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preymodel.cpp
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preymodel.cpp
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#include "foodmodel.h"
#include "ellipse_detect.h"
#include "config.h"
#include "zfttracks.h"
#include <string>
#include <QDebug>
//#include <QApplication>
#include <gsl/gsl_rng.h>
#include <gsl/gsl_randist.h>
//#include "larvatrack.h" //If included here it causes circular search if fishModel Defs.
static int lastFoodID = 0;
preyModel::preyModel()
{
lastFoodID++;
inactiveFrames = 0;
activeFrames = 0;
blobMatchScore = 0;
muTurn = 0.0; //Mean Turn Angle De
sigmaTurn = 15.0;
muPropulsion = 1.0;
sigmaPropulsion = 0.01;
nLastUpdateFrame = gTrackerState.uiCurrentFrame;
this->ID = lastFoodID;
ROIID = 0;
isTargeted = false; //Saves Location To Data File When True
isNew = true;
}
preyModel::preyModel(zfdblob blob,zfdID ID):preyModel()
{
this->ID = ID;
zTrack.id = this->ID;
zTrack.colour = CV_RGB(20,170,20);
zTrack.centroid = blob.pt;
//Initialize Filter Estimate to x0,y0
ptEstimated = ptPredicted = blob.pt;
//Adjust Trakcing Const to FrameRate
g_FPS_scaling = 1600.0/gTrackerState.gfVidfps; //Adjust To Higher - if tracking cannot keep up with prey speed
dx = 0.01*g_FPS_scaling;
dy = 0.01*g_FPS_scaling;
// These values have been tested in R using pre-recorded Prey Data
dt = g_FPS_scaling*1.0; // Filter TimeStep (a dt 1.0 works when fps 410)
//constexpr static
g = g_FPS_scaling*1.0/100.0; //Measurement Scaling - 2orders Larger than h works best
h = g_FPS_scaling*1.0/1000.0;
headingTheta = M_PI;
velocity.x = 0.0;
velocity.y = 0.0;
df_propulsion = muPropulsion+gsl_ran_gaussian(gTrackerState.p_gsl_r,sigmaPropulsion ); // g2prop.random(); //(float)random(-50,50)/1000.0f;
df_friction = 0.75; /// Water Drag Force Coefficient / (prop to velocity)
omegaDeg = 0; //Angular Velocity In Degrees
mass = 1.0; //Assume unity mass initially
zTrack.boundingBox.x = blob.pt.x - 6;
zTrack.boundingBox.y = blob.pt.y - 6;
zTrack.boundingBox.width = 12;
zTrack.boundingBox.height = 12;
// zTrack.boundingBox = cv::Rect(blob.pt.x - 5,blob.pt.y - 5,5,5);
this->zfoodblob = blob;
// Add point to track - \todo make this into a funct
zTrack.centroid = blob.pt;
this->zTrack.pointStackRender.push_back(blob.pt);
this->zTrack.pointStack.push_back(blob.pt);
}
preyModel::~preyModel()
{
zTrack.pointStack.clear();
zTrack.pointStackRender.clear();
}
/// \brief Models prey as a particle with propulsion force F and heading Theta moving in 2D space
///
cv::Point2f preyModel::predictMove()
{
//Prediction Step
ptPredicted.x = ptEstimated.x +(dx*dt);
ptPredicted.y = ptEstimated.y +(dy*dt);
return (ptPredicted);
// //Draw Random Heading Change (Degrees)
// dTheta = gTurn.random();//(float)random(-2,-2)/100.0;
// //Update Angular Speed //With turn Drag
// gTurn.setMean(5.0); //Reset Mean
// //bounce off the border
// if (current_position.X >= (matrix.width()-1)|| current_position.X <= 0)
// {
// velocity.X = -(df_propulsion/mass)*cos(headingTheta);
// dTheta += 90;
// gTurn.move(40);//Change the mean turning angle randomly
// //gTurn.move(sgn(velocity.X)*0.001 ); //Change the mean turning angle randomly
// }
// if (current_position.Y >= (matrix.height()-1) || current_position.Y <= 0 )
// {
// velocity.Y = (df_propulsion/mass)*sin(headingTheta);
// gTurn.move(40);//Change the mean turning angle randomly
// }
// omegaDeg +=dTheta-df_friction*omegaDeg*0.5; //Update Angular Speed //Assume A Turn Drag too
// omegaDeg = max(-25,min(omegaDeg,25)); //Maximum Angular Velocity
// //Update Heading in Rads
// headingTheta += omegaDeg*(M_PI/180.0);//% (float)TWO_PI;
// headingTheta = (float)((int)(headingTheta*100.0) % (int)(TWO_PI*100.0))/100.0;
// // Draw random in propulsion (Random 2D walk)
// //Calc velocity update with Drag Forces
// velocity.X += max(-MAX_VELOCITY,min( (df_propulsion/mass)*cos(headingTheta)-df_friction*pow(velocity.X,1),MAX_VELOCITY) ) ;
// velocity.Y += max(-MAX_VELOCITY,min( (df_propulsion/mass)*sin(headingTheta) -df_friction*pow(velocity.Y,1),MAX_VELOCITY) ) ;
// current_position.X += velocity.X ;
// current_position.Y += velocity.Y;
// //Bound Position
// current_position.X = max(0.0,min(current_position.X,matrix.width()-1));
// current_position.Y = max(0.0,min(current_position.Y,matrix.height()-1));
}
/// \brief Implements a simple position filtering technique using a G-H Filter, such as tracking between subsequent frames is improved,
/// removing any sudden jumps and noise from the estimated prey position and helping to correctly connect trackPrey with blob between missing frames
///
cv::Point2f preyModel::alpha_beta_TrackingFilter_step(cv::Point2f blobPt)
{
cv::Point2f res;
double dResidual = 0.0;
assert( !( isnan(blobPt.x) || isnan(blobPt.y) ) );
//Prediction Step
ptPredicted.x = ptEstimated.x +(dx*dt);
ptPredicted.y = ptEstimated.y +(dy*dt);
assert( !( isnan(ptPredicted.x) || isnan(ptPredicted.y) ) );
//#Update step / X
dResidual = blobPt.x - ptPredicted.x;
dx = dx +h*(dResidual/dt);
assert( ! isnan(dx));
ptEstimated.x = ptPredicted.x + g*dResidual;
//#Update step / Y
dResidual = blobPt.y - ptPredicted.y;
dy = dy +h*(dResidual/dt);
assert( ! isnan(dy));
ptEstimated.y = ptPredicted.y + g*dResidual;
// Make New prey item position Estimate
res = ptEstimated;
assert( !( isnan(ptEstimated.x) || isnan(ptEstimated.y) ) );
//##print(res)
return(res);
}
void preyModel::updateState(zfdblob fblob,int Angle, cv::Point2f bcentre,unsigned int nFrame,int matchScore,float szradius)
{
float fDistToNewPosition = cv::norm(bcentre-this->zTrack.centroid );
if (fDistToNewPosition > gTrackerState.gMaxClusterRadiusFoodToBlob)
{
qDebug() << "Prey " << this->ID << " match too far d: " << fDistToNewPosition << " Mscore :" << matchScore;
return;
}
//Make sense of State
if (matchScore > 0)
{
activeFrames++;
}
else
{
inactiveFrames ++; //Increment Time This Model Has Not Been Active
activeFrames = 0; //Reset Count Of Consecutive Active Frames
}
//Establish stable initial phase before removing new flag
if (activeFrames > gTrackerState.gcMinFoodModelActiveFrames && isNew)
{
isNew = false; //Having succeded to achieve n consec. active frames this food item is established
inactiveFrames = 0; //Reset Counter Of inactive Frames
if (gTrackerState.bTrackAllPrey)
isTargeted = true; //StartTracking
}
///Trick 2: Only mark as active if blob size is > 1 , otherwise we may be just tracking pixel flow
/// Filter out activity based on optic flow only/where a blob cannot be seen/ but tracking a video pixel nontheless
//if (fblob.size > 1)
// inactiveFrames = 0; //Reset Counter Of inactive Frames
this->zTrack.inactive = inactiveFrames;
//Although it may have been found here, it is still marked inactive until the next round
isActive = (inactiveFrames < gTrackerState.gcMaxFoodModelInactiveFrames) && !isNew;
//Time Since Last recorded Move
dt = (std::max((uint)nFrame - this->nLastUpdateFrame,(uint)1))/gTrackerState.gfVidfps;
cv::Point2f ptFiltered = alpha_beta_TrackingFilter_step(bcentre);
blobMatchScore = matchScore;
nLastUpdateFrame = nFrame; //Set Last Update To Current Frame
this->zfoodblob = fblob;
this->zTrack.centroid = ptFiltered;//fblob->pt; //Or Maybe bcentre
this->zTrack.pointStack.push_back(ptFiltered);
this->zTrack.effectiveDisplacement = fDistToNewPosition;
this->blobRadius = szradius;
zTrack.boundingBox.x = this->zTrack.centroid.x - 6;
zTrack.boundingBox.y = this->zTrack.centroid.y - 6;
zTrack.boundingBox.width = 12;
zTrack.boundingBox.height = 12;
///Trick - Update is called when fooditem has been matched, yet we use the
/// the update to check if it has been inactive for too long- if found on next frame it will become active again
///Optimization only Render Point If Displaced Enough from Last One
double fDistFromLastRenderPos = cv::norm(this->zTrack.centroid - (cv::Point2f)this->zTrack.pointStackRender.back() );
if ( fDistFromLastRenderPos > gTrackerState.gDisplacementThreshold)
{
this->zTrack.pointStackRender.push_back(ptFiltered);
//this->zTrack.active++;
//this->zTrack.inactive = 0;
}else {
//this->zTrack.inactive++;
}
static cv::Scalar colHighlight = cv::Scalar(0,250,20,50); //Colour
static cv::Scalar colPlain = cv::Scalar(255,255,0,30);
if (isTargeted )
zTrack.colour = CV_RGB(240,210,10); //YelloW For Tracking
else
zTrack.colour = colPlain; //CV_RGB(0,200,10);
//cv::Scalar(0,120,200)
}
std::ostream& operator<<(std::ostream& out, const foodModels& v)
{
//for (auto it = h.pointStack.begin(); it != h.pointStack.end(); ++it)
//Check Through Models And Find The Closest Food To This FoodBlob
//foodModels::iterator ft = v.begin();
//while (ft != v.end())
for (int i =0;i<v.size();i++)
{
preyModel* pfood = v.at(i);
if (pfood->isTargeted) //Only Log The Marked Food
{
out << pfood->ID << "\t" << pfood->zTrack << "\n";
pfood->zTrack.pointStack.clear();
pfood->zTrack.pointStack.shrink_to_fit();
}
//++ft;
}
return out;
}
///
/// \brief operator << //Overloaded Stream Operator
/// Output Marked tracked foodModels State to Log File
/// \param out
/// \param h
/// \return
///
QTextStream& operator<<(QTextStream& out, const foodModels& v)
{
//for (auto it = h.pointStack.begin(); it != h.pointStack.end(); ++it)
out.setRealNumberNotation(QTextStream::RealNumberNotation::FixedNotation );
out.setRealNumberPrecision(2);
//Set Global 1st Spine Direction (Helps to detect Errors)
//Output Spine Point Angular Deviations from the previous spine/tail Segment in Degrees
//foodModels::iterator ft = vfoodmodels.begin();
//while (ft != vfoodmodels.end())
for (int i =0;i<v.size();i++)
{
preyModel* pfood = (preyModel*)v.at(i);
if (pfood->isTargeted) //Only Log The Marked Food
{
out << pfood->ID << "\t" << pfood->zTrack << "\n";
pfood->zTrack.pointStack.clear();
pfood->zTrack.pointStack.shrink_to_fit();
}
//++ft;
}
return out;
}
///
/// \brief getActiveFoodCount Aux. function returning the usuable food count - instead of just the number of instances given by .size()
/// \param vfoodmodels
/// \return
///
int preyModel::getActiveFoodCount(foodModels& vfoodmodels)
{
int retNfood = 0;
foodModels::iterator ft = vfoodmodels.begin();
while (ft != vfoodmodels.end())
{
preyModel* pfood = ft->second;
assert(pfood);
// Render Food that has been on for A Min of Active frames / Skip unstable Detected Food Blob - Except If Food is being Tracked
if (pfood->activeFrames < gTrackerState.gcMinFoodModelActiveFrames && (!pfood->isTargeted))
{
++ft; //Item Is not Counted
continue;
}
++ft;
retNfood++; //only count the rendered Food Items ie. Active Ones
}
return retNfood;
}
/// Logic for when food item should be deleted
bool preyModel::isUnused()
{
bool bLost = (!this->isActive
&& !this->isNew
|| this->inactiveFrames > gTrackerState.gcMaxFoodModelInactiveFrames
|| (this->activeFrames < gTrackerState.gcMinFoodModelActiveFrames && this->inactiveFrames > gTrackerState.gcMaxFoodModelInactiveFrames/2));
//&& (this->isTargeted == false); //Cannot Be erased if it is being Tracked
return bLost;
}