环境配置
- 新建项目
- 右键【依赖项】-> 选择【bin】文件夹中的【bgapi2_genicam_dotnet.dll】文件
- 当dll文件被添加到【依赖项\程序集】中之后,右键->【属性】,将其【复制本地】设为【True】
此动态链接库自身也有很多依赖项,为了省事儿,可以将其同文件夹下的内容,全部复制粘贴到debug或release文件夹。
接口层级
Baumer相机提供了多个不同的system,每个system下分为多个API,每个API又对应多个设备。因此,在二次开发时,需要先遍历所有的system,再遍历system下的api,最后遍历api下的device,才能获取相应的设备。
一般来说,每个system对应一个.cti格式的文件,例如我所用的SDK中,探测到了【bgapi2_usb.cti_2.15.2】和【bgapi2_gige.cti_2.15.2】这两个system。通过下面的代码,可以获取这些System
using BGAPI2;
public string getSystemList()
{
string txtInfo = "";
SystemList sysList;
BGAPI2.System mSystem = null;
try
{
sysList = SystemList.Instance;
sysList.Refresh();
txtInfo += $"5.1.2 Detected systems: {sysList.Count}\n";
}
catch (BGAPI2.Exceptions.IException ex)
{
txtInfo += $"ErrorType: {ex.GetType()}\n " +
$"ErrorException {ex.GetErrorDescription()}\n " +
$"in function: {ex.GetFunctionName()}";
return txtInfo;
}
foreach (KeyValuePair<string, BGAPI2.System> sys in sysList)
{
txtInfo += $"the {sys.Key} will be opened!\n";
mSystem = sys.Value;
mSystem.Open();
txtInfo += //$"\nSystem ID: {mSystem.Id}\n" +
$"System Name: {mSystem.FileName}\n" +
$"System Vendor: {mSystem.Vendor}\n" +
$"System Version: {mSystem.Version}\n" +
$"System Model: {mSystem.Model}\n";
mSystem.Close();
}
return txtInfo;
}
其返回内容表示,探测到两个system,列表如下
System Name | bgapi2_usb.cti | bgapi2_gige.cti |
System Vendor | Baumer | Baumer |
System Version | 2.15.2 | 2.15.2 |
System Model | bgapi2_usb | bgapi2_gige |
USB和GigE分别是Baumer GAPI支持的接口类型,分别使用USB和网口进行通信。
启动相机
相机的启动流程为
- 打开system
- 打开api
- 打开设备
- 打开设备的数据流
- 打开数据流对应的buffer
每个system中,提供了不同的API,每个API又适配不同类型的设备,所以想获得设备信息,需要先便利system,再遍历相应的API,最后对设备进行遍历,代码如下。
BGAPI2.System workSystem;
BGAPI2.Device workDevice;
BGAPI2.Interface workApi;
BGAPI2.DataStream workDS;
BGAPI2.BufferList workBL;
public void startSystem()
{
SystemList sysList;
BGAPI2.System mSystem;
sysList = SystemList.Instance;
sysList.Refresh();
foreach (KeyValuePair<string, BGAPI2.System> sys in sysList)
{
if (sys.Key.Contains("gige"))
{
workSystem = sys.Value;
workSystem.Open();
break;
}
}
}
public void startAPI()
{
string txtInfo = "";
InterfaceList iList = workSystem.Interfaces;
iList.Refresh(1);
foreach (KeyValuePair<string, BGAPI2.Interface> ifc_pair in iList)
{
workApi = ifc_pair.Value;
workApi.Open();
}
}
public void startDevice()
{
BGAPI2.DeviceList devLst = workApi.Devices;
devLst.Refresh(1);
foreach (KeyValuePair<string, BGAPI2.Device> dev_pair in devLst)
{
workDevice = dev_pair.Value;
workDevice.Open();
break;
}
}
public void startDataStream()
{
BGAPI2.DataStreamList dsList = workDevice.DataStreams;
dsList.Refresh();
foreach (KeyValuePair<string, BGAPI2.DataStream> ds_pair in dsList)
{
workDS = ds_pair.Value;
workDS.Open();
break;
}
}
public void startBuffer()
{
workBL = workDS.BufferList;
BGAPI2.Buffer bf;
long iDevicePayloadsize = (long)workDevice.RemoteNodeList["PayloadSize"].Value;
IntPtr mUserBuffer = new IntPtr(0);
ulong uPayloadSize = workDS.IsDefinedPayloadSize ? workDS.PayloadSize : (ulong)iDevicePayloadsize;
List<IntPtr> LUserBuffer = new List<IntPtr>();
for (int i = 0; i < 4; i++)
{
mUserBuffer = Marshal.AllocHGlobal((int)uPayloadSize);
LUserBuffer.Add(mUserBuffer);
IntPtr pUserObj = new IntPtr(0); // NULL pointer, not used
bf = new BGAPI2.Buffer(mUserBuffer, uPayloadSize, pUserObj);
workBL.Add(bf); // 1MB buffer size
}
foreach (KeyValuePair<string, BGAPI2.Buffer> buf_pair in workBL)
{
buf_pair.Value.QueueBuffer();
}
workDS.StartAcquisition(); //开始采集数据流
workDevice.RemoteNodeList["AcquisitionStart"].Execute(); //开始采集数据
}
读取相机数据
在开启数据采集之后,接下来就是把数据装载到buffer中,如果想要读取这些buffer数据,可将其进一步存储为BGAPI2中的Image格式,示例如下
BGAPI2.Image imgWork = null;
public string fillBuffer()
{
string info = "";
ImageProcessor imgPro = new ImageProcessor(); //创建图像处理器对象
BGAPI2.Buffer bfFilled = null;
bfFilled = workDS.GetFilledBuffer(1000);
if (bfFilled == null)
info += "Error: Buffer Timeout after 1000 ms\n";
else
{
info += $"图像{bfFilled.FrameID}的内存地址为{(ulong)bfFilled.MemPtr}";
imgWork = imgPro.CreateImage((uint)bfFilled.Width,
(uint)bfFilled.Height,
(string)bfFilled.PixelFormat,
bfFilled.MemPtr,
(ulong)bfFilled.MemSize); //创建图像对象
bfFilled.QueueBuffer(); //将缓冲区重新放回队列中,等待下一次使用
}
return info;
}