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PSPuht v1.2.0
Filename
psphut_v120.zip
Date Posted
Jul 23, 2010
Categories
PSP
,
Homebrew Applications
Tags
PSP
Downloads
590
Description:
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 = 0??10); /** * In the case of direct rendering, (without applying the medium filter) * the fist parameter must be a pointer on an allocation of 0??22240 bytes * Else, it must be an allocattion of 0??34E40 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 ��next frame�� signal. */ bool fm_isWaiting(); /** * Send a ��next frame�� 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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