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- package HikNetSDK
- import (
- "fmt"
- "sync"
- "unsafe"
- )
- type HIKBallCamera struct {
- core unsafe.Pointer
- State bool
- BallCameraCfg BallCamera
- mux sync.RWMutex
- }
- func NewHIKBallCamera(BallCameraCfg BallCamera) *HIKBallCamera {
- return &HIKBallCamera{
- core: newHIKBallCamera(),
- BallCameraCfg: BallCameraCfg,
- State: false,
- mux: sync.RWMutex{},
- }
- }
- func (hikBC *HIKBallCamera) Login() bool {
- hikBC.mux.Lock()
- hikBC.State = initBallCamera(hikBC.core, hikBC.BallCameraCfg.Ip, hikBC.BallCameraCfg.Port, hikBC.BallCameraCfg.User, hikBC.BallCameraCfg.Password, hikBC.BallCameraCfg.Type)
- hikBC.mux.Unlock()
- return hikBC.State
- }
- func (hikBC *HIKBallCamera) opt(action func() bool) bool {
- hikBC.mux.RLock()
- if hikBC.State {
- hikBC.mux.RUnlock()
- hikBC.mux.Lock()
- hikBC.State = action()
- hikBC.mux.Unlock()
- } else {
- hikBC.mux.RUnlock()
- }
- return hikBC.State
- }
- func (hikBC *HIKBallCamera) PTZGet(P, T, Z *float32) bool {
- return hikBC.opt(func() bool {
- return ptzGet(hikBC.core, unsafe.Pointer(P), unsafe.Pointer(T), unsafe.Pointer(Z))
- })
- }
- func (hikBC *HIKBallCamera) PtzTo(Action int, P, T, Z float32) bool {
- return hikBC.opt(func() bool {
- return ptzTo(hikBC.core, Action, P, T, Z)
- })
- }
- func (hikBC *HIKBallCamera) StartBus(Direction, Speed int) bool {
- return hikBC.opt(func() bool {
- return startBus(hikBC.core, Direction, Speed)
- })
- }
- func (hikBC *HIKBallCamera) StopBus(Direction int) bool {
- return hikBC.opt(func() bool {
- return stopBus(hikBC.core, Direction)
- })
- }
- func (hikBC *HIKBallCamera) OneClickToSeeInFullView(point Point) bool {
- TransPoint := hikBC.WarpingPtByHomography(hikBC.BallCameraCfg.Matrix.Matrix, point)
- return hikBC.PtzTo(5,
- float32(hikBC.mapping(hikBC.BallCameraCfg.Matrix.PStart, hikBC.BallCameraCfg.Matrix.PMax, TransPoint.X, hikBC.BallCameraCfg.Matrix.PPositiveDirection, "inv")),
- float32(hikBC.mapping(hikBC.BallCameraCfg.Matrix.TStart, hikBC.BallCameraCfg.Matrix.TMax, TransPoint.Y, hikBC.BallCameraCfg.Matrix.TPositiveDirection, "inv")),
- 0.0,
- )
- }
- func (hikBC *HIKBallCamera) PTZ2FullView() (Point, error) {
- var ptz PTZ
- if !hikBC.PTZGet(&ptz.P, &ptz.T, &ptz.Z) {
- return Point{}, fmt.Errorf("PTZ Get Error")
- }
- return hikBC.WarpingPtByHomography(hikBC.BallCameraCfg.Matrix.InvMatrix, Point{
- X: hikBC.mapping(hikBC.BallCameraCfg.Matrix.PStart, hikBC.BallCameraCfg.Matrix.PMax, float64(ptz.P), hikBC.BallCameraCfg.Matrix.PPositiveDirection, ""),
- Y: hikBC.mapping(hikBC.BallCameraCfg.Matrix.TStart, hikBC.BallCameraCfg.Matrix.TMax, float64(ptz.T), hikBC.BallCameraCfg.Matrix.TPositiveDirection, "")}), nil
- }
- func (hikBC *HIKBallCamera) WarpingPtByHomography(matrix []float64, p Point) Point {
- var x, y, z float64
- x = matrix[0]*p.X + matrix[1]*p.Y + 1.*matrix[2]
- y = matrix[3]*p.X + matrix[4]*p.Y + 1.*matrix[5]
- z = matrix[6]*p.X + matrix[7]*p.Y + 1.*matrix[8]
- x /= z
- y /= z
- return Point{X: x, Y: y}
- }
- func (hikBC *HIKBallCamera) Invert3x3() bool {
- a := hikBC.BallCameraCfg.Matrix.Matrix[0]
- b := hikBC.BallCameraCfg.Matrix.Matrix[1]
- c := hikBC.BallCameraCfg.Matrix.Matrix[2]
- d := hikBC.BallCameraCfg.Matrix.Matrix[3]
- e := hikBC.BallCameraCfg.Matrix.Matrix[4]
- f := hikBC.BallCameraCfg.Matrix.Matrix[5]
- g := hikBC.BallCameraCfg.Matrix.Matrix[6]
- h := hikBC.BallCameraCfg.Matrix.Matrix[7]
- i := hikBC.BallCameraCfg.Matrix.Matrix[8]
- det := a*(e*i-f*h) - b*(d*i-f*g) + c*(d*h-e*g)
- if det == 0 {
- return false
- }
- invDet := 1.0 / det
- hikBC.BallCameraCfg.Matrix.InvMatrix = []float64{
- (e*i - f*h) * invDet,
- (c*h - b*i) * invDet,
- (b*f - c*e) * invDet,
- (f*g - d*i) * invDet,
- (a*i - c*g) * invDet,
- (c*d - a*f) * invDet,
- (d*h - e*g) * invDet,
- (b*g - a*h) * invDet,
- (a*e - b*d) * invDet,
- }
- return true
- }
- func (hikBC *HIKBallCamera) mapping(startV float64, max float64, value float64, direction string, method string) float64 {
- if direction == "+" {
- if method == "inv" {
- if value > (max - startV) {
- return value - (max - startV)
- } else {
- return startV + value // 映射
- }
- } else {
- if value > startV {
- return value - startV
- } else {
- return (max - startV) + value // 映射
- }
- }
- } else {
- if value > startV {
- return startV + max - value
- } else {
- return startV - value
- }
- }
- }
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