Esempio n. 1
0
        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.isPlaying() && webCamTextureToMatHelper.didUpdateThisFrame())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);

                //detect face rects
                List <UnityEngine.Rect> detectResult = faceLandmarkDetector.Detect();

                foreach (var rect in detectResult)
                {
                    //detect landmark points
                    List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);

                    if (points.Count > 0)
                    {
                        //draw landmark points
                        OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, points, new Scalar(0, 255, 0, 255), 2);
                    }

                    //draw face rect
                    OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect, new Scalar(255, 0, 0, 255), 2);
                }

                Imgproc.putText(rgbaMat, "W:" + rgbaMat.width() + " H:" + rgbaMat.height() + " SO:" + Screen.orientation, new Point(5, rgbaMat.rows() - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255, 255), 1, Imgproc.LINE_AA, false);

                OpenCVForUnity.Utils.matToTexture2D(rgbaMat, texture, colors);
            }
        }
Esempio n. 2
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        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.isPlaying() && webCamTextureToMatHelper.didUpdateThisFrame())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                // Resize image for face detection
                Imgproc.resize(rgbaMat, rgbaMat_downscale, new Size(), 1.0 / FACE_DOWNSAMPLE_RATIO, 1.0 / FACE_DOWNSAMPLE_RATIO, Imgproc.INTER_LINEAR);


                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat_downscale);


                // Detect faces on resize image
                if (count % SKIP_FRAMES == 0)
                {
                    //detect face rects
                    detectResult = faceLandmarkDetector.Detect();
                }

                foreach (var rect in detectResult)
                {
                    //detect landmark points
                    List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);

                    if (points.Count > 0)
                    {
                        List <Vector2> originalPoints = new List <Vector2> (points.Count);
                        foreach (var point in points)
                        {
                            originalPoints.Add(new Vector2(point.x * FACE_DOWNSAMPLE_RATIO, point.y * FACE_DOWNSAMPLE_RATIO));
                        }

                        //draw landmark points
                        OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, originalPoints, new Scalar(0, 255, 0, 255), 2);
                    }

                    UnityEngine.Rect originalRect = new UnityEngine.Rect(rect.x * FACE_DOWNSAMPLE_RATIO, rect.y * FACE_DOWNSAMPLE_RATIO, rect.width * FACE_DOWNSAMPLE_RATIO, rect.height * FACE_DOWNSAMPLE_RATIO);
                    //draw face rect
                    OpenCVForUnityUtils.DrawFaceRect(rgbaMat, originalRect, new Scalar(255, 0, 0, 255), 2);
                }

                Imgproc.putText(rgbaMat, "Original: (" + rgbaMat.width() + "," + rgbaMat.height() + ") DownScale; (" + rgbaMat_downscale.width() + "," + rgbaMat_downscale.height() + ") SkipFrames: " + SKIP_FRAMES, new Point(5, rgbaMat.rows() - 10), Core.FONT_HERSHEY_SIMPLEX, 1.0, new Scalar(255, 255, 255, 255), 2, Imgproc.LINE_AA, false);

                OpenCVForUnity.Utils.matToTexture2D(rgbaMat, texture, colors);

                count++;
            }
        }
Esempio n. 3
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        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.isPlaying() && webCamTextureToMatHelper.didUpdateThisFrame())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);

                List <UnityEngine.Rect> detectResult = faceLandmarkDetector.Detect();

                foreach (var rect in detectResult)
                {
                    OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect, new Scalar(255, 0, 0, 255), 2);

                    List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);

                    if (points.Count > 0)
                    {
                        live2DModelUpdate(points);

                        currentFacePoints = points;

                        break;
                    }
                }



                if (isHideCameraImage)
                {
                    Imgproc.rectangle(rgbaMat, new Point(0, 0), new Point(rgbaMat.width(), rgbaMat.height()), new Scalar(0, 0, 0, 255), -1);
                }

                if (currentFacePoints != null)
                {
                    OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, currentFacePoints, new Scalar(0, 255, 0, 255), 2);
                }


                Imgproc.putText(rgbaMat, "W:" + rgbaMat.width() + " H:" + rgbaMat.height() + " SO:" + Screen.orientation, new Point(5, rgbaMat.rows() - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255, 255), 1, Imgproc.LINE_AA, false);

                OpenCVForUnity.Utils.matToTexture2D(rgbaMat, texture, colors);
            }
        }
Esempio n. 4
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        void FaceLM(Mat rgbaMat)
        {
            Mat   downScaleRgbaMat = null;
            float DOWNSCALE_RATIO  = 1.0f;

            if (enableDownScale)
            {
                downScaleRgbaMat = imageOptimizationHelper.GetDownScaleMat(rgbaMat);
                DOWNSCALE_RATIO  = imageOptimizationHelper.downscaleRatio;
            }
            else
            {
                downScaleRgbaMat = rgbaMat;
                DOWNSCALE_RATIO  = 1.0f;
            }

            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, downScaleRgbaMat);
            //   Imgproc.cvtColor(downScaleRgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
            List <UnityEngine.Rect> detectionResult = faceLandmarkDetector.Detect();

            if (detectionResult.Count > 0)
            {
                if (enableDownScale)
                {
                    for (int i = 0; i < detectionResult.Count; ++i)
                    {
                        var rect = detectionResult[i];
                        detectionResult[i] = new UnityEngine.Rect(
                            rect.x * DOWNSCALE_RATIO,
                            rect.y * DOWNSCALE_RATIO,
                            rect.width * DOWNSCALE_RATIO,
                            rect.height * DOWNSCALE_RATIO);
                    }
                }

                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);

                //detect landmark points
                facePoints = faceLandmarkDetector.DetectLandmark(detectionResult[0]);

                OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, facePoints, new Scalar(0, 255, 0, 255), 1, false, true);
            }
        }
        // Update is called once per frame
        void Update()
        {
            //Loop play
            if (capture.get(Videoio.CAP_PROP_POS_FRAMES) >= capture.get(Videoio.CAP_PROP_FRAME_COUNT))
            {
                capture.set(Videoio.CAP_PROP_POS_FRAMES, 0);
            }

            //error PlayerLoop called recursively! on iOS.reccomend WebCamTexture.
            if (capture.grab())
            {
                capture.retrieve(rgbMat, 0);

                Imgproc.cvtColor(rgbMat, rgbMat, Imgproc.COLOR_BGR2RGB);
                //Debug.Log ("Mat toString " + rgbMat.ToString ());


                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);

                //detect face rects
                List <UnityEngine.Rect> detectResult = faceLandmarkDetector.Detect();

                foreach (var rect in detectResult)
                {
                    //detect landmark points
                    List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);

                    if (points.Count > 0)
                    {
                        //draw landmark points
                        OpenCVForUnityUtils.DrawFaceLandmark(rgbMat, points, new Scalar(0, 255, 0), 2);
                    }

                    //draw face rect
                    OpenCVForUnityUtils.DrawFaceRect(rgbMat, rect, new Scalar(255, 0, 0), 2);
                }

                Imgproc.putText(rgbMat, "W:" + rgbMat.width() + " H:" + rgbMat.height() + " SO:" + Screen.orientation, new Point(5, rgbMat.rows() - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255), 1, Imgproc.LINE_AA, false);

                OpenCVForUnity.Utils.matToTexture2D(rgbMat, texture);
            }
        }
Esempio n. 6
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        // Use this for initialization
        void Run(Mat imgMat)
        {
            Utils.setDebugMode(true);

            if (string.IsNullOrEmpty(dlibShapePredictorFilePath))
            {
                Debug.LogError("shape predictor file does not exist. Please copy from “DlibFaceLandmarkDetector/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
            }


            FaceLandmarkDetector faceLandmarkDetector = new FaceLandmarkDetector(dlibShapePredictorFilePath);

            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, imgMat);


            //detect face rectdetecton
            List <FaceLandmarkDetector.RectDetection> detectResult = faceLandmarkDetector.DetectRectDetection();

            foreach (var result in detectResult)
            {
                Debug.Log("rect : " + result.rect);
                Debug.Log("detection_confidence : " + result.detection_confidence);
                Debug.Log("weight_index : " + result.weight_index);

                //detect landmark points
                List <Vector2> points = faceLandmarkDetector.DetectLandmark(result.rect);

                Debug.Log("face points count : " + points.Count);
                //draw landmark points
                OpenCVForUnityUtils.DrawFaceLandmark(imgMat, points, new Scalar(0, 255, 0, 255), 2, true);

                //draw face rect
                OpenCVForUnityUtils.DrawFaceRect(imgMat, result, new Scalar(255, 0, 0, 255), 2);
            }

            faceLandmarkDetector.Dispose();


            Utils.setDebugMode(false);
        }
        // Update is called once per frame
        void Update()
        {
            //Loop play
            if (capture.get(Videoio.CAP_PROP_POS_FRAMES) >= capture.get(Videoio.CAP_PROP_FRAME_COUNT))
            {
                capture.set(Videoio.CAP_PROP_POS_FRAMES, 0);
            }

            if (capture.grab())
            {
                capture.retrieve(rgbMat, 0);

                Imgproc.cvtColor(rgbMat, rgbMat, Imgproc.COLOR_BGR2RGB);
                //Debug.Log ("Mat toString " + rgbMat.ToString ());


                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);

                //detect face rects
                List <UnityEngine.Rect> detectResult = faceLandmarkDetector.Detect();

                if (detectResult.Count > 0)
                {
                    //detect landmark points
                    List <Vector2> points = faceLandmarkDetector.DetectLandmark(detectResult [0]);

                    if (points.Count > 0)
                    {
                        if (shouldDrawFacePoints)
                        {
                            OpenCVForUnityUtils.DrawFaceLandmark(rgbMat, points, new Scalar(0, 255, 0), 2);
                        }

                        imagePoints.fromArray(
                            new Point((points [38].x + points [41].x) / 2, (points [38].y + points [41].y) / 2), //l eye
                            new Point((points [43].x + points [46].x) / 2, (points [43].y + points [46].y) / 2), //r eye
                            new Point(points [33].x, points [33].y),                                             //nose
                            new Point(points [48].x, points [48].y),                                             //l mouth
                            new Point(points [54].x, points [54].y)                                              //r mouth
                            ,
                            new Point(points [0].x, points [0].y),                                               //l ear
                            new Point(points [16].x, points [16].y)                                              //r ear
                            );


                        Calib3d.solvePnP(objectPoints, imagePoints, camMatrix, distCoeffs, rvec, tvec);


                        if (tvec.get(2, 0) [0] > 0)
                        {
                            if (Mathf.Abs((float)(points [43].y - points [46].y)) > Mathf.Abs((float)(points [42].x - points [45].x)) / 6.0)
                            {
                                if (shouldDrawEffects)
                                {
                                    rightEye.SetActive(true);
                                }
                            }

                            if (Mathf.Abs((float)(points [38].y - points [41].y)) > Mathf.Abs((float)(points [39].x - points [36].x)) / 6.0)
                            {
                                if (shouldDrawEffects)
                                {
                                    leftEye.SetActive(true);
                                }
                            }
                            if (shouldDrawHead)
                            {
                                head.SetActive(true);
                            }
                            if (shouldDrawAxes)
                            {
                                axes.SetActive(true);
                            }



                            float noseDistance  = Mathf.Abs((float)(points [27].y - points [33].y));
                            float mouseDistance = Mathf.Abs((float)(points [62].y - points [66].y));
                            if (mouseDistance > noseDistance / 5.0)
                            {
                                if (shouldDrawEffects)
                                {
                                    mouth.SetActive(true);
                                    foreach (ParticleSystem ps in mouthParticleSystem)
                                    {
                                        ps.enableEmission = true;
                                        ps.startSize      = 40 * (mouseDistance / noseDistance);
                                    }
                                }
                            }
                            else
                            {
                                if (shouldDrawEffects)
                                {
                                    foreach (ParticleSystem ps in mouthParticleSystem)
                                    {
                                        ps.enableEmission = false;
                                    }
                                }
                            }


                            Calib3d.Rodrigues(rvec, rotM);

                            transformationM.SetRow(0, new Vector4((float)rotM.get(0, 0) [0], (float)rotM.get(0, 1) [0], (float)rotM.get(0, 2) [0], (float)tvec.get(0, 0) [0]));
                            transformationM.SetRow(1, new Vector4((float)rotM.get(1, 0) [0], (float)rotM.get(1, 1) [0], (float)rotM.get(1, 2) [0], (float)tvec.get(1, 0) [0]));
                            transformationM.SetRow(2, new Vector4((float)rotM.get(2, 0) [0], (float)rotM.get(2, 1) [0], (float)rotM.get(2, 2) [0], (float)tvec.get(2, 0) [0]));
                            transformationM.SetRow(3, new Vector4(0, 0, 0, 1));

                            if (shouldMoveARCamera)
                            {
                                if (ARGameObject != null)
                                {
                                    ARM = ARGameObject.transform.localToWorldMatrix * invertZM * transformationM.inverse * invertYM;
                                    ARUtils.SetTransformFromMatrix(ARCamera.transform, ref ARM);
                                    ARGameObject.SetActive(true);
                                }
                            }
                            else
                            {
                                ARM = ARCamera.transform.localToWorldMatrix * invertYM * transformationM * invertZM;

                                if (ARGameObject != null)
                                {
                                    ARUtils.SetTransformFromMatrix(ARGameObject.transform, ref ARM);
                                    ARGameObject.SetActive(true);
                                }
                            }
                        }
                    }
                }
                else
                {
                    rightEye.SetActive(false);
                    leftEye.SetActive(false);
                    head.SetActive(false);
                    mouth.SetActive(false);
                    axes.SetActive(false);
                }

                Imgproc.putText(rgbMat, "W:" + rgbMat.width() + " H:" + rgbMat.height() + " SO:" + Screen.orientation, new Point(5, rgbMat.rows() - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255), 1, Imgproc.LINE_AA, false);

                OpenCVForUnity.Utils.matToTexture2D(rgbMat, texture, colors);
            }
        }
Esempio n. 8
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        ///// <summary>
        ///// Modify `data` by applying a posterization transformation to it.
        ///// </summary>
        ///// <param name="data">The byte array to modify.</param>
        ///// <param name="levels">The threshold levels to split each byte into.</param>
        //public static void ProcessImage(byte[] data, byte levels)
        //{
        //    byte factor = (byte) (byte.MaxValue / levels);
        //    for (int i = 0; i < data.Length; i++)
        //    {
        //        data[i] = (byte) (data[i] / factor * factor);
        //    }
        //}

        private void ProcessMat(Mat frameMat)
        {
            if (grayMat == null)
            {
                grayMat = new Mat(frameMat.rows(), frameMat.cols(), CvType.CV_8UC1);
            }



            // detect faces on the downscale image
            if (!enableSkipFrame || !imageOptimizationHelper.IsCurrentFrameSkipped())
            {
                Mat   downScaleRgbaMat = null;
                float DOWNSCALE_RATIO  = 1.0f;
                if (enableDownScale)
                {
                    downScaleRgbaMat = imageOptimizationHelper.GetDownScaleMat(frameMat);
                    DOWNSCALE_RATIO  = imageOptimizationHelper.downscaleRatio;
                }
                else
                {
                    downScaleRgbaMat = frameMat;
                    DOWNSCALE_RATIO  = 1.0f;
                }

                // set the downscale mat
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, downScaleRgbaMat);

                //detect face rects
                if (useOpenCVFaceDetector)
                {
                    // convert image to greyscale.
                    Imgproc.cvtColor(downScaleRgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);

                    using (Mat equalizeHistMat = new Mat())
                        using (MatOfRect faces = new MatOfRect())
                        {
                            Imgproc.equalizeHist(grayMat, equalizeHistMat);

                            cascade.detectMultiScale(equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new Size(equalizeHistMat.cols() * 0.15, equalizeHistMat.cols() * 0.15), new Size());

                            List <OpenCVForUnity.CoreModule.Rect> opencvDetectResult = faces.toList();

                            // correct the deviation of the detection result of the face rectangle of OpenCV and Dlib.
                            detectionResult.Clear();
                            foreach (var opencvRect in opencvDetectResult)
                            {
                                detectionResult.Add(new UnityEngine.Rect((float)opencvRect.x, (float)opencvRect.y + (float)(opencvRect.height * 0.1f), (float)opencvRect.width, (float)opencvRect.height));
                            }
                        }
                }
                else
                {
                    // Dlib's face detection processing time increases in proportion to image size.
                    detectionResult = faceLandmarkDetector.Detect();
                }

                if (enableDownScale)
                {
                    for (int i = 0; i < detectionResult.Count; ++i)
                    {
                        var rect = detectionResult[i];
                        detectionResult[i] = new UnityEngine.Rect(
                            rect.x * DOWNSCALE_RATIO,
                            rect.y * DOWNSCALE_RATIO,
                            rect.width * DOWNSCALE_RATIO,
                            rect.height * DOWNSCALE_RATIO);
                    }
                }
            }

            // set the original scale image
            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, frameMat);
            // detect face landmarks on the original image
            foreach (var rect in detectionResult)
            {
                //detect landmark points
                List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);

                //draw landmark points
                OpenCVForUnityUtils.DrawFaceLandmark(frameMat, points, new Scalar(0, 255, 0, 255), 2);
                //draw face rect
                OpenCVForUnityUtils.DrawFaceRect(frameMat, rect, new Scalar(255, 0, 0, 255), 2);
            }
        }
Esempio n. 9
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    /// <summary>
    /// Update is called once per frame
    /// </summary>
    void Update()
    {
        if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
        {
            Mat rgbaMat = webCamTextureToMatHelper.GetMat();

            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);

            // Detect faces on resize image 在调整图像时察觉脸
            //detect face rects 发现脸的矩形
            List <UnityEngine.Rect> detectResult = faceLandmarkDetector.Detect();
            ;
            if (detectResult.Count > 0)
            {
                //detect landmark points 检测具有界标意义的点
                List <Vector2> points = faceLandmarkDetector.DetectLandmark(detectResult[0]);
                //将points绘制在mat上
                OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, points, new Scalar(0, 255, 0, 255), 2);

                imagePoints.fromArray(
                    new Point((points[38].x + points[41].x) / 2, (points[38].y + points[41].y) / 2), //l eye (Interpupillary breadth)
                    new Point((points[43].x + points[46].x) / 2, (points[43].y + points[46].y) / 2), //r eye (Interpupillary breadth)
                    new Point(points[30].x, points[30].y),                                           //nose (Nose top)
                    new Point(points[48].x, points[48].y),                                           //l mouth (Mouth breadth)
                    new Point(points[54].x, points[54].y),                                           //r mouth (Mouth breadth)
                    new Point(points[0].x, points[0].y),                                             //l ear (Bitragion breadth)
                    new Point(points[16].x, points[16].y)                                            //r ear (Bitragion breadth)
                    );

                // Estimate head pose. 估计头部姿势
                if (rvec == null || tvec == null)
                {
                    rvec = new Mat(3, 1, CvType.CV_64FC1);
                    tvec = new Mat(3, 1, CvType.CV_64FC1);
                    //从3D到2D点的pose中找到一个物体的姿势 rvec是旋转 tvec是平移向量
                    Calib3d.solvePnP(objectPoints, imagePoints, camMatrix, distCoeffs, rvec, tvec);
                }

                double tvec_z = tvec.get(2, 0)[0];

                if (double.IsNaN(tvec_z) || tvec_z < 0)
                {
                    Calib3d.solvePnP(objectPoints, imagePoints, camMatrix, distCoeffs, rvec, tvec);
                }
                else
                {
                    Calib3d.solvePnP(objectPoints, imagePoints, camMatrix, distCoeffs, rvec, tvec, true, Calib3d.SOLVEPNP_ITERATIVE);
                }

                if (!double.IsNaN(tvec_z) && points.Count == 68)
                {
                    cubismParameterDictionary.Clear();
                    Calib3d.Rodrigues(rvec, rotMat);

                    transformationM.SetRow(0, new Vector4((float)rotMat.get(0, 0)[0], (float)rotMat.get(0, 1)[0], (float)rotMat.get(0, 2)[0], (float)tvec.get(0, 0)[0]));
                    transformationM.SetRow(1, new Vector4((float)rotMat.get(1, 0)[0], (float)rotMat.get(1, 1)[0], (float)rotMat.get(1, 2)[0], (float)tvec.get(1, 0)[0]));
                    transformationM.SetRow(2, new Vector4((float)rotMat.get(2, 0)[0], (float)rotMat.get(2, 1)[0], (float)rotMat.get(2, 2)[0], (float)tvec.get(2, 0)[0]));
                    transformationM.SetRow(3, new Vector4(0, 0, 0, 1));

                    ARM = invertYM * transformationM * invertZM;
                    Vector3 forward;
                    forward.x = ARM.m02;
                    forward.y = ARM.m12;
                    forward.z = ARM.m22;

                    Vector3 upwards;
                    upwards.x = ARM.m01;
                    upwards.y = ARM.m11;
                    upwards.z = ARM.m21;

                    Vector3 angles  = Quaternion.LookRotation(forward, upwards).eulerAngles;
                    float   rotateX = angles.x > 180 ? angles.x - 360 : angles.x;
                    cubismParameterDictionary.Add(ParamAngleY, (float)Math.Round(rotateX));
                    float rotateY = angles.y > 180 ? angles.y - 360 : angles.y;
                    cubismParameterDictionary.Add(ParamAngleX, (float)Math.Round(-rotateY) * 2);
                    float rotateZ = angles.z > 180 ? angles.z - 360 : angles.z;
                    cubismParameterDictionary.Add(ParamAngleZ, (float)Math.Round(-rotateZ) * 2);
                    //Debug.("X" + rotateX + "Y" + rotateY + "Z" + rotateZ);

                    //ParamAngleX.BlendToValue(BlendMode,(float)(Math.Round(-rotateY) * 2));
                    //ParamAngleY.BlendToValue(BlendMode, (float)Math.Round(rotateX));
                    //ParamAngleZ.BlendToValue(BlendMode, (float)Math.Round(-rotateZ) * 2);

                    float eyeOpen_L = Mathf.Clamp(Mathf.Abs(points[43].y - points[47].y) / (Mathf.Abs(points[43].x - points[44].x) * 0.75f), -0.1f, 2.0f);
                    if (eyeOpen_L >= 0.8f)
                    {
                        eyeOpen_L = 1f;
                    }
                    else
                    {
                        eyeOpen_L = 0;
                    }


                    float eyeOpen_R = Mathf.Clamp(Mathf.Abs(points[38].y - points[40].y) / (Mathf.Abs(points[37].x - points[38].x) * 0.75f), -0.1f, 2.0f);
                    if (eyeOpen_R >= 0.8f)
                    {
                        eyeOpen_R = 1f;
                    }
                    else
                    {
                        eyeOpen_R = 0;
                    }

                    // ParamEyeROpen.BlendToValue(BlendMode, eyeOpen_R);
                    cubismParameterDictionary.Add(ParamEyeROpen, eyeOpen_R);
                    // ParamEyeLOpen.BlendToValue(BlendMode, eyeOpen_L);
                    cubismParameterDictionary.Add(ParamEyeLOpen, eyeOpen_L);
                    // ParamEyeBallX.BlendToValue(BlendMode, (float)rotateY / 30f);
                    cubismParameterDictionary.Add(ParamEyeBallX, rotateY / 30f);
                    // ParamEyeBallX.BlendToValue(BlendMode, (float)-rotateX / 30f - 0.25f);
                    cubismParameterDictionary.Add(ParamEyeBallY, (float)-rotateX / 30f - 0.25f);

                    float RY = Mathf.Abs(points[19].y - points[27].y) / Mathf.Abs(points[27].y - points[29].y);
                    RY -= 1;
                    RY *= 4f;
                    float LY = Mathf.Abs(points[24].y - points[27].y) / Mathf.Abs(points[27].y - points[29].y);
                    LY -= 1;
                    LY *= 4f;

                    // ParamBrowRY.BlendToValue(BlendMode, RY);
                    cubismParameterDictionary.Add(ParamBrowRY, RY);
                    // ParamBrowLY.BlendToValue(BlendMode, LY);
                    cubismParameterDictionary.Add(ParamBrowLY, LY);
                    float mouthOpen = Mathf.Clamp01(Mathf.Abs(points[62].y - points[66].y) / (Mathf.Abs(points[51].y - points[62].y) + Mathf.Abs(points[66].y - points[57].y)));
                    if (mouthOpen < 0.6f)
                    {
                        mouthOpen = 0;
                    }
                    // ParamMouthOpenY.BlendToValue(BlendMode, mouthOpen);
                    cubismParameterDictionary.Add(ParamMouthOpenY, mouthOpen);
                    float mouthSize = Mathf.Abs(points[48].x - points[54].x) / (Mathf.Abs(points[31].x - points[35].x));
                    // ParamMouthForm.BlendToValue(BlendMode, Mathf.Clamp(mouthSize, -1.0f, 1.0f));
                    cubismParameterDictionary.Add(ParamMouthForm, Mathf.Clamp(mouthSize, -1.0f, 1.0f));
                }
            }
            OpenCVForUnity.Utils.matToTexture2D(rgbaMat, texture, webCamTextureToMatHelper.GetBufferColors());
        }
    }
        // Use this for initialization
        void Start()
        {
            gameObject.transform.localScale = new Vector3(imgTexture.width, imgTexture.height, 1);
            Debug.Log("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);

            float width  = gameObject.transform.localScale.x;
            float height = gameObject.transform.localScale.y;

            float widthScale  = (float)Screen.width / width;
            float heightScale = (float)Screen.height / height;

            if (widthScale < heightScale)
            {
                Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2;
            }
            else
            {
                Camera.main.orthographicSize = height / 2;
            }


            Mat imgMat = new Mat(imgTexture.height, imgTexture.width, CvType.CV_8UC4);

            OpenCVForUnity.Utils.texture2DToMat(imgTexture, imgMat);
            Debug.Log("imgMat dst ToString " + imgMat.ToString());


            FaceLandmarkDetector faceLandmarkDetector = new FaceLandmarkDetector(DlibFaceLandmarkDetector.Utils.getFilePath("shape_predictor_68_face_landmarks.dat"));

            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, imgMat);


            //detect face rectdetecton
            List <FaceLandmarkDetector.RectDetection> detectResult = faceLandmarkDetector.DetectRectDetection();

            foreach (var result in detectResult)
            {
                Debug.Log("rect : " + result.rect);
                Debug.Log("detection_confidence : " + result.detection_confidence);
                Debug.Log("weight_index : " + result.weight_index);

                //				Debug.Log ("face : " + rect);

                Imgproc.putText(imgMat, "" + result.detection_confidence, new Point(result.rect.xMin, result.rect.yMin - 20), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255, 255), 1, Imgproc.LINE_AA, false);
                Imgproc.putText(imgMat, "" + result.weight_index, new Point(result.rect.xMin, result.rect.yMin - 5), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255, 255), 1, Imgproc.LINE_AA, false);

                //detect landmark points
                List <Vector2> points = faceLandmarkDetector.DetectLandmark(result.rect);

                Debug.Log("face points count : " + points.Count);
                if (points.Count > 0)
                {
                    //draw landmark points
                    OpenCVForUnityUtils.DrawFaceLandmark(imgMat, points, new Scalar(0, 255, 0, 255), 2);
                }

                //draw face rect
                OpenCVForUnityUtils.DrawFaceRect(imgMat, result.rect, new Scalar(255, 0, 0, 255), 2);
            }


            faceLandmarkDetector.Dispose();


            Texture2D texture = new Texture2D(imgMat.cols(), imgMat.rows(), TextureFormat.RGBA32, false);

            OpenCVForUnity.Utils.matToTexture2D(imgMat, texture);

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