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cv2.VideoCapture(0) doesn't work on android

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I'm trying to create an AR project with VR using an android phone as the screen. I'm using python 3 and kivy to export to android. I'm using cv2.VideoCapture(0) to get the video on the phone, but that doesn't work. All I see is a blank screen. I printed out the output from the caputure and it came up as None. This is my main.py script:

import numpy as npfrom kivy.app import Appfrom kivy.uix.boxlayout import BoxLayoutfrom kivy.uix.image import Image as KivyImagefrom kivy.graphics.texture import Textureimport cv2from cv2 import arucofrom kivy.clock import Clockfrom android.permissions import request_permissions, Permissionmarker_dict = aruco.getPredefinedDictionary(aruco.DICT_4X4_50)param_markers = aruco.DetectorParameters_create()rick = cv2.imread("rick-astley.jpg")rick = cv2.rotate(rick, cv2.ROTATE_180)rick = cv2.cvtColor(rick, cv2.COLOR_BGR2RGB)request_permissions([Permission.CAMERA])class CameraApp(App):    def build(self):        # Create a BoxLayout to hold the Image widget        layout = BoxLayout(orientation='vertical')        # Create an Image widget        self.image = KivyImage()        # Add the Image widget to the layout        layout.add_widget(self.image)        # Open the camera using OpenCV        self.capture = cv2.VideoCapture(-1, cv2.CAP_ANDROID)        self.capture.set(cv2.CAP_PROP_FRAME_WIDTH, 3840)        self.capture.set(cv2.CAP_PROP_FRAME_HEIGHT, 2160)        # Schedule the update method to be called regularly        Clock.schedule_interval(self.update, 1.0 / 30.0)  # Adjust the interval as needed        return layout    def augmentation(self, bbox, img, img_augment):        top_left = bbox[0][0][0], bbox[0][0][1]        top_right = bbox[0][1][0], bbox[0][1][1]        bottom_right = bbox[0][2][0], bbox[0][2][1]        bottom_left = bbox[0][3][0], bbox[0][3][1]        height, width, _, = img_augment.shape        points_1 = np.array([top_left, top_right, bottom_right, bottom_left])        points_2 = np.float32([[0, 0], [width, 0], [width, height], [0, height]])        matrix, _ = cv2.findHomography(points_2, points_1)        image_out = cv2.warpPerspective(img_augment, matrix, (img.shape[1], img.shape[0]))        cv2.fillConvexPoly(img, points_1.astype(int), (0, 0, 0))        image_out = img + image_out        return image_out    def update(self, dt):        # Read a frame from the camera        ret, frame = self.capture.read()        print(ret, frame)        # Process the frame (add your processing logic here)        if frame:            processed_frame = cv2.rotate(frame, cv2.ROTATE_180)            processed_frame = cv2.cvtColor(processed_frame, cv2.COLOR_BGR2RGB)            marker_corners, marker_IDS, reject = aruco.detectMarkers(processed_frame, marker_dict, parameters=param_markers)            if marker_IDS is not None:                processed_frame = self.augmentation(np.array(marker_corners)[0], processed_frame, rick)            frame_r = processed_frame[:, :round(len(processed_frame[0, :]) / 1.5)]            frame_l = processed_frame[:, (round(len(processed_frame[0, :]) / 1.5) - int(len(processed_frame[0, :]) / 2)):(round(len(processed_frame[0,:]) / 1.5) - int(len(processed_frame[0,:]) / 2)) + len(frame_r[0, :])]            vr_frame = np.concatenate((frame_r, frame_l), axis=1)            # Update the Image widget with the processed frame            self.image.texture = self.get_texture(vr_frame)    def get_texture(self, frame):        # Convert the frame to texture        texture = Texture.create(size=(frame.shape[1], frame.shape[0]), colorfmt='rgb')        texture.blit_buffer(frame.tobytes(), colorfmt='rgb', bufferfmt='ubyte')        return textureif __name__ == '__main__':    CameraApp().run()

This is my buildozer.spec file:

[app]# (str) Title of your applicationtitle = AR Project# (str) Package namepackage.name = arproj# (str) Package domain (needed for android/ios packaging)package.domain = org.test# (str) Source code where the main.py livesource.dir = .# (list) Source files to include (let empty to include all the files)source.include_exts = py,png,jpg,kv,atlas,mp4# (list) List of inclusions using pattern matching#source.include_patterns = assets/*,images/*.png# (list) Source files to exclude (let empty to not exclude anything)#source.exclude_exts = spec# (list) List of directory to exclude (let empty to not exclude anything)#source.exclude_dirs = tests, bin, venv# (list) List of exclusions using pattern matching# Do not prefix with './'#source.exclude_patterns = license,images/*/*.jpg# (str) Application versioning (method 1)version = 0.1# (str) Application versioning (method 2)# version.regex = __version__ = ['"](.*)['"]# version.filename = %(source.dir)s/main.py# (list) Application requirements# comma separated e.g. requirements = sqlite3,kivyrequirements = python3,kivy,opencv,opencv_extras,android# (str) Custom source folders for requirements# Sets custom source for any requirements with recipes# requirements.source.kivy = ../../kivy# (str) Presplash of the application#presplash.filename = %(source.dir)s/data/presplash.png# (str) Icon of the application#icon.filename = %(source.dir)s/data/icon.png# (list) Supported orientations# Valid options are: landscape, portrait, portrait-reverse or landscape-reverseorientation = landscape# (list) List of service to declare#services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY## OSX Specific### author = © Copyright Info# change the major version of python used by the apposx.python_version = 3# Kivy version to useosx.kivy_version = 1.9.1## Android specific## (bool) Indicate if the application should be fullscreen or notfullscreen = 0# (string) Presplash background color (for android toolchain)# Supported formats are: #RRGGBB #AARRGGBB or one of the following names:# red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray,# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy,# olive, purple, silver, teal.#android.presplash_color = #FFFFFF# (string) Presplash animation using Lottie format.# see https://lottiefiles.com/ for examples and https://airbnb.design/lottie/# for general documentation.# Lottie files can be created using various tools, like Adobe After Effect or Synfig.#android.presplash_lottie = "path/to/lottie/file.json"# (str) Adaptive icon of the application (used if Android API level is 26+ at runtime)#icon.adaptive_foreground.filename = %(source.dir)s/data/icon_fg.png#icon.adaptive_background.filename = %(source.dir)s/data/icon_bg.png# (list) Permissions# (See https://python-for-android.readthedocs.io/en/latest/buildoptions/#build-options-1 for all the supported syntaxes and properties)#android.permissions = android.permission.INTERNET,android.permission.CAMERA (name=android.permission.WRITE_EXTERNAL_STORAGE;maxSdkVersion=18)# (list) features (adds uses-feature -tags to manifest)#android.features = android.hardware.usb.host# (int) Target Android API, should be as high as possible.#android.api = 33# (int) Minimum API your APK / AAB will support.#android.minapi = 21# (int) Android SDK version to use#android.sdk = 20# (str) Android NDK version to useandroid.ndk = 25b# (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi.#android.ndk_api = 21# (bool) Use --private data storage (True) or --dir public storage (False)#android.private_storage = True# (str) Android NDK directory (if empty, it will be automatically downloaded.)#android.ndk_path =# (str) Android SDK directory (if empty, it will be automatically downloaded.)#android.sdk_path =# (str) ANT directory (if empty, it will be automatically downloaded.)#android.ant_path =# (bool) If True, then skip trying to update the Android sdk# This can be useful to avoid excess Internet downloads or save time# when an update is due and you just want to test/build your package# android.skip_update = False# (bool) If True, then automatically accept SDK license# agreements. This is intended for automation only. If set to False,# the default, you will be shown the license when first running# buildozer.# android.accept_sdk_license = False# (str) Android entry point, default is ok for Kivy-based app#android.entrypoint = org.kivy.android.PythonActivity# (str) Full name including package path of the Java class that implements Android Activity# use that parameter together with android.entrypoint to set custom Java class instead of PythonActivity#android.activity_class_name = org.kivy.android.PythonActivity# (str) Extra xml to write directly inside the <manifest> element of AndroidManifest.xml# use that parameter to provide a filename from where to load your custom XML code#android.extra_manifest_xml = ./src/android/extra_manifest.xml# (str) Extra xml to write directly inside the <manifest><application> tag of AndroidManifest.xml# use that parameter to provide a filename from where to load your custom XML arguments:#android.extra_manifest_application_arguments = ./src/android/extra_manifest_application_arguments.xml# (str) Full name including package path of the Java class that implements Python Service# use that parameter to set custom Java class which extends PythonService#android.service_class_name = org.kivy.android.PythonService# (str) Android app theme, default is ok for Kivy-based app# android.apptheme = "@android:style/Theme.NoTitleBar"# (list) Pattern to whitelist for the whole project#android.whitelist =# (str) Path to a custom whitelist file#android.whitelist_src =# (str) Path to a custom blacklist file#android.blacklist_src =# (list) List of Java .jar files to add to the libs so that pyjnius can access# their classes. Don't add jars that you do not need, since extra jars can slow# down the build process. Allows wildcards matching, for example:# OUYA-ODK/libs/*.jar#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar# (list) List of Java files to add to the android project (can be java or a# directory containing the files)#android.add_src =# (list) Android AAR archives to add#android.add_aars =# (list) Put these files or directories in the apk assets directory.# Either form may be used, and assets need not be in 'source.include_exts'.# 1) android.add_assets = source_asset_relative_path# 2) android.add_assets = source_asset_path:destination_asset_relative_path#android.add_assets =# (list) Put these files or directories in the apk res directory.# The option may be used in three ways, the value may contain one or zero ':'# Some examples:# 1) A file to add to resources, legal resource names contain ['a-z','0-9','_']# android.add_resources = my_icons/all-inclusive.png:drawable/all_inclusive.png# 2) A directory, here  'legal_icons' must contain resources of one kind# android.add_resources = legal_icons:drawable# 3) A directory, here 'legal_resources' must contain one or more directories, # each of a resource kind:  drawable, xml, etc...# android.add_resources = legal_resources#android.add_resources =# (list) Gradle dependencies to add#android.gradle_dependencies =# (bool) Enable AndroidX support. Enable when 'android.gradle_dependencies'# contains an 'androidx' package, or any package from Kotlin source.# android.enable_androidx requires android.api >= 28#android.enable_androidx = True# (list) add java compile options# this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option# see https://developer.android.com/studio/write/java8-support for further information# android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8"# (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies}# please enclose in double quotes # e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }"#android.add_gradle_repositories =# (list) packaging options to add # see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html# can be necessary to solve conflicts in gradle_dependencies# please enclose in double quotes # e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'"#android.add_packaging_options =# (list) Java classes to add as activities to the manifest.#android.add_activities = com.example.ExampleActivity# (str) OUYA Console category. Should be one of GAME or APP# If you leave this blank, OUYA support will not be enabled#android.ouya.category = GAME# (str) Filename of OUYA Console icon. It must be a 732x412 png image.#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png# (str) XML file to include as an intent filters in <activity> tag#android.manifest.intent_filters =# (list) Copy these files to src/main/res/xml/ (used for example with intent-filters)#android.res_xml = PATH_TO_FILE,# (str) launchMode to set for the main activity#android.manifest.launch_mode = standard# (str) screenOrientation to set for the main activity.# Valid values can be found at https://developer.android.com/guide/topics/manifest/activity-element#android.manifest.orientation = fullSensor# (list) Android additional libraries to copy into libs/armeabi#android.add_libs_armeabi = libs/android/*.so#android.add_libs_armeabi_v7a = libs/android-v7/*.so#android.add_libs_arm64_v8a = libs/android-v8/*.so#android.add_libs_x86 = libs/android-x86/*.so#android.add_libs_mips = libs/android-mips/*.so# (bool) Indicate whether the screen should stay on# Don't forget to add the WAKE_LOCK permission if you set this to True#android.wakelock = False# (list) Android application meta-data to set (key=value format)#android.meta_data =# (list) Android library project to add (will be added in the# project.properties automatically.)#android.library_references =# (list) Android shared libraries which will be added to AndroidManifest.xml using <uses-library> tag#android.uses_library =# (str) Android logcat filters to use#android.logcat_filters = *:S python:D# (bool) Android logcat only display log for activity's pid#android.logcat_pid_only = False# (str) Android additional adb arguments#android.adb_args = -H host.docker.internal# (bool) Copy library instead of making a libpymodules.so#android.copy_libs = 1# (list) The Android archs to build for, choices: armeabi-v7a, arm64-v8a, x86, x86_64# In past, was `android.arch` as we weren't supporting builds for multiple archs at the same time.android.archs = arm64-v8a, armeabi-v7a# (int) overrides automatic versionCode computation (used in build.gradle)# this is not the same as app version and should only be edited if you know what you're doing# android.numeric_version = 1# (bool) enables Android auto backup feature (Android API >=23)android.allow_backup = True# (str) XML file for custom backup rules (see official auto backup documentation)# android.backup_rules =# (str) If you need to insert variables into your AndroidManifest.xml file,# you can do so with the manifestPlaceholders property.# This property takes a map of key-value pairs. (via a string)# Usage example : android.manifest_placeholders = [myCustomUrl:\"org.kivy.customurl\"]# android.manifest_placeholders = [:]# (bool) Skip byte compile for .py files# android.no-byte-compile-python = False# (str) The format used to package the app for release mode (aab or apk or aar).# android.release_artifact = aab# (str) The format used to package the app for debug mode (apk or aar).# android.debug_artifact = apk## Python for android (p4a) specific## (str) python-for-android URL to use for checkout#p4a.url =# (str) python-for-android fork to use in case if p4a.url is not specified, defaults to upstream (kivy)#p4a.fork = kivy# (str) python-for-android branch to use, defaults to master#p4a.branch = master# (str) python-for-android specific commit to use, defaults to HEAD, must be within p4a.branch#p4a.commit = HEAD# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)#p4a.source_dir =# (str) The directory in which python-for-android should look for your own build recipes (if any)#p4a.local_recipes =# (str) Filename to the hook for p4a#p4a.hook = # (str) Bootstrap to use for android builds# p4a.bootstrap = sdl2# (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask)#p4a.port =# Control passing the --use-setup-py vs --ignore-setup-py to p4a# "in the future" --use-setup-py is going to be the default behaviour in p4a, right now it is not# Setting this to false will pass --ignore-setup-py, true will pass --use-setup-py# NOTE: this is general setuptools integration, having pyproject.toml is enough, no need to generate# setup.py if you're using Poetry, but you need to add "toml" to source.include_exts.#p4a.setup_py = false# (str) extra command line arguments to pass when invoking pythonforandroid.toolchain#p4a.extra_args =## iOS specific## (str) Path to a custom kivy-ios folder#ios.kivy_ios_dir = ../kivy-ios# Alternately, specify the URL and branch of a git checkout:ios.kivy_ios_url = https://github.com/kivy/kivy-iosios.kivy_ios_branch = master# Another platform dependency: ios-deploy# Uncomment to use a custom checkout#ios.ios_deploy_dir = ../ios_deploy# Or specify URL and branchios.ios_deploy_url = https://github.com/phonegap/ios-deployios.ios_deploy_branch = 1.10.0# (bool) Whether or not to sign the codeios.codesign.allowed = false# (str) Name of the certificate to use for signing the debug version# Get a list of available identities: buildozer ios list_identities#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"# (str) The development team to use for signing the debug version#ios.codesign.development_team.debug = <hexstring># (str) Name of the certificate to use for signing the release version#ios.codesign.release = %(ios.codesign.debug)s# (str) The development team to use for signing the release version#ios.codesign.development_team.release = <hexstring># (str) URL pointing to .ipa file to be installed# This option should be defined along with `display_image_url` and `full_size_image_url` options.#ios.manifest.app_url =# (str) URL pointing to an icon (57x57px) to be displayed during download# This option should be defined along with `app_url` and `full_size_image_url` options.#ios.manifest.display_image_url =# (str) URL pointing to a large icon (512x512px) to be used by iTunes# This option should be defined along with `app_url` and `display_image_url` options.#ios.manifest.full_size_image_url =[buildozer]# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))log_level = 2# (int) Display warning if buildozer is run as root (0 = False, 1 = True)warn_on_root = 1# (str) Path to build artifact storage, absolute or relative to spec file# build_dir = ./.buildozer# (str) Path to build output (i.e. .apk, .aab, .ipa) storage# bin_dir = ./bin#    -----------------------------------------------------------------------------#    List as sections##    You can define all the "list" as [section:key].#    Each line will be considered as a option to the list.#    Let's take [app] / source.exclude_patterns.#    Instead of doing:##[app]#source.exclude_patterns = license,data/audio/*.wav,data/images/original/*##    This can be translated into:##[app:source.exclude_patterns]#license#data/audio/*.wav#data/images/original/*##    -----------------------------------------------------------------------------#    Profiles##    You can extend section / key with a profile#    For example, you want to deploy a demo version of your application without#    HD content. You could first change the title to add "(demo)" in the name#    and extend the excluded directories to remove the HD content.##[app@demo]#title = My Application (demo)##[app:source.exclude_patterns@demo]#images/hd/*##    Then, invoke the command line with the "demo" profile:##buildozer --profile demo android debug

I tried to update opencv to 4.5.2 and made the android.ndk to 25b. I also tried to use a newer android phone. I also put the camera permissions in my spec file.


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