通过UDP发送图像到虚幻引擎并加载
我想通过一个Python脚本把图片通过UDP发送到Unreal引擎,然后在那边加载这些图片,并创建一个纹理。现在我在接收图片这块遇到了一些困难。
这是我简单的Python UDP脚本:
import cv2, imutils, socket
import numpy as np
import time
import base64
BUFF_SIZE = 65536
server_socket = socket.socket(socket.AF_INET,socket.SOCK_DGRAM)
server_socket.setsockopt(socket.SOL_SOCKET,socket.SO_RCVBUF,BUFF_SIZE)
host_name = socket.gethostname()
host_ip = '127.0.0.1'# socket.gethostbyname(host_name)
print(host_ip)
port = 54001
socket_address = (host_ip,port)
server_socket.bind(socket_address)
print('Listening at:',socket_address)
vid = cv2.VideoCapture(0) # replace 'rocket.mp4' with 0 for webcam
fps,st,frames_to_count,cnt = (0,0,20,0)
while True:
msg,client_addr = server_socket.recvfrom(BUFF_SIZE)
print('GOT connection from ',client_addr)
WIDTH=400
while(vid.isOpened()):
_,frame = vid.read()
frame = imutils.resize(frame,width=WIDTH)
encoded,buffer = cv2.imencode('.jpg',frame,[cv2.IMWRITE_JPEG_QUALITY,80])
#message = base64.b64encode(buffer)
server_socket.sendto(bytes(buffer),client_addr)
frame = cv2.putText(frame,'FPS: '+str(fps),(10,40),cv2.FONT_HERSHEY_SIMPLEX,0.7,(0,0,255),2)
cv2.imshow('TRANSMITTING VIDEO',frame)
key = cv2.waitKey(1) & 0xFF
if key == ord('q'):
server_socket.close()
break
if cnt == frames_to_count:
try:
fps = round(frames_to_count/(time.time()-st))
st=time.time()
cnt=0
except:
pass
cnt+=1
我把图片作为一个base64数组发送。那么我该如何在Unreal中加载它呢?我创建了一个简单的udp .cpp和.h文件,里面有启动UDP套接字所需的所有内容:
void Audp_module::BeginPlay()
{
Super::BeginPlay();
SocketSubsystem = nullptr;
if (SocketSubsystem == nullptr) SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
SendSize = 2 * 1024 * 1024;
BufferSize = 2 * 1024 * 1024;
FIPv4Address iPAdress;
FIPv4Address::Parse("127.0.0.1",iPAdress);
LocalEndpoint = FIPv4Endpoint(iPAdress, LocalPort);
FIPv4Address::Parse(IP, RemoteAddress);
RemoteEndpoint = FIPv4Endpoint(RemoteAddress, RemotePort);
Socket = nullptr;
if (SocketSubsystem != nullptr)
{
if (Socket == nullptr)
{
Socket = FUdpSocketBuilder(SocketDescription)
.AsNonBlocking()
.AsReusable()
.BoundToEndpoint(LocalEndpoint)
.WithReceiveBufferSize(SendSize)
.WithReceiveBufferSize(BufferSize)
.WithBroadcast();
}
}
}
void Audp_module::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
SocketSubsystem->DestroySocket(Socket);
Socket = nullptr;
SocketSubsystem = nullptr;
}
void Audp_module::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
FString t = "Hello";
sendMessage(t); // Send Message Test
Listen(); // Listen for messages
}
void Audp_module::Listen()
{
TSharedRef<FInternetAddr> targetAddr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
uint32 Size;
if(Socket != nullptr)
{
while (Socket->HasPendingData(Size))
{
uint8* Recv = new uint8[Size];
int32 BytesRead = 0;
ReceivedData.SetNumUninitialized(FMath::Min(Size, 65507u));
Recv = ReceivedData.GetData();
Socket->RecvFrom(ReceivedData.GetData(), ReceivedData.Num(), BytesRead, *targetAddr);
char ansiiData[1024];
memcpy(ansiiData, ReceivedData.GetData(), BytesRead);
ansiiData[BytesRead] = 0;
FString data = ANSI_TO_TCHAR(ansiiData);
//FString data = FString::FromInt(BytesRead);
const auto encoded = FBase64::Encode(*data);
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, encoded);
UE_LOG(LogTemp, Verbose, TEXT("Received: %s"), *encoded);
//FString data = ANSI_TO_TCHAR(ansiiData);
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Message by UDP: " + data);
}
}
else
{
Socket = FUdpSocketBuilder(SocketDescription)
.AsNonBlocking()
.AsReusable()
.BoundToEndpoint(LocalEndpoint)
.WithReceiveBufferSize(SendSize)
.WithReceiveBufferSize(BufferSize)
.WithBroadcast();
}
}
在ansiiData之后的部分没有正常工作,我猜我需要用不同的方式把接收到的数据转换成base64?我原本的计划是按照这里描述的那样来做。
我该怎么才能做到呢?
1 个回答
-1
有可能 ansiiData 的大小太小了?也许可以根据需要调整它的大小,而不是死死地写一个固定的数值。
char ansiiData[BytesRead + 1];
memcpy(ansiiData, ReceivedData.GetData(), BytesRead);
ansiiData[BytesRead] = 0;