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2025-03-17 14:23:11 -06:00
from pygame.locals import KEYDOWN, K_ESCAPE, K_q
import pygame
import cv2
import sys
size = [400, 300]
camera = cv2.VideoCapture(0)
pygame.init()
pygame.display.set_caption("OpenCV camera stream on Pygame")
screen = pygame.display.set_mode(size)
font = pygame.font.SysFont('Arial', 12)
MAJOR_TICK_LENGTH = 15
MINOR_TICK_LENGTH = 8
LABEL_OFFSET = 20
WHITE = (255, 255, 255)
GRAY = (128, 128, 128)
YAW_HEIGHT = 1
PITCH_WIDTH = 10
class PitchYawHUD:
def __init__(self, screen_width=800, screen_height=600):
# pygame.init()
# screen = pygame.display.set_mode((screen_width, screen_height))
# pygame.display.set_caption("Pitch & Yaw HUD")
# Colors
self.WHITE = (255, 255, 255)
self.GRAY = (128, 128, 128)
# HUD dimensions
self.YAW_HEIGHT = 1
self.PITCH_WIDTH = 10
# Tick marks
self.MAJOR_TICK_LENGTH = 15
self.MINOR_TICK_LENGTH = 8
self.LABEL_OFFSET = 20
# Font
self.font = pygame.font.SysFont('Arial', 12)
# Cardinal directions for yaw
self.cardinal_directions = {
0: "N", 45: "NE", 90: "E", 135: "SE",
180: "S", 225: "SW", 270: "W", 315: "NW"
}
def draw_yaw_indicator(self, screen, yaw_angle):
# Normalize yaw angle to 0-360
yaw_angle = yaw_angle % 360
# Calculate pixel per degree for yaw
pixels_per_degree = screen.get_width() / 360
# Draw tick marks
for angle in range(0, 360, 5): # Draw every 5 degrees
x_pos = (angle - yaw_angle) * pixels_per_degree
x_pos = x_pos % screen.get_width()
# Determine tick length
if angle % 45 == 0: # Cardinal and intercardinal directions
tick_length = self.MAJOR_TICK_LENGTH
# Draw direction label
if angle in self.cardinal_directions:
label = self.font.render(self.cardinal_directions[angle], True, self.WHITE)
screen.blit(label, (x_pos - label.get_width()/2, self.LABEL_OFFSET))
else:
tick_length = self.MINOR_TICK_LENGTH
# Draw tick
pygame.draw.line(screen, self.WHITE,
(x_pos, 0),
(x_pos, tick_length))
def draw_pitch_indicator(self, screen, pitch_angle):
# Normalize pitch angle to -180 to 180
pitch_angle = max(-180, min(180, pitch_angle))
# Draw background
# pygame.draw.rect(screen, self.GRAY,
# (screen.get_width() - self.PITCH_WIDTH, 0,
# self.PITCH_WIDTH, screen.get_height()))
# Calculate pixel per degree for pitch
pixels_per_degree = screen.get_height() / 360
# Draw tick marks
for angle in range(-180, 181, 10): # Draw every 10 degrees
y_pos = screen.get_height()/2 + (angle - pitch_angle) * pixels_per_degree
# Skip if outside screen
if y_pos < 0 or y_pos > screen.get_height():
continue
# Determine tick length
if angle % 30 == 0: # Major ticks
tick_length = self.MAJOR_TICK_LENGTH
# Draw angle label
label = self.font.render(str(angle), True, self.WHITE)
screen.blit(label,
(screen.get_width() - self.PITCH_WIDTH - label.get_width() - 5,
y_pos - label.get_height()/2))
else:
tick_length = self.MINOR_TICK_LENGTH
# Draw tick
pygame.draw.line(screen, self.WHITE,
(screen.get_width() - self.PITCH_WIDTH, y_pos),
(screen.get_width() - self.PITCH_WIDTH + tick_length, y_pos))
def update(self, screen, pitch, yaw):
# screen.fill((0, 0, 0)) # Clear screen
self.draw_yaw_indicator(screen, yaw)
self.draw_pitch_indicator(screen, pitch)
pygame.display.flip()
hud = PitchYawHUD()
pitch = 0
yaw = 0
try:
while True:
ret, frame = camera.read()
if not ret: continue
screen.fill([0, 0, 0])
frame = cv2.resize(frame, dsize=(size[0], size[1]), interpolation=cv2.INTER_CUBIC)
frame = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB)
frame = frame.swapaxes(0, 1)
pygame.surfarray.blit_array(screen, frame)
pygame.display.update()
hud.update(screen, pitch, yaw)
pitch += 1
yaw += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == KEYDOWN:
if event.key == K_ESCAPE or event.key == K_q:
sys.exit(0)
except (KeyboardInterrupt, SystemExit):
pygame.quit()
cv2.destroyAllWindows()