Added README
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# Table-Python
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> **Work in progress.** This is an actively developed personal project, not a finished product — expect incomplete features, rough edges, and breaking changes.
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Computer-vision and control application for a real-time, gesture-controlled smart tabletop for tabletop wargaming (Warhammer 40k). This app captures video from multiple overhead cameras, tracks players' hands in 3D over the physical table, and streams the result over UDP to the [Table-UE](https://git.bitrux.de/Ottos_Projects/Table-UE) Unreal Engine project, which projects an interactive overlay (rulers, markers, HUDs) directly onto the tabletop.
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## Overview
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- **PySide6** desktop app: camera setup/preview, calibration, and game control in one window, with a live log console.
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- **Multi-camera capture** via OpenCV, with per-camera calibration (intrinsics + extrinsics) so cameras can be freely positioned above the table.
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- **ChArUco-board calibration** to recover camera intrinsics and pose relative to the table, producing the projection matrices used for triangulation.
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- **MediaPipe Hands** for per-camera 2D hand landmark detection (21 points/hand + handedness + confidence).
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- **Cross-camera hand matching + stereo triangulation**: 2D detections from different cameras are paired up (via reprojection error) and triangulated into 3D hand landmarks in table space.
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- **Custom UDP protocol** (`HandUdpSender`) streams the resulting 3D hand data to the Unreal Engine side every tick.
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## Architecture
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```
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MainWindow (PySide6)
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├─ SetupPage — pick/preview cameras, run ChArUco calibration
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├─ HomeWindow — camera list / calibration overview
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└─ GameWindow — active session view
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TrackingController (per-frame loop, driven by a QTimer)
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├─ _detectHands_all_cameras() — MediaPipe hand detection per camera → Hand2D
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├─ _allocateDetectedHands() — match 2D hands across cameras via reprojection error
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├─ triangulate_hands_with_metadata() — 2D → 3D triangulation using calibrated P matrices
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└─ HandUdpSender.send_hands3d() — pack + send 3D hands over UDP → Table-UE
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```
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### Key modules
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| Module | Responsibility |
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|---|---|
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| [`source/main.py`](source/main.py) | App entry point, top-level `MainWindow` (sidebar + page stack + log console) |
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| [`source/UI/SetupPageWidget.py`](source/UI/SetupPageWidget.py) | Camera discovery, live preview, add/cycle cameras |
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| [`source/UI/HomePageWidget.py`](source/UI/HomePageWidget.py) | Calibration workflow and camera/projection overview |
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| [`source/UI/GameWindow.py`](source/UI/GameWindow.py) | Active tracking session view |
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| [`source/Tbd/TrackingController.py`](source/Tbd/TrackingController.py) | Core per-tick pipeline: detect → match → triangulate → send |
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| [`source/Tbd/helper.py`](source/Tbd/helper.py) | Shared dataclasses (`CameraObject`, `Hand2D`, `CharucoDetection`, `CalibrationSample`) |
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| [`source/Helpers/ChArUco.py`](source/Helpers/ChArUco.py) | ChArUco board detection for calibration |
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| [`source/Helpers/HandUdpSender.py`](source/Helpers/HandUdpSender.py) | Binary UDP packet encoding for 3D hand data |
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| [`source/Helpers/saveManager.py`](source/Helpers/saveManager.py) | Persisting/loading calibration and session data |
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## UDP protocol
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`HandUdpSender` sends one datagram per tick to `127.0.0.1:9000` (configurable):
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```
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Header: magic "HAND" (4s) | version (B) | seq (I) | timestamp_ms (Q) | hand_count (B)
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Per hand: hand_id (B) | point_count (B) | handedness (B: 0=Unknown,1=Left,2=Right) | confidence (f)
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21 × (x, y, z) float32 landmarks
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```
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The Unreal project decodes this same format in `ADetectionManager`.
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## Requirements
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- Python 3.10+
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- One or more USB/webcam-style cameras positioned above the table
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- Printed ChArUco calibration board (`charuco_A4.png` in the repo root)
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Dependencies (no pinned `requirements.txt` yet — install as needed):
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```bash
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pip install PySide6 opencv-python mediapipe numpy
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```
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## Running
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```bash
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cd source
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python main.py
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```
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1. **Setup** page: select each connected camera by index and add it to the active camera list.
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2. **Home** page: run ChArUco calibration for each camera to compute intrinsics/extrinsics and the projection matrices used for triangulation (at least 2 calibrated cameras are required for 3D triangulation).
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3. Click **Start Game** to begin the tracking loop and stream 3D hand data over UDP to a running instance of [Table-UE](https://git.bitrux.de/Ottos_Projects/Table-UE).
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## Status
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Personal/hobby project, actively evolving — tracking robustness, calibration UX, and gesture coverage are still being improved. Some files under `source/Tbd/` (e.g. `import cv2.py`, `setup.py`, `camera.py`) are early experiments kept around during active development.
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{
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{
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"bindings": [
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"rules": [
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{
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{
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"action": "CircleAction",
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"action": "Ruler",
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"left": "Point",
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"left": "PointIndex",
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"right": "Pinch",
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"right": "",
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"extensions": [
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{
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"gesture": "Pinch",
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"action": "ResizeCircle"
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}
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]
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},
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{
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"action": "RulerAction",
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"left": "Pinch",
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"right": "Pinch",
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"extensions": []
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"extensions": []
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}
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}
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]
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]
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@@ -0,0 +1,11 @@
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{
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"action": "CircleAction",
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"left": "Point",
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"right": "Pinch",
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"extensions": [
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{
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"gesture": "Pinch",
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"action": "ResizeCircle"
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}
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]
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},
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