Esempio n. 1
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        //javadoc: MACE::load(filename)
        public static MACE load(string filename)
        {
#if ((UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL) && !UNITY_EDITOR) || UNITY_5 || UNITY_5_3_OR_NEWER
            MACE retVal = MACE.__fromPtr__(face_MACE_load_11(filename));

            return(retVal);
#else
            return(null);
#endif
        }
Esempio n. 2
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        //javadoc: MACE::create()
        public static MACE create()
        {
#if ((UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL) && !UNITY_EDITOR) || UNITY_5 || UNITY_5_3_OR_NEWER
            MACE retVal = MACE.__fromPtr__(face_MACE_create_11());

            return(retVal);
#else
            return(null);
#endif
        }
Esempio n. 3
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        void DoProcess()
        {
            if (!(owner.Value is OpenCVForUnityPlayMakerActions.MACE))
            {
                LogError("owner is not initialized. Add Action \"newMACE\".");
                return;
            }
            OpenCVForUnity.FaceModule.MACE wrapped_owner = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.MACE, OpenCVForUnity.FaceModule.MACE>(owner);

            wrapped_owner.salt(passphrase.Value);
        }
Esempio n. 4
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        void DoProcess()
        {
            if (!(owner.Value is OpenCVForUnityPlayMakerActions.MACE))
            {
                LogError("owner is not initialized. Add Action \"newMACE\".");
                return;
            }
            OpenCVForUnity.FaceModule.MACE wrapped_owner = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.MACE, OpenCVForUnity.FaceModule.MACE>(owner);

            List <OpenCVForUnity.CoreModule.Mat> wrapped_images = new List <OpenCVForUnity.CoreModule.Mat>();

            OpenCVForUnityPlayMakerActionsUtils.ConvertFsmArrayToList <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(images, wrapped_images);

            wrapped_owner.train(wrapped_images);

            OpenCVForUnityPlayMakerActionsUtils.ConvertListToFsmArray <OpenCVForUnity.CoreModule.Mat, OpenCVForUnityPlayMakerActions.Mat>(wrapped_images, images);
        }
        void DoProcess()
        {
            if (!(owner.Value is OpenCVForUnityPlayMakerActions.MACE))
            {
                LogError("owner is not initialized. Add Action \"newMACE\".");
                return;
            }
            OpenCVForUnity.FaceModule.MACE wrapped_owner = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.MACE, OpenCVForUnity.FaceModule.MACE>(owner);

            if (!(query.Value is OpenCVForUnityPlayMakerActions.Mat))
            {
                LogError("query is not initialized. Add Action \"newMat\".");
                return;
            }
            OpenCVForUnity.CoreModule.Mat wrapped_query = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(query);

            storeResult.Value = wrapped_owner.same(wrapped_query);

            Fsm.Event(storeResult.Value ? trueEvent : falseEvent);
        }
Esempio n. 6
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 public MACE(OpenCVForUnity.FaceModule.MACE nativeObj) : base(nativeObj)
 {
 }
Esempio n. 7
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 /**
  * constructor
  *     param filename  build a new MACE instance from a pre-serialized FileStorage
  * return automatically generated
  */
 public static MACE load(string filename)
 {
     return(MACE.__fromPtr__(face_MACE_load_11(filename)));
 }
Esempio n. 8
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 /**
  * constructor
  * return automatically generated
  */
 public static MACE create()
 {
     return(MACE.__fromPtr__(face_MACE_create_11()));
 }
Esempio n. 9
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        //
        // C++: static Ptr_MACE cv::face::MACE::create(int IMGSIZE = 64)
        //

        /**
         * constructor
         *     param IMGSIZE  images will get resized to this (should be an even number)
         * return automatically generated
         */
        public static MACE create(int IMGSIZE)
        {
            return(MACE.__fromPtr__(face_MACE_create_10(IMGSIZE)));
        }