Provides essential methods related to Window Store application.
static public int constructor(IntPtr l) { try { UnityEngine.WSA.Application o; o = new UnityEngine.WSA.Application(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
private void trackFilteredObject(ObjectTracker ot, Mat threshold) { Mat temp = new Mat(); threshold.copyTo(temp); List <MatOfPoint> contours = new List <MatOfPoint>(); Mat hierarchy = new Mat(); Imgproc.findContours(temp, contours, hierarchy, Imgproc.RETR_CCOMP, Imgproc.CHAIN_APPROX_SIMPLE); if (hierarchy.rows() > 0) { for (int index = 0; index >= 0; index = (int)hierarchy.get(0, index)[0]) { Moments moment = Imgproc.moments(contours[index]); double area = moment.m00; if (area > 10 * 10) { int x = (int)(moment.get_m10() / area); int y = (int)(moment.get_m01() / area); Vector2 point = new Vector2(x, y); Vector3 dirRay = LocatableCameraUtils.PixelCoordToWorldCoord(_cameraToWorldMatrix, _projectionMatrix, _resolution, point); Application.InvokeOnAppThread(() => { ot.Sphere.transform.position = Camera.main.transform.position + new Vector3(0, ot.offset, 0); SphereCollider collider = ot.Sphere.GetComponent <SphereCollider>(); // We inverse the ray source and dir to make the sphere collider work Vector3 newPosRay = Camera.main.transform.position + dirRay * (collider.radius * 2); Ray ray = new Ray(newPosRay, -dirRay); RaycastHit hit; if (Physics.Raycast(ray, out hit, collider.radius * 3)) { Vector3 pos = hit.point; ot.gameObject.transform.position = pos; } }, false); } } } }
private void OnFrameSampleAcquired(VideoCaptureSample sample) { // upload image bytes if (_latestImageBytes == null || _latestImageBytes.Length < sample.dataLength) { _latestImageBytes = new byte[sample.dataLength]; } sample.CopyRawImageDataIntoBuffer(_latestImageBytes); // transform matrix float[] cameraToWorldMatrixAsFloat; float[] projectionMatrixAsFloat; if (sample.TryGetCameraToWorldMatrix(out cameraToWorldMatrixAsFloat) == false || sample.TryGetProjectionMatrix(out projectionMatrixAsFloat) == false) { Debug.Log("Failed to get camera to world or projection matrix"); return; } _cameraToWorldMatrix = LocatableCameraUtils.ConvertFloatArrayToMatrix4x4(cameraToWorldMatrixAsFloat); _projectionMatrix = LocatableCameraUtils.ConvertFloatArrayToMatrix4x4(projectionMatrixAsFloat); //focal_x = _projectionMatrix[0, 0] * _resolution.width / 2; //focal_y = _projectionMatrix[1, 1] * _resolution.height / 2; //cx = _resolution.width / 2 + _resolution.width / 2 * _projectionMatrix[0, 2]; //cy = _resolution.height / 2 + _resolution.height / 2 * _projectionMatrix[1, 2]; // Debug.Log("focal_x: " + focal_x.ToString("f5") + " focal_y: " + focal_y.ToString("f5") + " cx: " + cx.ToString("f5") + " cy: " + cy.ToString("f5")); sample.Dispose(); // Opencv mat conversion: to RGB mat Mat frameBGRA = new Mat(_resolution.height, _resolution.width, CvType.CV_8UC4); //Array.Reverse(_latestImageBytes); frameBGRA.put(0, 0, _latestImageBytes); //Core.flip(frameBGRA, frameBGRA, 0); Mat frameBGR = new Mat(_resolution.height, _resolution.width, CvType.CV_8UC3); Imgproc.cvtColor(frameBGRA, frameBGR, Imgproc.COLOR_BGRA2BGR); Mat RGB = new Mat(); Imgproc.cvtColor(frameBGR, RGB, Imgproc.COLOR_BGR2RGB); // Target detection: marker location in webcam Vector4 location = markerDetection.DetectMarkers(RGB); // Application thread. Because some operations are only allowed in main thread, not event thread Application.InvokeOnAppThread(() => { if (MarkerDetection.success == true)// if detected { Debug.Log("catch!"); // target: marker -> webcam -> world. Vector3 target = _cameraToWorldMatrix * location; Debug.Log("target: " + target.ToString("f5")); Target.transform.position = target; // render with the right matrix Matrix4x4 V = Camera.main.GetStereoViewMatrix(Camera.StereoscopicEye.Right); Matrix4x4 P = GL.GetGPUProjectionMatrix(Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right), false); // openGL to DX Matrix4x4 M = Target.transform.localToWorldMatrix; Target.GetComponent <Renderer>().material.SetMatrix("MATRIX_MVP", P * V * M); // render with custom pipeline Target.GetComponent <Renderer>().enabled = true; // show now Vector4 vertex = P * V * M * new Vector4(0f, 0f, 0f, 1f); // vertex location on the rendering plane //Vector3 cam = V.GetColumn(3); //// ---------------------------------------------------- //// collide a cam-target ray with display collider //Vector3 camToTarget = target - cam; //Ray ray = new Ray(cam, camToTarget); //RaycastHit hit; //if (Physics.Raycast(ray, out hit, 2f)) //{ // Vector3 pos = hit.point; // physical hitted point // Target.transform.position = pos; // Debug.Log("hit pos: " + pos.ToString("f5")); // Matrix4x4 M = Target.transform.localToWorldMatrix; // Target.GetComponent<Renderer>().material.SetMatrix("MATRIX_MVP", P * V * M); // render with custom pipeline // Target.GetComponent<Renderer>().enabled = true; // show now // // Vector4 vertex = P * V * M * new Vector4(0f, 0f, 0f, 1f); // vertex location on the rendering plane //} // --------------------------------------------------- // get eye position in eyecam string[] eyedata = UDPCommunication.message.Split(','); Vector4 eye_pos_e = new Vector4(float.Parse(eyedata[0]) / 1000, float.Parse(eyedata[1]) / 1000, float.Parse(eyedata[2]) / 1000, 1.0f); // in [m] Debug.Log("eye in eyecam: " + eye_pos_e.ToString("f5")); // eye: eyecam -> webcam -> world. Vector3 eye_pos_w = _cameraToWorldMatrix * _eyecamTowebcam * eye_pos_e; Debug.Log("eye in world: " + eye_pos_w.ToString("f5")); // ---------------------------------------------------- // collide a eye-target ray with display collider Vector3 eyeToTarget = target - eye_pos_w; Ray ray_revised = new Ray(eye_pos_w, eyeToTarget); RaycastHit hit_revised; if (Physics.Raycast(ray_revised, out hit_revised, 2f)) { Vector4 pos_revised = hit_revised.point; // physical hitted point //Revised.transform.position = pos_revised; Debug.Log("hit_revised pos: " + pos_revised.ToString("f5")); pos_revised.w = 1.0f; // calculate hitted vertex, scale w to the same depth Vector4 vertex_hit = P * V * pos_revised; float scale = vertex.w / vertex_hit.w; Vector4 vertex_hit_scaled = new Vector4(vertex_hit.x * scale, vertex_hit.y * scale, vertex_hit.z, vertex_hit.w * scale); // retrieve the world location Vector3 pos_scaled = V.inverse * P.inverse * vertex_hit_scaled; Revised.transform.position = pos_scaled; // position the revised target and render it Matrix4x4 M_revised = Revised.transform.localToWorldMatrix; Revised.GetComponent <Renderer>().material.SetMatrix("MATRIX_MVP", P * V * M_revised); Revised.GetComponent <Renderer>().enabled = true; Debug.Log("webcameraToWorldMatrix:\n" + _cameraToWorldMatrix.ToString("f5")); Debug.Log("WorldToRightMatrix:\n" + V.ToString("f5")); Debug.Log("RightGLProjectionMatrix:\n" + P.ToString("f5")); Debug.Log("detected target location: " + Target.transform.position.ToString("f5")); Debug.Log("revised target location: " + Revised.transform.position.ToString("f5")); Debug.Log("rendering vertex: " + vertex.ToString("f5")); Debug.Log("hit vertex: " + vertex_hit.ToString("f5")); Debug.Log("revised rendering vertex: " + vertex_hit_scaled.ToString("f5")); } } else { Revised.GetComponent <Renderer>().enabled = false; Target.GetComponent <Renderer>().enabled = false; // hide } }, false); }