Files
HikNetSDKPkg/HikBallCamera.go
kunmeng 4974011eee 1. 移除计算 3*3 矩阵的逆的函数
2. 优化球机的登陆接口
3. 新增球机的登出接口
2025-02-10 15:57:03 +08:00

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package HikNetSDK
import (
"errors"
"fmt"
"sync"
"unsafe"
)
type HIKBallCamera struct {
core unsafe.Pointer
State bool
BallCameraCfg BallCamera
mux sync.RWMutex
}
func NewHIKBallCamera(BallCameraCfg BallCamera) *HIKBallCamera {
return &HIKBallCamera{
core: newHIKBallCamera(),
BallCameraCfg: BallCameraCfg,
State: false,
mux: sync.RWMutex{},
}
}
func (hikBC *HIKBallCamera) Login() (bool, uint, error) {
var ErrorCode uint
ErrorInfo := make([]byte, 128)
ErrorInfoPtr := &ErrorInfo[0]
hikBC.mux.Lock()
hikBC.State = initBallCamera(hikBC.core, hikBC.BallCameraCfg.Ip, hikBC.BallCameraCfg.Port, hikBC.BallCameraCfg.User, hikBC.BallCameraCfg.Password, hikBC.BallCameraCfg.Type, unsafe.Pointer(&ErrorCode), ErrorInfoPtr)
outState := hikBC.State
hikBC.mux.Unlock()
return outState, ErrorCode, errors.New(goString(ErrorInfoPtr))
}
func (hikBC *HIKBallCamera) Logout() (bool, uint, error) {
var ErrorCode uint
ErrorInfo := make([]byte, 128)
ErrorInfoPtr := &ErrorInfo[0]
hikBC.mux.Lock()
hikBC.State = ballCameraLogout(hikBC.core, unsafe.Pointer(&ErrorCode), ErrorInfoPtr)
outState := hikBC.State
hikBC.mux.Unlock()
return outState, ErrorCode, errors.New(goString(ErrorInfoPtr))
}
// goString 将 `char*` 转换为 Go 字符串
func goString(cstr *byte) string {
if cstr == nil {
return ""
}
// 找到 C 字符串的长度(以 null 结尾)
data := unsafe.Slice(cstr, 128) // 假设最大长度 128实际可根据情况调整
for i, b := range data {
if b == 0 { // 遇到 null 终止符
return string(data[:i])
}
}
return string(data) // 如果没有 null 终止符,返回整个 slice
}
func (hikBC *HIKBallCamera) opt(action func() bool) bool {
hikBC.mux.RLock()
if hikBC.State {
hikBC.mux.RUnlock()
hikBC.mux.Lock()
hikBC.State = action()
hikBC.mux.Unlock()
} else {
hikBC.mux.RUnlock()
}
return hikBC.State
}
func (hikBC *HIKBallCamera) PTZGet(P, T, Z *float32) bool {
return hikBC.opt(func() bool {
return ptzGet(hikBC.core, unsafe.Pointer(P), unsafe.Pointer(T), unsafe.Pointer(Z))
})
}
func (hikBC *HIKBallCamera) PtzTo(Action int, P, T, Z float32) bool {
return hikBC.opt(func() bool {
return ptzTo(hikBC.core, Action, P, T, Z)
})
}
func (hikBC *HIKBallCamera) StartBus(Direction, Speed int) bool {
return hikBC.opt(func() bool {
return startBus(hikBC.core, Direction, Speed)
})
}
func (hikBC *HIKBallCamera) StopBus(Direction int) bool {
return hikBC.opt(func() bool {
return stopBus(hikBC.core, Direction)
})
}
func (hikBC *HIKBallCamera) OneClickToSeeInFullView(point Point) bool {
TransPoint := hikBC.WarpingPtByHomography(hikBC.BallCameraCfg.Matrix.Matrix, point)
return hikBC.PtzTo(5,
float32(hikBC.mapping(hikBC.BallCameraCfg.Matrix.PStart, hikBC.BallCameraCfg.Matrix.PMax, TransPoint.X, hikBC.BallCameraCfg.Matrix.PPositiveDirection, "inv")),
float32(hikBC.mapping(hikBC.BallCameraCfg.Matrix.TStart, hikBC.BallCameraCfg.Matrix.TMax, TransPoint.Y, hikBC.BallCameraCfg.Matrix.TPositiveDirection, "inv")),
0.0,
)
}
func (hikBC *HIKBallCamera) PTZ2FullView() (Point, error) {
var ptz PTZ
if !hikBC.PTZGet(&ptz.P, &ptz.T, &ptz.Z) {
return Point{}, fmt.Errorf("PTZ Get Error")
}
return hikBC.WarpingPtByHomography(hikBC.BallCameraCfg.Matrix.InvMatrix, Point{
X: hikBC.mapping(hikBC.BallCameraCfg.Matrix.PStart, hikBC.BallCameraCfg.Matrix.PMax, float64(ptz.P), hikBC.BallCameraCfg.Matrix.PPositiveDirection, ""),
Y: hikBC.mapping(hikBC.BallCameraCfg.Matrix.TStart, hikBC.BallCameraCfg.Matrix.TMax, float64(ptz.T), hikBC.BallCameraCfg.Matrix.TPositiveDirection, "")}), nil
}
func (hikBC *HIKBallCamera) WarpingPtByHomography(matrix []float64, p Point) Point {
var x, y, z float64
x = matrix[0]*p.X + matrix[1]*p.Y + 1.*matrix[2]
y = matrix[3]*p.X + matrix[4]*p.Y + 1.*matrix[5]
z = matrix[6]*p.X + matrix[7]*p.Y + 1.*matrix[8]
x /= z
y /= z
return Point{X: x, Y: y}
}
func (hikBC *HIKBallCamera) mapping(startV float64, max float64, value float64, direction string, method string) float64 {
if direction == "+" {
if method == "inv" {
if value > (max - startV) {
return value - (max - startV)
} else {
return startV + value // 映射
}
} else {
if value > startV {
return value - startV
} else {
return (max - startV) + value // 映射
}
}
} else {
if value > startV {
return startV + max - value
} else {
return startV - value
}
}
}