- Historique : le filtre par type de cible est désormais appliqué au chargement ; correction du piège PopupMenuItem(value: null) qui empêchait l'option « Tous » de réinitialiser le filtre ; icône colorée quand un filtre est actif - OpenCV : libération des Mat natifs (img, gray, blurred, circles) dans un finally — detectTarget tourne toutes les secondes pendant l'aperçu caméra et faisait grimper la mémoire native en continu - Export IA : distance, arme et id de session réels transmis depuis SessionProvider au lieu des placeholders (25 m / "Unknown") - Tests : remplacement du test widget cassé (BullyApp sans providers) par 14 tests qui passent — calcul de score concentrique (centre, hors cible, ratio d'image, anneaux personnalisés), agrégation des scores, analyse de groupement, et rendu du widget StatsCard Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
242 lines
7.3 KiB
Dart
242 lines
7.3 KiB
Dart
import 'dart:math' as math;
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import 'package:opencv_dart/opencv_dart.dart' as cv;
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class TargetDetectionResult {
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final double centerX;
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final double centerY;
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final double radius;
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final bool success;
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TargetDetectionResult({
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required this.centerX,
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required this.centerY,
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required this.radius,
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this.success = true,
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});
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factory TargetDetectionResult.failure() {
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return TargetDetectionResult(
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centerX: 0.5,
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centerY: 0.5,
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radius: 0.4,
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success: false,
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);
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}
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}
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class OpenCVTargetService {
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/// Detect the main target (center and radius) from an image file
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///
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/// IMPORTANT : les Mat OpenCV sont de la mémoire NATIVE, invisible pour le
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/// garbage collector Dart. Cette méthode est appelée en boucle (~1 s)
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/// pendant l'aperçu caméra : sans dispose() explicite dans le finally, la
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/// mémoire native grimpe en continu tant que l'utilisateur vise.
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Future<TargetDetectionResult> detectTarget(String imagePath) async {
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cv.Mat? img;
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cv.Mat? gray;
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cv.Mat? blurred;
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cv.Mat? circles;
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cv.Mat? looseCircles;
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try {
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// Read image
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img = cv.imread(imagePath, flags: cv.IMREAD_COLOR);
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if (img.isEmpty) {
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return TargetDetectionResult.failure();
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}
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// Convert to grayscale
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gray = cv.cvtColor(img, cv.COLOR_BGR2GRAY);
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// Apply Gaussian blur to reduce noise
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blurred = cv.gaussianBlur(gray, (9, 9), 2, sigmaY: 2);
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// Detect circles using Hough Transform.
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// HoughCircles returns a Mat of shape (1, N) of Vec3f (x, y, r).
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circles = cv.HoughCircles(
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blurred,
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cv.HOUGH_GRADIENT,
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1, // dp
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(img.rows / 16)
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.toDouble(), // minDist decreased to allow more rings in same general area
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param1: 100, // Canny edge detection
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param2:
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60, // Accumulator threshold (higher = fewer false circles, more accurate)
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minRadius: img.cols ~/ 20,
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maxRadius: img.cols ~/ 2,
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);
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if (circles.isEmpty) {
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// Try with different parameters if first attempt fails (more lenient)
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looseCircles = cv.HoughCircles(
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blurred,
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cv.HOUGH_GRADIENT,
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1,
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(img.rows / 8).toDouble(),
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param1: 100,
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param2: 40,
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minRadius: img.cols ~/ 20,
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maxRadius: img.cols ~/ 2,
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);
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if (looseCircles.isEmpty) {
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return TargetDetectionResult.failure();
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}
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return _findBestConcentricCircles(looseCircles, img.cols, img.rows);
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}
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return _findBestConcentricCircles(circles, img.cols, img.rows);
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} catch (e) {
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return TargetDetectionResult.failure();
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} finally {
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// _findBestConcentricCircles a déjà extrait les données dans des listes
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// Dart avant qu'on arrive ici : libérer les Mat est donc toujours sûr.
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img?.dispose();
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gray?.dispose();
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blurred?.dispose();
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circles?.dispose();
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looseCircles?.dispose();
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}
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}
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TargetDetectionResult _findBestConcentricCircles(
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cv.Mat circles,
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int width,
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int height,
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) {
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if (circles.rows == 0 || circles.cols == 0) {
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return TargetDetectionResult.failure();
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}
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final int numCircles = circles.cols;
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final List<({double x, double y, double r})> detected = [];
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// Extract circles safely
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// We'll use `at<double>` assuming the Mat is (1, N, 3) float32 (CV_32FC3 usually)
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// Actually HoughCircles usually returns CV_32FC3.
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// So we can access `at<cv.Vec3f>(0, i)`.
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// If that fails, we can fall back. But since `Mat` has `at`, it should work unless generic is bad.
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// Let's assume it works for Mat but checking boundaries.
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// NOTE: If this throws "at not defined" (unlikely for Mat), we'd need another way.
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// But since the previous error was on `VecPoint2f` (which is NOT a Mat), this should be fine.
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for (int i = 0; i < numCircles; i++) {
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// Access using Vec3f if possible, or try to interpret memory
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// Using `at<cv.Vec3f>` is the standard way.
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final vec = circles.at<cv.Vec3f>(0, i);
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detected.add((x: vec.val1, y: vec.val2, r: vec.val3));
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}
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if (detected.isEmpty) return TargetDetectionResult.failure();
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// Cluster circles by center position
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// We consider circles "concentric" if their centers are within 5% of image min dimension
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final double tolerance = math.min(width, height) * 0.05;
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final List<List<({double x, double y, double r})>> clusters = [];
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for (final circle in detected) {
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bool added = false;
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for (final cluster in clusters) {
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// Calculate the actual center of the cluster based on the smallest circle (the likely bullseye)
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double clusterCenterX = cluster.first.x;
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double clusterCenterY = cluster.first.y;
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double minRadiusInCluster = cluster.first.r;
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for (final c in cluster) {
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if (c.r < minRadiusInCluster) {
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minRadiusInCluster = c.r;
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clusterCenterX = c.x;
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clusterCenterY = c.y;
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}
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}
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final dist = math.sqrt(
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math.pow(circle.x - clusterCenterX, 2) +
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math.pow(circle.y - clusterCenterY, 2),
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);
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if (dist < tolerance) {
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cluster.add(circle);
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added = true;
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break;
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}
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}
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if (!added) {
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clusters.add([circle]);
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}
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}
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// Find the best cluster
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// 1. Prefer clusters with more circles (concentric rings)
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// 2. Tie-break: closest to image center
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List<({double x, double y, double r})> bestCluster = clusters.first;
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double bestScore = -1.0;
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for (final cluster in clusters) {
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// Score calculation
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// Base score = number of circles squared (heavily favor concentric rings)
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double score = math.pow(cluster.length, 2).toDouble() * 10.0;
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// Small penalty for distance from center (only as tie-breaker)
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double cx = 0, cy = 0;
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for (final c in cluster) {
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cx += c.x;
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cy += c.y;
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}
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cx /= cluster.length;
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cy /= cluster.length;
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final distFromCenter = math.sqrt(
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math.pow(cx - width / 2, 2) + math.pow(cy - height / 2, 2),
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);
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final relDist = distFromCenter / math.min(width, height);
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score -=
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relDist * 2.0; // Very minor penalty so we don't snap to screen center
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// Penalize very small clusters if they are just noise
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// (Optional: check if radii are somewhat distributed?)
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if (score > bestScore) {
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bestScore = score;
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bestCluster = cluster;
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}
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}
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// Compute final result from best cluster
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// Center: Use the smallest circle (bullseye) for best precision
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// Radius: Use the largest circle (outer edge) for full coverage
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double centerX = 0;
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double centerY = 0;
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double maxR = 0;
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double minR = double.infinity;
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for (final c in bestCluster) {
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if (c.r > maxR) {
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maxR = c.r;
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}
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if (c.r < minR) {
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minR = c.r;
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centerX = c.x;
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centerY = c.y;
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}
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}
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// Fallback if something went wrong (shouldn't happen with non-empty cluster)
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if (minR == double.infinity) {
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centerX = bestCluster.first.x;
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centerY = bestCluster.first.y;
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}
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return TargetDetectionResult(
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centerX: centerX / width,
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centerY: centerY / height,
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radius: maxR / math.min(width, height),
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success: true,
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);
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}
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}
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