private void drawPoints()
    {
        List <Point> cornersPrev = mMOP2fptsPrev.toList();
        List <Point> cornersThis = mMOP2fptsThis.toList();
        List <byte>  byteStatus  = mMOBStatus.toList();

        int x = 0;
        int y = byteStatus.Count - 1;

        for (x = 0; x < y; x++)
        {
            if (byteStatus[x] == 1)
            {
                Point pt  = cornersThis[x];
                Point pt2 = cornersPrev[x];
                Core.circle(rgbaMat, pt, 5, colorRed, lineThickness - 1);
                Core.line(rgbaMat, pt, pt2, colorRed, lineThickness);
            }
        }
    }
Esempio n. 2
0
        //public RawImage document;

        void Update()
        {
            if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
            {
                Mat mainMat = webCamTextureToMatHelper.GetMat();


                if (!selectTarget) //find paper by contours
                {
                    grayMat = new Mat();

                    // convert texture to matrix
                    mainMat.copyTo(grayMat);

                    mainMat = findPaper(mainMat);

                    // display matrix on the screen
                    Utils.fastMatToTexture2D(mainMat, texture);
                }
                else
                { // using optical flow
                    // set the currentGrayMat mat
                    currentGrayMat = new Mat(mainMat.rows(), mainMat.cols(), Imgproc.COLOR_RGB2GRAY);
                    Imgproc.cvtColor(mainMat, currentGrayMat, Imgproc.COLOR_RGBA2GRAY);


                    if (initOpticalFlow == true) // doing the init setting for optical flow
                    {
                        // create 40 points
                        Point[] points = new Point[40];
                        // set those points near the corner
                        // paperCornerMatOfPoint  is the corner of the paper
                        for (int i = 0; i < 4; i++)
                        {
                            points[i * 10]     = new Point(paperCornerMatOfPoint.toList()[i].x, paperCornerMatOfPoint.toList()[i].y);
                            points[i * 10 + 1] = new Point(paperCornerMatOfPoint.toList()[i].x + 1, paperCornerMatOfPoint.toList()[i].y);
                            points[i * 10 + 2] = new Point(paperCornerMatOfPoint.toList()[i].x, paperCornerMatOfPoint.toList()[i].y + 1);
                            points[i * 10 + 3] = new Point(paperCornerMatOfPoint.toList()[i].x + 1, paperCornerMatOfPoint.toList()[i].y + 1);
                            points[i * 10 + 4] = new Point(paperCornerMatOfPoint.toList()[i].x, paperCornerMatOfPoint.toList()[i].y - 1);
                            points[i * 10 + 5] = new Point(paperCornerMatOfPoint.toList()[i].x - 1, paperCornerMatOfPoint.toList()[i].y);
                            points[i * 10 + 6] = new Point(paperCornerMatOfPoint.toList()[i].x - 2, paperCornerMatOfPoint.toList()[i].y - 1);
                            points[i * 10 + 7] = new Point(paperCornerMatOfPoint.toList()[i].x, paperCornerMatOfPoint.toList()[i].y - 2);
                            points[i * 10 + 8] = new Point(paperCornerMatOfPoint.toList()[i].x - 2, paperCornerMatOfPoint.toList()[i].y - 2);
                            points[i * 10 + 9] = new Point(paperCornerMatOfPoint.toList()[i].x + 2, paperCornerMatOfPoint.toList()[i].y + 2);
                        }

                        // make the points closer to the corners (Harris Corner Detection )
                        //Imgproc.goodFeaturesToTrack(currentGrayMat, corners, 40, qualityLevel, minDistance, none, blockSize, false, 0.04);
                        //Imgproc.goodFeaturesToTrack(currentGrayMat, corners, 40,0.05,20);

                        corners.fromArray(points);

                        prevFeatures.fromList(corners.toList());
                        currentFeatures.fromList(corners.toList());
                        prevGrayMat = currentGrayMat.clone();

                        // won't go back t again
                        initOpticalFlow = false;


                        // not that useful lol
                        // create random color
                        // not working now
                        for (int i = 0; i < maxCorners; i++)
                        {
                            color.Add(new Scalar((int)(Random.value * 255), (int)(Random.value * 255),
                                                 (int)(Random.value * 255), 255));
                        }
                    }
                    else
                    {
                        // Don't want ball move
                        //currentFeatures.fromArray(prevFeatures.toArray());


                        // want ball move
                        prevFeatures.fromArray(currentFeatures.toArray());

                        // optical flow it will changes the valu of currentFeatures
                        Video.calcOpticalFlowPyrLK(prevGrayMat, currentGrayMat, prevFeatures, currentFeatures, mMOBStatus, err);
                        //Debug.Log(st.rows());

                        // change to points list
                        List <Point> prevList  = prevFeatures.toList(),
                                     nextList  = currentFeatures.toList();
                        List <byte> byteStatus = mMOBStatus.toList();


                        int x = 0;
                        int y = byteStatus.Count - 1;

                        for (x = 0; x < y; x++)
                        {
                            if (byteStatus[x] == 1)
                            {
                                Point pt  = nextList[x];
                                Point pt2 = prevList[x];

                                Imgproc.circle(mainMat, pt, 10, new Scalar(0, 0, 255), -1);

                                Imgproc.line(mainMat, pt, pt2, new Scalar(0, 0, 255));
                            }
                        }

                        // draw the data
                        //for (int i = 0; i < prevList.Count; i++)
                        //{
                        //    //Imgproc.circle(frame, prevList[i], 5, color[10]);
                        //    Imgproc.circle(mainMat, nextList[i], 10, new Scalar(0, 0, 255), -1);

                        //    Imgproc.line(mainMat, prevList[i], nextList[i], color[20]);
                        //}


                        List <List <Point> > cornersFeatures = new List <List <Point> >(40);
                        cornersFeatures.Add(new List <Point>(10));

                        // put the corners features data into the list
                        int  tmp  = 0;
                        bool last = true;
                        for (int i = 0; i < nextList.Count - 1; i++)
                        {
                            if (Mathf.Abs((float)(nextList[i].x - nextList[i + 1].x)) < 10 && Mathf.Abs((float)(nextList[i].y - nextList[i + 1].y)) < 10)
                            {
                                if (last == true)
                                {
                                    cornersFeatures[tmp].Add(nextList[i]);
                                }
                                else
                                {
                                    cornersFeatures.Add(new List <Point>(10));
                                    tmp = tmp + 1;
                                    cornersFeatures[tmp].Add(nextList[i]);
                                }
                                last = true;
                            }
                            else
                            {
                                last = false;
                            }
                        }

                        // count corners
                        int manyCornersFeatures = 0;
                        for (int i = 0; i < cornersFeatures.Count; i++)
                        {
                            Debug.Log(cornersFeatures[i].Count);
                            if (cornersFeatures[i].Count < 5)
                            {
                                cornersFeatures.RemoveAt(i);
                            }
                            else
                            {
                                manyCornersFeatures++;
                            }
                        }

                        //Debug.Log("Length" + manyCornersFeatures);

                        // if corners equal 4 then diplay virtual docunment into the frame
                        // doing the perspective transform
                        if (manyCornersFeatures == 4)
                        {
                            Mat documentMat = new Mat(document.height, document.width, CvType.CV_8UC3);
                            Utils.texture2DToMat(document, documentMat);

                            List <Point> srcPoints = new List <Point>();
                            srcPoints.Add(new Point(0, 0));
                            srcPoints.Add(new Point(documentMat.cols(), 0));
                            srcPoints.Add(new Point(documentMat.cols(), documentMat.rows()));
                            srcPoints.Add(new Point(0, documentMat.rows()));


                            Mat srcPointsMat = Converters.vector_Point_to_Mat(srcPoints, CvType.CV_32F);


                            List <Point> dstPoints = new List <Point>()
                            {
                                cornersFeatures[0][0], cornersFeatures[1][0], cornersFeatures[2][0], cornersFeatures[3][0]
                            };
                            Mat dstPointsMat = Converters.vector_Point_to_Mat(dstPoints, CvType.CV_32F);


                            //Make perspective transform
                            Mat m         = Imgproc.getPerspectiveTransform(srcPointsMat, dstPointsMat);
                            Mat warpedMat = new Mat(new Size(), documentMat.type());
                            Debug.Log((cornersFeatures[1][0].x - cornersFeatures[0][0].x) + " " + (cornersFeatures[2][0].y - cornersFeatures[1][0].y));
                            Imgproc.warpPerspective(documentMat, warpedMat, m, mainMat.size(), Imgproc.INTER_LINEAR);
                            //warpedMat.convertTo(warpedMat, CvType.CV_32F);


                            //warpedMat.convertTo(warpedMat, CvType.CV_8UC3);
                            warpedMat.convertTo(warpedMat, CvType.CV_8UC3);
                            // same size as frame
                            Mat dst = new Mat(mainMat.size(), CvType.CV_8UC3);
                            //Mat dst = new Mat(frame.size(), CvType.CV_8UC3);
                            //Mat dst2 = new Mat();

                            Imgproc.cvtColor(mainMat, dst, Imgproc.COLOR_RGBA2RGB);

                            //dst.setTo(new Scalar(0, 255, 0));
                            //currentGrayMat.copyTo(dst);
                            //dst.convertTo(dst, CvType.CV_8UC3);


                            //Imgproc.cvtColor(currentGrayMat, frame, Imgproc.COLOR_GRAY2RGBA);

                            Mat img1 = new Mat();
                            Mat mask = new Mat(mainMat.size(), CvType.CV_8UC1, new Scalar(0));
                            Imgproc.cvtColor(warpedMat, img1, Imgproc.COLOR_RGB2GRAY);
                            Imgproc.Canny(img1, img1, 100, 200);
                            List <MatOfPoint> doc_contours = new List <MatOfPoint>();;
                            Imgproc.findContours(img1, doc_contours, new Mat(), Imgproc.RETR_EXTERNAL, Imgproc.CHAIN_APPROX_NONE);
                            Imgproc.drawContours(mask, doc_contours, -1, new Scalar(255), Core.FILLED);

                            warpedMat.copyTo(dst, mask);

                            dst.convertTo(dst, CvType.CV_8UC3);

                            Debug.Log("dst" + dst.size());


                            Imgproc.cvtColor(dst, mainMat, Imgproc.COLOR_RGB2RGBA);


                            // display on the right
                            Texture2D finalTextue = new Texture2D(dst.width(), dst.height(), TextureFormat.RGB24, false);
                            Utils.matToTexture2D(dst, finalTextue);

                            targetRawImage.texture = finalTextue;
                        }


                        // current frame to old frame
                        prevGrayMat = currentGrayMat.clone();



                        //Imgproc.cvtColor(currentGrayMat, frame, Imgproc.COLOR_GRAY2RGBA);

                        // display matrix on the screen
                        Utils.fastMatToTexture2D(mainMat, texture);
                    }
                }
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Refines the matches with homography.
        /// </summary>
        /// <returns><c>true</c>, if matches with homography was refined, <c>false</c> otherwise.</returns>
        /// <param name="queryKeypoints">Query keypoints.</param>
        /// <param name="trainKeypoints">Train keypoints.</param>
        /// <param name="reprojectionThreshold">Reprojection threshold.</param>
        /// <param name="matches">Matches.</param>
        /// <param name="homography">Homography.</param>
        static bool refineMatchesWithHomography
        (
            MatOfKeyPoint queryKeypoints,
            MatOfKeyPoint trainKeypoints,
            float reprojectionThreshold,
            MatOfDMatch matches,
            Mat homography
        )
        {
            //Debug.Log ("matches " + matches.ToString ());

            int minNumberMatchesAllowed = 8;

            List <KeyPoint> queryKeypointsList = queryKeypoints.toList();
            List <KeyPoint> trainKeypointsList = trainKeypoints.toList();
            List <DMatch>   matchesList        = matches.toList();

            if (matchesList.Count < minNumberMatchesAllowed)
            {
                return(false);
            }

            // Prepare data for cv::findHomography
            List <Point> srcPointsList = new List <Point>(matchesList.Count);
            List <Point> dstPointsList = new List <Point>(matchesList.Count);

            for (int i = 0; i < matchesList.Count; i++)
            {
                srcPointsList.Add(trainKeypointsList[matchesList[i].trainIdx].pt);
                dstPointsList.Add(queryKeypointsList[matchesList[i].queryIdx].pt);
            }

            // Find homography matrix and get inliers mask
            using (MatOfPoint2f srcPoints = new MatOfPoint2f())
                using (MatOfPoint2f dstPoints = new MatOfPoint2f())
                    using (MatOfByte inliersMask = new MatOfByte(new byte[srcPointsList.Count]))
                    {
                        srcPoints.fromList(srcPointsList);
                        dstPoints.fromList(dstPointsList);

                        //Debug.Log ("srcPoints " + srcPoints.ToString ());
                        //Debug.Log ("dstPoints " + dstPoints.ToString ());

                        Calib3d.findHomography(srcPoints,
                                               dstPoints,
                                               Calib3d.FM_RANSAC,
                                               reprojectionThreshold,
                                               inliersMask, 2000, 0.955).copyTo(homography);

                        if (homography.rows() != 3 || homography.cols() != 3)
                        {
                            return(false);
                        }

                        //Debug.Log ("homography " + homography.ToString ());
                        //Debug.Log ("inliersMask " + inliersMask.dump ());

                        List <byte> inliersMaskList = inliersMask.toList();

                        List <DMatch> inliers = new List <DMatch>();
                        for (int i = 0; i < inliersMaskList.Count; i++)
                        {
                            if (inliersMaskList[i] == 1)
                            {
                                inliers.Add(matchesList[i]);
                            }
                        }

                        matches.fromList(inliers);
                        //Debug.Log ("matches " + matches.ToString ());
                    }

            return(matchesList.Count > minNumberMatchesAllowed);
        }
Esempio n. 4
0
        private IEnumerator init()
        {
            if (webCamTexture != null)
            {
                webCamTexture.Stop();
                initDone = false;

                rgbaMat.Dispose();

                matOpFlowThis.Dispose();
                matOpFlowPrev.Dispose();
                MOPcorners.Dispose();
                mMOP2fptsThis.Dispose();
                mMOP2fptsPrev.Dispose();
                mMOP2fptsSafe.Dispose();
                mMOBStatus.Dispose();
                mMOFerr.Dispose();
            }

            // Checks how many and which cameras are available on the device
            for (int cameraIndex = 0; cameraIndex < WebCamTexture.devices.Length; cameraIndex++)
            {
                if (WebCamTexture.devices [cameraIndex].isFrontFacing == isFrontFacing)
                {
                    Debug.Log(cameraIndex + " name " + WebCamTexture.devices [cameraIndex].name + " isFrontFacing " + WebCamTexture.devices [cameraIndex].isFrontFacing);

                    webCamDevice = WebCamTexture.devices [cameraIndex];

                    webCamTexture = new WebCamTexture(webCamDevice.name, width, height);


                    break;
                }
            }

            if (webCamTexture == null)
            {
                webCamDevice  = WebCamTexture.devices [0];
                webCamTexture = new WebCamTexture(webCamDevice.name, width, height);
            }

            Debug.Log("width " + webCamTexture.width + " height " + webCamTexture.height + " fps " + webCamTexture.requestedFPS);



            // Starts the camera
            webCamTexture.Play();
            while (true)
            {
                //If you want to use webcamTexture.width and webcamTexture.height on iOS, you have to wait until webcamTexture.didUpdateThisFrame == 1, otherwise these two values will be equal to 16. (http://forum.unity3d.com/threads/webcamtexture-and-error-0x0502.123922/)
                                                                #if UNITY_IPHONE && !UNITY_EDITOR
                if (webCamTexture.width > 16 && webCamTexture.height > 16)
                {
                                                                #else
                if (webCamTexture.didUpdateThisFrame)
                {
                                                                                #endif

                    Debug.Log("width " + webCamTexture.width + " height " + webCamTexture.height + " fps " + webCamTexture.requestedFPS);
                    Debug.Log("videoRotationAngle " + webCamTexture.videoRotationAngle + " videoVerticallyMirrored " + webCamTexture.videoVerticallyMirrored + " isFrongFacing " + webCamDevice.isFrontFacing);

                    colors = new Color32[webCamTexture.width * webCamTexture.height];

                    rgbaMat = new Mat(webCamTexture.height, webCamTexture.width, CvType.CV_8UC4);

                    matOpFlowThis = new Mat();
                    matOpFlowPrev = new Mat();
                    MOPcorners    = new MatOfPoint();
                    mMOP2fptsThis = new MatOfPoint2f();
                    mMOP2fptsPrev = new MatOfPoint2f();
                    mMOP2fptsSafe = new MatOfPoint2f();
                    mMOBStatus    = new MatOfByte();
                    mMOFerr       = new MatOfFloat();

                    texture = new Texture2D(webCamTexture.width, webCamTexture.height, TextureFormat.RGBA32, false);

                    gameObject.transform.eulerAngles = new Vector3(0, 0, 0);
                                                                                #if (UNITY_ANDROID || UNITY_IPHONE) && !UNITY_EDITOR
                    gameObject.transform.eulerAngles = new Vector3(0, 0, -90);
                                                                                #endif
//										gameObject.transform.rotation = gameObject.transform.rotation * Quaternion.AngleAxis (webCamTexture.videoRotationAngle, Vector3.back);


                    gameObject.transform.localScale = new Vector3(webCamTexture.width, webCamTexture.height, 1);


//										bool videoVerticallyMirrored = webCamTexture.videoVerticallyMirrored;
//										float scaleX = 1;
//										float scaleY = videoVerticallyMirrored ? -1.0f : 1.0f;
//										if (webCamTexture.videoRotationAngle == 270)
//												scaleY = -1.0f;
//										gameObject.transform.localScale = new Vector3 (scaleX * gameObject.transform.localScale.x, scaleY * gameObject.transform.localScale.y, 1);


                    gameObject.GetComponent <Renderer> ().material.mainTexture = texture;

                                                                                #if (UNITY_ANDROID || UNITY_IPHONE) && !UNITY_EDITOR
                    Camera.main.orthographicSize = webCamTexture.width / 2;
                                                                                #else
                    Camera.main.orthographicSize = webCamTexture.height / 2;
                                                                                #endif

                    initDone = true;

                    break;
                }
                else
                {
                    yield return(0);
                }
            }
        }

        // Update is called once per frame
        void Update()
        {
            if (!initDone)
            {
                return;
            }

                                                #if UNITY_IPHONE && !UNITY_EDITOR
            if (webCamTexture.width > 16 && webCamTexture.height > 16)
            {
                                                #else
            if (webCamTexture.didUpdateThisFrame)
            {
                                                                #endif

                Utils.webCamTextureToMat(webCamTexture, rgbaMat, colors);

                if (webCamTexture.videoVerticallyMirrored)
                {
                    if (webCamDevice.isFrontFacing)
                    {
                        if (webCamTexture.videoRotationAngle == 0)
                        {
                            Core.flip(rgbaMat, rgbaMat, 1);
                        }
                        else if (webCamTexture.videoRotationAngle == 90)
                        {
                            Core.flip(rgbaMat, rgbaMat, 0);
                        }
                        else if (webCamTexture.videoRotationAngle == 270)
                        {
                            Core.flip(rgbaMat, rgbaMat, 1);
                        }
                    }
                    else
                    {
                        if (webCamTexture.videoRotationAngle == 90)
                        {
                        }
                        else if (webCamTexture.videoRotationAngle == 270)
                        {
                            Core.flip(rgbaMat, rgbaMat, -1);
                        }
                    }
                }
                else
                {
                    if (webCamDevice.isFrontFacing)
                    {
                        if (webCamTexture.videoRotationAngle == 0)
                        {
                            Core.flip(rgbaMat, rgbaMat, 1);
                        }
                        else if (webCamTexture.videoRotationAngle == 90)
                        {
                            Core.flip(rgbaMat, rgbaMat, 0);
                        }
                        else if (webCamTexture.videoRotationAngle == 270)
                        {
                            Core.flip(rgbaMat, rgbaMat, 1);
                        }
                    }
                    else
                    {
                        if (webCamTexture.videoRotationAngle == 90)
                        {
                        }
                        else if (webCamTexture.videoRotationAngle == 270)
                        {
                            Core.flip(rgbaMat, rgbaMat, -1);
                        }
                    }
                }

                if (mMOP2fptsPrev.rows() == 0)
                {
                    // first time through the loop so we need prev and this mats
                    // plus prev points
                    // get this mat
                    Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

                    // copy that to prev mat
                    matOpFlowThis.copyTo(matOpFlowPrev);

                    // get prev corners
                    Imgproc.goodFeaturesToTrack(matOpFlowPrev, MOPcorners, iGFFTMax, 0.05, 20);
                    mMOP2fptsPrev.fromArray(MOPcorners.toArray());

                    // get safe copy of this corners
                    mMOP2fptsPrev.copyTo(mMOP2fptsSafe);
                }
                else
                {
                    // we've been through before so
                    // this mat is valid. Copy it to prev mat
                    matOpFlowThis.copyTo(matOpFlowPrev);

                    // get this mat
                    Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

                    // get the corners for this mat
                    Imgproc.goodFeaturesToTrack(matOpFlowThis, MOPcorners, iGFFTMax, 0.05, 20);
                    mMOP2fptsThis.fromArray(MOPcorners.toArray());

                    // retrieve the corners from the prev mat
                    // (saves calculating them again)
                    mMOP2fptsSafe.copyTo(mMOP2fptsPrev);

                    // and save this corners for next time through

                    mMOP2fptsThis.copyTo(mMOP2fptsSafe);
                }


                /*
                 * Parameters:
                 * prevImg first 8-bit input image
                 * nextImg second input image
                 * prevPts vector of 2D points for which the flow needs to be found; point coordinates must be single-precision floating-point numbers.
                 * nextPts output vector of 2D points (with single-precision floating-point coordinates) containing the calculated new positions of input features in the second image; when OPTFLOW_USE_INITIAL_FLOW flag is passed, the vector must have the same size as in the input.
                 * status output status vector (of unsigned chars); each element of the vector is set to 1 if the flow for the corresponding features has been found, otherwise, it is set to 0.
                 * err output vector of errors; each element of the vector is set to an error for the corresponding feature, type of the error measure can be set in flags parameter; if the flow wasn't found then the error is not defined (use the status parameter to find such cases).
                 */
                Video.calcOpticalFlowPyrLK(matOpFlowPrev, matOpFlowThis, mMOP2fptsPrev, mMOP2fptsThis, mMOBStatus, mMOFerr);

                if (!mMOBStatus.empty())
                {
                    List <Point> cornersPrev = mMOP2fptsPrev.toList();
                    List <Point> cornersThis = mMOP2fptsThis.toList();
                    List <byte>  byteStatus  = mMOBStatus.toList();

                    int x = 0;
                    int y = byteStatus.Count - 1;

                    for (x = 0; x < y; x++)
                    {
                        if (byteStatus [x] == 1)
                        {
                            Point pt  = cornersThis [x];
                            Point pt2 = cornersPrev [x];

                            Core.circle(rgbaMat, pt, 5, colorRed, iLineThickness - 1);

                            Core.line(rgbaMat, pt, pt2, colorRed, iLineThickness);
                        }
                    }
                }



                Utils.matToTexture2D(rgbaMat, texture, colors);

                gameObject.GetComponent <Renderer> ().material.mainTexture = texture;
            }
        }

        void OnDisable()
        {
            webCamTexture.Stop();
        }

        void OnGUI()
        {
            float     screenScale  = Screen.width / 240.0f;
            Matrix4x4 scaledMatrix = Matrix4x4.Scale(new Vector3(screenScale, screenScale, screenScale));

            GUI.matrix = scaledMatrix;


            GUILayout.BeginVertical();
            if (GUILayout.Button("back"))
            {
                Application.LoadLevel("OpenCVForUnitySample");
            }
            if (GUILayout.Button("change camera"))
            {
                isFrontFacing = !isFrontFacing;
                StartCoroutine(init());
            }

            GUILayout.EndVertical();
        }
    }
}
Esempio n. 5
0
        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.isPlaying() && webCamTextureToMatHelper.didUpdateThisFrame())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                if (mMOP2fptsPrev.rows() == 0)
                {
                    // first time through the loop so we need prev and this mats
                    // plus prev points
                    // get this mat
                    Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

                    // copy that to prev mat
                    matOpFlowThis.copyTo(matOpFlowPrev);

                    // get prev corners
                    Imgproc.goodFeaturesToTrack(matOpFlowPrev, MOPcorners, iGFFTMax, 0.05, 20);
                    mMOP2fptsPrev.fromArray(MOPcorners.toArray());

                    // get safe copy of this corners
                    mMOP2fptsPrev.copyTo(mMOP2fptsSafe);
                }
                else
                {
                    // we've been through before so
                    // this mat is valid. Copy it to prev mat
                    matOpFlowThis.copyTo(matOpFlowPrev);

                    // get this mat
                    Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

                    // get the corners for this mat
                    Imgproc.goodFeaturesToTrack(matOpFlowThis, MOPcorners, iGFFTMax, 0.05, 20);
                    mMOP2fptsThis.fromArray(MOPcorners.toArray());

                    // retrieve the corners from the prev mat
                    // (saves calculating them again)
                    mMOP2fptsSafe.copyTo(mMOP2fptsPrev);

                    // and save this corners for next time through

                    mMOP2fptsThis.copyTo(mMOP2fptsSafe);
                }


                /*
                 *  Parameters:
                 *      prevImg first 8-bit input image
                 *      nextImg second input image
                 *      prevPts vector of 2D points for which the flow needs to be found; point coordinates must be single-precision floating-point numbers.
                 *      nextPts output vector of 2D points (with single-precision floating-point coordinates) containing the calculated new positions of input features in the second image; when OPTFLOW_USE_INITIAL_FLOW flag is passed, the vector must have the same size as in the input.
                 *      status output status vector (of unsigned chars); each element of the vector is set to 1 if the flow for the corresponding features has been found, otherwise, it is set to 0.
                 *      err output vector of errors; each element of the vector is set to an error for the corresponding feature, type of the error measure can be set in flags parameter; if the flow wasn't found then the error is not defined (use the status parameter to find such cases).
                 */
                Video.calcOpticalFlowPyrLK(matOpFlowPrev, matOpFlowThis, mMOP2fptsPrev, mMOP2fptsThis, mMOBStatus, mMOFerr);

                if (!mMOBStatus.empty())
                {
                    List <Point> cornersPrev = mMOP2fptsPrev.toList();
                    List <Point> cornersThis = mMOP2fptsThis.toList();
                    List <byte>  byteStatus  = mMOBStatus.toList();

                    int x = 0;
                    int y = byteStatus.Count - 1;

                    for (x = 0; x < y; x++)
                    {
                        if (byteStatus [x] == 1)
                        {
                            Point pt  = cornersThis [x];
                            Point pt2 = cornersPrev [x];

                            Imgproc.circle(rgbaMat, pt, 5, colorRed, iLineThickness - 1);

                            Imgproc.line(rgbaMat, pt, pt2, colorRed, iLineThickness);
                        }
                    }
                }

//              Imgproc.putText (rgbaMat, "W:" + rgbaMat.width () + " H:" + rgbaMat.height () + " SO:" + Screen.orientation, new Point (5, rgbaMat.rows () - 10), Core.FONT_HERSHEY_SIMPLEX, 1.0, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);

                Utils.matToTexture2D(rgbaMat, texture, webCamTextureToMatHelper.GetBufferColors());
            }
        }
        // Update is called once per frame
        void Update()
        {
            if (!initDone)
            {
                return;
            }

            if (screenOrientation != Screen.orientation)
            {
                screenOrientation = Screen.orientation;
                updateLayout();
            }

                                                #if UNITY_IOS && !UNITY_EDITOR && (UNITY_4_6_3 || UNITY_4_6_4 || UNITY_5_0_0 || UNITY_5_0_1)
            if (webCamTexture.width > 16 && webCamTexture.height > 16)
            {
                                                #else
            if (webCamTexture.didUpdateThisFrame)
            {
                                                                #endif

                Utils.webCamTextureToMat(webCamTexture, rgbaMat, colors);

                //flip to correct direction.
                if (webCamDevice.isFrontFacing)
                {
                    if (webCamTexture.videoRotationAngle == 0)
                    {
                        Core.flip(rgbaMat, rgbaMat, 1);
                    }
                    else if (webCamTexture.videoRotationAngle == 90)
                    {
                        Core.flip(rgbaMat, rgbaMat, 0);
                    }
                    if (webCamTexture.videoRotationAngle == 180)
                    {
                        Core.flip(rgbaMat, rgbaMat, 0);
                    }
                    else if (webCamTexture.videoRotationAngle == 270)
                    {
                        Core.flip(rgbaMat, rgbaMat, 1);
                    }
                }
                else
                {
                    if (webCamTexture.videoRotationAngle == 180)
                    {
                        Core.flip(rgbaMat, rgbaMat, -1);
                    }
                    else if (webCamTexture.videoRotationAngle == 270)
                    {
                        Core.flip(rgbaMat, rgbaMat, -1);
                    }
                }

                if (mMOP2fptsPrev.rows() == 0)
                {
                    // first time through the loop so we need prev and this mats
                    // plus prev points
                    // get this mat
                    Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

                    // copy that to prev mat
                    matOpFlowThis.copyTo(matOpFlowPrev);

                    // get prev corners
                    Imgproc.goodFeaturesToTrack(matOpFlowPrev, MOPcorners, iGFFTMax, 0.05, 20);
                    mMOP2fptsPrev.fromArray(MOPcorners.toArray());

                    // get safe copy of this corners
                    mMOP2fptsPrev.copyTo(mMOP2fptsSafe);
                }
                else
                {
                    // we've been through before so
                    // this mat is valid. Copy it to prev mat
                    matOpFlowThis.copyTo(matOpFlowPrev);

                    // get this mat
                    Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

                    // get the corners for this mat
                    Imgproc.goodFeaturesToTrack(matOpFlowThis, MOPcorners, iGFFTMax, 0.05, 20);
                    mMOP2fptsThis.fromArray(MOPcorners.toArray());

                    // retrieve the corners from the prev mat
                    // (saves calculating them again)
                    mMOP2fptsSafe.copyTo(mMOP2fptsPrev);

                    // and save this corners for next time through

                    mMOP2fptsThis.copyTo(mMOP2fptsSafe);
                }


                /*
                 * Parameters:
                 * prevImg first 8-bit input image
                 * nextImg second input image
                 * prevPts vector of 2D points for which the flow needs to be found; point coordinates must be single-precision floating-point numbers.
                 * nextPts output vector of 2D points (with single-precision floating-point coordinates) containing the calculated new positions of input features in the second image; when OPTFLOW_USE_INITIAL_FLOW flag is passed, the vector must have the same size as in the input.
                 * status output status vector (of unsigned chars); each element of the vector is set to 1 if the flow for the corresponding features has been found, otherwise, it is set to 0.
                 * err output vector of errors; each element of the vector is set to an error for the corresponding feature, type of the error measure can be set in flags parameter; if the flow wasn't found then the error is not defined (use the status parameter to find such cases).
                 */
                Video.calcOpticalFlowPyrLK(matOpFlowPrev, matOpFlowThis, mMOP2fptsPrev, mMOP2fptsThis, mMOBStatus, mMOFerr);

                if (!mMOBStatus.empty())
                {
                    List <Point> cornersPrev = mMOP2fptsPrev.toList();
                    List <Point> cornersThis = mMOP2fptsThis.toList();
                    List <byte>  byteStatus  = mMOBStatus.toList();

                    int x = 0;
                    int y = byteStatus.Count - 1;

                    for (x = 0; x < y; x++)
                    {
                        if (byteStatus [x] == 1)
                        {
                            Point pt  = cornersThis [x];
                            Point pt2 = cornersPrev [x];

                            Core.circle(rgbaMat, pt, 5, colorRed, iLineThickness - 1);

                            Core.line(rgbaMat, pt, pt2, colorRed, iLineThickness);
                        }
                    }
                }



                Utils.matToTexture2D(rgbaMat, texture, colors);

                gameObject.GetComponent <Renderer> ().material.mainTexture = texture;
            }
        }

        void OnDisable()
        {
            webCamTexture.Stop();
        }
Esempio n. 7
0
    //Optical flow
    IEnumerator OpticalFlow()
    {
        Scalar tempHue;
        Scalar tempSpeed;

        int iCountTrackedPoints = 0;
        int vecCount            = 0;

        if (mMOP2fptsPrev.rows() == 0)
        {
            // first time through the loop so we need prev and this mats
            Imgproc.cvtColor(openCVCreateMat.rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

            // copy that to prev mat
            matOpFlowThis.copyTo(matOpFlowPrev);

            //if (blurImage == true){
            //Gaussian filter of the MOG2 images
            //Imgproc.GaussianBlur(matOpFlowPrev, matOpFlowPrev, kernelSize, sigmaX, sigmaY);//Gauss filter
            //}
            // get prev corners
            Imgproc.goodFeaturesToTrack(matOpFlowPrev, MOPcorners, iGFFTMax, qLevel, minDistCorners);             //SLIDER input
            mMOP2fptsPrev.fromArray(MOPcorners.toArray());

            // get safe copy of this corners
            mMOP2fptsPrev.copyTo(mMOP2fptsSafe);
        }
        else
        {
            // we've been through before so
            // this mat is valid. Copy it to prev mat
            matOpFlowThis.copyTo(matOpFlowPrev);

            // get this mat
            Imgproc.cvtColor(openCVCreateMat.rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

            //if (blurImage == true){
            //Gaussian filter of the MOG2 images
            //Imgproc.GaussianBlur(matOpFlowThis, matOpFlowThis, kernelSize, sigmaX, sigmaY);//Gauss filter
            //}
            // get the corners for this mat
            Imgproc.goodFeaturesToTrack(matOpFlowThis, MOPcorners, iGFFTMax, qLevel, minDistCorners);             // SLIDER input
            mMOP2fptsThis.fromArray(MOPcorners.toArray());

            // retrieve the corners from the prev mat (saves calculating them again)
            mMOP2fptsSafe.copyTo(mMOP2fptsPrev);

            // and save this corners for next time through
            mMOP2fptsThis.copyTo(mMOP2fptsSafe);
        }

        Video.calcOpticalFlowPyrLK(matOpFlowPrev, matOpFlowThis, mMOP2fptsPrev, mMOP2fptsThis, mMOBStatus, mMOFerr);

        if (mMOBStatus.rows() > 0)
        {
            List <Point> cornersPrev = mMOP2fptsPrev.toList();
            List <Point> cornersThis = mMOP2fptsThis.toList();
            List <byte>  byteStatus  = mMOBStatus.toList();

            int x = 0;
            int y = byteStatus.Count - 1;

            double absX;
            double absY;             //will use for calculation of polar coordiates

            for (x = 0; x < y; x++)
            {
                if (byteStatus [x] == 1)
                {
                    Point pt  = cornersThis [x];
                    Point pt2 = cornersPrev [x];

                    //if (pt != pt2) {//I think this IF statement should be removed as pt and pt2 should always be differnt

                    float mySpeed = CalculateSpeedFloat(pt, pt2);

                    absX = pt.x - pt2.x;
                    absY = pt.y - pt2.y;
                    float angle = Mathf.Atan2((float)absX, (float)absY) * Mathf.Rad2Deg;
                    angle = Mathf.RoundToInt(angle);

                    //Get Hue based on Angle
                    tempHue   = GetHueColor((int)angle);
                    tempSpeed = GetSpeedColor((int)mySpeed);

                    //Store so we can add tracers
                    if (mySpeed > maxSpeed)                               //|| CalculateSpeedFloat (pt, pt2) <= 1
                    {
                        yield return(null);
                    }
                    else
                    {
                        tracerPoints.AddTracersToStorage(pt, pt2, tempHue, tempSpeed, videoPlayer.frame, angle, mySpeed);
                        speedVec = speedVec + mySpeed;
                        angleVec = angleVec + angle;
                        vecCount++;
                        //tracerPoints2.AddTracersToStorage (pt, pt2, tempSpeed, videoPlayer.frame, angle, mySpeed);

                        //ADD STORING SPEEDS TO VECTOR
                        //CSVDataEmail.AddDataTrack (speed,angle.ToString ());
                    }
                    iCountTrackedPoints++;
                }
            }
        }

        meanSpeed = (int)(speedVec / vecCount);
        meanAngle = (int)(angleVec / vecCount);
        //sTrackingLogger = "Video frame: " + videoPlayer.frame.ToString() + "    Points: " + iCountTrackedPoints.ToString() + "";
        sTrackingLogger = "Speed: " + meanSpeed.ToString() + " Angle: " + meanAngle.ToString() + "";

        textTrackedPoints.text = sTrackingLogger;
        yield return(null);
    }
    // Update is called once per frame
    void Update()
    {
        if (!IsStarted)
        {
            return;
        }
        Mat grayMat = webCamTextureToMat.GetMat();

        Imgproc.cvtColor(grayMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
        //Debug.Log("mMOP2fptsPrev.rows() : " + mMOP2fptsPrev.rows().ToString());

        //Debug.Log("rgbaMat.rows() : " + rgbaMat.rows().ToString());
        //Debug.Log("matOpFlowThis.rows() : " + matOpFlowThis.rows().ToString());

        if (mMOP2fptsPrev.rows() == 0)
        {
            // first time through the loop so we need prev and this mats
            // plus prev points
            // get this mat
            //rgbaMat.copyTo(matOpFlowThis);

            grayMat.copyTo(matOpFlowThis);
            grayMat.copyTo(matOpFlowPrev);
            //matOpFlowThis = rgbaMat;
            //matOpFlowPrev = rgbaMat;
            matOpFlowPrev.empty();
            //matOpFlowPrev = new Mat(rgbaMat.size(), rgbaMat.type());
            //Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

            // copy that to prev mat
            matOpFlowThis.copyTo(matOpFlowPrev);

            // get prev corners
            Imgproc.goodFeaturesToTrack(matOpFlowPrev, MOPcorners, iGFFTMax, 0.1, 100);
            mMOP2fptsPrev.fromArray(MOPcorners.toArray());

            // get safe copy of this corners
            mMOP2fptsPrev.copyTo(mMOP2fptsSafe);
            //Debug.Log("opencv optical flow --- 1 ");
        }
        else
        {
            // we've been through before so
            // this mat is valid. Copy it to prev mat
            //rgbaMat.copyTo(matOpFlowThis);
            //matOpFlowPrev = new Mat(rgbaMat.size(), rgbaMat.type());
            matOpFlowThis.copyTo(matOpFlowPrev);

            //matOpFlowThis = new Mat(rgbaMat.size(), rgbaMat.type());

            // get this mat
            grayMat.copyTo(matOpFlowThis);
            //matOpFlowThis = rgbaMat;
            //Imgproc.cvtColor(rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);

            // get the corners for this mat
            Imgproc.goodFeaturesToTrack(matOpFlowThis, MOPcorners, iGFFTMax, 0.1, 100);
            mMOP2fptsThis.fromArray(MOPcorners.toArray());

            // retrieve the corners from the prev mat
            // (saves calculating them again)
            mMOP2fptsSafe.copyTo(mMOP2fptsPrev);

            // and save this corners for next time through

            mMOP2fptsThis.copyTo(mMOP2fptsSafe);

            //Debug.Log("opencv optical flow --- 2 ");
        }


        /*
         *  Parameters:
         *      prevImg first 8-bit input image
         *      nextImg second input image
         *      prevPts vector of 2D points for which the flow needs to be found; point coordinates must be single-precision floating-point numbers.
         *      nextPts output vector of 2D points (with single-precision floating-point coordinates) containing the calculated new positions of input features in the second image; when OPTFLOW_USE_INITIAL_FLOW flag is passed, the vector must have the same size as in the input.
         *      status output status vector (of unsigned chars); each element of the vector is set to 1 if the flow for the corresponding features has been found, otherwise, it is set to 0.
         *      err output vector of errors; each element of the vector is set to an error for the corresponding feature, type of the error measure can be set in flags parameter; if the flow wasn't found then the error is not defined (use the status parameter to find such cases).
         */
        Video.calcOpticalFlowPyrLK(matOpFlowPrev, matOpFlowThis, mMOP2fptsPrev, mMOP2fptsThis, mMOBStatus, mMOFerr);

        if (!mMOBStatus.empty())
        {
            List <Point> cornersPrev = mMOP2fptsPrev.toList();
            List <Point> cornersThis = mMOP2fptsThis.toList();
            List <byte>  byteStatus  = mMOBStatus.toList();

            int x = 0;
            int y = byteStatus.Count - 1;

            int num_distance = 0;
            for (x = 0; x < y; x++)
            {
                if (byteStatus[x] == 1)
                {
                    Point pt  = cornersThis[x];
                    Point pt2 = cornersPrev[x];

                    Imgproc.circle(grayMat, pt, 5, colorRed, iLineThickness - 1);

                    Imgproc.line(grayMat, pt, pt2, colorRed, iLineThickness);
                    double distance = System.Math.Sqrt(System.Math.Pow((pt2.x - pt.x), 2.0) + System.Math.Pow((pt2.y - pt.y), 2.0));
                    if (distance > 20)
                    {
                        num_distance++;
                    }

                    //Utilities.Debug("Distance[" + x + "] : " + distance);
                    //Debug.Log("Distance[" + x + "] : " + distance);
                }
            }
            Debug.Log("Num of Distance : " + num_distance);
            if (num_distance > 0)
            {
                Debug.Log("Movement Detected !!");
            }
        }

        //              Imgproc.putText (rgbaMat, "W:" + rgbaMat.width () + " H:" + rgbaMat.height () + " SO:" + Screen.orientation, new Point (5, rgbaMat.rows () - 10), Core.FONT_HERSHEY_SIMPLEX, 1.0, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
        //this.GetComponent<CVCore>().Add(0, rgbaMat);
        Utils.matToTexture2D(grayMat, texture, colors);
        gameObject.GetComponent <Renderer>().material.mainTexture = texture;
    }