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Google Mediapipe Hand Tracking to World Space using OpenCV solvePnP, rendered in OpenGL using PyGame
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# MIT License | |
# | |
# Copyright (c) 2023 Foxdog Studios | |
# | |
# Permission is hereby granted, free of charge, to any person obtaining a copy | |
# of this software and associated documentation files (the "Software"), to deal | |
# in the Software without restriction, including without limitation the rights | |
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
# copies of the Software, and to permit persons to whom the Software is | |
# furnished to do so, subject to the following conditions: | |
# | |
# The above copyright notice and this permission notice shall be included in all | |
# copies or substantial portions of the Software. | |
# | |
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
# SOFTWARE. | |
# | |
# Projects hand points into 3D space. See https://github.com/google/mediapipe/issues/2199 for full discussion | |
# | |
# Grab the ball between your index finger and thumb. | |
# | |
# Requires a webcam. | |
# | |
# Requirements as suggested by @Legel: | |
# | |
# pip install opencv-python | |
# pip install pygame | |
# pip install mediapipe or for Mac's with M1 pip install mediapipe-silicon | |
# pip install PyOpenGL | |
# | |
import cv2 | |
import pygame | |
import math | |
import mediapipe as mp | |
import numpy as np | |
from PIL import Image | |
from pygame.locals import * | |
from OpenGL.GL import * | |
from OpenGL.GLU import * | |
from OpenGL.GLUT import * | |
mp_drawing = mp.solutions.drawing_utils # type:ignore | |
mp_drawing_styles = mp.solutions.drawing_styles #type:ignore | |
mp_hands = mp.solutions.hands # type:ignore | |
hand_edges = ( | |
(0, 1), | |
(1, 0), | |
(1, 2), | |
(2, 3), | |
(3, 4), | |
(0, 5), | |
(5, 6), | |
(6, 7), | |
(7, 8), | |
(5, 9), | |
(9, 10), | |
(10, 11), | |
(11, 12), | |
(9, 13), | |
(13, 14), | |
(14, 15), | |
(15, 16), | |
(13, 17), | |
(17, 18), | |
(18, 19), | |
(19, 20), | |
(0, 17), | |
) | |
def draw_hand(world_points): | |
glLineWidth(5) | |
glLoadIdentity() | |
glBegin(GL_LINES) | |
for edge in hand_edges: | |
for vertex in edge: | |
p = world_points[vertex] | |
glVertex3fv((-p[0], p[1], p[2])) | |
glEnd() | |
for p in world_points: | |
glPushAttrib(GL_LIGHTING_BIT); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, [0, 1, 0, 0.5]) | |
glLoadIdentity() | |
glTranslatef(-p[0], p[1], p[2]); | |
glutSolidSphere(0.01 / 2, 16, 16); | |
glPopAttrib() | |
class ImageLoader: | |
def __init__(self, x: float, y: float): | |
self.x = x | |
self.y = y | |
self.width = 0 | |
self.height = 0 | |
self.img_data = 0 | |
self.Texture = glGenTextures(1) | |
def load(self, image: cv2.Mat): | |
im = image | |
tx_image = cv2.flip(im, 0) | |
tx_image = Image.fromarray(tx_image) | |
self.width = tx_image.size[0] | |
self.height = tx_image.size[1] | |
self.img_data = tx_image.tobytes('raw', 'BGRX', 0, -1) | |
glBindTexture(GL_TEXTURE_2D, self.Texture) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, self.width, self.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, self.img_data) | |
def draw(self): | |
glMatrixMode(GL_MODELVIEW) | |
glLoadIdentity() | |
glTranslate(self.x, self.y, 0) | |
glEnable(GL_TEXTURE_2D) | |
glBegin(GL_QUADS) | |
glTexCoord2f(0, 0) | |
glVertex2f(0, 0) | |
glTexCoord2f(1, 0) | |
glVertex2f(self.width, 0) | |
glTexCoord2f(1, 1) | |
glVertex2f(self.width, self.height) | |
glTexCoord2f(0, 1) | |
glVertex2f(0, self.height) | |
glEnd() | |
glDisable(GL_TEXTURE_2D) | |
ball_pos_start = [0, 0, -0.4] | |
ball_pos = list(ball_pos_start) | |
ball_grabbed = False | |
with mp_hands.Hands( | |
model_complexity=0, | |
min_detection_confidence=0.5, | |
min_tracking_confidence=0.5) as hands: | |
cap = cv2.VideoCapture(0) | |
width, height = int(cap.get(3)), int(cap.get(4)) | |
pygame.init() | |
display = (width,height) | |
pygame.display.set_mode(display, DOUBLEBUF|OPENGL|RESIZABLE) | |
glutInit() | |
im_loader = ImageLoader(0, 0) | |
draw_mediapipe = False | |
while True: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
pygame.quit() | |
quit() | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_m: | |
draw_mediapipe = not draw_mediapipe | |
print(f'toggling draw media pipe now: {draw_mediapipe}') | |
if event.key == pygame.K_b: | |
ball_pos = list(ball_pos_start) | |
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) | |
glMatrixMode(GL_PROJECTION) | |
glLoadIdentity() | |
gluOrtho2D(0, width, height, 0) | |
glMatrixMode(GL_MODELVIEW) | |
glLoadIdentity() | |
glEnable(GL_DEPTH_TEST) | |
glEnable(GL_TEXTURE_2D) | |
glEnable(GL_LIGHTING) | |
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1, 1, 1, 1]) | |
glEnable(GL_LIGHT0) | |
success: bool | |
image: cv2.Mat | |
success, image = cap.read() | |
image = cv2.flip(image, 1) | |
image.flags.writeable = False | |
# To improve performance, optionally mark the image as not writeable to | |
# pass by reference. | |
image.flags.writeable = False | |
if not success: | |
print("Ignoring empty camera frame.") | |
# If loading a video, use 'break' instead of 'continue'. | |
continue | |
image = cv2.cvtColor(image, cv2.COLOR_BGR2RGB) | |
results = hands.process(image) # type:ignore | |
# Draw the hand annotations on the image. | |
image.flags.writeable = True | |
image = cv2.cvtColor(image, cv2.COLOR_RGB2BGR) | |
frame_height, frame_width, channels = image.shape | |
# Fiddle with this number to get the camera image | |
# hands to align with the mediapipe points. Unless | |
# you know your camera's focal length, then put in | |
# here. | |
focal_length = frame_width * 0.75 | |
center = (frame_width/2, frame_height/2) | |
camera_matrix = np.array( | |
[[focal_length, 0, center[0]], | |
[0, focal_length, center[1]], | |
[0, 0, 1]], dtype = "double" | |
) | |
distortion = np.zeros((4, 1)) | |
fov_x = np.rad2deg(2 * np.arctan2(focal_length, 2 * focal_length)) | |
world_points_total = [] | |
if results.multi_hand_landmarks: | |
for [i, hand_landmarks] in enumerate(results.multi_hand_landmarks): | |
world_landmarks = results.multi_hand_world_landmarks[i] | |
if draw_mediapipe: | |
mp_drawing.draw_landmarks( | |
image, | |
hand_landmarks, | |
mp_hands.HAND_CONNECTIONS, | |
mp_drawing_styles.get_default_hand_landmarks_style(), | |
mp_drawing_styles.get_default_hand_connections_style()) | |
model_points = np.float32([[-l.x, -l.y, -l.z] for l in world_landmarks.landmark]) | |
image_points = np.float32([[l.x * frame_width, l.y * frame_height] for l in hand_landmarks.landmark]) | |
success, rvecs, tvecs, = cv2.solvePnP( | |
model_points, | |
image_points, | |
camera_matrix, | |
distortion, | |
flags=cv2.SOLVEPNP_SQPNP | |
) | |
transformation = np.eye(4) # needs to 4x4 because you have to use homogeneous coordinates | |
transformation[0:3, 3] = tvecs.squeeze() | |
# the transformation consists only of the translation, because the rotation is accounted for in the model coordinates. Take a look at this (https://codepen.io/mediapipe/pen/RwGWYJw to see how the model coordinates behave - the hand rotates, but doesn't translate | |
# transform model coordinates into homogeneous coordinates | |
model_points_hom = np.concatenate((model_points, np.ones((21, 1))), axis=1) | |
# apply the transformation | |
world_points = model_points_hom.dot(np.linalg.inv(transformation).T) | |
world_points_total.append(world_points) | |
glDepthMask(GL_FALSE) | |
im_loader.load(image) | |
glColor3f(1, 1, 1) | |
im_loader.draw() | |
glDepthMask(GL_TRUE) | |
glMatrixMode(GL_PROJECTION) | |
glLoadIdentity() | |
gluPerspective(fov_x, (display[0]/display[1]), 0.1, 50.0) | |
glMatrixMode(GL_MODELVIEW) | |
glLoadIdentity() | |
glTranslatef(*ball_pos); | |
glPushAttrib(GL_LIGHTING_BIT); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, [1, 0, 0, 0.5]) | |
glutSolidSphere(0.07 / 2, 16, 16); | |
glPopAttrib() | |
if len(world_points_total) > 0: | |
glLoadIdentity() | |
grab_distnace_closest = math.inf | |
thumb_ball_distance_closest = math.inf | |
thumb_closest = None | |
for world_points in world_points_total: | |
draw_hand(world_points); | |
thumb = world_points[4] | |
index = world_points[8] | |
gd = math.hypot( | |
thumb[0] - index[0], | |
thumb[1] - index[1], | |
thumb[2] - index[2], | |
) | |
grab_distnace = gd | |
thumb_ball_distance = math.hypot( | |
ball_pos[0] - -thumb[0], | |
ball_pos[1] - thumb[1], | |
ball_pos[2] - thumb[2], | |
) | |
if thumb_ball_distance < thumb_ball_distance_closest: | |
thumb_closest = thumb | |
thumb_ball_distance_closest = thumb_ball_distance | |
grab_distnace_closest = grab_distnace | |
if thumb_closest is not None: | |
if (thumb_ball_distance_closest < 0.1 or ball_grabbed) and grab_distnace_closest < 0.08: | |
ball_grabbed = True | |
ball_pos[0] = -thumb_closest[0] | |
ball_pos[1] = thumb_closest[1] | |
ball_pos[2] = thumb_closest[2] | |
else: | |
ball_grabbed = False | |
pygame.display.flip() | |
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