work on color tracker
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4 changed files with 176 additions and 6 deletions
148
src/Poe2Trade.Navigation/WallColorTracker.cs
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148
src/Poe2Trade.Navigation/WallColorTracker.cs
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using OpenCvSharp;
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using Serilog;
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namespace Poe2Trade.Navigation;
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/// <summary>
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/// Tracks HSV distribution of confirmed wall pixels and computes an adaptive
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/// detection range that narrows per-map from the broad default.
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/// </summary>
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internal class WallColorTracker
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{
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private readonly Scalar _defaultLo;
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private readonly Scalar _defaultHi;
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// Cumulative histograms (committed samples only)
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private readonly long[] _hHist = new long[180];
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private readonly long[] _sHist = new long[256];
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private readonly long[] _vHist = new long[256];
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private long _totalSamples;
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// Pending samples from the latest frame (not yet committed)
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private readonly int[] _pendH = new int[180];
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private readonly int[] _pendS = new int[256];
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private readonly int[] _pendV = new int[256];
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private int _pendCount;
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private const int MinSamples = 3000;
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private const double LoPercentile = 0.05;
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private const double HiPercentile = 0.95;
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private const int HPad = 5;
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private const int SPad = 15;
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private const int VPad = 10;
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public Scalar? AdaptedLo { get; private set; }
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public Scalar? AdaptedHi { get; private set; }
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public WallColorTracker(Scalar defaultLo, Scalar defaultHi)
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{
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_defaultLo = defaultLo;
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_defaultHi = defaultHi;
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}
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/// <summary>
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/// Sample wall pixel HSV values from the current frame into pending buffers.
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/// Must be called with the pre-dilation wall mask (only pure color-selected pixels).
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/// Does NOT commit — call <see cref="Commit"/> only after WorldMap confirms the match.
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/// </summary>
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public void SampleFrame(Mat hsv, Mat preDilationMask)
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{
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Array.Clear(_pendH);
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Array.Clear(_pendS);
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Array.Clear(_pendV);
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_pendCount = 0;
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// Downsample: every 4th pixel in each direction (~10K samples for 400x400)
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for (var r = 0; r < hsv.Rows; r += 4)
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for (var c = 0; c < hsv.Cols; c += 4)
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{
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if (preDilationMask.At<byte>(r, c) == 0) continue;
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var px = hsv.At<Vec3b>(r, c);
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_pendH[px.Item0]++;
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_pendS[px.Item1]++;
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_pendV[px.Item2]++;
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_pendCount++;
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}
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}
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/// <summary>
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/// Commit pending samples into the cumulative histogram.
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/// Call only after WorldMap confirms a successful template match.
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/// </summary>
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public void Commit()
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{
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if (_pendCount == 0) return;
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for (var i = 0; i < 180; i++) _hHist[i] += _pendH[i];
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for (var i = 0; i < 256; i++) _sHist[i] += _pendS[i];
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for (var i = 0; i < 256; i++) _vHist[i] += _pendV[i];
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_totalSamples += _pendCount;
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if (_totalSamples >= MinSamples)
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Recompute();
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}
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private void Recompute()
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{
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var hLo = Percentile(_hHist, 180, LoPercentile);
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var hHi = Percentile(_hHist, 180, HiPercentile);
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var sLo = Percentile(_sHist, 256, LoPercentile);
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var sHi = Percentile(_sHist, 256, HiPercentile);
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var vLo = Percentile(_vHist, 256, LoPercentile);
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var vHi = Percentile(_vHist, 256, HiPercentile);
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// Clamp to default bounds — adaptation can only narrow, never broaden
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var newLo = new Scalar(
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Math.Max(_defaultLo.Val0, hLo - HPad),
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Math.Max(_defaultLo.Val1, sLo - SPad),
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Math.Max(_defaultLo.Val2, vLo - VPad));
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var newHi = new Scalar(
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Math.Min(_defaultHi.Val0, hHi + HPad),
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Math.Min(_defaultHi.Val1, sHi + SPad),
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Math.Min(_defaultHi.Val2, vHi + VPad));
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// Safety: if any channel inverted (lo > hi), fall back to default for that channel
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if (newLo.Val0 > newHi.Val0) { newLo.Val0 = _defaultLo.Val0; newHi.Val0 = _defaultHi.Val0; }
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if (newLo.Val1 > newHi.Val1) { newLo.Val1 = _defaultLo.Val1; newHi.Val1 = _defaultHi.Val1; }
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if (newLo.Val2 > newHi.Val2) { newLo.Val2 = _defaultLo.Val2; newHi.Val2 = _defaultHi.Val2; }
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// Only log when the range actually changes
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if (AdaptedLo == null || AdaptedHi == null ||
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AdaptedLo.Value.Val0 != newLo.Val0 || AdaptedLo.Value.Val1 != newLo.Val1 ||
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AdaptedHi.Value.Val0 != newHi.Val0 || AdaptedHi.Value.Val1 != newHi.Val1)
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{
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Log.Information(
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"Wall color adapted: H({HLo}-{HHi}) S({SLo}-{SHi}) V({VLo}-{VHi}) from {Samples} samples",
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newLo.Val0, newHi.Val0, newLo.Val1, newHi.Val1, newLo.Val2, newHi.Val2, _totalSamples);
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}
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AdaptedLo = newLo;
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AdaptedHi = newHi;
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}
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private int Percentile(long[] hist, int size, double p)
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{
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var target = (long)(_totalSamples * p);
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long cum = 0;
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for (var i = 0; i < size; i++)
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{
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cum += hist[i];
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if (cum >= target) return i;
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}
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return size - 1;
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}
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public void Reset()
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{
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Array.Clear(_hHist);
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Array.Clear(_sHist);
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Array.Clear(_vHist);
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_totalSamples = 0;
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Array.Clear(_pendH);
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Array.Clear(_pendS);
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Array.Clear(_pendV);
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_pendCount = 0;
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AdaptedLo = null;
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AdaptedHi = null;
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}
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}
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