我的问题是:我需要一个后台服务,该服务将从摄像机实时获取帧,以便我可以对其进行分析。我在这里看到了许多类似的主题,据说可以解决此问题,但在我看来,这些主题都没有真正起作用。

我的第一个尝试是创建一个Activity,以启动一个Service,然后在该服务内部创建一个surfaceView,从中获得一个holder,并实现对其的回调,在其中准备照相机和所有东西。然后,在PreviewCallback上,我可以创建一个新线程,该线程可以分析从PreviewCallback的onPreviewFrame方法获取的数据。

当我在前台拥有该服务时,效果很好,但是当我打开另一个应用程序(该服务仍在后台运行)时,我意识到预览不存在,因此无法获取帧。

在互联网上搜索时,我发现可以用SurfaceTexture解决此问题。因此,我创建了一个Activity来启动我的服务,如下所示:

public class SurfaceTextureActivity extends Activity {

public static TextureView mTextureView;

public static Vibrator mVibrator;
public static GLSurfaceView mGLView;

protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);

    mGLView = new GLSurfaceView(this);

    mTextureView = new TextureView(this);

    setContentView(mTextureView);


    try {
        Intent intent = new Intent(SurfaceTextureActivity.this, RecorderService.class);
        intent.putExtra(RecorderService.INTENT_VIDEO_PATH, "/folder-path/");
        startService(intent);
        Log.i("ABC", "Start Service "+this.toString()+" + "+mTextureView.toString()+" + "+getWindowManager().toString());
    }
    catch (Exception e)  {
        Log.i("ABC", "Exc SurfaceTextureActivity: "+e.getMessage());
    }

}

}


然后,我使RecorderService实现了SurfaceTextureListener,以便可以打开相机并进行其他准备工作,然后捕获帧。我的RecorderService当前如下所示:

public class RecorderService extends Service implements TextureView.SurfaceTextureListener, SurfaceTexture.OnFrameAvailableListener {

    private Camera mCamera = null;
    private TextureView mTextureView;
    private SurfaceTexture mSurfaceTexture;
    private float[] mTransformMatrix;

    private static IMotionDetection detector = null;
    public static Vibrator mVibrator;

    @Override
    public void onCreate() {
        try {

            mTextureView = SurfaceTextureActivity.mTextureView;
            mTextureView.setSurfaceTextureListener(this);

            Log.i("ABC","onCreate");

//          startForeground(START_STICKY, new Notification()); - doesn't work

        } catch (Exception e) {
            Log.i("ABC","onCreate exception "+e.getMessage());
            e.printStackTrace();
        }

    }

    @Override
    public void onFrameAvailable(SurfaceTexture surfaceTexture)
    {
        //How do I obtain frames?!
//      SurfaceTextureActivity.mGLView.queueEvent(new Runnable() {
//
//          @Override
//          public void run() {
//              mSurfaceTexture.updateTexImage();
//
//          }
//      });
    }

    @Override
    public void onSurfaceTextureAvailable(SurfaceTexture surface, int width,
            int height) {

        mSurfaceTexture = surface;
        mSurfaceTexture.setOnFrameAvailableListener(this);
        mVibrator = (Vibrator)this.getSystemService(VIBRATOR_SERVICE);

         detector = new RgbMotionDetection();

        int cameraId = 0;
        Camera.CameraInfo info = new Camera.CameraInfo();

        for (cameraId = 0; cameraId < Camera.getNumberOfCameras(); cameraId++) {
            Camera.getCameraInfo(cameraId, info);
            if (info.facing == Camera.CameraInfo.CAMERA_FACING_FRONT)
                break;
        }

        mCamera = Camera.open(cameraId);
        Matrix transform = new Matrix();

        Camera.Size previewSize = mCamera.getParameters().getPreviewSize();
        int rotation = ((WindowManager)(getSystemService(Context.WINDOW_SERVICE))).getDefaultDisplay()
                .getRotation();
        Log.i("ABC", "onSurfaceTextureAvailable(): CameraOrientation(" + cameraId + ")" + info.orientation + " " + previewSize.width + "x" + previewSize.height + " Rotation=" + rotation);

        try {

        switch (rotation) {
        case Surface.ROTATION_0:
            mCamera.setDisplayOrientation(90);
            mTextureView.setLayoutParams(new FrameLayout.LayoutParams(
                    previewSize.height, previewSize.width, Gravity.CENTER));
            transform.setScale(-1, 1, previewSize.height/2, 0);
            break;

        case Surface.ROTATION_90:
            mCamera.setDisplayOrientation(0);
            mTextureView.setLayoutParams(new FrameLayout.LayoutParams(
                    previewSize.width, previewSize.height, Gravity.CENTER));
            transform.setScale(-1, 1, previewSize.width/2, 0);
            break;

        case Surface.ROTATION_180:
            mCamera.setDisplayOrientation(270);
            mTextureView.setLayoutParams(new FrameLayout.LayoutParams(
                    previewSize.height, previewSize.width, Gravity.CENTER));
            transform.setScale(-1, 1, previewSize.height/2, 0);
            break;

        case Surface.ROTATION_270:
            mCamera.setDisplayOrientation(180);
            mTextureView.setLayoutParams(new FrameLayout.LayoutParams(
                    previewSize.width, previewSize.height, Gravity.CENTER));
            transform.setScale(-1, 1, previewSize.width/2, 0);
            break;
        }

            mCamera.setPreviewTexture(mSurfaceTexture);


        Log.i("ABC", "onSurfaceTextureAvailable(): Transform: " + transform.toString());

        mCamera.startPreview();
//      mTextureView.setVisibility(0);

        mCamera.setPreviewCallback(new PreviewCallback() {

            @Override
            public void onPreviewFrame(byte[] data, Camera camera) {
                if (data == null) return;
                Camera.Size size = mCamera.getParameters().getPreviewSize();
                if (size == null) return;

                //This is where I start my thread that analyzes images
                DetectionThread thread = new DetectionThread(data, size.width, size.height);
                thread.start();

            }
        });
        }
        catch (Exception t) {
             Log.i("ABC", "onSurfaceTextureAvailable Exception: "+ t.getMessage());
        }
    }


但是,与其他情况类似,由于我的分析线程在onSurfaceTextureAvailable内部启动,仅当存在纹理时打开,而在我打开其他应用程序时才打开,因此当我打开其他应用程序时,帧捕获将不会继续。

Some想法表明这是可能的,但我只是不知道如何。有一个想法,我可以实现SurfaceTexture.onFrameAvailable,然后在有新帧可用时,触发可运行对象以在渲染线程(GLSurfaceView.queueEvent(..))上运行,最后运行可运行对象,调用SurfaceTexture.updateTexImage()。这是我尝试过的(在我的代码中已注释掉),但是它不起作用,如果这样做,应用程序将崩溃。

我还能做什么?我知道这可以以某种方式起作用,因为我已经看到它在SpyCameraOS之类的应用中使用过(是的,我知道它是开源的,并且我已经看过代码,但是我无法提供可行的解决方案),而且我感觉我在某处缺少一小块东西,但是我不知道自己在做什么错。我已经过去3天了,但没有成功。

帮助将不胜感激。

最佳答案

总结评论:将Camera的输出定向到与View对象无关的SurfaceTexture。当活动暂停时,TextureView将被销毁,释放其SurfaceTexture,但是如果您创建单独的SurfaceTexture(或从TextureView中分离出一个),则它不会受到Activity状态更改的影响。可以将纹理渲染到屏幕外的表面,从中可以读取像素。

可以在Grafika中找到各种示例。

关于android - 在后台捕获相机帧(Android),我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/28222407/

10-09 03:55