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Ability to configure loitering time in a zone (#10543)
* Add loitering config * Configure loitering * simplify * Add docs * grammar * Formatting
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@ -488,6 +488,8 @@ cameras:
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coordinates: 545,1077,747,939,788,805
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coordinates: 545,1077,747,939,788,805
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# Optional: Number of consecutive frames required for object to be considered present in the zone (default: shown below).
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# Optional: Number of consecutive frames required for object to be considered present in the zone (default: shown below).
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inertia: 3
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inertia: 3
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# Optional: Number of seconds that an object must loiter to be considered in the zone (default: shown below)
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loitering_time: 0
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# Optional: List of objects that can trigger this zone (default: all tracked objects)
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# Optional: List of objects that can trigger this zone (default: all tracked objects)
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objects:
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objects:
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- person
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- person
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@ -60,6 +60,19 @@ camera:
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Only car objects can trigger the `front_yard_street` zone and only person can trigger the `entire_yard`. You will get events for person objects that enter anywhere in the yard, and events for cars only if they enter the street.
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Only car objects can trigger the `front_yard_street` zone and only person can trigger the `entire_yard`. You will get events for person objects that enter anywhere in the yard, and events for cars only if they enter the street.
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### Zone Loitering
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Sometimes objects are expected to be passing through a zone, but an object loitering in an area is unexpected. Zones can be configured to have a minimum loitering time before the object will be considered in the zone.
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```yaml
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camera:
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zones:
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sidewalk:
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loitering_time: 4 # unit is in seconds
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objects:
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- person
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```
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### Zone Inertia
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### Zone Inertia
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Sometimes an objects bounding box may be slightly incorrect and the bottom center of the bounding box is inside the zone while the object is not actually in the zone. Zone inertia helps guard against this by requiring an object's bounding box to be within the zone for multiple consecutive frames. This value can be configured:
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Sometimes an objects bounding box may be slightly incorrect and the bottom center of the bounding box is inside the zone while the object is not actually in the zone. Zone inertia helps guard against this by requiring an object's bounding box to be within the zone for multiple consecutive frames. This value can be configured:
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@ -515,6 +515,11 @@ class ZoneConfig(BaseModel):
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title="Number of consecutive frames required for object to be considered present in the zone.",
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title="Number of consecutive frames required for object to be considered present in the zone.",
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gt=0,
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gt=0,
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)
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)
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loitering_time: int = Field(
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default=0,
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ge=0,
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title="Number of seconds that an object must loiter to be considered in the zone.",
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)
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objects: List[str] = Field(
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objects: List[str] = Field(
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default_factory=list,
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default_factory=list,
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title="List of objects that can trigger the zone.",
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title="List of objects that can trigger the zone.",
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@ -116,7 +116,8 @@ class TrackedObject:
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self.colormap = colormap
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self.colormap = colormap
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self.camera_config = camera_config
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self.camera_config = camera_config
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self.frame_cache = frame_cache
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self.frame_cache = frame_cache
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self.zone_presence = {}
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self.zone_presence: dict[str, int] = {}
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self.zone_loitering: dict[str, int] = {}
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self.current_zones = []
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self.current_zones = []
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self.entered_zones = []
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self.entered_zones = []
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self.attributes = defaultdict(float)
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self.attributes = defaultdict(float)
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@ -189,19 +190,28 @@ class TrackedObject:
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if len(zone.objects) > 0 and obj_data["label"] not in zone.objects:
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if len(zone.objects) > 0 and obj_data["label"] not in zone.objects:
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continue
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continue
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contour = zone.contour
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contour = zone.contour
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zone_score = self.zone_presence.get(name, 0)
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zone_score = self.zone_presence.get(name, 0) + 1
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# check if the object is in the zone
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# check if the object is in the zone
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if cv2.pointPolygonTest(contour, bottom_center, False) >= 0:
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if cv2.pointPolygonTest(contour, bottom_center, False) >= 0:
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# if the object passed the filters once, dont apply again
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# if the object passed the filters once, dont apply again
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if name in self.current_zones or not zone_filtered(self, zone.filters):
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if name in self.current_zones or not zone_filtered(self, zone.filters):
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self.zone_presence[name] = zone_score + 1
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# an object is only considered present in a zone if it has a zone inertia of 3+
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# an object is only considered present in a zone if it has a zone inertia of 3+
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if self.zone_presence[name] >= zone.inertia:
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if zone_score >= zone.inertia:
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loitering_score = self.zone_loitering.get(name, 0) + 1
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# loitering time is configured as seconds, convert to count of frames
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if loitering_score >= (
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self.camera_config.zones[name].loitering_time
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* self.camera_config.detect.fps
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):
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current_zones.append(name)
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current_zones.append(name)
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if name not in self.entered_zones:
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if name not in self.entered_zones:
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self.entered_zones.append(name)
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self.entered_zones.append(name)
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else:
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self.zone_loitering[name] = loitering_score
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else:
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self.zone_presence[name] = zone_score
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else:
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else:
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# once an object has a zone inertia of 3+ it is not checked anymore
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# once an object has a zone inertia of 3+ it is not checked anymore
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if 0 < zone_score < zone.inertia:
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if 0 < zone_score < zone.inertia:
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