// Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor>();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>();

#if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
#else
            if (!string.IsNullOrEmpty(classes))
            {
                classes_filepath = Utils.getFilePath("dnn/" + classes);
            }
            if (!string.IsNullOrEmpty(config))
            {
                config_filepath = Utils.getFilePath("dnn/" + config);
            }
            if (!string.IsNullOrEmpty(model))
            {
                model_filepath = Utils.getFilePath("dnn/" + model);
            }
            Run();
#endif
        }
        // Use this for initialization
        void Start()
        {
            menuVariables = GameObject.Find("EventSystem").GetComponent <MenuVariables>();
            scanTime      = scanPeriod;
            processTime   = processPeriod;

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>();

#if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
#else
            if (!string.IsNullOrEmpty(classes))
            {
                classes_filepath = Utils.getFilePath("dnn/" + classes);
            }
            if (!string.IsNullOrEmpty(config))
            {
                config_filepath = Utils.getFilePath("dnn/" + config);
            }
            if (!string.IsNullOrEmpty(model))
            {
                model_filepath = Utils.getFilePath("dnn/" + model);
            }
            Run();
#endif
        }
        // Use this for initialization
        void Start()
        {
            #if !UNITY_WEBGL || UNITY_EDITOR
            weightsPositionsSmoothing.Add(1);
            weightsSizesSmoothing.Add(0.5f);
            weightsSizesSmoothing.Add(0.3f);
            weightsSizesSmoothing.Add(0.2f);

            //parameters.minObjectSize = 96;
            //parameters.maxObjectSize = int.MaxValue;
            //parameters.scaleFactor = 1.1f;
            //parameters.minNeighbors = 2;
            parameters.maxTrackLifetime = 5;

            innerParameters.numLastPositionsToTrack       = 4;
            innerParameters.numStepsToWaitBeforeFirstShow = 6;
            innerParameters.numStepsToTrackWithoutDetectingIfObjectHasNotBeenShown = 3;
            innerParameters.numStepsToShowWithoutDetecting    = 3;
            innerParameters.coeffTrackingWindowSize           = 2.0f;
            innerParameters.coeffObjectSizeToTrack            = 0.85f;
            innerParameters.coeffObjectSpeedUsingInPrediction = 0.8f;
            #endif

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Init();
        }
        // Use this for initialization
        void Start()
        {
            //                      Utils.setDebugMode (true);

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Init();
        }
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_WEBGL && !UNITY_EDITOR
            var getFilePath_Coroutine = Utils.getFilePathAsync("lbpcascade_frontalface.xml", (result) => {
                coroutines.Clear();

                cascade = new CascadeClassifier();
                cascade.load(result);

                webCamTextureToMatHelper.Initialize();
            });
            coroutines.Push(getFilePath_Coroutine);
            StartCoroutine(getFilePath_Coroutine);
            #else
            cascade = new CascadeClassifier();
            cascade.load(Utils.getFilePath("lbpcascade_frontalface.xml"));
//            cascade = new CascadeClassifier ();
//            cascade.load (Utils.getFilePath ("haarcascade_frontalface_alt.xml"));
//            if (cascade.empty ()) {
//                Debug.LogError ("cascade file is not loaded.Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
//            }

            webCamTextureToMatHelper.Initialize();
            #endif
        }
        // Use this for initialization
        void Start()
        {
            //if true, The error log of the Native side OpenCV will be displayed on the Unity Editor Console.
            Utils.setDebugMode(true);

            classNames = readClassNames(Utils.getFilePath("dnn/coco.names"));
#if !UNITY_WSA_10_0
            if (classNames == null)
            {
                Debug.LogError("class names list file is not loaded.The model and class names list can be downloaded here: \"https://github.com/pjreddie/darknet/tree/master/data/coco.names\".Please copy to “Assets/StreamingAssets/dnn/” folder. ");
            }
#endif

            string modelConfiguration = Utils.getFilePath("dnn/tiny-yolo.cfg");
            string modelBinary        = Utils.getFilePath("dnn/tiny-yolo.weights");


            if (string.IsNullOrEmpty(modelConfiguration) || string.IsNullOrEmpty(modelBinary))
            {
                Debug.LogError("model file is not loaded. the cfg-file and weights-file can be downloaded here: https://github.com/pjreddie/darknet/blob/master/cfg/tiny-yolo.cfg and https://pjreddie.com/media/files/tiny-yolo.weights. Please copy to “Assets/StreamingAssets/dnn/” folder. ");
            }
            else
            {
                //! [Initialize network]
                net = Dnn.readNetFromDarknet(modelConfiguration, modelBinary);
                //! [Initialize network]
            }


            resized = new Mat();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Initialize();
        }
Beispiel #7
0
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            markerTypeDropdown.value                 = (int)markerType;
            dictionaryIdDropdown.value               = (int)dictionaryId;
            showRejectedCornersToggle.isOn           = showRejectedCorners;
            refineMarkerDetectionToggle.isOn         = refineMarkerDetection;
            refineMarkerDetectionToggle.interactable = (markerType == MarkerType.GridBoard || markerType == MarkerType.ChArUcoBoard);

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_ANDROID && !UNITY_EDITOR
            // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2)
            // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/
            // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178
            rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS;
            if (webCamTextureToMatHelper.requestedIsFrontFacing)
            {
                webCamTextureToMatHelper.requestedFPS = 15;
                webCamTextureToMatHelper.Initialize();
            }
            else
            {
                webCamTextureToMatHelper.Initialize();
            }
            #else
            webCamTextureToMatHelper.Initialize();
            #endif
        }
Beispiel #8
0
        // Use this for initialization
        IEnumerator Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            // fix the screen orientation.
            Screen.orientation = ScreenOrientation.LandscapeLeft;
            // wait for the screen orientation to change.
            yield return(null);

            if (markerTypeDropdown.value != markerType || dictionaryIdDropdown.value != dictionaryId ||
                squaresXDropdown.value != squaresX - 1 || squaresYDropdown.value != squaresY - 1)
            {
                markerTypeDropdown.value   = markerType;
                dictionaryIdDropdown.value = dictionaryId;
                squaresXDropdown.value     = squaresX - 1;
                squaresYDropdown.value     = squaresY - 1;
            }
            dictionaryIdDropdown.interactable = (markerType == (int)MarkerType.ChArUcoBoard);

            #if UNITY_WEBGL && !UNITY_EDITOR
            isImagesInputMode = false;
            #endif
            if (isImagesInputMode)
            {
                isImagesInputMode = InitializeImagesInputMode();
            }

            if (!isImagesInputMode)
            {
                webCamTextureToMatHelper.Initialize();
            }
        }
        private void Run()
        {
            Utils.setDebugMode(true);


            er_filter1 = OpenCVForUnity.Text.createERFilterNM1(trained_classifierNM1_xml_filepath, 8, 0.00015f, 0.13f, 0.2f, true, 0.1f);

            er_filter2 = OpenCVForUnity.Text.createERFilterNM2(trained_classifierNM2_xml_filepath, 0.5f);


            Mat transition_p = new Mat(62, 62, CvType.CV_64FC1);

            //            string filename = "OCRHMM_transitions_table.xml";
            //            FileStorage fs(filename, FileStorage::READ);
            //            fs["transition_probabilities"] >> transition_p;
            //            fs.release();

            //Load TransitionProbabilitiesData.
            transition_p.put(0, 0, GetTransitionProbabilitiesData(OCRHMM_transitions_table_xml_filepath));


            Mat    emission_p = Mat.eye(62, 62, CvType.CV_64FC1);
            string voc        = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";

            decoder = OCRHMMDecoder.create(OCRHMM_knn_model_data_xml_gz_filepath,
                                           voc, transition_p, emission_p);


            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Initialize();

            flipVerticalToggle.isOn   = webCamTextureToMatHelper.flipVertical;
            flipHorizontalToggle.isOn = webCamTextureToMatHelper.flipHorizontal;
        }
Beispiel #10
0
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_ANDROID && !UNITY_EDITOR
            // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2)
            // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/
            // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178
            rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS;
            if (webCamTextureToMatHelper.requestedIsFrontFacing)
            {
                webCamTextureToMatHelper.requestedFPS = 15;
                webCamTextureToMatHelper.Initialize();
            }
            else
            {
                webCamTextureToMatHelper.Initialize();
            }
            #else
            webCamTextureToMatHelper.Initialize();
            #endif

            backgroundSubstractorMOG2 = Video.createBackgroundSubtractorMOG2();
//                      backgroundSubstractorMOG2.setHistory (2);
//                      backgroundSubstractorMOG2.setVarThreshold (16);
//                      backgroundSubstractorMOG2.setDetectShadows (true);
        }
        // Use this for initialization
        void Start()
        {
            #if UNITY_WEBGL && !UNITY_EDITOR
            Utils.registerWebGLPlugin();
            #endif

            renderThreadCoroutine = CallAtEndOfFrames();


            fpsMonitor = GetComponent <FpsMonitor> ();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            int width, height;
            Dimensions(requestedResolution, out width, out height);
            webCamTextureToMatHelper.requestedWidth  = width;
            webCamTextureToMatHelper.requestedHeight = height;
            webCamTextureToMatHelper.requestedFPS    = (int)requestedFPS;
            webCamTextureToMatHelper.Initialize();

            // Update GUI state
            requestedResolutionDropdown.value = (int)requestedResolution;
            string[] enumNames = System.Enum.GetNames(typeof(FPSPreset));
            int      index     = Array.IndexOf(enumNames, requestedFPS.ToString());
            requestedFPSDropdown.value = index;
            rotate90DegreeToggle.isOn  = webCamTextureToMatHelper.rotate90Degree;
            flipVerticalToggle.isOn    = webCamTextureToMatHelper.flipVertical;
            flipHorizontalToggle.isOn  = webCamTextureToMatHelper.flipHorizontal;
        }
        // Use this for initialization
        IEnumerator Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            // fix the screen orientation.
            Screen.orientation = ScreenOrientation.LandscapeLeft;
            // wait for the screen orientation to change.
            yield return(null);

            markerTypeDropdown.value          = (int)markerType;
            dictionaryIdDropdown.value        = (int)dictionaryId;
            squaresXDropdown.value            = (int)squaresX - 1;
            squaresYDropdown.value            = (int)squaresY - 1;
            dictionaryIdDropdown.interactable = (markerType == MarkerType.ChArUcoBoard);

            #if UNITY_WEBGL && !UNITY_EDITOR
            isImagesInputMode = false;
            #endif
            if (isImagesInputMode)
            {
                isImagesInputMode = InitializeImagesInputMode();
            }

            if (!isImagesInputMode)
            {
                #if UNITY_ANDROID && !UNITY_EDITOR
                // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2).
                webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true;
                #endif
                webCamTextureToMatHelper.Initialize();
            }
        }
Beispiel #13
0
        // Use this for initialization
        void Start()
        {
            menuVariables = GameObject.Find("EventSystem").GetComponent <MenuVariables>();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>();

#if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
#else
            if (!string.IsNullOrEmpty(classes))
            {
                classes_filepath = Utils.getFilePath("dnn/" + classes);
            }
            if (!string.IsNullOrEmpty(config))
            {
                config_filepath = Utils.getFilePath("dnn/" + config);
            }
            if (!string.IsNullOrEmpty(model))
            {
                model_filepath = Utils.getFilePath("dnn/" + model);
            }
            Run();
            EnglishText.text = "EN";
            SpanishText.text = "ES";
            FrenchText.text  = "FR";
            GermanText.text  = "DE";
            ItalianText.text = "IT";
#endif
        }
Beispiel #14
0
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            imageOptimizationHelper  = gameObject.GetComponent <ImageOptimizationHelper> ();
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_ANDROID && !UNITY_EDITOR
            // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2)
            // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/
            // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178
            rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS;
            if (webCamTextureToMatHelper.requestedIsFrontFacing)
            {
                webCamTextureToMatHelper.requestedFPS = 15;
                webCamTextureToMatHelper.Initialize();
            }
            else
            {
                webCamTextureToMatHelper.Initialize();
            }
            #else
            webCamTextureToMatHelper.Initialize();
            #endif
        }
Beispiel #15
0
        // Use this for initialization
        void Start()
        {
            roiPointList = new List <Point> ();
            termination  = new TermCriteria(TermCriteria.EPS | TermCriteria.COUNT, 10, 1);

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Initialize();
        }
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Initialize();

            flipVerticalToggle.isOn   = webCamTextureToMatHelper.flipVertical;
            flipHorizontalToggle.isOn = webCamTextureToMatHelper.flipHorizontal;
        }
Beispiel #17
0
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor>();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>();

            facemark_cascade_filepath = Utils.getFilePath(FACEMARK_CASCADE_FILENAME);
            facemark_model_filepath   = Utils.getFilePath(FACEMARK_MODEL_FILENAME);
            Run();
        }
Beispiel #18
0
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Init();

            backgroundSubstractorMOG2 = Video.createBackgroundSubtractorMOG2();
//                      backgroundSubstractorMOG2.setHistory (2);
//                      backgroundSubstractorMOG2.setVarThreshold (16);
//                      backgroundSubstractorMOG2.setDetectShadows (true);
        }
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_ANDROID && !UNITY_EDITOR
            // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2).
            webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true;
            #endif
            webCamTextureToMatHelper.Initialize();
        }
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_WEBGL && !UNITY_EDITOR
            var getFilePath_Coroutine = Utils.getFilePathAsync("lbpcascade_frontalface.xml", (result) => {
                coroutines.Clear();

                cascade = new CascadeClassifier();
                cascade.load(result);
                if (cascade.empty())
                {
                    Debug.LogError("cascade file is not loaded.Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
                }

                webCamTextureToMatHelper.Initialize();
            });
            coroutines.Push(getFilePath_Coroutine);
            StartCoroutine(getFilePath_Coroutine);
            #else
            cascade = new CascadeClassifier();
            cascade.load(Utils.getFilePath("lbpcascade_frontalface.xml"));
//            cascade = new CascadeClassifier ();
//            cascade.load (Utils.getFilePath ("haarcascade_frontalface_alt.xml"));
            #if !UNITY_WSA_10_0
            if (cascade.empty())
            {
                Debug.LogError("cascade file is not loaded.Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
            }
            #endif

            #if UNITY_ANDROID && !UNITY_EDITOR
            // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2)
            // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/
            // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178
            rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS;
            if (webCamTextureToMatHelper.requestedIsFrontFacing)
            {
                webCamTextureToMatHelper.requestedFPS = 15;
                webCamTextureToMatHelper.Initialize();
            }
            else
            {
                webCamTextureToMatHelper.Initialize();
            }
            #else
            webCamTextureToMatHelper.Initialize();
            #endif
            #endif
        }
Beispiel #21
0
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

#if UNITY_WEBGL && !UNITY_EDITOR
            var getFilePath_Coroutine = GetFilePath();
            coroutines.Push(getFilePath_Coroutine);
            StartCoroutine(getFilePath_Coroutine);
#else
            tensorflow_inception_graph_pb_filepath         = Utils.getFilePath("dnn/tensorflow_inception_graph.pb");
            imagenet_comp_graph_label_strings_txt_filepath = Utils.getFilePath("dnn/imagenet_comp_graph_label_strings.txt");
            Run();
#endif
        }
Beispiel #22
0
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

#if UNITY_WEBGL && !UNITY_EDITOR
            var getFilePath_Coroutine = GetFilePath();
            coroutines.Push(getFilePath_Coroutine);
            StartCoroutine(getFilePath_Coroutine);
#else
            MobileNetSSD_deploy_caffemodel_filepath = Utils.getFilePath("dnn/MobileNetSSD_deploy.caffemodel");
            MobileNetSSD_deploy_prototxt_filepath   = Utils.getFilePath("dnn/MobileNetSSD_deploy.prototxt");
            Run();
#endif
        }
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_WEBGL && !UNITY_EDITOR
            var getFilePath_Coroutine = GetFilePath();
            coroutines.Push(getFilePath_Coroutine);
            StartCoroutine(getFilePath_Coroutine);
            #else
            lbpcascade_frontalface_xml_filepath      = Utils.getFilePath("lbpcascade_frontalface.xml");
            haarcascade_frontalface_alt_xml_filepath = Utils.getFilePath("haarcascade_frontalface_alt.xml");
            Run();
            #endif
        }
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor>();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>();

#if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
#else
            model_filepath = Utils.getFilePath(MODEL_FILENAME);
            Run();
#endif
        }
Beispiel #25
0
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

#if UNITY_WEBGL && !UNITY_EDITOR
            var getFilePath_Coroutine = GetFilePath();
            coroutines.Push(getFilePath_Coroutine);
            StartCoroutine(getFilePath_Coroutine);
#else
            res10_300x300_ssd_iter_140000_caffemodel_filepath = Utils.getFilePath("dnn/res10_300x300_ssd_iter_140000.caffemodel");
            deploy_prototxt_filepath = Utils.getFilePath("dnn/deploy.prototxt");
            Run();
#endif
        }
Beispiel #26
0
        // Use this for initialization
        void Start()
        {
            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

#if UNITY_WEBGL && !UNITY_EDITOR
            var getFilePath_Coroutine = GetFilePath();
            coroutines.Push(getFilePath_Coroutine);
            StartCoroutine(getFilePath_Coroutine);
#else
            coco_names_filepath        = Utils.getFilePath("dnn/coco.names");
            tiny_yolo_cfg_filepath     = Utils.getFilePath("dnn/tiny-yolo.cfg");
            tiny_yolo_weights_filepath = Utils.getFilePath("dnn/tiny-yolo.weights");
            Run();
#endif
        }
Beispiel #27
0
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            roiPointList = new List <Point> ();
            termination  = new TermCriteria(TermCriteria.EPS | TermCriteria.COUNT, 10, 1);

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_ANDROID && !UNITY_EDITOR
            // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2).
            webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true;
            #endif
            webCamTextureToMatHelper.Initialize();
        }
Beispiel #28
0
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
            #else
            facemark_cascade_filepath = Utils.getFilePath("lbpcascade_frontalface.xml");
            facemark_model_filepath   = Utils.getFilePath("facemark/lbfmodel.yaml");
            Run();
            #endif
        }
        // Use this for initialization
        void Start()
        {
            fpsMonitor = GetComponent <FpsMonitor> ();

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();

            #if UNITY_WEBGL && !UNITY_EDITOR
            getFilePath_Coroutine = GetFilePath();
            StartCoroutine(getFilePath_Coroutine);
            #else
            lbp_cascade_filepath  = Utils.getFilePath(LBP_CASCADE_FILENAME);
            haar_cascade_filepath = Utils.getFilePath(HAAR_CASCADE_FILENAME);
            Run();
            #endif
        }
Beispiel #30
0
        // Use this for initialization
        void Start()
        {
            if (markerTypeDropdown.value != markerType || dictionaryIdDropdown.value != dictionaryId ||
                showRejectedCornersToggle.isOn != showRejectedCorners || refineMarkerDetectionToggle.isOn != refineMarkerDetection)
            {
                markerTypeDropdown.value         = markerType;
                dictionaryIdDropdown.value       = dictionaryId;
                showRejectedCornersToggle.isOn   = showRejectedCorners;
                refineMarkerDetectionToggle.isOn = refineMarkerDetection;
            }
            refineMarkerDetectionToggle.interactable = (markerType == (int)MarkerType.GridBoard || markerType == (int)MarkerType.ChArUcoBoard);

            webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> ();
            webCamTextureToMatHelper.Initialize();
        }