw = mp.solutions.drawing_utils
hands_touch = mp_hands.Hands(max_num_hands=1, min_detection_confidence=0.6)
hands_gesture = mp_hands.Hands(max_num_hands=2, min_detection_confidence=0.6)
# Kameras öffnen
cam_touch = cv2.VideoCapture(TOUCH_CAM_INDEX)
cam_gesture = cv2.VideoCapture(GESTURE_CAM_INDEX)
if not cam_touch.isOpened():
print("❌ Touch-Kamera konnte NICHT geöffnet werden!")
else:
print(f"✅ Touch-Kamera geöffnet (Index {TOUCH_CAM_INDEX})")
if not cam_gesture.isOpened():
print("❌ Gesture-Kamera konnte NICHT geöffnet werden!")
else:
print(f"✅ Gesture-Kamera geöffnet (Index {GESTURE_CAM_INDEX})")
prev_clap_time = 0
clap_cooldown = 1.5
while True:
ok1, frame_touch = cam_touch.read()
ok2, frame_gest = cam_gesture.read()
if not ok1 or not ok2:
print("⚠️ Eine Kamera liefert kein Bild.")
break
frame_touch = cv2.flip(frame_touch, 1)
frame_gest = cv2.flip(frame_gest, 1)
# ---------------------------------------
# TOUCH (Zeigefinger) ohne Kalibrierung
# ---------------------------------------
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
res_t = hands_touch.process(rgb_t)
th, tw, _ = frame_touch.shape
if res_t.multi_hand_landmarks:
lm = res_t.multi_hand_landmarks[0]
mp_draw.draw_landmarks(frame_touch, lm, mp_hands.HAND_CONNECTIONS)
fx = int(lm.landmark[8].x * tw)
fy = int(lm.landmark[8].y * th)
# einfache Skalierung auf dein Spiel-Fenster
sx = int(fx * (GAME_SCREEN_WIDTH / tw))
sy = int(fy * (GAME_SCREEN_HEIGHT / th))
# Finger unten? (Touch)
if lm.landmark[8].y > 0.8:
client.send_message("/touch", [sx, sy])
cv2.putText(frame_touch, f"Touch {sx},{sy}", (40, 60),
cv2.FONT_HERSHEY_SIMPLEX, 0.7, (0, 255, 0), 2)
# ---------------------------------------
# CLAP (zwei Hände)
# ---------------------------------------
rgb_g = cv2.cvtColor(frame_gest, cv2.COLOR_BGR2RGB)
res_g = hands_gesture.process(rgb_g)
gh, gw, _ = frame_gest.shape
if res_g.multi_hand_landmarks and len(res_g.multi_hand_landmarks) == 2:
h1, h2 = res_g.multi_hand_landmarks
x1 = np.mean([p.x for p in h1.landmark]) * gw
y1 = np.mean([p.y for p in h1.landmark]) * gh
x2 = np.mean([p.x for p in h2.landmark]) * gw
y2 = np.mean([p.y for p in h2.landmark]) * gh
dist = math.hypot(x2 - x1, y2 - y1)
if dist < 100 and (time.time() - prev_clap_time) > clap_cooldown:
prev_clap_time = time.time()
client.send_message("/clap", 1)
cv2.putText(frame_gest, "👏", (int(gw/2)-20, 80),
cv2.FONT_HERSHEY_SIMPLEX, 2, (0, 255, 255), 3)
cv2.imshow("Touch-Cam", frame_touch)
cv2.imshow("Gesture-Cam", frame_gest)
if cv2.waitKey(5) & 0xFF == 27:
break
cam_touch.release()
cam_gesture.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
run_gesture_input()

View File

@ -3,7 +3,7 @@ from pythonosc import dispatcher, osc_server
import threading
#python test_touch_area.py
SCREEN_WIDTH = 900
SCREEN_HEIGHT = 600
SCREEN_HEIGHT = 500
# Letzter Touchpunkt
touch_pos = None