Can I copy the original faces (pixels) inside the face.getboundingbox() in a Bitmap? - firebase-mlkit

I am looking at the FaceDetection example from ML Kit and I want to copy the face (perhaps using the GraphicOverlay?) of the recognized person. Is there any way to do it? I am not only interested in the face landmarks, but in the actual face itself.
I tried this (I used this method in the GraphicOverlay class and then called it in the FaceDetectionProcessor class first thing on the onSuccess method, but I get back an empty "white" jpeg when I try to save it internally):
public Bitmap getBitmapFromView(GraphicOverlay view) {
//Define a bitmap with the same size as the view
Bitmap returnedBitmap = Bitmap.createBitmap(view.getWidth(), view.getHeight(), Bitmap.Config.ARGB_8888);
//Bind a canvas to it
Canvas canvas = new Canvas(returnedBitmap);
//Get the view's background
Drawable bgDrawable =view.getBackground();
if (bgDrawable!=null) {
//has background drawable, then draw it on the canvas
bgDrawable.draw(canvas);
} else{
//does not have background drawable, then draw white background on the canvas
canvas.drawColor(Color.WHITE);
}
// draw the view on the canvas
view.draw(canvas);
//return the bitmap
return returnedBitmap;
}
recognized actual face

Related

AS3 - How to use pixel/point detection with mouse event instead of object detection

This seems like it should be so easy that I'm embarrassed to ask, but I just can't get it.
I have a large round MovieClip (being used as a button). This MovieClip contains a PNG with a transparent background inserted into the MovieClip.
Due to its size there are large empty registration areas on the 4 corners (the bounding box).
How can I have the mouse register as being over only the circle pixels and not the blank space (of Alpha channel pixels) in the square boundary box?
Simple sample code:
public function simpleSample () : void
{
mc1.buttonMode = true;
mc1.addEventListener(MouseEvent.CLICK, doStuff);
}
public function doStuff (event:MouseEvent) : void
{
mc2.gotoAndStop(2);
}
Here are 3 different ways to accomplish this.
EDIT Since you've later explained that your button is an image, this first option won't work for you
If the shape flag on hitTestPoint works with your button (eg it's a shape), you can use hitTestPoint inside your mouse click handler to figure out if the click is actually over the object:
public function doStuff(event:MouseEvent){
//only continue if hit test point is true,
//the x and y values are global (not relative to the mc your testing as one might suppose)
//the third parameter should be true, so it takes into account the shape of object and not just it's bounds
if(mc1.hitTestPoint(stage.mouseX, stage.mouseY, true)){
mc2.gotoAndStop(2);
}
}
If the above doesn't work because you have bimtap data in your button, then an easy way to accomplish this is to just add a shape mask to the button.
So, either inside your button using FlasPro, mask everything with a circle shape, or, do it via code by doing the following when you first show the button:
var s:Shape = new Shape();
s.graphics.beginFill(0);
s.graphics.drawCircle(mc1.x + (mc1.width * .5), mc1.y + (mc1.height * .5), mc1.width / 2);
addChild(s);
mc1.mask = s;
If using an image as the button, or you want to set a threshold of how transparent to consider a click, then you can check the transparency of the pixel under the mouse:
function doStuff(event:MouseEvent){
//only continue if pixel under the mosue is NOT transparent
//first, you need a bitmap to work with
//if you know for sure the position of your bitmap, you can do something like this:
var bm:Bitmap = mc1.getChildAt(0) as Bitmap;
//annoyingly though, FlashPro makes timeline bitmaps shapes,
//so the above won't work UNLESS you take your bitmap in the FlashPro Library
//and export it for actionscript, giving it a class name, then it will be an actual bitmap on the timeline.
//As an alternative, you could (very CPU expensively) draw the whole button as a bitmap
var bmd:BitmapData = new BitmapData(mc1.width,mc1.height,true,0x00000000);
bmd.draw(mc1);
var bm:Bitmap = new Bitmap(bmd);
//we get the 32bit pixel under the mouse point
var pixel:uint = bm.bitmapData.getPixel32(bm.x + event.localX,bm.y + event.localY);
//then we grab just the Alpha part of that pixel ( >> 24 & 0xFF ).
//if the value is 0, it's totally transparent, if it's 255, it's totally opaque.
//for this example, let's say anything greater than 0 is considered good to be a click
if((pixel >> 24 & 0xFF) > 0){
mc2.gotoAndStop(2);
}
}

How to Create an Image from Rectangle

I need the ability to be able to create an image of size 400x400 on the fly in a Windows Phone app, which will have a color of ARGB values that a user selects from a color picker. For instance, the user will click on a HyperlinkButton to take them to a ColorPickerPage and then will select a color, and I will retrieve that value and create the image from it, and display this image back on the MainPage. How might something like this be accomplished one I have retrieved the ARGB value from the user? I have not had luck finding any resources on this particular issue.
EDIT**
I came across http://www.geekchamp.com/forums/windows-phone-development/how-to-correctly-save-uicontrol-with-opacity-to-writeablebitmap which creates a rectangle on the screen and then saves to WriteableBitmap, but how might I skip that step and just save the Rectangle to WriteableBitmap? Note, I only have a single rectangle that I Fill with a custom Color.
You can save any UI element as an image using the code below. Here rect is the name of the rectangle in your XAML. If the rectangle isn't present in the UI then simply create one using C#. I have added the code to create a rectangle using C# and commented it.
public void saveimage(int height, int width, String filename)
{
//Rectangle rect = new Rectangle();
//rect.Height = 40;
//rect.Width = 40;
//rect.Fill = new SolidColorBrush(System.Windows.Media.Colors.Cyan);
var bmp = new WriteableBitmap(width, height);
bmp.Render(rect, null);
bmp.Invalidate();
var isf = IsolatedStorageFile.GetUserStoreForApplication();
if (!isf.FileExists(filename))
{
using (var stream = isf.OpenFile(filename, System.IO.FileMode.OpenOrCreate, System.IO.FileAccess.ReadWrite))
{
bmp.SaveJpeg(stream, width, height, 0, 100);
stream.Close();
}
}
}
Did you try using the Drawing Class.
here's the reference from msdn.
These are some samples: System.Drawing and System.Drawing.Imaging alternatives for Windows Phone
http://code.msdn.microsoft.com/windowsapps/Multi-Touch-Drawing-744a0b48
Hope it helps!

Save un-scaled canvas with image background after changes were applied

I've got a big issue and it's almost a week trying to make it work so any help I would really appreciate - I am trying to create a simple image editor in html5, so I upload an image, load it into canvas and then paint on it -
I also want to be able to zoom in and zoom out- just that I can't figure out how should I save the canvas state - for the paint mouseevents I am using an array which saves canvas.toDataUrl, but this one will save only what it is visible in canvas, only a part of the scaled image, and not the entire one -
if anyone knows how can I un-scale the canvas together with the painting over it and save it in the stack from where I can retrieve it for other painting events, I'll appreciate a lot! Thanks
Saving state
The canvas' save() and restore() is not related to the pixels in the canvas at all. Save() only saves current pen color, fill color, transform, scale, rotation and so forth - parameter values only, not actual pixel data.
And so, the restore() will only restore these parameter values to the previous ones.
The canvas element is passive, meaning it only holds the pixels that you see on the screen. It does not keep a backup of anything so if you change its size, re-size browser window or open dialogs in the browser causing it to clear, you will need to update the canvas yourself.
This also applies when you change a parameter value such as scale. Nothing on the canvas will change setting a new value. The only thing that happens is that your next draw of what-ever will use these parameter values for the drawing (in other words: if you apply rotation nothing rotates, but the next thing you draw will be rotated).
Drawing on existing image
As you need to maintain the content it also means you need to store the image you draw on as well as what you draw.
When you draw for example lines you need to record every stroke to arrays. When the canvas needs an update (ie. zoom) you redraw the original image first at the new scale, then iterate through the arrays with lines and re-render them too.
Same for points, rectangles, circles and what have you..
Think of canvas as just a snapshot of what you have stored elsewhere (image object, arrays, objects) . Canvas is just a view-port for that data.
I would recommend to store as this:
var backgroundImage; //reference to your uploaded image
var renderStack = []; //stores all drawing objects (see below)
//example generic object to hold strokes, shapes etc.
function renderObject() {
this.type = 'stroke'; //or rectangle, or circle, or dot, ...
this.x1;
this.y1;
this.x2;
this.y2;
this.radius;
this.penWidth;
this.penColor;
this.fillColor;
this.points = [];
//... extend as you need or use separate object for each type
}
When you then draw a stroke (pseudo):
var currentRenderObject;
function mouseDown(e) {
//get a new render object for new shape/line etc.
currentRenderObject = new renderObject();
//get type from your selected tool
currentRenderObject.type = 'stroke'; //for example
//do the normal draw operations, mouse position etc.
x =..., y = ...
}
function mouseMove(e) {
//get mouse positions, draw as normal
x = ..., y = ...
//store the points to the array, here:
//we have a line or stroke, so we push the
//values to ourpoint-array in the renderObject
currentRenderObject.points.push(x);
currentRenderObject.points.push(y);
}
function mouseUp(e) {
//when paint is done, push the current renderObject
//to our render stack
renderStack.push(currentRenderObject);
}
Now you can make a redraw function:
function redraw() {
clearCanvas();
drawBackgroundImage();
for(var i = 0, ro; ro = renderStack[i]; i++) {
switch(ro.type) {
case 'stroke':
//... parse through point list
break;
case 'rectangle':
//... draw rectangle
break;
...
}
}
}
function zoom(factor) {
//set new zoom, position (scale/translate if you don't
//want to do it manually). Remember that mouse coords need
//to be recalculated as well to match the zoom factor.
redraw();
}
//when canvas is scaled for some reason, or the window
canvas.onresize = windows.onresize = redraw;
A bonus doing this here is you can use your render stack as a undo/redo stack as well...
Hope this helped to better understand how canvas works.

access the current color of movieclip in colPicker as3

i am using a Red movie Clip and i have a col Picker. when this red movie Clip load on the stage, i want to change the color(red) of col Picker. I am using following Code:
colorBox.selectedColor = red_clip.transform.colorTransform;
How the Access the color.Please Guide me.
Are you loading a MovieClip that is like square and monochrome?
I can't imagine the use case for this.
Anyway, to get the color of a given pixel of a movieclip that is on stage, you will need to render it in a bitmap first.
// Imagining you want the color that is at (x_offset, y_offset) in your loaded movieclip.
// create a bitmapdata and draw the loaded clip in it
var bdata : BitmapData = new BitmapData(red_clip.width, red_clip.height, true, 0);
bdata.draw(red_clip);
// read pixel from the bitmapdata to get a color
var color : uint = bdata.getPixel(x_offset, y_offset);
var color_with_alpha : uint = bdata.getPixel32(x_offset, y_offset); // you can also get alpha if you want
// Change color in picker
colorBox.selectedColor = color;

action script 3 - is it possible to trigger click event only when mouse is clicked on the image part?

I have a problem and I have potential solution. But I wanted to confirm if there is an easy and simple way to solve my problem.
App type:
Isometric Game
Problem statement:
I am loading images in my flash app and have mouse events attached to them.
The images I load are prop images like vehicles, trees, buildings etc., and all of them are transparent.
Example: Red ball asset (please ignore the yellow background which I applied to describe the problem)
If I click on the actual image area (colored in red), then every thing works perfect
I don't want to trigger mouseevent when I click on empty image part (or transparent area, which I have shown in yellow color)
There is one way I know by creating masks in flash. I don't want to do it unless that is the final option left because I load image assets instead of flash assets and I don't want to create a new mask asset for all the assets
There is another method I was going to adopt by using getPixel method of Bitmap. Which is discussed here.
But there is another problem with this method.
I might be able to ignore the click event when I click on the empty part of the asset but if there is some other asset is behind the image in the same location, then I need to process the click event for the occluded image.
Well, thinking of solution to this problem takes me to the getObjectsUnderPoint where I can scan the occluded assets
Well, what you proposed as a solution is 100% valid. Just move the logic of determining what game object is clicked outside of that object.
Listen for MOUSE_DOWN/MOUSE_UP events at container which contains your game objects.
Catch an event
Check if the game object which is the target of this event is transparent at this point using BitmapData.getPixel32
If it is use getObjectsUnderPoint to find out all other game objects at this point
Find in a loop the first object which is not transparent at this point
Now you got the actual object which is hit.
One interesting solution is to use Sprite objects with the individual non-transparent pixels burnt onto them.
Suppose this is your Loader "complete" handler:
private function loaderCompleteHandler(event:Event):void
{
// Loader is not our child, we use a Sprite instead (below).
var loader:Loader = Loader(event.target);
var sprite:Sprite = new Sprite();
addChild(sprite);
var w:Number = loader.content.width;
var h:Number = loader.content.height;
// Use transparent bitmap.
var bitmapData:BitmapData = new BitmapData(w, h, true, 0);
bitmapData.draw(loader.content);
// Now burn the image onto the Sprite object, ignoring
// the transparent pixels.
for (var xPos:int = 0; xPos < w; xPos++) {
for (var yPos:int = 0; yPos < h; yPos++) {
var pixel32:uint = bitmapData.getPixel32(xPos, yPos);
var alpha:int = pixel32 >>> 24;
if (alpha != 0) {
sprite.graphics.beginFill(pixel32 & 0xFFFFFF, alpha / 0xFF);
sprite.graphics.drawRect(xPos, yPos, 1, 1);
sprite.graphics.endFill();
}
}
}
}
Essentially you want "empty" pixels that aren't clickable, and fully transparent pixels aren't quite the same thing. With this solution you get empty pixels.
Only problem is that this might be slow. Give it a shot.