示例#1
0
        /// <summary>
        /// Raises the web cam texture to mat helper inited event.
        /// </summary>
        public void OnWebCamTextureToMatHelperInited()
        {
            Debug.Log("OnWebCamTextureToMatHelperInited");

            Mat webCamTextureMat = webCamTextureToMatHelper.GetMat();

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

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

            gameObject.transform.localScale = new Vector3(webCamTextureMat.cols(), webCamTextureMat.rows(), 1);

            Debug.Log("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);

            float width  = webCamTextureMat.width();
            float height = webCamTextureMat.height();

            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;
            }

            detector    = new ColorBlobDetector();
            spectrumMat = new Mat();
            //blobColorRgba = new Scalar (255);
            blobColorHsv        = new Scalar(255);
            SPECTRUM_SIZE       = new Size(200, 64);
            CONTOUR_COLOR       = new Scalar(255, 0, 0, 255);
            CONTOUR_COLOR_WHITE = new Scalar(255, 255, 255, 255);
        }
        /// <summary>
        /// Raises the web cam texture to mat helper inited event.
        /// </summary>
        public void OnWebCamTextureToMatHelperInited()
        {
            Debug.Log ("OnWebCamTextureToMatHelperInited");

                        Mat webCamTextureMat = webCamTextureToMatHelper.GetMat ();

                        colors = new Color32[webCamTextureMat.cols () * webCamTextureMat.rows ()];
                        texture = new Texture2D (webCamTextureMat.cols (), webCamTextureMat.rows (), TextureFormat.RGBA32, false);

                        detector = new ColorBlobDetector ();
                        spectrumMat = new Mat ();
                        //blobColorRgba = new Scalar (255);
                        blobColorHsv = new Scalar (255);
                        SPECTRUM_SIZE = new Size (200, 64);
                        CONTOUR_COLOR = new Scalar (255, 0, 0, 255);
                        CONTOUR_COLOR_WHITE = new Scalar (255, 255, 255, 255);

                        gameObject.transform.localScale = new Vector3 (webCamTextureMat.cols (), webCamTextureMat.rows (), 1);

                        Debug.Log ("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);

                        float width = 0;
                        float height = 0;

                        width = gameObject.transform.localScale.x;
                        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;
                        }

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

                        //			webCamTextureToMatHelper.Play ();
        }
示例#3
0
        private IEnumerator init()
        {
            if (webCamTexture != null)
            {
                webCamTexture.Stop();
                initDone = false;

                rgbaMat.Dispose();
                spectrumMat.Dispose();
            }

            // Checks how many and which cameras are available on the device
            for (int cameraIndex = 0; cameraIndex < WebCamTexture.devices.Length; cameraIndex++)
            {
                if (WebCamTexture.devices [cameraIndex].isFrontFacing == shouldUseFrontFacing)
                {
                    Debug.Log(cameraIndex + " name " + WebCamTexture.devices [cameraIndex].name + " isFrontFacing " + WebCamTexture.devices [cameraIndex].isFrontFacing);

                    webCamDevice = WebCamTexture.devices [cameraIndex];

                    webCamTexture = new WebCamTexture(webCamDevice.name, width, height);

                    break;
                }
            }

            if (webCamTexture == null)
            {
                webCamDevice  = WebCamTexture.devices [0];
                webCamTexture = new WebCamTexture(webCamDevice.name, width, height);
            }

            Debug.Log("width " + webCamTexture.width + " height " + webCamTexture.height + " fps " + webCamTexture.requestedFPS);



            // Starts the camera
            webCamTexture.Play();


            while (true)
            {
                //If you want to use webcamTexture.width and webcamTexture.height on iOS, you have to wait until webcamTexture.didUpdateThisFrame == 1, otherwise these two values will be equal to 16. (http://forum.unity3d.com/threads/webcamtexture-and-error-0x0502.123922/)
                                                                #if UNITY_IOS && !UNITY_EDITOR && (UNITY_4_6_3 || UNITY_4_6_4 || UNITY_5_0_0 || UNITY_5_0_1)
                if (webCamTexture.width > 16 && webCamTexture.height > 16)
                {
                                                                #else
                if (webCamTexture.didUpdateThisFrame)
                {
                                                                                #if UNITY_IOS && !UNITY_EDITOR && UNITY_5_2
                    while (webCamTexture.width <= 16)
                    {
                        webCamTexture.GetPixels32();
                        yield return(new WaitForEndOfFrame());
                    }
                                                                                #endif
                                                                                #endif

                    Debug.Log("width " + webCamTexture.width + " height " + webCamTexture.height + " fps " + webCamTexture.requestedFPS);
                    Debug.Log("videoRotationAngle " + webCamTexture.videoRotationAngle + " videoVerticallyMirrored " + webCamTexture.videoVerticallyMirrored + " isFrongFacing " + webCamDevice.isFrontFacing);

                    colors  = new Color32[webCamTexture.width * webCamTexture.height];
                    rgbaMat = new Mat(webCamTexture.height, webCamTexture.width, CvType.CV_8UC4);
                    texture = new Texture2D(webCamTexture.width, webCamTexture.height, TextureFormat.RGBA32, false);



                    detector            = new ColorBlobDetector();
                    spectrumMat         = new Mat();
                    blobColorRgba       = new Scalar(255);
                    blobColorHsv        = new Scalar(255);
                    SPECTRUM_SIZE       = new Size(200, 64);
                    CONTOUR_COLOR       = new Scalar(255, 0, 0, 255);
                    CONTOUR_COLOR_WHITE = new Scalar(255, 255, 255, 255);



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

                    updateLayout();

                    screenOrientation = Screen.orientation;
                    initDone          = true;

                    break;
                }
                else
                {
                    yield return(0);
                }
            }
        }
				private IEnumerator init ()
				{
						if (webCamTexture != null) {
								webCamTexture.Stop ();
								initDone = false;
				
								rgbaMat.Dispose ();
								spectrumMat.Dispose ();
						}

						// Checks how many and which cameras are available on the device
						for (int cameraIndex = 0; cameraIndex < WebCamTexture.devices.Length; cameraIndex++) {
				
				
								if (WebCamTexture.devices [cameraIndex].isFrontFacing == shouldUseFrontFacing) {
					
					
										Debug.Log (cameraIndex + " name " + WebCamTexture.devices [cameraIndex].name + " isFrontFacing " + WebCamTexture.devices [cameraIndex].isFrontFacing);

										webCamDevice = WebCamTexture.devices [cameraIndex];

										webCamTexture = new WebCamTexture (webCamDevice.name, width, height);

										break;
								}
				
				
						}
			
						if (webCamTexture == null) {
								webCamDevice = WebCamTexture.devices [0];
								webCamTexture = new WebCamTexture (webCamDevice.name, width, height);
						}
			
						Debug.Log ("width " + webCamTexture.width + " height " + webCamTexture.height + " fps " + webCamTexture.requestedFPS);
			
			
			
						// Starts the camera
						webCamTexture.Play ();


						while (true) {
								//If you want to use webcamTexture.width and webcamTexture.height on iOS, you have to wait until webcamTexture.didUpdateThisFrame == 1, otherwise these two values will be equal to 16. (http://forum.unity3d.com/threads/webcamtexture-and-error-0x0502.123922/)
								#if UNITY_IOS && !UNITY_EDITOR && (UNITY_4_6_3 || UNITY_4_6_4 || UNITY_5_0_0 || UNITY_5_0_1)
				                if (webCamTexture.width > 16 && webCamTexture.height > 16) {
								#else
								if (webCamTexture.didUpdateThisFrame) {
										#if UNITY_IOS && !UNITY_EDITOR && UNITY_5_2                                    
										while (webCamTexture.width <= 16) {
												webCamTexture.GetPixels32 ();
												yield return new WaitForEndOfFrame ();
										} 
										#endif
										#endif

										Debug.Log ("width " + webCamTexture.width + " height " + webCamTexture.height + " fps " + webCamTexture.requestedFPS);
										Debug.Log ("videoRotationAngle " + webCamTexture.videoRotationAngle + " videoVerticallyMirrored " + webCamTexture.videoVerticallyMirrored + " isFrongFacing " + webCamDevice.isFrontFacing);
					
										colors = new Color32[webCamTexture.width * webCamTexture.height];
										rgbaMat = new Mat (webCamTexture.height, webCamTexture.width, CvType.CV_8UC4);
										texture = new Texture2D (webCamTexture.width, webCamTexture.height, TextureFormat.RGBA32, false);



										detector = new ColorBlobDetector ();
										spectrumMat = new Mat ();
//										blobColorRgba = new Scalar (255);
										blobColorHsv = new Scalar (255);
										SPECTRUM_SIZE = new Size (200, 64);
										CONTOUR_COLOR = new Scalar (255, 0, 0, 255);
										CONTOUR_COLOR_WHITE = new Scalar (255, 255, 255, 255);



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

										updateLayout ();

										screenOrientation = Screen.orientation;
										initDone = true;
					
										break;
								} else {
										yield return 0;
								}
						}
				}