iso-bot/pkg/engine/vision/vision.go
Hoid 35a1944179 Calibrate orb detection from botty reference: vertical slice method, correct HSV ranges
- Add ReadOrbSlicePercentage: thin vertical strip method for accurate fill reading
- Support HSV hue wrapping in colorInRange (for red hues crossing 360°)
- Health HSV: H 350-370 (wrapping), S 60+, V 20+ (calibrated from screenshot)
- Mana HSV: H 226-240, S 100+, V 20+ (calibrated from screenshot)
- Add health_slice/mana_slice regions (10px wide vertical strips through orb centers)
- Update health_globe/mana_globe to full botty-referenced regions
- Verified: health 96.3%, mana 100% on testdata/d2r_1080p.png (both at 100% fill)
2026-02-14 11:56:18 +00:00

426 lines
11 KiB
Go

// Package vision provides computer vision utilities for game screen analysis.
//
// Pure Go implementation without external dependencies like OpenCV.
// Designed for high-throughput real-time analysis of game screens.
package vision
import (
"image"
"image/color"
"math"
)
// Match represents a detected element on screen.
type Match struct {
Position image.Point
BBox image.Rectangle
Confidence float64
Label string
}
// Template is a pre-loaded image template for matching.
type Template struct {
Name string
Image image.Image
Width int
Height int
}
// ColorRange defines an HSV color range for detection.
type ColorRange struct {
LowerH, LowerS, LowerV int
UpperH, UpperS, UpperV int
}
// HSV represents a color in HSV color space.
type HSV struct {
H, S, V int
}
// Pipeline processes frames through a series of vision operations.
type Pipeline struct {
templates map[string]*Template
threshold float64
}
// NewPipeline creates a vision pipeline with the given confidence threshold.
func NewPipeline(threshold float64) *Pipeline {
return &Pipeline{
templates: make(map[string]*Template),
threshold: threshold,
}
}
// LoadTemplate loads a template image for matching.
func (p *Pipeline) LoadTemplate(name string, img image.Image) {
bounds := img.Bounds()
p.templates[name] = &Template{
Name: name,
Image: img,
Width: bounds.Dx(),
Height: bounds.Dy(),
}
}
// FindTemplate searches for a template in the frame.
// Returns the best match above threshold, or nil.
// This is a simple implementation - could be improved with better algorithms.
func (p *Pipeline) FindTemplate(frame image.Image, templateName string) *Match {
template, exists := p.templates[templateName]
if !exists {
return nil
}
frameBounds := frame.Bounds()
templateBounds := template.Image.Bounds()
// Simple template matching by scanning every position
bestMatch := &Match{Confidence: 0}
for y := frameBounds.Min.Y; y <= frameBounds.Max.Y-templateBounds.Dy(); y++ {
for x := frameBounds.Min.X; x <= frameBounds.Max.X-templateBounds.Dx(); x++ {
confidence := p.compareAtPosition(frame, template.Image, x, y)
if confidence > bestMatch.Confidence {
bestMatch.Position = image.Point{X: x, Y: y}
bestMatch.BBox = image.Rect(x, y, x+templateBounds.Dx(), y+templateBounds.Dy())
bestMatch.Confidence = confidence
bestMatch.Label = templateName
}
}
}
if bestMatch.Confidence >= p.threshold {
return bestMatch
}
return nil
}
// FindAllTemplates finds all matches of a template above threshold.
func (p *Pipeline) FindAllTemplates(frame image.Image, templateName string) []Match {
// For simplicity, just return the best match
match := p.FindTemplate(frame, templateName)
if match != nil {
return []Match{*match}
}
return nil
}
// FindByColor detects regions matching an HSV color range.
func (p *Pipeline) FindByColor(frame image.Image, colorRange ColorRange, minArea int) []Match {
bounds := frame.Bounds()
var matches []Match
// Simple blob detection by scanning for connected regions
visited := make(map[image.Point]bool)
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
pt := image.Point{X: x, Y: y}
if visited[pt] {
continue
}
c := frame.At(x, y)
hsv := RGBToHSV(c)
if p.colorInRange(hsv, colorRange) {
// Found a pixel in range, flood fill to find the blob
blob := p.floodFill(frame, pt, colorRange, visited)
if len(blob) >= minArea {
bbox := p.getBoundingBox(blob)
center := image.Point{
X: (bbox.Min.X + bbox.Max.X) / 2,
Y: (bbox.Min.Y + bbox.Max.Y) / 2,
}
matches = append(matches, Match{
Position: center,
BBox: bbox,
Confidence: 1.0, // Binary detection for color matching
Label: "color_match",
})
}
}
}
}
return matches
}
// ReadBarPercentage reads a horizontal bar's fill level (health, mana, xp).
func (p *Pipeline) ReadBarPercentage(frame image.Image, barRegion image.Rectangle, filledColor ColorRange) float64 {
bounds := barRegion.Intersect(frame.Bounds())
if bounds.Empty() {
return 0.0
}
totalPixels := 0
filledPixels := 0
// Sample pixels across the width of the bar
centerY := (bounds.Min.Y + bounds.Max.Y) / 2
for x := bounds.Min.X; x < bounds.Max.X; x++ {
c := frame.At(x, centerY)
hsv := RGBToHSV(c)
totalPixels++
if p.colorInRange(hsv, filledColor) {
filledPixels++
}
}
if totalPixels == 0 {
return 0.0
}
return float64(filledPixels) / float64(totalPixels)
}
// ReadOrbPercentage reads a circular orb's fill level by sampling the entire region.
// This is better for D2R health/mana orbs which are circular, not horizontal bars.
func (p *Pipeline) ReadOrbPercentage(frame image.Image, orbRegion image.Rectangle, filledColor ColorRange) float64 {
bounds := orbRegion.Intersect(frame.Bounds())
if bounds.Empty() {
return 0.0
}
totalPixels := 0
filledPixels := 0
// Sample every pixel in the orb region
// For performance, we could sample every 2-3 pixels instead
step := 2 // Sample every 2nd pixel for performance
for y := bounds.Min.Y; y < bounds.Max.Y; y += step {
for x := bounds.Min.X; x < bounds.Max.X; x += step {
c := frame.At(x, y)
hsv := RGBToHSV(c)
totalPixels++
if p.colorInRange(hsv, filledColor) {
filledPixels++
}
}
}
if totalPixels == 0 {
return 0.0
}
return float64(filledPixels) / float64(totalPixels)
}
// ReadOrbSlicePercentage reads an orb's fill level using a thin vertical slice.
// The orb fills from bottom to top, so we count matching pixels in the slice
// and return the percentage. This is much more accurate than scanning the whole orb.
func (p *Pipeline) ReadOrbSlicePercentage(frame image.Image, sliceRegion image.Rectangle, filledColor ColorRange) float64 {
bounds := sliceRegion.Intersect(frame.Bounds())
if bounds.Empty() {
return 0.0
}
totalPixels := 0
filledPixels := 0
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
c := frame.At(x, y)
hsv := RGBToHSV(c)
totalPixels++
if p.colorInRange(hsv, filledColor) {
filledPixels++
}
}
}
if totalPixels == 0 {
return 0.0
}
return float64(filledPixels) / float64(totalPixels)
}
// GetPixelColor returns the color at a specific pixel.
func (p *Pipeline) GetPixelColor(frame image.Image, x, y int) color.Color {
return frame.At(x, y)
}
// GetPixelHSV returns the HSV values at a specific pixel.
func (p *Pipeline) GetPixelHSV(frame image.Image, x, y int) HSV {
c := frame.At(x, y)
return RGBToHSV(c)
}
// HasColorInRegion checks if any pixel in the region matches the color range.
func (p *Pipeline) HasColorInRegion(frame image.Image, region image.Rectangle, colorRange ColorRange) bool {
bounds := region.Intersect(frame.Bounds())
if bounds.Empty() {
return false
}
// Sample every few pixels for performance
step := 2
for y := bounds.Min.Y; y < bounds.Max.Y; y += step {
for x := bounds.Min.X; x < bounds.Max.X; x += step {
c := frame.At(x, y)
hsv := RGBToHSV(c)
if p.colorInRange(hsv, colorRange) {
return true
}
}
}
return false
}
// compareAtPosition compares template with frame at given position.
func (p *Pipeline) compareAtPosition(frame, template image.Image, frameX, frameY int) float64 {
templateBounds := template.Bounds()
totalPixels := 0
matchingPixels := 0
// Simple pixel-by-pixel comparison
for y := templateBounds.Min.Y; y < templateBounds.Max.Y; y++ {
for x := templateBounds.Min.X; x < templateBounds.Max.X; x++ {
frameColor := frame.At(frameX+x, frameY+y)
templateColor := template.At(x, y)
totalPixels++
if p.colorsMatch(frameColor, templateColor, 30) { // tolerance of 30
matchingPixels++
}
}
}
return float64(matchingPixels) / float64(totalPixels)
}
// colorsMatch checks if two colors are similar within tolerance.
func (p *Pipeline) colorsMatch(c1, c2 color.Color, tolerance int) bool {
r1, g1, b1, _ := c1.RGBA()
r2, g2, b2, _ := c2.RGBA()
// Convert from 16-bit to 8-bit
r1, g1, b1 = r1>>8, g1>>8, b1>>8
r2, g2, b2 = r2>>8, g2>>8, b2>>8
dr := int(r1) - int(r2)
dg := int(g1) - int(g2)
db := int(b1) - int(b2)
if dr < 0 { dr = -dr }
if dg < 0 { dg = -dg }
if db < 0 { db = -db }
return dr <= tolerance && dg <= tolerance && db <= tolerance
}
// colorInRange checks if HSV color is within range.
// Supports hue wrapping: if UpperH > 360, it wraps around (e.g., 350-370 means 350-360 OR 0-10).
func (p *Pipeline) colorInRange(hsv HSV, colorRange ColorRange) bool {
if hsv.S < colorRange.LowerS || hsv.S > colorRange.UpperS ||
hsv.V < colorRange.LowerV || hsv.V > colorRange.UpperV {
return false
}
// Handle hue wrapping
if colorRange.UpperH > 360 {
// Wrapping range: e.g., 350-370 means H >= 350 OR H <= 10
return hsv.H >= colorRange.LowerH || hsv.H <= (colorRange.UpperH-360)
}
return hsv.H >= colorRange.LowerH && hsv.H <= colorRange.UpperH
}
// floodFill finds connected pixels of the same color.
func (p *Pipeline) floodFill(frame image.Image, start image.Point, colorRange ColorRange, visited map[image.Point]bool) []image.Point {
bounds := frame.Bounds()
var blob []image.Point
stack := []image.Point{start}
for len(stack) > 0 {
pt := stack[len(stack)-1]
stack = stack[:len(stack)-1]
if visited[pt] || !pt.In(bounds) {
continue
}
c := frame.At(pt.X, pt.Y)
hsv := RGBToHSV(c)
if !p.colorInRange(hsv, colorRange) {
continue
}
visited[pt] = true
blob = append(blob, pt)
// Add neighbors
neighbors := []image.Point{
{X: pt.X-1, Y: pt.Y},
{X: pt.X+1, Y: pt.Y},
{X: pt.X, Y: pt.Y-1},
{X: pt.X, Y: pt.Y+1},
}
stack = append(stack, neighbors...)
}
return blob
}
// getBoundingBox calculates the bounding box for a set of points.
func (p *Pipeline) getBoundingBox(points []image.Point) image.Rectangle {
if len(points) == 0 {
return image.Rectangle{}
}
minX, minY := points[0].X, points[0].Y
maxX, maxY := minX, minY
for _, pt := range points {
if pt.X < minX { minX = pt.X }
if pt.X > maxX { maxX = pt.X }
if pt.Y < minY { minY = pt.Y }
if pt.Y > maxY { maxY = pt.Y }
}
return image.Rect(minX, minY, maxX+1, maxY+1)
}
// RGBToHSV converts RGB color to HSV.
func RGBToHSV(c color.Color) HSV {
r, g, b, _ := c.RGBA()
// Convert from 16-bit to float [0,1]
rf := float64(r>>8) / 255.0
gf := float64(g>>8) / 255.0
bf := float64(b>>8) / 255.0
max := math.Max(rf, math.Max(gf, bf))
min := math.Min(rf, math.Min(gf, bf))
delta := max - min
// Value
v := max
// Saturation
var s float64
if max != 0 {
s = delta / max
}
// Hue
var h float64
if delta != 0 {
switch max {
case rf:
h = math.Mod((gf-bf)/delta, 6)
case gf:
h = (bf-rf)/delta + 2
case bf:
h = (rf-gf)/delta + 4
}
h *= 60
if h < 0 {
h += 360
}
}
return HSV{
H: int(h),
S: int(s * 255),
V: int(v * 255),
}
}