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
0
        // 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++;
            }
        }
        // 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();

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

                    if (points.Count > 0)
                    {
                        if (shouldDrawFacePoints)
                        {
                            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
                            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);
                                }
                            }
                        }
                    }
                }

                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);
            }
        }