Added Mediapipe gesture detection and camera setup
This commit is contained in:
commit
f1fc39dc05
335
Finished_Memory_Mouse.py
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335
Finished_Memory_Mouse.py
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import pygame
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import random
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import sys
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import os
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import time
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from multiprocessing import Process, Queue
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from gesture_input import run_gesture_input
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# -------------------------------
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# Country–Capital Memory Game + Gestensteuerung
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# -------------------------------
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CARD_BACK_COLOR = (100, 100, 200)
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CARD_FRONT_COLOR = (230, 230, 250)
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MATCH_COLOR = (120, 200, 120)
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TEXT_COLOR = (0, 0, 0)
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BG_COLOR = (50, 50, 80)
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SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600
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FPS = 30
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class MemoryGame:
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def __init__(self, gesture_queue):
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self.deck = []
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self.pair_map = {}
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self.matched = []
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self.revealed = []
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self.scores = [0, 0]
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self.current_player = 0
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self.font = None
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self.card_rects = []
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self.selected = []
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self.found_pairs = 0
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self.total_pairs = 0
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self.running = True
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self.awaiting_confirmation = False
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self.confirmation_result = None
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self.correct_answer_expected = None
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self.state = "continent" # continent → americas → difficulty → pairs → game
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self.buttons = []
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self.selected_continents = []
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self.level = None
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self.pair_count = 6 # Default
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self.gesture_queue = gesture_queue
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# -------------------------------
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# Card Loading
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# -------------------------------
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def load_cards(self, filename):
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"""Loads pairs from a text file."""
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if not os.path.exists(filename):
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print(f"⚠️ File not found: {filename}")
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return []
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pairs = []
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with open(filename, "r", encoding="utf-8") as f:
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for line in f:
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parts = line.strip().split()
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if len(parts) >= 2:
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pairs.append((parts[0], parts[1]))
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return pairs
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def prepare_deck(self):
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"""Loads all relevant continent + difficulty files."""
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self.deck = []
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for continent in self.selected_continents:
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base = continent
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if self.level == "Easy":
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self.deck += self.load_cards(base + "-major.txt")
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elif self.level == "Normal":
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self.deck += self.load_cards(base + "-major.txt")
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self.deck += self.load_cards(base + "-Minor.txt")
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elif self.level == "Hard":
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self.deck += self.load_cards(base + "-major.txt")
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self.deck += self.load_cards(base + "-Minor.txt")
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self.deck += self.load_cards(base + "-Dependent.txt")
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if not self.deck:
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print("⚠️ No cards loaded, check text files.")
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sys.exit()
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random.shuffle(self.deck)
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# Limit to selected pair count
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self.deck = self.deck[:self.pair_count]
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def setup_game(self):
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self.cards = []
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self.pair_map = {}
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for country, capital in self.deck:
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self.cards.append(country)
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self.cards.append(capital)
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self.pair_map[country] = capital
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self.pair_map[capital] = country
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random.shuffle(self.cards)
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self.matched = [False] * len(self.cards)
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self.revealed = [False] * len(self.cards)
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self.total_pairs = len(self.deck)
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self.card_rects = []
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self.selected = []
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cols = 4
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rows = (len(self.cards) + cols - 1) // cols
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margin = 10
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card_width = (SCREEN_WIDTH - (cols + 1) * margin) // cols
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card_height = (SCREEN_HEIGHT - (rows + 1) * margin - 100) // rows
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y_offset = 80
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for i, _ in enumerate(self.cards):
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col = i % cols
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row = i // cols
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x = margin + col * (card_width + margin)
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y = y_offset + margin + row * (card_height + margin)
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rect = pygame.Rect(x, y, card_width, card_height)
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self.card_rects.append(rect)
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# -------------------------------
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# Drawing Menus
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# -------------------------------
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def draw_menu(self, screen, title, options):
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screen.fill(BG_COLOR)
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title_text = self.font.render(title, True, (255, 255, 255))
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screen.blit(title_text, (SCREEN_WIDTH // 2 - title_text.get_width() // 2, 100))
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self.buttons = []
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for i, option in enumerate(options):
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rect = pygame.Rect(SCREEN_WIDTH // 2 - 150, 200 + i * 70, 300, 50)
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pygame.draw.rect(screen, (100, 100, 250), rect)
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pygame.draw.rect(screen, (255, 255, 255), rect, 2)
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text = self.font.render(option, True, (255, 255, 255))
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screen.blit(text, (rect.centerx - text.get_width() // 2, rect.centery - text.get_height() // 2))
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self.buttons.append((rect, option))
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pygame.display.flip()
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def draw_game(self, screen):
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screen.fill(BG_COLOR)
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title = self.font.render(f"Player {self.current_player + 1}'s turn", True, (255, 255, 255))
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screen.blit(title, (20, 20))
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score_text = self.font.render(f"Scores: P1={self.scores[0]} P2={self.scores[1]}", True, (200, 200, 200))
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screen.blit(score_text, (20, 50))
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for i, rect in enumerate(self.card_rects):
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if self.matched[i]:
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color = MATCH_COLOR
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elif self.revealed[i]:
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color = CARD_FRONT_COLOR
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else:
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color = CARD_BACK_COLOR
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pygame.draw.rect(screen, color, rect)
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pygame.draw.rect(screen, (0, 0, 0), rect, 2)
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if self.revealed[i] or self.matched[i]:
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text = self.font.render(self.cards[i], True, TEXT_COLOR)
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text_rect = text.get_rect(center=rect.center)
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screen.blit(text, text_rect)
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if self.awaiting_confirmation:
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self.draw_confirmation_box(screen)
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pygame.display.flip()
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def draw_confirmation_box(self, screen):
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box_rect = pygame.Rect(SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2 - 320, 300, 160)
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pygame.draw.rect(screen, (250, 250, 250), box_rect)
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pygame.draw.rect(screen, (0, 0, 0), box_rect, 3)
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text = self.font.render("Is that correct?", True, (0, 0, 0))
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screen.blit(text, (box_rect.centerx - text.get_width() // 2, box_rect.y + 20))
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yes_rect = pygame.Rect(box_rect.x + 50, box_rect.y + 90, 80, 40)
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no_rect = pygame.Rect(box_rect.x + 170, box_rect.y + 90, 80, 40)
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pygame.draw.rect(screen, (0, 200, 0), yes_rect)
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pygame.draw.rect(screen, (200, 0, 0), no_rect)
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yes_text = self.font.render("Yes", True, (255, 255, 255))
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no_text = self.font.render("No", True, (255, 255, 255))
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screen.blit(yes_text, (yes_rect.centerx - yes_text.get_width() // 2, yes_rect.centery - yes_text.get_height() // 2))
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screen.blit(no_text, (no_rect.centerx - no_text.get_width() // 2, no_rect.centery - no_text.get_height() // 2))
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self.yes_rect, self.no_rect = yes_rect, no_rect
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# -------------------------------
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# Handling Clicks
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# -------------------------------
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def handle_click(self, pos):
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if self.state in ["continent", "americas", "difficulty", "pairs"]:
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for rect, option in self.buttons:
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if rect.collidepoint(pos):
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if self.state == "continent":
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if option == "Americas":
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self.state = "americas"
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elif option == "All Continents":
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self.selected_continents = ["Europe", "Asia", "Africa", "Oceania", "North-America", "South-America"]
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self.state = "difficulty"
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else:
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self.selected_continents = [option]
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self.state = "difficulty"
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elif self.state == "americas":
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if option == "North-America":
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self.selected_continents = ["North-America"]
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elif option == "South-America":
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self.selected_continents = ["South-America"]
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elif option == "Americas":
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self.selected_continents = ["North-America", "South-America"]
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self.state = "difficulty"
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elif self.state == "difficulty":
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self.level = option
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self.state = "pairs"
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elif self.state == "pairs":
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self.pair_count = int(option)
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self.prepare_deck()
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self.setup_game()
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self.state = "game"
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return
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elif self.state == "game":
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if self.awaiting_confirmation:
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if self.yes_rect.collidepoint(pos):
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self.confirmation_result = "yes"
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elif self.no_rect.collidepoint(pos):
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self.confirmation_result = "no"
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return
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for i, rect in enumerate(self.card_rects):
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if rect.collidepoint(pos) and not self.revealed[i] and not self.matched[i]:
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self.revealed[i] = True
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self.selected.append(i)
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return
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# -------------------------------
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# Game Logic
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# -------------------------------
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def check_selected(self):
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if self.state != "game":
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return
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if len(self.selected) == 2 and not self.awaiting_confirmation:
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a, b = self.selected
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is_match = self.pair_map.get(self.cards[a]) == self.cards[b]
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self.correct_answer_expected = "yes" if is_match else "no"
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self.awaiting_confirmation = True
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elif self.awaiting_confirmation and self.confirmation_result:
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a, b = self.selected
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expected = self.correct_answer_expected
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player_correct = self.confirmation_result == expected
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if player_correct:
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if expected == "yes":
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self.matched[a] = self.matched[b] = True
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self.scores[self.current_player] += 1
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self.found_pairs += 1
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else:
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self.revealed[a] = self.revealed[b] = False
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else:
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self.scores[self.current_player] -= 1
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self.revealed[a] = self.revealed[b] = False
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self.awaiting_confirmation = False
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self.confirmation_result = None
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self.selected = []
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self.current_player = 1 - self.current_player
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# -------------------------------
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# Main Loop
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# -------------------------------
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def run(self, gesture_queue=None):
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("Country–Capital Memory Game")
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clock = pygame.time.Clock()
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self.font = pygame.font.SysFont(None, 32)
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while self.running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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elif event.type == pygame.MOUSEBUTTONDOWN:
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self.handle_click(event.pos)
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# 🔹 Gestenereignisse prüfen
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if gesture_queue and not self.gesture_queue.empty():
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event_type, data = self.gesture_queue.get()
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if event_type == "touch":
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self.handle_click(data)
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elif event_type == "clap" and self.awaiting_confirmation:
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self.confirmation_result = "yes"
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if self.state == "continent":
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self.draw_menu(screen, "Select Continent", ["Europe", "Americas", "Asia", "Africa", "Oceania", "All Continents"])
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elif self.state == "americas":
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self.draw_menu(screen, "Select Region", ["North-America", "South-America", "Americas"])
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elif self.state == "difficulty":
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self.draw_menu(screen, "Select Difficulty", ["Easy", "Normal", "Hard"])
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elif self.state == "pairs":
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self.draw_menu(screen, "Select Number of Pairs", ["4", "6", "8", "10", "12"])
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elif self.state == "game":
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self.draw_game(screen)
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self.check_selected()
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if self.found_pairs == self.total_pairs:
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self.display_winner(screen)
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pygame.display.flip()
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pygame.time.wait(4000)
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self.running = False
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clock.tick(FPS)
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pygame.quit()
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sys.exit()
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# -------------------------------
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# Winner Display
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# -------------------------------
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def display_winner(self, screen):
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if self.scores[0] > self.scores[1]:
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text = "🏆 Player 1 Wins!"
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elif self.scores[1] > self.scores[0]:
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text = "🏆 Player 2 Wins!"
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else:
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text = "🤝 Draw!"
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win_text = self.font.render(text, True, (255, 255, 0))
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rect = win_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
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screen.blit(win_text, rect)
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# -------------------------------
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# Run the Game
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# -------------------------------
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if __name__ == "__main__":
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gesture_queue = Queue()
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gesture_proc = Process(target=run_gesture_input, args=(gesture_queue,))
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gesture_proc.start()
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game = MemoryGame(gesture_queue)
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try:
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game.run(gesture_queue)
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finally:
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gesture_proc.terminate()
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32
calibrate_touch.py
Normal file
32
calibrate_touch.py
Normal file
@ -0,0 +1,32 @@
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import cv2, mediapipe as mp, json
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mp_hands=mp.solutions.hands; mp_draw=mp.solutions.drawing_utils
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hands=mp_hands.Hands(max_num_hands=1,min_detection_confidence=0.6)
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cap=cv2.VideoCapture(0)
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points=[]; labels=["oben-links","oben-rechts","unten-rechts","unten-links"]
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print("📏 Zeige nacheinander jede Ecke (Finger runter zum Bestätigen)")
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while True:
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ok,frame=cap.read()
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if not ok: break
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frame=cv2.flip(frame,1)
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rgb=cv2.cvtColor(frame,cv2.COLOR_BGR2RGB)
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res=hands.process(rgb); h,w,_=frame.shape
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if res.multi_hand_landmarks:
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lm=res.multi_hand_landmarks[0]
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mp_draw.draw_landmarks(frame,lm,mp_hands.HAND_CONNECTIONS)
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x=int(lm.landmark[8].x*w); y=int(lm.landmark[8].y*h)
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cv2.circle(frame,(x,y),10,(0,255,255),-1)
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if len(points)<4:
|
||||||
|
cv2.putText(frame,f"Zeige {labels[len(points)]}",(40,40),
|
||||||
|
cv2.FONT_HERSHEY_SIMPLEX,1,(255,255,0),2)
|
||||||
|
if lm.landmark[8].y>0.8:
|
||||||
|
print(f"✅ {labels[len(points)]} gespeichert")
|
||||||
|
points.append((x,y)); cv2.waitKey(1000)
|
||||||
|
if len(points)==4:
|
||||||
|
json.dump(points,open("calibration.json","w"))
|
||||||
|
print("📄 calibration.json gespeichert ✅"); break
|
||||||
|
cv2.imshow("Kalibrierung",frame)
|
||||||
|
if cv2.waitKey(5)&0xFF==27: break
|
||||||
|
cap.release(); cv2.destroyAllWindows()
|
||||||
1
calibration.json
Normal file
1
calibration.json
Normal file
@ -0,0 +1 @@
|
|||||||
|
[[112, 403], [184, 463], [169, 447], [171, 448]]
|
||||||
89
gesture_input.py
Normal file
89
gesture_input.py
Normal file
@ -0,0 +1,89 @@
|
|||||||
|
import cv2, mediapipe as mp, json, time, math, numpy as np
|
||||||
|
from multiprocessing import Queue
|
||||||
|
|
||||||
|
# --------------- Hilfsfunktion: Projektionsfläche auf Bildschirm mappen ---------------
|
||||||
|
def map_to_screen(x, y, calib_points, screen_size=(800, 600)):
|
||||||
|
pts_src = np.array(calib_points, dtype=np.float32)
|
||||||
|
pts_dst = np.array([[0,0],[screen_size[0],0],
|
||||||
|
[screen_size[0],screen_size[1]],[0,screen_size[1]]],
|
||||||
|
dtype=np.float32)
|
||||||
|
M = cv2.getPerspectiveTransform(pts_src, pts_dst)
|
||||||
|
p = np.array([[[x,y]]], dtype=np.float32)
|
||||||
|
mapped = cv2.perspectiveTransform(p, M)[0][0]
|
||||||
|
return int(mapped[0]), int(mapped[1])
|
||||||
|
|
||||||
|
# --------------- Hauptfunktion ---------------
|
||||||
|
def run_gesture_input(queue: Queue,
|
||||||
|
touch_cam_index=0,
|
||||||
|
gesture_cam_index=1,
|
||||||
|
screen_size=(800,600)):
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
# Kalibrierung laden
|
||||||
|
try:
|
||||||
|
calib_points = json.load(open("calibration.json"))
|
||||||
|
print("📄 Kalibrierung geladen:", calib_points)
|
||||||
|
except:
|
||||||
|
print("⚠️ Keine calibration.json – zuerst calibrate_touch.py ausführen!")
|
||||||
|
return
|
||||||
|
|
||||||
|
cam_touch = cv2.VideoCapture(touch_cam_index)
|
||||||
|
cam_gesture = cv2.VideoCapture(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("⚠️ Kamera nicht verfügbar"); break
|
||||||
|
|
||||||
|
frame_touch = cv2.flip(frame_touch, 1)
|
||||||
|
frame_gest = cv2.flip(frame_gest, 1)
|
||||||
|
|
||||||
|
# ---------- Touch erkennen ----------
|
||||||
|
rgb_t = cv2.cvtColor(frame_touch, cv2.COLOR_BGR2RGB)
|
||||||
|
res_t = hands_touch.process(rgb_t)
|
||||||
|
h, w, _ = 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 * w)
|
||||||
|
fy = int(lm.landmark[8].y * h)
|
||||||
|
sx, sy = map_to_screen(fx, fy, calib_points, screen_size)
|
||||||
|
if lm.landmark[8].y > 0.8:
|
||||||
|
queue.put(("touch",(sx,sy)))
|
||||||
|
cv2.putText(frame_touch,f"Touch ({sx},{sy})",(40,60),
|
||||||
|
cv2.FONT_HERSHEY_SIMPLEX,0.8,(0,255,0),2)
|
||||||
|
|
||||||
|
# ---------- Klatschen / Bewegung ----------
|
||||||
|
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:
|
||||||
|
queue.put(("clap",None))
|
||||||
|
prev_clap_time=time.time()
|
||||||
|
cv2.putText(frame_gest,"👏",(int(gw/2)-20,80),
|
||||||
|
cv2.FONT_HERSHEY_SIMPLEX,2,(0,255,255),3)
|
||||||
|
|
||||||
|
# Anzeigen
|
||||||
|
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()
|
||||||
Loading…
x
Reference in New Issue
Block a user