/** * Determines which pieces are kings * * @param in Mat image of board */ public void determineKings(Mat in) { int playSquares = 32; Mat dst = new Mat(in.rows(), in.cols(), in.type()); in.copyTo(dst); Imgproc.cvtColor(dst, dst, Imgproc.COLOR_BGR2GRAY); // change to single color Mat canny = new Mat(); Imgproc.Canny(dst, canny, 100, 200); // make image a canny image that is only edges; 2,4 // lower threshold values find more edges List<MatOfPoint> contours = new ArrayList<MatOfPoint>(); Mat hierarchy = new Mat(); // holds nested contour information Imgproc.findContours( canny, contours, hierarchy, Imgproc.RETR_LIST, Imgproc.CHAIN_APPROX_SIMPLE); // Imgproc.RETR_LIST, TREE // draw contour image Mat mask = new Mat(); mask = Mat.zeros(dst.size(), dst.type()); Imgproc.drawContours( mask, contours, -1, new Scalar(255, 255, 255), 1, 8, hierarchy, 2, new Point()); Highgui.imwrite("contours.jpg", mask); ArrayList occupied = new ArrayList<Integer>(); for (int i = 0; i < playSquares; i++) { if (board[i] != 0) occupied.add(i); } for (int i = 0; i < contours.size(); i++) // assuming only contours are checker pieces { // determine if it should be a king // use Rect r = Imgproc.boundingRect then find height of it by r.height // Get bounding rect of contour Rect bound = Imgproc.boundingRect(contours.get(i)); if (bound.height > in.rows() / 8) { // board[(int) occupied.get(0)]++; // make it a king // occupied.remove(0); } } // or apply to each region of interest /* // keep track of starting row square int parity = 0; // 0 is even, 1 is odd, tied to row number int count = 0; // row square int rowNum = 0; // row number, starting at 0 int vsegment = in.rows() / 8; // only accounts 8 playable int hsegment = in.cols() / 12; // 8 playable, 2 capture, 2 extra int offset = hsegment * 2; // offset for playable board // For angle of camera int dx = 48; hsegment -= 8; // Go through all playable squares for (int i = 0; i < playSquares; i++) { // change offset depending on the row if (parity == 0) // playable squares start on immediate left offset = hsegment * 3 + dx; else // playable squares start on 2nd square from left offset = hsegment * 2 + dx; // find where roi should be Point p1 = new Point(offset + count * hsegment, rowNum * vsegment); // top left point of rectangle (x,y) Point p2 = new Point(offset + (count + 1) * hsegment, (rowNum + 1) * vsegment); // bottom right point of rectangle (x,y) // create rectangle that is board square Rect bound = new Rect(p1, p2); // frame only includes rectangle Mat roi = new Mat(in, bound); Imgproc.cvtColor(roi, roi, Imgproc.COLOR_BGR2GRAY); // change to single color Mat canny = new Mat(); Imgproc.Canny(roi, canny, 2, 4); // make image a canny image that is only edges; 2,4 // lower threshold values find more edges List<MatOfPoint> contours = new ArrayList<MatOfPoint>(); Mat hierarchy = new Mat(); // holds nested contour information Imgproc.findContours(canny, contours, hierarchy, Imgproc.RETR_EXTERNAL, Imgproc.CHAIN_APPROX_SIMPLE); // Imgproc.RETR_LIST, TREE // Get bounding rect of contour Rect rect = Imgproc.boundingRect(contours.get(0)); if (rect.height > in.rows() / 8) { board[i]++; // make it a king } count += 2; if (count == 8) { parity = ++parity % 2; // change odd or even count = 0; rowNum++; hsegment += 1; dx -= 6; } }*/ }
public void processWithContours(Mat in, Mat out) { int playSquares = 32; // number of playable game board squares // keep track of starting row square int parity = 0; // 0 is even, 1 is odd, tied to row number int count = 0; // row square int rowNum = 0; // row number, starting at 0 int vsegment = in.rows() / 8; // only accounts 8 playable int hsegment = in.cols() / 10; // 8 playable, 2 capture int hOffset = hsegment * 2; // offset for playable board int vOffset = vsegment + 40; // For angle of camera int dx = 80; int ddx = 0; hsegment -= 16; int dy = 20; vsegment -= 24; int ddy = 0; // Go through all playable squares for (int i = 0; i < playSquares; i++) { // change offset depending on the row if (parity == 0) // playable squares start on 2nd square from left { if (rowNum >= 5) dx -= 3; hOffset = hsegment * 2 + dx; } else // playable squares start on immediate left { if (rowNum >= 5) dx -= 3; hOffset = hsegment + dx; } if (rowNum == 0) ddy = 5; if (rowNum == 4) if (count == 6) ddx = 10; if (rowNum == 5) { if (count == 0) ddx = -6; else if (count == 2) ddx = 6; else if (count == 4) ddx = 12; else if (count == 6) ddx = 20; } if (rowNum == 6) { if (count == 0) ddx = 0; else if (count == 2) ddx = 16; else if (count == 4) ddx = 32; else if (count == 6) ddx = 40; } if (rowNum == 7) { if (count == 0) ddx = 6; else if (count == 2) ddx = 24; else if (count == 4) ddx = 40; else ddx = 52; } // find where roi should be // System.out.println("" + vOffset); Point p1 = new Point( hOffset + count * hsegment + ddx + 5, vOffset + rowNum * vsegment - dy - 5 - ddy); // top left point of rectangle (x,y) Point p2 = new Point( hOffset + (count + 1) * hsegment + ddx - 5, vOffset + (rowNum + 1) * vsegment - dy - 5 - ddy); // bottom right point of rectangle (x,y) // create rectangle that is board square Rect bound = new Rect(p1, p2); Mat roi; char color; if (i == 0) { // frame only includes rectangle roi = new Mat(in, bound); // get the color color = identifyColor(roi); // copy input image to output image in.copyTo(out); } else { // frame only includes rectangle roi = new Mat(out, bound); // get the color color = identifyColor(roi); } Imgproc.cvtColor(roi, roi, Imgproc.COLOR_BGR2GRAY); // change to single color Mat canny = new Mat(); Imgproc.Canny(roi, canny, 20, 40); // make image a canny image that is only edges; 2,4 // lower threshold values find more edges List<MatOfPoint> contours = new ArrayList<MatOfPoint>(); Mat hierarchy = new Mat(); // holds nested contour information Imgproc.findContours( canny, contours, hierarchy, Imgproc.RETR_LIST, Imgproc.CHAIN_APPROX_SIMPLE); // Imgproc.RETR_LIST, TREE System.out.println(++test + "\t" + contours.size()); if (contours.size() > 3) // or error value for color is below 1 { switch (color) { case COLOR_BLUE: // Imgproc.rectangle(out, p1, p2, new Scalar(255, 0, 0), 2); Core.rectangle(out, p1, p2, new Scalar(255, 0, 0), 2); board[i] = CheckersBoard.BLACK; // end user's piece break; case COLOR_ORANGE: // Imgproc.rectangle(out, p1, p2, new Scalar(0, 128, 255), 2); Core.rectangle(out, p1, p2, new Scalar(0, 128, 255), 2); board[i] = CheckersBoard.WHITE; // system's piece break; case COLOR_WHITE: // Imgproc.rectangle(out, p1, p2, new Scalar(255, 255, 255), 2); Core.rectangle(out, p1, p2, new Scalar(255, 255, 255), 2); board[i] = CheckersBoard.EMPTY; break; case COLOR_BLACK: // this is black // Imgproc.rectangle(out, p1, p2, new Scalar(0, 0, 0), 2); Core.rectangle( out, p1, p2, new Scalar(0, 0, 0), 2); // maybe add 8, 0 as line type and fractional bits board[i] = CheckersBoard.EMPTY; break; } } System.out.println("in color switch " + board[i]); count += 2; if (count == 8) { parity = ++parity % 2; // change odd or even count = 0; rowNum++; hsegment += 2; dx -= 10; dy += 10; vsegment += 3; ddy = 0; } } }
/** * Processes the board image * * @param in image captured of board * @param out processed image of board */ public void processFrame(Mat in, Mat out) { // multiple regions of interest int playSquares = 32; // number of playable game board squares // keep track of starting row square int parity = 0; // 0 is even, 1 is odd, tied to row number int count = 0; // row square int rowNum = 0; // row number, starting at 0 int vsegment = in.rows() / 8; // only accounts 8 playable int hsegment = in.cols() / 10; // 8 playable, 2 capture int hOffset = hsegment * 2; // offset for playable board int vOffset = vsegment + 40; // For angle of camera int dx = 80; int ddx = 0; hsegment -= 16; int dy = 20; vsegment -= 24; // Go through all playable squares for (int i = 0; i < playSquares; i++) { // change offset depending on the row if (parity == 0) // playable squares start on 2nd square from left { if (rowNum >= 5) dx -= 3; hOffset = hsegment * 2 + dx; } else // playable squares start on immediate left { if (rowNum >= 5) dx -= 3; hOffset = hsegment + dx; } if (rowNum == 4) if (count == 6) ddx = 10; if (rowNum == 5) { if (count == 0) ddx = -6; else if (count == 2) ddx = 6; else if (count == 4) ddx = 12; else if (count == 6) ddx = 20; } if (rowNum == 6) { if (count == 0) ddx = 0; else if (count == 2) ddx = 16; else if (count == 4) ddx = 32; else if (count == 6) ddx = 40; } if (rowNum == 7) { if (count == 0) ddx = 0; else if (count == 2) ddx = 24; else if (count == 4) ddx = 40; else ddx = 52; } // find where roi should be // System.out.println("" + vOffset); Point p1 = new Point( hOffset + count * hsegment + ddx, vOffset + rowNum * vsegment - dy); // top left point of rectangle (x,y) Point p2 = new Point( hOffset + (count + 1) * hsegment + ddx, vOffset + (rowNum + 1) * vsegment - dy); // bottom right point of rectangle (x,y) // create rectangle that is board square Rect bound = new Rect(p1, p2); char color; if (i == 0) { // frame only includes rectangle Mat roi = new Mat(in, bound); // get the color color = identifyColor(roi); // copy input image to output image in.copyTo(out); } else { // frame only includes rectangle Mat roi = new Mat(out, bound); // get the color color = identifyColor(roi); } // annotate the output image // scalar values as (blue, green, red) switch (color) { case COLOR_BLUE: // Imgproc.rectangle(out, p1, p2, new Scalar(255, 0, 0), 2); Core.rectangle(out, p1, p2, new Scalar(255, 0, 0), 2); board[i] = CheckersBoard.BLACK; // end user's piece break; case COLOR_ORANGE: // Imgproc.rectangle(out, p1, p2, new Scalar(0, 128, 255), 2); Core.rectangle(out, p1, p2, new Scalar(0, 128, 255), 2); board[i] = CheckersBoard.WHITE; // system's piece break; case COLOR_WHITE: // Imgproc.rectangle(out, p1, p2, new Scalar(255, 255, 255), 2); Core.rectangle(out, p1, p2, new Scalar(255, 255, 255), 2); board[i] = CheckersBoard.EMPTY; break; case COLOR_BLACK: // this is black // Imgproc.rectangle(out, p1, p2, new Scalar(0, 0, 0), 2); Core.rectangle( out, p1, p2, new Scalar(0, 0, 0), 2); // maybe add 8, 0 as line type and fractional bits board[i] = CheckersBoard.EMPTY; break; } count += 2; if (count == 8) { parity = ++parity % 2; // change odd or even count = 0; rowNum++; hsegment += 2; dx -= 10; dy += 10; vsegment += 3; } } }