Esempio n. 1
0
        private void AddIntersectionPoints([CanBeNull] IPointCollection pointCollection)
        {
            if (pointCollection == null || ((IGeometry)pointCollection).IsEmpty)
            {
                return;
            }

            if (IntersectionPoints == null)
            {
                IntersectionPoints =
                    (IPointCollection)GeometryFactory.CreateMultipoint(pointCollection);
            }
            else
            {
                IntersectionPoints.AddPointCollection(pointCollection);
            }
        }
Esempio n. 2
0
    public void drawFaceOnTex()                                                           //This is where magic happens
    {
        if (this.GetComponent <ARFaceMeshVisualizer>().mesh.vertexCount > 0 && !isDoFile) //This block converts the world space of face mesh to screen points
        {
            s = "Face Found";
            GameObject.Find("detailsLabel").GetComponent <TextMeshProUGUI>().text = s;
            checkingOfFiles();
            faceMesh        = Instantiate(this.GetComponent <ARFaceMeshVisualizer>().mesh);
            screenPointInfo = new Vector2[faceMesh.vertexCount];
            ScreenCapture.CaptureScreenshot("screenshot.png");
            for (int i = 0; i < faceMesh.vertexCount; i++)
            {
                screenPoint          = cam.WorldToScreenPoint(transform.TransformPoint((Vector3)faceMesh.vertices.GetValue(i)));
                screenPointInfo[i].x = Mathf.RoundToInt(screenPoint.x);
                screenPointInfo[i].y = Mathf.RoundToInt(screenPoint.y);
            }
            s = "Face processing is Done";
            GameObject.Find("detailsLabel").GetComponent <TextMeshProUGUI>().text = s;
            isDoFile = !isDoFile;
        }
        if (!isDoFile)
        {
            s = "Face processing Not Yet Done";
            GameObject.Find("detailsLabel").GetComponent <TextMeshProUGUI>().text = s;
            return;
        }
        if (!System.IO.File.Exists(Application.persistentDataPath + "/screenshot.png"))
        {
            s = "Face data is not yet saved.\nPlease press again.";
            GameObject.Find("detailsLabel").GetComponent <TextMeshProUGUI>().text = s;
            return;
        }
        if (System.IO.File.Exists(Application.persistentDataPath + "/screenshot.png"))
        {
            byte[] screeshotImage = File.ReadAllBytes(Application.persistentDataPath + "/screenshot.png");
            ImageConversion.LoadImage(screenshotTex, screeshotImage);
        }

        s = "Face data saving Started.";
        GameObject.Find("detailsLabel").GetComponent <TextMeshProUGUI>().text = s;
        Color   color;
        Vector2 scale = new Vector2(texSize, texSize);

        //This block converts takes a triangle of the face mesh and rasterizes the face of user to texture

        for (int i = 0; i < faceMesh.triangles.Length; i = i + 3)
        {
            //for facetexture
            Vector2 p1 = faceMesh.uv[faceMesh.triangles[i]];
            Vector2 p2 = faceMesh.uv[faceMesh.triangles[i + 1]];
            Vector2 p3 = faceMesh.uv[faceMesh.triangles[i + 2]];

            //for screenshot
            Vector2 ps1 = screenPointInfo[faceMesh.triangles[i]];
            Vector2 ps2 = screenPointInfo[faceMesh.triangles[i + 1]];
            Vector2 ps3 = screenPointInfo[faceMesh.triangles[i + 2]];

            float Hscale;
            float Vscale;

            p1.Scale(scale);
            p2.Scale(scale);
            p3.Scale(scale);

            Line l1 = new Line(p1, p2);
            Line l2 = new Line(p2, p3);
            Line l3 = new Line(p3, p1);

            Line ls1 = new Line(ps1, ps2);
            Line ls2 = new Line(ps2, ps3);
            Line ls3 = new Line(ps3, ps1);

            Line l4  = l1.getPerpendicularLine(p3);
            Line ls4 = ls1.getPerpendicularLine(ps3);

            IntersectionPoints ip1  = new IntersectionPoints(l1, l4);
            IntersectionPoints ips1 = new IntersectionPoints(ls1, ls4);

            Vscale = getDistance(ps3, ips1.getInteresectionPoint()) / getDistance(p3, ip1.getInteresectionPoint());

            List <Vector2> altLinePoints = l4.getBoundingPoints(p3, ip1.getInteresectionPoint());
            foreach (Vector2 point in altLinePoints)
            {
                Line l5 = l1.getParallelLine(point);
                IntersectionPoints ip2 = new IntersectionPoints(l5, l2);
                IntersectionPoints ip3 = new IntersectionPoints(l5, l3);

                Vector2            point1 = ls4.getPointOnLineByDistance(ps3, ips1.getInteresectionPoint(), getDistance(p3, point) * Vscale);
                Line               ls5    = ls1.getParallelLine(point1);
                IntersectionPoints ips2   = new IntersectionPoints(ls5, ls2);
                IntersectionPoints ips3   = new IntersectionPoints(ls5, ls3);

                Hscale = getDistance(ips2.getInteresectionPoint(), ips3.getInteresectionPoint()) / getDistance(ip2.getInteresectionPoint(), ip3.getInteresectionPoint());

                List <Vector2> parallelLinePoints = l5.getBoundingPoints(ip2.getInteresectionPoint(), ip3.getInteresectionPoint());
                foreach (Vector2 subPoint in parallelLinePoints)
                {
                    Vector2 subPoint1 = ls5.getPointOnLineByDistance(ips2.getInteresectionPoint(), ips3.getInteresectionPoint(), getDistance(ip2.getInteresectionPoint(), subPoint) * Hscale);
                    color = screenshotTex.GetPixel(Mathf.RoundToInt(subPoint1.x), Mathf.RoundToInt(subPoint1.y));
                    tex.SetPixel(Mathf.RoundToInt(subPoint.x), Mathf.RoundToInt(subPoint.y), color);
                }
            }
        }
        tex.Apply();
        System.IO.File.WriteAllBytes(Application.persistentDataPath + "/screenpointinfo.png", tex.EncodeToPNG());
        s = "Face data is saved.";
        GameObject.Find("detailsLabel").GetComponent <TextMeshProUGUI>().text = s;
        writeMeshData();
    }
Esempio n. 3
0
        public IntersectionPoints getIntersectionpoints(Line l2)
        {
            IntersectionPoints ip1 = new IntersectionPoints(this, l2);

            return(ip1);
        }