Beispiel #1
0
    /** Background subtraction and check if mouse selected a target */
    private OpenCVForUnity.Rect BgSub()
    {
        Mat fgmaskMat = new Mat();

        roiRect = null;
        OpenCVForUnity.Rect output;

        //Background Subtraction
        backgroundSubstractorMOG2.apply(frame, fgmaskMat);

        //Closure   *it is done to remove noise and close gaps that bgsub may leave where we don't want to
        Mat structuringElement = Imgproc.getStructuringElement(Imgproc.MORPH_ELLIPSE, new Size(closingSize, closingSize));

        Imgproc.dilate(fgmaskMat, fgmaskMat, structuringElement);
        Imgproc.erode(fgmaskMat, fgmaskMat, structuringElement);

        //Make mask binary
        Mat maskBinary = new Mat();

        Imgproc.threshold(fgmaskMat, maskBinary, 123, 255, Imgproc.THRESH_BINARY);

        //Get Contours
        List <MatOfPoint> contours = new List <MatOfPoint>();

        OpenCVForUnity.Mat hierarchy = new OpenCVForUnity.Mat();
        Imgproc.findContours(maskBinary, contours, hierarchy, Imgproc.RETR_EXTERNAL, Imgproc.CHAIN_APPROX_NONE);

        foreach (MatOfPoint contour in contours)
        {
            output = Imgproc.boundingRect(new MatOfPoint(contour.toArray()));

            Imgproc.rectangle(frame, output.tl(), output.br(), new Scalar(255, 0, 0), 2);
            rectanglesToPrint.Add(new ColoredRect(output, Color.white));

            UnityEngine.Rect check_pos = CVtoUnityRect(output);
            if (Input.GetMouseButton(0) && check_pos.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)))
            {
                Debug.Log("Selected a target box");
                Debug.Log(output);
                return(output);
            }
        }
        return(null);
    }
    IEnumerator GetPicture()
    {
        yield return(new WaitForEndOfFrame()); //攝影機讀取到的Frame繪製完畢後才進行拍照

        //calculate mat of selected region and whole rawimage
        OpenCVForUnity.Mat srcMat = new OpenCVForUnity.Mat(4, 1, CvType.CV_32FC2);
        OpenCVForUnity.Mat dstMat = new OpenCVForUnity.Mat(4, 1, CvType.CV_32FC2);

        dstMat.put(0, 0, rectTopLeft.x - rectBotLeft.x, rectTopLeft.y - rectBotLeft.y,
                   rectTopRight.x - rectBotLeft.x, rectTopRight.y - rectBotLeft.y,
                   rectBotLeft.x - rectBotLeft.x, rectBotLeft.y - rectBotLeft.y,
                   rectBotRight.x - rectBotLeft.x, rectBotRight.y - rectBotLeft.y);

        //calculate transform matrix
        transformMat = new OpenCVForUnity.Mat(3, 3, CvType.CV_32FC1);
        transformMat = Imgproc.getPerspectiveTransform(srcMat, dstMat);

        Texture2D sourceTex = ScreenCapture.CaptureScreenshotAsTexture();

        Color[]   pix     = sourceTex.GetPixels((int)rectBotLeft.x, (int)rectBotLeft.y, width, height);
        Texture2D destTex = new Texture2D(width, height);

        destTex.SetPixels(pix);
        destTex.Apply();

        OpenCVForUnity.Size textureSize = new OpenCVForUnity.Size(width, height);

        OpenCVForUnity.Mat rawImageSrcMat     = new OpenCVForUnity.Mat(textureSize, CvType.CV_8UC4);
        OpenCVForUnity.Mat rawImageSrcMatFlip = new OpenCVForUnity.Mat(textureSize, CvType.CV_8UC4);
        Utils.texture2DToMat(destTex, rawImageSrcMat);

        Core.flip(rawImageSrcMat, rawImageSrcMatFlip, 0);

        OpenCVForUnity.Mat rawImageDstMat = new OpenCVForUnity.Mat(textureSize, CvType.CV_8UC4);
        //Mat rawImageDstMatFlip = new Mat(textureSize, CvType.CV_8UC4);

        Imgproc.warpPerspective(rawImageSrcMatFlip, rawImageDstMat, transformMat, textureSize);

        texture = new Texture2D(width, height, TextureFormat.RGB24, false);
        Utils.matToTexture2D(rawImageDstMat, texture);
        rawImageRI.texture = texture;
    }
    IEnumerator CalculateHomography()
    //void CalculateHomography()
    {
        //Debug.Log("CalculateHomography1");
        //myCam.Pause();
        yield return(new WaitForEndOfFrame());

        //yield return new WaitForSeconds((float)0.5);
        //程式開始後至少要等0.3秒才會出現影像畫面,不然算sift一開始就會記憶體爆掉

        //input camera image

        /*Texture2D sourceTex = ScreenCapture.CaptureScreenshotAsTexture();
         * Color[] pix = sourceTex.GetPixels((int)rectBotLeft.x, (int)rectBotLeft.y, width, height);
         * Texture2D tex = new Texture2D(width, height);
         * tex.SetPixels(pix);
         * tex.Apply();*/

        //Debug.Log("CalculateHomography2");

        //rawimage position at (0,0),start from bottom left
        int xStart = (int)(Screen.width - rawImageRT.rect.width) / 2;
        int yStart = (int)(Screen.height - rawImageRT.rect.height) / 2;

        /*Debug.Log("xStart: "+xStart);
         * Debug.Log("yStart: "+yStart);
         * Debug.Log("Screen.width: "+Screen.width);
         * Debug.Log("Screen.height: "+Screen.height);
         * Debug.Log("rawImageRT.rect.width: "+rawImageRT.rect.width);
         * Debug.Log("rawImageRT.rect.height: "+rawImageRT.rect.height);*/

        //get sign image with text
        Texture2D sourceTex = ScreenCapture.CaptureScreenshotAsTexture();

        //rawImageRI.texture = sourceTex;
        //Color[] pix = sourceTex.GetPixels((int)rectBotLeft.x, (int)rectBotLeft.y, width, height);
        Color[] pix = sourceTex.GetPixels(xStart, yStart, (int)rawImageRT.rect.width, (int)rawImageRT.rect.height);
        tex = new Texture2D((int)rawImageRT.rect.width, (int)rawImageRT.rect.height);
        tex.SetPixels(pix);
        tex.Apply();

        //Debug.Log("tex.width: "+tex.width);
        //Debug.Log("tex.height: "+tex.height);

        //input fixed image

        /*Texture2D tex = new Texture2D(2,2);
         * string imgPath = "../signboard-rectangle/test-199-fast-628.jpg";
         * byte [] binaryImageData = File.ReadAllBytes(imgPath);
         * tex.LoadImage(binaryImageData);*/

        //scale texture to make it smaller
        TextureScale.Bilinear(tex, tex.width / 2, tex.height / 2);

        //必要 防止記憶體爆炸
        tex = TextureGray.ToGray(tex);

        //rawImageRI.texture = tex;

        mat = Unity.TextureToMat(tex);

        Destroy(sourceTex);
        Destroy(tex);

        //Cv2.ImShow("img", mat); ok
        //OpenCvSharp.Mat mat = Cv2.ImRead(imgPath, ImreadModes.Unchanged);

        //Debug.Log("mat: "+mat.ToString());
        //string imgPath = "../signboard-rectangle/test-199-fast-628.jpg";
        //OpenCvSharp.Mat mat = Cv2.ImRead(imgPath);
        InputArray imgCam = InputArray.Create(mat);

        desCam = OutputArray.Create(mat);

        //Cv2.ImShow("img", mat); ok
        //OpenCvSharp.Mat mat2 = mat;

        //sift = SIFT.Create();

        //System.Diagnostics.Stopwatch time = new System.Diagnostics.Stopwatch();
        //time.Start ();

        //卡卡
        OpenCvSharp.KeyPoint[] kpCam = sift.Detect(mat);
        //OpenCvSharp.KeyPoint[] kpCam = surf.Detect(mat);
        //OpenCvSharp.KeyPoint[] kpCam = orb.Detect(mat);
        //OpenCvSharp.KeyPoint[] kpCam = brief.Detect(mat);

        //time.Stop();
        //Debug.Log("執行 " + time.Elapsed.TotalSeconds + " 秒");

        //myCam.Pause();
        //rawImageRI.texture = tex;

        //Cv2.ImShow("img", mat); ok
        //Cv2.ImShow("img", mat2); ok

        sift.Compute(imgCam, ref kpCam, desCam);
        //surf.Compute(img2, ref kpCam, desCam);
        //orb.Compute(img2, ref kpCam, desCam);
        //brief.Compute(img2, ref kpCam, desCam);

        //Cv2.ImShow("img", mat);
        //Cv2.ImShow("img", mat2); 爆炸

        OpenCvSharp.Mat desCammat = desCam.GetMat();
        //Debug.Log("desCammat: "+desCammat);

        //if (!M) 如果還沒計算出homography M {
        //desFirstCatch = desCam;
        //OutputArray descriptors_object = des1;

        OpenCvSharp.Mat des1mat = des1.GetMat();
        OpenCvSharp.Mat des2mat = des2.GetMat();
        //OpenCvSharp.Mat des3mat = des3.GetMat();
        //Debug.Log("des1mat: "+des1mat);

        OpenCvSharp.DMatch[] dmatch1 = descriptorMatcher.Match(des1mat, desCammat);
        OpenCvSharp.DMatch[] dmatch2 = descriptorMatcher.Match(des2mat, desCammat);
        //OpenCvSharp.DMatch[] dmatch3 = descriptorMatcher.Match(des3mat, desCammat);

        //Debug.Log("damtch1[0]: "+dmatch1[0].ToString());
        //}
        //else {
        //OpenCvSharp.Mat desFirstCatchmat = desFirstCatch.GetMat();

        // OpenCvSharp.DMatch[] dmatch = descriptorMatcher.Match(desFirstCatchmat, desCammat);
        // OutputArray descriptors_object = desFirstCatch;
        //}

        double max_dist1 = 0;
        double min_dist1 = 100;
        double max_dist2 = 0;
        double min_dist2 = 100;

        //double max_dist3 = 0;
        //double min_dist3 = 100;

        //Cv2.ImShow("img", mat); 爆炸

        //Quick calculation of max and min distances between keypoints
        foreach (OpenCvSharp.DMatch d in dmatch1)
        {
            double dist = d.Distance;
            if (dist < min_dist1)
            {
                min_dist1 = dist;
            }
            if (dist > max_dist1)
            {
                max_dist1 = dist;
            }
        }

        foreach (OpenCvSharp.DMatch d in dmatch2)
        {
            double dist = d.Distance;
            if (dist < min_dist2)
            {
                min_dist2 = dist;
            }
            if (dist > max_dist2)
            {
                max_dist2 = dist;
            }
        }

        /*foreach (OpenCvSharp.DMatch d in dmatch3){
         *  double dist = d.Distance;
         *  if( dist < min_dist3 ) min_dist3 = dist;
         *  if( dist > max_dist3 ) max_dist3 = dist;
         * }*/

        //Draw only "good" matches (i.e. whose distance is less than 3*min_dist )
        List <OpenCvSharp.DMatch> goodMatch1 = new List <OpenCvSharp.DMatch>();

        foreach (OpenCvSharp.DMatch d in dmatch1)
        {
            if (d.Distance < 3 * min_dist1)
            {
                goodMatch1.Add(d);
            }
        }

        List <OpenCvSharp.DMatch> goodMatch2 = new List <OpenCvSharp.DMatch>();

        foreach (OpenCvSharp.DMatch d in dmatch2)
        {
            if (d.Distance < 3 * min_dist2)
            {
                goodMatch2.Add(d);
            }
        }

        /*List<OpenCvSharp.DMatch> goodMatch3 = new List<OpenCvSharp.DMatch>();
         * foreach (OpenCvSharp.DMatch d in dmatch3){
         *  if( d.Distance < 3*min_dist3 )
         *      goodMatch3.Add(d);
         * }*/

        List <OpenCvSharp.Point2f> srcPts1 = new List <OpenCvSharp.Point2f>();
        List <OpenCvSharp.Point2f> dstPts1 = new List <OpenCvSharp.Point2f>();

        foreach (OpenCvSharp.DMatch d in goodMatch1)
        {
            //-- Get the keypoints from the good matches
            srcPts1.Add(kp1[d.QueryIdx].Pt);
            dstPts1.Add(kpCam[d.TrainIdx].Pt);
            //Debug.Log("kp1[d.QueryIdx].Pt: "+kp1[d.QueryIdx].Pt);
        }

        List <OpenCvSharp.Point2f> srcPts2 = new List <OpenCvSharp.Point2f>();
        List <OpenCvSharp.Point2f> dstPts2 = new List <OpenCvSharp.Point2f>();

        foreach (OpenCvSharp.DMatch d in goodMatch2)
        {
            //-- Get the keypoints from the good matches
            srcPts2.Add(kp2[d.QueryIdx].Pt);
            dstPts2.Add(kpCam[d.TrainIdx].Pt);
            //Debug.Log("kp1[d.QueryIdx].Pt: "+kp1[d.QueryIdx].Pt);
        }

        /*List<OpenCvSharp.Point2f> srcPts3 = new List<OpenCvSharp.Point2f>();
         * List<OpenCvSharp.Point2f> dstPts3 = new List<OpenCvSharp.Point2f>();
         * foreach (OpenCvSharp.DMatch d in goodMatch3){
         *  //-- Get the keypoints from the good matches
         *  srcPts3.Add(kp3[d.QueryIdx].Pt);
         *  dstPts3.Add(kpCam[d.TrainIdx].Pt);
         *  //Debug.Log("kp1[d.QueryIdx].Pt: "+kp1[d.QueryIdx].Pt);
         * }*/

        //jump to next iteration if less than certain number of keypoints matched
        if (srcPts1.Count < 200 && srcPts2.Count < 200)
        {
            yield break;
        }

        if (srcPts1.Count >= srcPts2.Count)
        {
            srcPts        = new List <OpenCvSharp.Point2f>(srcPts1);
            dstPts        = new List <OpenCvSharp.Point2f>(dstPts1);
            text1.enabled = true;
            text2.enabled = false;
            num1++;
            //text3.enabled = false;
        }

        /*else if(srcPts2.Count >= srcPts1.Count && srcPts2.Count >= srcPts3.Count){
         *  srcPts = new List<OpenCvSharp.Point2f>(srcPts2);
         *  dstPts = new List<OpenCvSharp.Point2f>(dstPts2);
         *  text2.enabled = true;
         *  text1.enabled = false;
         *  text3.enabled = false;
         * }*/
        else
        {
            srcPts        = new List <OpenCvSharp.Point2f>(srcPts2);
            dstPts        = new List <OpenCvSharp.Point2f>(dstPts2);
            text2.enabled = true;
            text1.enabled = false;
            num2++;
            //text2.enabled = false;
        }

        if (num1 > num2 + 10)
        {
            text1.enabled = true;
            text2.enabled = false;
        }

        if (num2 > num1 + 10)
        {
            text2.enabled = true;
            text1.enabled = false;
        }

        if (num1 > 60 || num2 > 60)
        {
            num1 = 0;
            num2 = 0;
        }
        //OpenCvSharp.Mat mat2 = mat;

        //Cv2.DrawKeypoints(mat, kpCam, mat2);

        //Cv2.ImShow("img", mat); 亂碼圖

        //Texture2D tex2 = new Texture2D(8, 8);
        //tex2 = Unity.MatToTexture(mat);
        //rawImageRI.texture = tex2;
        //myCam.Pause();

        //Cv2.ImShow("img", mat2); 亂碼圖

        Texture2D emptyTex = new Texture2D(8, 8);

        OpenCvSharp.Mat outputImg = Unity.TextureToMat(emptyTex);
        //Debug.Log("outputImg: "+outputImg.ToString());

        InputArray  srcArr = InputArray.Create <OpenCvSharp.Point2f>(srcPts);
        InputArray  dstArr = InputArray.Create <OpenCvSharp.Point2f>(dstPts);
        OutputArray mask   = OutputArray.Create(outputImg);

        OpenCvSharp.Mat M = Cv2.FindHomography(srcArr, dstArr, HomographyMethods.Ransac, 5, mask);

        OpenCVForUnity.Mat transMat = new OpenCVForUnity.Mat(3, 3, CvType.CV_32FC1);
        transMat.put(0, 0, M.Get <double>(0, 0), M.Get <double>(0, 1), M.Get <double>(0, 2),
                     M.Get <double>(1, 0), M.Get <double>(1, 1), M.Get <double>(1, 2),
                     M.Get <double>(2, 0), M.Get <double>(2, 1), M.Get <double>(2, 2));
        //Debug.Log("transMat: "+transMat.dump());

        //Debug.Log("mask: "+mask);
        //OpenCvSharp.Mat maskMat = mask.GetMat();
        //Debug.Log("maskMat: "+maskMat.ToString());
        //maskMoB = new OpenCvSharp.MatOfByte(maskMat);

        //-- Get the corners from the image_1 ( the object to be "detected" )

        /*OpenCvSharp.Point2f[] obj_corners = new OpenCvSharp.Point2f[4];
         * obj_corners[0] = new OpenCvSharp.Point2f(0, 0);
         * obj_corners[1] = new OpenCvSharp.Point2f(inputTex.width, 0);
         * obj_corners[2] = new OpenCvSharp.Point2f(inputTex.width, inputTex.height);
         * obj_corners[3] = new OpenCvSharp.Point2f(0, inputTex.height);
         *
         * //OpenCvSharp.Point2f[] scene_corners = new OpenCvSharp.Point2f[4];
         * //scene_corners = Cv2.PerspectiveTransform(obj_corners, M);
         *
         * //if (!M) 如果還沒計算出homography M {
         * //Cv2.DrawMatches(inputImg, kp1, mat, kpCam, goodMatch, outputImg, OpenCvSharp.Scalar.All(-1),
         * //OpenCvSharp.Scalar.All(-1), maskMoB.ToArray(), DrawMatchesFlags.NotDrawSinglePoints);
         * //else {
         *
         * //Texture2D outputTex = Unity.MatToTexture(outputImg);
         * //rawImageRI.texture = outputTex;
         *
         * //-- Draw lines between the corners (the mapped object in the scene - image_2 )
         * //Cv2.Line(outputImg, scene_corners[0] + obj_corners[1], scene_corners[1] + obj_corners[1], OpenCvSharp.Scalar.LightBlue, 4);
         * //Cv2.Line(outputImg, scene_corners[1] + obj_corners[1], scene_corners[2] + obj_corners[1], OpenCvSharp.Scalar.LightBlue, 4);
         * //Cv2.Line(outputImg, scene_corners[2] + obj_corners[1], scene_corners[3] + obj_corners[1], OpenCvSharp.Scalar.LightBlue, 4);
         * //Cv2.Line(outputImg, scene_corners[3] + obj_corners[1], scene_corners[0] + obj_corners[1], OpenCvSharp.Scalar.LightBlue, 4);
         *
         * //OpenCvSharp.Mat outimg = Unity.TextureToMat(emptyTex);
         * //inputImg = Unity.TextureToMat(emptyTex);
         * //Cv2.DrawKeypoints(mat, kpCam, outimg, OpenCvSharp.Scalar.LightBlue);
         *
         * //show image with text after homography
         * /*string imgPath2 = "../signboard-rectangle/test-IMG_0204-text.PNG";
         * textTex = new Texture2D(2,2);
         * byte [] binaryImageData2 = File.ReadAllBytes(imgPath2);
         * textTex.LoadImage(binaryImageData2);
         * rawImageRI.texture = textTex;*/

        /*OpenCVForUnity.Mat inputTextImg = new OpenCVForUnity.Mat(new OpenCVForUnity.Size(textTex.width, textTex.height), CvType.CV_8UC4);
         * Utils.texture2DToMat(textTex, inputTextImg);
         * OpenCVForUnity.Mat outputTextImg = new OpenCVForUnity.Mat(new OpenCVForUnity.Size(textTex.width, textTex.height), CvType.CV_8UC4);
         *
         * Imgproc.warpPerspective(inputTextImg, outputTextImg, transMat, new OpenCVForUnity.Size(textTex.width, textTex.height));
         *
         * Texture2D outputTex = new Texture2D((int)textTex.width, (int)textTex.height, TextureFormat.RGB24, false);
         * Utils.matToTexture2D(outputTextImg, outputTex);*/

        //TextureScale.Bilinear(outputTex, outputTex.width/5, outputTex.height/5);
        //rawImageRI.texture = outputTex;

        //text.enabled = true;

        /*Vector3 scale;
         * scale.x = new Vector4((float)M.Get<double>(0,0), (float)M.Get<double>(1,0), (float)M.Get<double>(2,0), 0).magnitude;
         * scale.y = new Vector4((float)M.Get<double>(0,1), (float)M.Get<double>(1,1), (float)M.Get<double>(2,1), 0).magnitude;
         * scale.z = new Vector4((float)M.Get<double>(0,2), (float)M.Get<double>(1,2), (float)M.Get<double>(2,2), 0).magnitude;
         *
         * Vector3 forward;
         * forward.x = (float)M.Get<double>(0,2);
         * forward.y = (float)M.Get<double>(1,2);
         * forward.z = (float)M.Get<double>(2,2);
         *
         * Vector3 upwards;
         * upwards.x = (float)M.Get<double>(0,1);
         * upwards.y = (float)M.Get<double>(1,1);
         * upwards.z = (float)M.Get<double>(2,1);
         *
         * //textRT.localScale = scale;
         * //textRT.rotation = Quaternion.LookRotation(forward, upwards);*/

        Matrix4x4 matrix = new Matrix4x4();

        /*matrix.SetRow(0, new Vector4((float)M.Get<double>(0,0), (float)M.Get<double>(0,1), (float)M.Get<double>(0,2),0));
         * matrix.SetRow(1, new Vector4((float)M.Get<double>(1,0), (float)M.Get<double>(1,1), (float)M.Get<double>(1,2),0));
         * matrix.SetRow(2, new Vector4(0,0,1,0));
         * matrix.SetRow(3, new Vector4(0,0,0,1));*/

        //inverse效果還行
        matrix.SetRow(0, new Vector4((float)M.Get <double>(0, 0), (float)M.Get <double>(0, 1), 0, (float)M.Get <double>(0, 2)));
        matrix.SetRow(1, new Vector4((float)M.Get <double>(1, 0), (float)M.Get <double>(1, 1), 0, (float)M.Get <double>(1, 2)));
        matrix.SetRow(2, new Vector4(0, 0, 1, 0));
        matrix.SetRow(3, new Vector4(0, 0, 0, 1));

        Matrix4x4 inverse = matrix.inverse;

        //textRT.localScale = matrix.lossyScale;
        //textRT.rotation = matrix.rotation; //rotation跟eulerangles效果一樣
        textRT1.rotation = inverse.rotation;
        textRT2.rotation = inverse.rotation;
        //textRT3.rotation = inverse.rotation;

        Destroy(emptyTex);

        //calculate euler angle

        /*double angleX = Math.Asin(-M.Get<double>(2,1));
         * double angleY = Math.Atan2(M.Get<double>(2,0), M.Get<double>(2,2));
         * double angleZ = Math.Atan2(M.Get<double>(0,1), M.Get<double>(1,1));
         * //textRT.eulerAngles = new Vector3((float)angleX, (float)angleY, (float)angleZ);
         * //Debug.Log("textRT.eulerAngles: "+textRT.eulerAngles.ToString());
         *
         * //calculate quaternion
         * double w = Math.Sqrt(1 + M.Get<double>(0,0) + M.Get<double>(1,1) + M.Get<double>(2,2))/2;
         * double w4 = w*4;
         * double qx = (M.Get<double>(2,1) - M.Get<double>(1,2))/w4 ;
         * double qy = (M.Get<double>(0,2) - M.Get<double>(2,0))/w4 ;
         * double qz = (M.Get<double>(1,0) - M.Get<double>(0,1))/w4 ;
         * //textRT.rotation = new Quaternion((float)qx, (float)qy, (float)qz, 1);
         *
         * double tr = M.Get<double>(0,0) + M.Get<double>(1,1) + M.Get<double>(2,2);
         * Debug.Log("tr: "+tr);*/

        //Cv2.ImShow("img", mat);
        //myCam.Pause();
    }
Beispiel #4
0
    private OpenCVForUnity.Rect BgSub()
    {
        backgroundSubstractorMOG2.apply(rgbMat, fgmaskMat);

        roiRect      = null;
        fgmaskMatRoi = fgmaskMat;

        Mat kernelD = new Mat(40, 40, CvType.CV_8UC1, new Scalar(255, 255, 255));
        Mat kernelE = new Mat(20, 20, CvType.CV_8UC1, new Scalar(255, 255, 255));

        Mat kernelDRoi = new Mat(1, 1, CvType.CV_8UC1, new Scalar(255, 255, 255));
        Mat kernelERoi = new Mat(1, 1, CvType.CV_8UC1, new Scalar(255, 255, 255));

        Imgproc.dilate(fgmaskMat, fgmaskMatDilate, kernelD);
        Imgproc.erode(fgmaskMatDilate, fgmaskMatDilate, kernelE);

        Imgproc.dilate(fgmaskMatRoi, fgmaskMatDilateRoi, kernelDRoi);
        Imgproc.erode(fgmaskMatDilateRoi, fgmaskMatDilateRoi, kernelERoi);

        mask_binary    = new OpenCVForUnity.Mat();
        mask_binaryRoi = new OpenCVForUnity.Mat();

        Imgproc.threshold(fgmaskMatDilate, mask_binary, 123, 255, Imgproc.THRESH_BINARY);
        Imgproc.threshold(fgmaskMatDilateRoi, mask_binaryRoi, 123, 255, Imgproc.THRESH_BINARY);

        List <MatOfPoint> contours = new List <MatOfPoint>();

        OpenCVForUnity.Mat hierarchy = new OpenCVForUnity.Mat();

        Imgproc.findContours(mask_binary, contours, hierarchy, Imgproc.RETR_EXTERNAL, Imgproc.CHAIN_APPROX_NONE);

        if (contours.Count == 0)
        {
            return(null);
        }
        else
        {
            int i = 0;
            color1 = new Color(0.8f, 0.8f, 0.95f, 0.25f);
            color2 = new Color(0.8f, 0.8f, 0.95f);
            foreach (MatOfPoint contour in contours)
            {
                //Debug.Log("number of target: " + i);
                MatOfPoint new_mat1 = new MatOfPoint(contour.toArray());
                output = Imgproc.boundingRect(new_mat1);
                rgbMat.copyTo(dest, mask_binaryRoi);
                //SaveMatToFile("mask_binary" + ss, mask_binary);
                //SaveMatToFile("mask_binaryRoi" + ss, mask_binaryRoi);
                Imgproc.rectangle(rgbMat, output.tl(), output.br(), new Scalar(255, 0, 0), 2);
                output_ar.Add(output);
                Vector3          top_left_pos     = new Vector3(output.x, Screen.height - output.y);
                Vector3          bottom_right_pos = new Vector3(output.x + output.width, Screen.height - (output.y + output.height));
                UnityEngine.Rect check_pos        = GetScreenRect(top_left_pos, bottom_right_pos);
                i++;
                if (Input.GetMouseButton(0) && check_pos.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)))
                {
                    Debug.Log("take it!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
                    //skipFrame = 50;
                    //shouldStartCamShift = true;
                    Debug.Log(output);
                    return(output);
                }

                /*else
                 * {
                 *  MatOfPoint new_mat2 = new MatOfPoint(contours[0].toArray()); //prende il blob più grande, è il primo perchè la funzione findcontours mette in ordine dal più grande al più piccolo.
                 *  output = Imgproc.boundingRect(new_mat2);
                 * }*/
            }
            //OnGUI();
            return(null);
        }
    }