Пример #1
0
        //
        // C++:  void cv::Subdiv2D::getTriangleList(vector_Vec6f& triangleList)
        //

        /**
         * Returns a list of all triangles.
         *
         *     param triangleList Output vector.
         *
         *     The function gives each triangle as a 6 numbers vector, where each two are one of the triangle
         *     vertices. i.e. p1_x = v[0], p1_y = v[1], p2_x = v[2], p2_y = v[3], p3_x = v[4], p3_y = v[5].
         */
        public void getTriangleList(MatOfFloat6 triangleList)
        {
            ThrowIfDisposed();
            if (triangleList != null)
            {
                triangleList.ThrowIfDisposed();
            }
            Mat triangleList_mat = triangleList;

            imgproc_Subdiv2D_getTriangleList_10(nativeObj, triangleList_mat.nativeObj);
        }
Пример #2
0
        //
        // C++:  void cv::Subdiv2D::getTriangleList(vector_Vec6f& triangleList)
        //

        //javadoc: Subdiv2D::getTriangleList(triangleList)
        public void getTriangleList(MatOfFloat6 triangleList)
        {
            ThrowIfDisposed();
            if (triangleList != null)
            {
                triangleList.ThrowIfDisposed();
            }
#if ((UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL) && !UNITY_EDITOR) || UNITY_5 || UNITY_5_3_OR_NEWER
            Mat triangleList_mat = triangleList;
            imgproc_Subdiv2D_getTriangleList_10(nativeObj, triangleList_mat.nativeObj);

            return;
#else
            return;
#endif
        }
        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame() && !imageOptimizationHelper.IsCurrentFrameSkipped())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                //get downScaleMat;
                Mat downScaleRgbaMat = imageOptimizationHelper.GetDownScaleMat((rgbaMat));

                //grayscale
                Imgproc.cvtColor(downScaleRgbaMat, gray1Mat, Imgproc.COLOR_RGBA2GRAY);

                //blur
                Imgproc.blur(gray1Mat, gray2Mat, new Size(5, 5));

                //edge filter
                Imgproc.filter2D(gray2Mat, gray1Mat, gray1Mat.depth(), kernel);

                //blur
                Imgproc.blur(gray1Mat, gray2Mat, new Size(3, 3));

                //detect edge
                Imgproc.threshold(gray2Mat, gray2Mat, EDGE_DETECT_VALUE, 255, Imgproc.THRESH_BINARY);

                //copy Mat to byteArray
                Utils.copyFromMat <byte> (gray2Mat, byteArray);

                //set edge pointList
                List <Point> pointList = new List <Point> ();
                int          w         = gray1Mat.width();
                int          h         = gray1Mat.height();
                for (int y = 0; y < h; y++)
                {
                    for (int x = 0; x < w; x++)
                    {
                        if (byteArray [x + w * y] == 255)
                        {
                            pointList.Add(new Point(x, y));
                        }
                    }
                }

                int limit = Mathf.RoundToInt((float)(pointList.Count * POINT_RATE));
                if (limit > POINT_MAX_NUM)
                {
                    limit = POINT_MAX_NUM;
                }

                while (pointList.Count > limit)
                {
                    pointList.RemoveAt(Random.Range(0, pointList.Count));
                }
//              Debug.Log ("pointList.Count " + pointList.Count);


                //init subdiv
                subdiv.initDelaunay(new OpenCVForUnity.CoreModule.Rect(0, 0, downScaleRgbaMat.width(), downScaleRgbaMat.height()));
                for (int i = 0; i < pointList.Count; i++)
                {
                    subdiv.insert(pointList [i]);
                }
                subdiv.insert(new Point(0, 0));
                subdiv.insert(new Point(gray1Mat.width() / 2 - 1, 0));
                subdiv.insert(new Point(gray1Mat.width() - 1, 0));
                subdiv.insert(new Point(gray1Mat.width() - 1, gray1Mat.height() / 2 - 1));
                subdiv.insert(new Point(gray1Mat.width() - 1, gray1Mat.height() - 1));
                subdiv.insert(new Point(gray1Mat.width() / 2 - 1, gray1Mat.height() - 1));
                subdiv.insert(new Point(0, gray1Mat.height() - 1));
                subdiv.insert(new Point(0, gray1Mat.height() / 2 - 1));


                using (MatOfFloat6 triangleList = new MatOfFloat6()) {
                    subdiv.getTriangleList(triangleList);

                    float[] pointArray     = triangleList.toArray();
                    float   downScaleRatio = imageOptimizationHelper.downscaleRatio;
                    if (downScaleRatio < 1)
                    {
                        downScaleRatio = 1;
                    }
                    byte[] color = new byte[4];
                    for (int i = 0; i < pointArray.Length / 6; i++)
                    {
                        Point p0 = new Point(pointArray [i * 6 + 0] * downScaleRatio, pointArray [i * 6 + 1] * downScaleRatio);
                        Point p1 = new Point(pointArray [i * 6 + 2] * downScaleRatio, pointArray [i * 6 + 3] * downScaleRatio);
                        Point p2 = new Point(pointArray [i * 6 + 4] * downScaleRatio, pointArray [i * 6 + 5] * downScaleRatio);

                        if (p0.x < 0 || p0.x > rgbaMat.width())
                        {
                            continue;
                        }
                        if (p0.y < 0 || p0.y > rgbaMat.height())
                        {
                            continue;
                        }
                        if (p1.x < 0 || p1.x > rgbaMat.width())
                        {
                            continue;
                        }
                        if (p1.y < 0 || p1.y > rgbaMat.height())
                        {
                            continue;
                        }
                        if (p2.x < 0 || p2.x > rgbaMat.width())
                        {
                            continue;
                        }
                        if (p2.y < 0 || p2.y > rgbaMat.height())
                        {
                            continue;
                        }


                        //get center of gravity
                        int cx = (int)((p0.x + p1.x + p2.x) * 0.33333);
                        int cy = (int)((p0.y + p1.y + p2.y) * 0.33333);
                        //                Debug.Log ("cx " + cx + " cy " + cy );

                        //get center of gravity color
                        rgbaMat.get(cy, cx, color);
                        //                Debug.Log ("r " + color[0] + " g " + color[1] + " b " + color[2] + " a " + color[3]);

                        //fill Polygon
                        Imgproc.fillConvexPoly(rgbaMat, new MatOfPoint(p0, p1, p2), new Scalar(color [0], color [1], color [2], color [3]), Imgproc.LINE_AA, 0);


//                        Imgproc.line (rgbaMat, p0, p1, new Scalar (64, 255, 128, 255));
//                        Imgproc.line (rgbaMat, p1, p2, new Scalar (64, 255, 128, 255));
//                        Imgproc.line (rgbaMat, p2, p0, new Scalar (64, 255, 128, 255));
                    }
                }

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

                Utils.fastMatToTexture2D(rgbaMat, texture);
            }
        }
Пример #4
0
        void TriangleDivide()
        {
            //init subdiv
            Subdiv2D subdiv = new Subdiv2D();

            OpenCVForUnity.Rect cv_rect = new OpenCVForUnity.Rect(0, 0, rgbaMat.width(), rgbaMat.height());
            subdiv.initDelaunay(cv_rect);
            for (int i = 0; i < pointList.Count; i++)
            {
                subdiv.insert(pointList[i]);
            }
            subdiv.insert(new Point(0, 0));
            subdiv.insert(new Point(rgbaMat.width() / 4 - 1, 0));                        //
            subdiv.insert(new Point(rgbaMat.width() / 2 - 1, 0));                        //
            subdiv.insert(new Point(rgbaMat.width() / 2 - 1, rgbaMat.height() / 2 - 1)); //
            subdiv.insert(new Point(rgbaMat.width() / 2 - 1, rgbaMat.height() - 1));     //
            subdiv.insert(new Point(rgbaMat.width() / 4 - 1, rgbaMat.height() - 1));     //
            subdiv.insert(new Point(0, rgbaMat.height() - 1));
            subdiv.insert(new Point(0, rgbaMat.height() / 2 - 1));

            //using (MatOfFloat6 triangleList = new MatOfFloat6())
            MatOfFloat6 triangleList = new MatOfFloat6();
            {
                subdiv.getTriangleList(triangleList);
                float[] pointArray = triangleList.toArray();
                //Debug.Log(pointArray.Length); //11000+
                float downScaleRatio = 1;

                byte[] color = new byte[4];
                for (int i = 0; i < pointArray.Length / 6; i++)
                {
                    Point p0 = new Point(pointArray[i * 6 + 0] * downScaleRatio, pointArray[i * 6 + 1] * downScaleRatio);
                    Point p1 = new Point(pointArray[i * 6 + 2] * downScaleRatio, pointArray[i * 6 + 3] * downScaleRatio);
                    Point p2 = new Point(pointArray[i * 6 + 4] * downScaleRatio, pointArray[i * 6 + 5] * downScaleRatio);

                    if (p0.x < 0 || p0.x > rgbaMat.width())
                    {
                        continue;
                    }
                    if (p0.y < 0 || p0.y > rgbaMat.height())
                    {
                        continue;
                    }
                    if (p1.x < 0 || p1.x > rgbaMat.width())
                    {
                        continue;
                    }
                    if (p1.y < 0 || p1.y > rgbaMat.height())
                    {
                        continue;
                    }
                    if (p2.x < 0 || p2.x > rgbaMat.width())
                    {
                        continue;
                    }
                    if (p2.y < 0 || p2.y > rgbaMat.height())
                    {
                        continue;
                    }

                    //get center of gravity
                    int cx = (int)((p0.x + p1.x + p2.x) * 0.33333);
                    int cy = (int)((p0.y + p1.y + p2.y) * 0.33333);
                    //Debug.Log ("cx " + cx + " cy " + cy );

                    //get center of gravity color
                    rgbaMat.get(cy, cx, color);
                    //Debug.Log ("r " + color[0] + " g " + color[1] + " b " + color[2] + " a " + color[3]);

                    //fill Polygon
                    //Imgproc.fillConvexPoly(rgbaMat, new MatOfPoint(p0, p1, p2), new Scalar(color[0], color[1], color[2], color[3]), Imgproc.LINE_AA, 0);
                    Imgproc.line(rgbaMat, p0, p1, new Scalar(64, 255, 128, 255));
                    Imgproc.line(rgbaMat, p1, p2, new Scalar(64, 255, 128, 255));
                    Imgproc.line(rgbaMat, p2, p0, new Scalar(64, 255, 128, 255));

                    //--------------------------------------------------------------------//

                    //Debug.Log(pointArray.Length / 6); //154 //(68dlib点+周围8点 => 154个三角形)
                    //Point[] pt = new Point[3];
                    //pt[0] = new Point(t[0], t[1]);
                    //pt[1] = new Point(t[2], t[3]);
                    //pt[2] = new Point(t[4], t[5]);
                    //Debug.Log("[0]" + pt[0] + "[1]" + pt[1] + "[2]" + pt[2]);
                    Point[] pt = new Point[3] {
                        p0, p1, p2
                    };
                    //Debug.Log("[0]" + p0 + "[1]" + p1 + "[2]" + p2);

                    //Debug.Log(cv_rect); //800*400,rgba图的尺寸
                    if (cv_rect.contains(p0) && cv_rect.contains(p1) && cv_rect.contains(p2))
                    {
                        int   count = 0;
                        int[] index = new int[3];
                        for (int j = 0; j < 3; j++)
                        {
                            for (int k = 0; k < pointList.Count; k++)
                            {
                                if (Mathf.Abs((float)pt[j].x - (float)pointList[k].x) < 1.0 && Mathf.Abs((float)pt[j].y - (float)pointList[k].y) < 1.0) //重合
                                {
                                    index[j] = k;
                                    count++;
                                }
                            }
                        }

                        if (count == 3)
                        {
                            //154中筛选109个,满足3个点重合
                            //delaunayTri.push_back(index);
                        }
                    }

                    //--------------------------------------------------------------------//
                }
                //subdiv.getVoronoiFacetList();
            }
        }
        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.IsPlaying () && webCamTextureToMatHelper.DidUpdateThisFrame ()) {

                Mat rgbaMat = webCamTextureToMatHelper.GetMat ();

                //get downScaleMat;
                Mat downScaleRgbaMat = webCamTextureToMatHelper.GetDownScaleMat (rgbaMat);

                //grayscale
                Imgproc.cvtColor (downScaleRgbaMat, gray1Mat, Imgproc.COLOR_RGBA2GRAY);

                //blur
                Imgproc.blur (gray1Mat, gray2Mat, new Size (5, 5));

                //edge filter
                Imgproc.filter2D (gray2Mat, gray1Mat, gray1Mat.depth (), kernel);

                //blur
                Imgproc.blur (gray1Mat, gray2Mat, new Size (3, 3));

                //detect edge
                Imgproc.threshold (gray2Mat, gray2Mat, EDGE_DETECT_VALUE, 255, Imgproc.THRESH_BINARY);

                //copy Mat to byteArray
                Utils.copyFromMat<byte> (gray2Mat, byteArray);

                //set edge pointList
                List<Point> pointList = new List<Point> ();
                int w = gray1Mat.width ();
                int h = gray1Mat.height ();
                for (int y = 0; y < h; y++) {
                    for (int x = 0; x < w; x++) {
                        if (byteArray [x + w * y] == 255)
                            pointList.Add (new Point (x, y));
                    }
                }

                int limit = Mathf.RoundToInt ((float)(pointList.Count * POINT_RATE));
                if (limit > POINT_MAX_NUM)
                    limit = POINT_MAX_NUM;

                while (pointList.Count > limit) {
                    pointList.RemoveAt (Random.Range (0, pointList.Count));
                }
            //              Debug.Log ("pointList.Count " + pointList.Count);

                //init subdiv
                subdiv.initDelaunay (new OpenCVForUnity.Rect (0, 0, downScaleRgbaMat.width (), downScaleRgbaMat.height ()));
                for (int i = 0; i < pointList.Count; i++) {
                    subdiv.insert (pointList [i]);
                }
                subdiv.insert (new Point (0, 0));
                subdiv.insert (new Point (gray1Mat.width () / 2 - 1, 0));
                subdiv.insert (new Point (gray1Mat.width () - 1, 0));
                subdiv.insert (new Point (gray1Mat.width () - 1, gray1Mat.height () / 2 - 1));
                subdiv.insert (new Point (gray1Mat.width () - 1, gray1Mat.height () - 1));
                subdiv.insert (new Point (gray1Mat.width () / 2 - 1, gray1Mat.height () - 1));
                subdiv.insert (new Point (0, gray1Mat.height () - 1));
                subdiv.insert (new Point (0, gray1Mat.height () / 2 - 1));

                using (MatOfFloat6 triangleList = new MatOfFloat6()) {
                    subdiv.getTriangleList (triangleList);

                    float[] pointArray = triangleList.toArray ();
                    int downScaleRatio = webCamTextureToMatHelper.DOWNSCALE_RATIO;
                    if (downScaleRatio < 1)
                        downScaleRatio = 1;
                    byte[] color = new byte[4];
                    for (int i = 0; i < pointArray.Length/6; i++) {

                        Point p0 = new Point (pointArray [i * 6 + 0] * downScaleRatio, pointArray [i * 6 + 1] * downScaleRatio);
                        Point p1 = new Point (pointArray [i * 6 + 2] * downScaleRatio, pointArray [i * 6 + 3] * downScaleRatio);
                        Point p2 = new Point (pointArray [i * 6 + 4] * downScaleRatio, pointArray [i * 6 + 5] * downScaleRatio);

                        if (p0.x < 0 || p0.x > rgbaMat.width ())
                            continue;
                        if (p0.y < 0 || p0.y > rgbaMat.height ())
                            continue;
                        if (p1.x < 0 || p1.x > rgbaMat.width ())
                            continue;
                        if (p1.y < 0 || p1.y > rgbaMat.height ())
                            continue;
                        if (p2.x < 0 || p2.x > rgbaMat.width ())
                            continue;
                        if (p2.y < 0 || p2.y > rgbaMat.height ())
                            continue;

                        //get center of gravity
                        int cx = (int)((p0.x + p1.x + p2.x) * 0.33333);
                        int cy = (int)((p0.y + p1.y + p2.y) * 0.33333);
                        //                Debug.Log ("cx " + cx + " cy " + cy );

                        //get center of gravity color
                        rgbaMat.get (cy, cx, color);
                        //                Debug.Log ("r " + color[0] + " g " + color[1] + " b " + color[2] + " a " + color[3]);

                        //fill Polygon
                        Imgproc.fillConvexPoly (rgbaMat, new MatOfPoint (p0, p1, p2), new Scalar (color [0], color [1], color [2], color [3]), Imgproc.LINE_AA, 0);

            //                        Imgproc.line (rgbaMat, p0, p1, new Scalar (64, 255, 128, 255));
            //                        Imgproc.line (rgbaMat, p1, p2, new Scalar (64, 255, 128, 255));
            //                        Imgproc.line (rgbaMat, p2, p0, new Scalar (64, 255, 128, 255));
                    }
                }

                Imgproc.putText (rgbaMat, "W:" + rgbaMat.width () + " H:" + rgbaMat.height () + " DOWNSCALE W:" + downScaleRgbaMat.width () + " H:" + downScaleRgbaMat.height (), 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 ());
            }
        }
    private void WarpFaces()
    {
        // Create the image matrices
        Mat imgSrc  = CreateSourceImageMat();
        Mat imgDest = CreateDestImageMat(imgSrc);

        // Generate the face data (in this case, load the parameters)
        //var sourceFace = JsonConvert.DeserializeObject<RootObject>(sourceImageFace);
        //var warpToFace = JsonConvert.DeserializeObject<RootObject>(this.warpToFace);

        // Create the landmark point lists
        var pointList1 = new List <Point>();
        var pointList2 = new List <Point>();

        AddMatchingLandmarks(sourceFace.faceLandmarks, warpToFace.faceLandmarks, pointList1, pointList2);

        if (pointList1.Count != pointList2.Count)
        {
            Debug.LogErrorFormat("Counts are not equal.  Lists ahve {0} and {1} elements.", pointList1.Count, pointList2.Count);
        }

        // Declare the int source width/height
        int sw = (int)imgSrc.size().width;
        int sh = (int)imgSrc.size().height;
        int dw = warpToImage.width;
        int dh = warpToImage.height;

        // Create a subdivision for the source image
        var sourceSubDiv = new Subdiv2D(new OpenCVForUnity.Rect(0, 0, sw, sh));

        // Add border points to the subdivision
        // and add all the other points
        Add8PointBorder(sourceSubDiv, sw, sh);
        foreach (var p in pointList1)
        {
            sourceSubDiv.insert(p);
        }

        // Create a list of triangles
        // from the subdivision
        MatOfFloat6 sourceTriMat = new MatOfFloat6();

        sourceSubDiv.getTriangleList(sourceTriMat);
        var sourceTriList = new List <float>(sourceTriMat.toArray());

        // OpenCV for Unity subdiv has a bug and we need to ensure
        // every triangle is inside the bounds of the source
        CapToMax(sourceTriList, sw - 1, sh - 1);

        // Copy it
        var destTriList = new List <float>();

        foreach (float f in sourceTriList)
        {
            destTriList.Add(f);
        }

        // Find the points from the source, and
        // move them to the destination this way
        // the triangles correlate to each other
        MovePointsInList(sourceFace.faceLandmarks.FaceLandmarkList(), warpToFace.faceLandmarks.FaceLandmarkList(), destTriList);
        MovePointsInList(Get8PointBorder(sw, sh), Get8PointBorder(dw, dh), destTriList);

        // Now we have source triangles and positions
        // and destination triangles and positions
        // warp the source triangles ot the destination
        WarpImages(imgSrc, imgDest, sourceTriList, destTriList);

        // Everything is warped, so now create the texture from
        // the matrix
        Texture2D texture = MatToTexture2D(imgDest);

        // Assign the texture
        target.GetComponent <Renderer>().material.mainTexture = texture;
    }