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Copy pathVirtualFightController.py
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172 lines (142 loc) · 7.4 KB
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import cv2
import time
import mediapipe as mp
import numpy as np
import vgamepad as vg
class VirtualFightController:
def __init__(self):
self.camera = cv2.VideoCapture(0)
self.mp_draw = mp.solutions.drawing_utils
self.mp_pose = mp.solutions.pose
self.pose = self.mp_pose.Pose()
self.gamepad = vg.VX360Gamepad()
self.cooldown_time = 0.5
self.last_punch_r = time.time()
self.last_punch_l = time.time()
self.last_walk_r = time.time()
self.last_walk_l = time.time()
def calculate_angle(self, a, b, c):
a = np.array(a)
b = np.array(b)
c = np.array(c)
ba = a - b
bc = c - b
cosine = np.dot(ba, bc) / (np.linalg.norm(ba) * np.linalg.norm(bc))
angle = np.arccos(cosine)
return np.degrees(angle)
def points_visible(self, landmarks, indexes):
for index in indexes:
if landmarks.landmark[index].visibility < 0.5:
return False
return True
def detect_punch(self, pose_landmarks):
if self.points_visible(pose_landmarks, [self.mp_pose.PoseLandmark.RIGHT_SHOULDER,
self.mp_pose.PoseLandmark.RIGHT_ELBOW,
self.mp_pose.PoseLandmark.RIGHT_WRIST]):
shoulder_r = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_SHOULDER].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_SHOULDER].y]
elbow_r = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_ELBOW].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_ELBOW].y]
wrist_r = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_WRIST].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_WRIST].y]
angle_right = self.calculate_angle(shoulder_r, elbow_r, wrist_r)
if 160 < angle_right <= 180 and (
time.time() - self.last_punch_r) > self.cooldown_time:
self.last_punch_r = time.time()
return "right"
if self.points_visible(pose_landmarks, [self.mp_pose.PoseLandmark.LEFT_SHOULDER,
self.mp_pose.PoseLandmark.LEFT_ELBOW,
self.mp_pose.PoseLandmark.LEFT_WRIST]):
shoulder_l = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_SHOULDER].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_SHOULDER].y]
elbow_l = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_ELBOW].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_ELBOW].y]
wrist_l = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_WRIST].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_WRIST].y]
angle_left = self.calculate_angle(shoulder_l, elbow_l, wrist_l)
if 150 < angle_left <= 180 and (
time.time() - self.last_punch_l) > self.cooldown_time:
self.last_punch_l = time.time()
return "left"
return None
def detect_walk(self, pose_landmarks):
if self.points_visible(pose_landmarks, [self.mp_pose.PoseLandmark.RIGHT_SHOULDER,
self.mp_pose.PoseLandmark.RIGHT_HIP,
self.mp_pose.PoseLandmark.RIGHT_KNEE]):
shoulder_r = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_SHOULDER].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_SHOULDER].y]
hip_r = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_HIP].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_HIP].y]
knee_r = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_KNEE].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.RIGHT_KNEE].y]
angle_right = self.calculate_angle(shoulder_r, hip_r, knee_r)
if 90 < angle_right <= 130 and (
time.time() - self.last_walk_r) > self.cooldown_time:
self.last_walk_r = time.time()
return "right"
if self.points_visible(pose_landmarks, [self.mp_pose.PoseLandmark.LEFT_SHOULDER,
self.mp_pose.PoseLandmark.LEFT_HIP,
self.mp_pose.PoseLandmark.LEFT_KNEE]):
shoulder_l = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_SHOULDER].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_SHOULDER].y]
hip_l = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_HIP].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_HIP].y]
knee_l = [pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_KNEE].x,
pose_landmarks.landmark[self.mp_pose.PoseLandmark.LEFT_KNEE].y]
angle_left = self.calculate_angle(shoulder_l, hip_l, knee_l)
if 90 < angle_left <= 130 and (
time.time() - self.last_walk_l) > self.cooldown_time:
self.last_walk_r = time.time()
return "left"
return None
def to_punch(self, arm):
if arm == "left":
self.gamepad.press_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_X)
self.gamepad.update()
time.sleep(0.1)
self.gamepad.release_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_X)
self.gamepad.update()
elif arm == "right":
self.gamepad.press_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_Y)
self.gamepad.update()
time.sleep(0.1)
self.gamepad.release_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_Y)
self.gamepad.update()
def to_walk(self, direction):
if direction == "right":
self.gamepad.left_joystick(-32767, 0)
self.gamepad.update()
time.sleep(0.3)
self.gamepad.left_joystick(0, 0)
self.gamepad.update()
if direction == "left":
self.gamepad.left_joystick(32767, 0)
self.gamepad.update()
time.sleep(0.3)
self.gamepad.left_joystick(0, 0)
self.gamepad.update()
def run(self):
while True:
ret, frame = self.camera.read()
if not ret:
print("Failed to grab frame")
break
frame = cv2.flip(frame, 1)
frame_rgb = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB)
results = self.pose.process(frame_rgb)
if results.pose_landmarks:
self.mp_draw.draw_landmarks(frame, results.pose_landmarks, self.mp_pose.POSE_CONNECTIONS)
detected_punch = self.detect_punch(results.pose_landmarks)
detected_walk = self.detect_walk(results.pose_landmarks)
if detected_punch:
self.to_punch(detected_punch)
if detected_walk:
self.to_walk(detected_walk)
cv2.imshow("Virtual Fight Controller", frame)
if cv2.waitKey(1) & 0xFF == ord('q'):
break
self.camera.release()
cv2.destroyAllWindows()
if __name__ == "__main__":
controller = VirtualFightController()
controller.run()