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Achivx Partner
 
 
PSPuht




PSPuht
Version: 1.2.0

Platforms: PSP, Mobile Gaming


Categories: Games

Upload date: 3 Nov 11

Developer:

License: Freeware

Downloads: 10

File Size: 1715 Kb
Download Free PSPuht 



Rating: 0.0/5 (Total votes: 0)




  PSPuht

Homebrew coder Mcidclan has released a new version of PSPuht, development library for upcoming developers that lets you add head and hand-tracking features to your homebrew projects using the PSP Go!Cam.

How it works:
PSPuht is based on image processing. Basicaly, it identifies pixels values probably belonging to skin color. This, in order to define a monochrome cloud corresponding to the tracked entity. Then, it evaluates the cloud position.

How to use it:
3 pspgu exemples are provided in the same archive in the library. Warning. For better results while using software working with this library, please, be aware of the following recommendations :

1. Use in a place, well lit by white light
2. Stand back to a white clean wall
3. Wear monochrome clothing, white or gray
4. For head-tracking, wear Turtleneck
5. For hand-tracking, wear long sleeves

PSPuht for PSP ultimate head/hand tracker. Library documentation - v1.2.0

/**
* Create the ultimate head/hand tracker
*/

Uht();

//New stuff - v1.2.0

/**
* Apply grids of pixelization on the cloud.
* The grids allows the elimination of parasites.
*
* For all of grids, you need to give the cell size and
* a tolerance relating to the pixels outside the cloud.
*/

void setGrid(const u8 gSize, vec3i *grids);


/**
* Define the minimum pixels quantity in the cloud
* (corresponding to the tracked entity)
*
* minimun quantity on x, minimun quantity on y
*/

void setMinDim(u8 xMin, u8 yMin);

//New stuff - v1.2.0

/**
* You can define a maximun pixels quantity accepted
* between the differents parts of the cloud
*
* maximun quantity on x, maximun quantity on y
*/

void setMaxMrg(const u8 xMrg, const u8 yMrg);

//New stuff - v1.2.0

/**
* Set the Ycbcr threshold type.
*
* Aivalables types are :
* YCBCR_RESTRICTIVE_THRESH
* YCBCR_APPROPRIATE_THRESH
* YCBCR_PERMISSIVE_THRESH
*/

void setYcbcrThresh(u8 threshNum);


/**
* Init the camera and the corresponding video thread.
* Pass thread's priority as argument
*/

int initCam(u8 prop = 0e10);


/**
* In the case of direct rendering, (without applying the medium filter)
* the fist parameter must be a pointer on an allocation of 0e22240 bytes
* Else, it must be an allocattion of 0e34E40 bytes.
*
* The second parameter indicates if we use the direct rendering.
* The last parameter indicates if the FB_565 buffer shall be used or not.
*/

void initBuffer(void *bWork, bool dRender, bool fb565);


/**
* In all case, it correspond to the camera stream.
*/

u32 *FB_MPEG;


/**
* RGBA Buffer (32 bits)
*
* if we are not in direct rendering, the medium filter is applied
*/

u32 *FB_8888;


/**
* RGB_565 buffer (16 bits)
* Unable if fb565 is true.
*
* if we are not in direct rendering, the medium filter is applied
*/

u16 *FB_565;

//New stuff - v1.2.0

/**
* Buffer that contains the cloud of pixels on which we work.
* the cloud correspond to the traked entity.
*/

u8 *B_WORK;


/**
* Contains tracking informations
* pOut.x, pOut.y, pOut.z, pOut.w for
* X begin, X end, Y begin, Y end
*/

vec4i pOut;


/**
* Is true for the case when the camera streaming is working well.
*/

bool run;


/**
* Correspond to sceUsbCamGetLensDirection();
*/

bool direction;

//New stuff - v1.2.0

/**
* Set it to true before initCam()
* if you seek to force the ambient light detection.
*/

bool checkAmbientLight;


/**
* Set it to true before delete if you seek to
* delete the tracker without unload modules.
*/

bool relativeClean;


/**
* Id of the tracker thread.
*/

int thid;


/**
* Active the Frame Manager.
*/

void fm_activated();

/**
* Return True if the FM is waiting for a "A next frameA " signal.
*/

bool fm_isWaiting();


/**
* Send a "A next frameA " signal
*/

void fm_nextFrame();

/**
* Delete the tracker and unload modules if not relativeClean
* else delete the tracker only, wihtout unload modules.
*/

~Uht();

 
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