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97 lines
3.0 KiB
C#
97 lines
3.0 KiB
C#
namespace splitter.algo;
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public class ObjectTracker(IObjectDetector _detector, IEmbeddingExtractor _embeddingExtractor) : IObjectTracker
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{
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private readonly IdentityCache _identityCache = new();
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public (List<DetectedPerson> objects, DetectedPerson? primary) SelectTrackedObject(SingleTask job, Mat frameMat, Point2f? lastMeasurement)
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{
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var objects = _detector.DetectAll(job, frameMat) ?? [];
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// filter by DetectAbove
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objects = objects
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.Where(o => o.Center.Y <= frameMat.Height * job.Job.DetectAbove)
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.ToList();
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// attach embeddings
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for (int i = 0; i < objects.Count; i++)
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{
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var p = objects[i];
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var rect = p.Box;
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rect.X = Math.Clamp(rect.X, 0, frameMat.Width - 1);
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rect.Y = Math.Clamp(rect.Y, 0, frameMat.Height - 1);
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rect.Width = Math.Clamp(rect.Width, 1, frameMat.Width - rect.X);
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rect.Height = Math.Clamp(rect.Height, 1, frameMat.Height - rect.Y);
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var embedding = _embeddingExtractor.Extract(frameMat, rect).ToArray(); // make a copy of the embedding array
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p.Id = _identityCache.ResolveId(embedding);
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objects[i] = p;
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}
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// DeepSeek tracker assigns stable IDs
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var primary = SelectPrimaryObject(objects, lastMeasurement, job.Job.DetectId);
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return (objects, primary);
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}
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private DetectedPerson? SelectPrimaryObject(
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List<DetectedPerson> foundObjects,
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Point2f? previousCenter,
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ulong? detectId)
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{
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if (foundObjects == null || foundObjects.Count == 0)
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return null;
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if (detectId != null)
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{
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var match = foundObjects.FirstOrDefault(o => o.Id == detectId.Value);
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if (match.Id != 0) // default struct has Id=0, so this means we found a match
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return match;
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}
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if (!previousCenter.HasValue)
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{
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var bestIndex = 0;
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var bestArea = float.MinValue;
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for (var i = 0; i < foundObjects.Count; i++)
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{
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var f = foundObjects[i];
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var area = f.Box.Width * f.Box.Height;
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if (area > bestArea)
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{
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bestArea = area;
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bestIndex = i;
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}
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}
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return foundObjects[bestIndex];
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}
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else
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{
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var prev = previousCenter.Value;
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var bestIndex = 0;
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var bestDist2 = float.MaxValue;
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for (var i = 0; i < foundObjects.Count; i++)
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{
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var f = foundObjects[i];
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var dx = f.Center.X - prev.X;
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var dy = f.Center.Y - prev.Y;
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var d2 = dx * dx + dy * dy;
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if (d2 < bestDist2)
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{
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bestDist2 = d2;
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bestIndex = i;
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}
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}
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return foundObjects[bestIndex];
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}
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}
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}
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