// 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); //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.fastMatToTexture2D(rgbaMat, texture); } }
// Update is called once per frame void Update() { if (capture == null) { return; } //Loop play if (capture.get(Videoio.CAP_PROP_POS_FRAMES) >= capture.get(Videoio.CAP_PROP_FRAME_COUNT)) { capture.set(Videoio.CAP_PROP_POS_FRAMES, 0); } //error PlayerLoop called recursively! on iOS.reccomend WebCamTexture. if (capture.grab()) { capture.retrieve(rgbMat, 0); Imgproc.cvtColor(rgbMat, rgbMat, Imgproc.COLOR_BGR2RGB); //Debug.Log ("Mat toString " + rgbMat.ToString ()); OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat); //detect face rects List <UnityEngine.Rect> detectResult = faceLandmarkDetector.Detect(); foreach (var rect in detectResult) { //detect landmark points List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect); //draw landmark points OpenCVForUnityUtils.DrawFaceLandmark(rgbMat, points, new Scalar(0, 255, 0), 2); //draw face rect OpenCVForUnityUtils.DrawFaceRect(rgbMat, rect, new Scalar(255, 0, 0), 2); } Imgproc.putText(rgbMat, "W:" + rgbMat.width() + " H:" + rgbMat.height() + " SO:" + Screen.orientation, new Point(5, rgbMat.rows() - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255), 1, Imgproc.LINE_AA, false); OpenCVForUnity.Utils.matToTexture2D(rgbMat, texture, colors); } }
// Update is called once per frame void Update() { if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame()) { Mat rgbaMat = webCamTextureToMatHelper.GetMat(); Mat downScaleRgbaMat = webCamTextureToMatHelper.GetDownScaleMat(rgbaMat); OpenCVForUnityUtils.SetImage(faceLandmarkDetector, downScaleRgbaMat); // Detect faces on resize image if (!webCamTextureToMatHelper.IsSkipFrame()) { //detect face rects detectResult = faceLandmarkDetector.Detect(); } float DOWNSCALE_RATIO = webCamTextureToMatHelper.DOWNSCALE_RATIO; foreach (var rect in detectResult) { //detect landmark points List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect); List <Vector2> originalPoints = new List <Vector2> (points.Count); foreach (var point in points) { originalPoints.Add(new Vector2(point.x * DOWNSCALE_RATIO, point.y * DOWNSCALE_RATIO)); } //draw landmark points OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, originalPoints, new Scalar(0, 255, 0, 255), 2); UnityEngine.Rect originalRect = new UnityEngine.Rect(rect.x * DOWNSCALE_RATIO, rect.y * DOWNSCALE_RATIO, rect.width * DOWNSCALE_RATIO, rect.height * DOWNSCALE_RATIO); //draw face rect OpenCVForUnityUtils.DrawFaceRect(rgbaMat, originalRect, new Scalar(255, 0, 0, 255), 2); } Imgproc.putText(rgbaMat, "Original: (" + rgbaMat.width() + "," + rgbaMat.height() + ") DownScale; (" + downScaleRgbaMat.width() + "," + downScaleRgbaMat.height() + ") SkipFrames: " + webCamTextureToMatHelper.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, webCamTextureToMatHelper.GetBufferColors()); } }
// Update is called once per frame void Update() { if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame()) { Mat rgbaMat = webCamTextureToMatHelper.GetMat(); Mat downScaleRgbaMat = null; float DOWNSCALE_RATIO = 1.0f; if (enableDownScale) { downScaleRgbaMat = imageOptimizationHelper.GetDownScaleMat(rgbaMat); DOWNSCALE_RATIO = imageOptimizationHelper.downscaleRatio; } else { downScaleRgbaMat = rgbaMat; DOWNSCALE_RATIO = 1.0f; } OpenCVForUnityUtils.SetImage(faceLandmarkDetector, downScaleRgbaMat); // Detect faces on resize image if (!enableSkipFrame || !imageOptimizationHelper.IsCurrentFrameSkipped()) { //detect face rects if (useOpenCVFaceDetector) { // convert image to greyscale. Imgproc.cvtColor(downScaleRgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY); using (Mat equalizeHistMat = new Mat()) using (MatOfRect faces = new MatOfRect()) { Imgproc.equalizeHist(grayMat, equalizeHistMat); cascade.detectMultiScale(equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new OpenCVForUnity.Size(equalizeHistMat.cols() * 0.15, equalizeHistMat.cols() * 0.15), new Size()); List <OpenCVForUnity.Rect> opencvDetectResult = faces.toList(); // adjust to Dilb's result. detectionResult.Clear(); foreach (var opencvRect in opencvDetectResult) { detectionResult.Add(new UnityEngine.Rect((float)opencvRect.x, (float)opencvRect.y + (float)(opencvRect.height * 0.1f), (float)opencvRect.width, (float)opencvRect.height)); } } } else { detectionResult = faceLandmarkDetector.Detect(); } } foreach (var rect in detectionResult) { //detect landmark points List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect); List <Vector2> originalPoints = new List <Vector2> (points.Count); foreach (var point in points) { originalPoints.Add(new Vector2(point.x * DOWNSCALE_RATIO, point.y * DOWNSCALE_RATIO)); } //draw landmark points OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, originalPoints, new Scalar(0, 255, 0, 255), 2); UnityEngine.Rect originalRect = new UnityEngine.Rect(rect.x * DOWNSCALE_RATIO, rect.y * DOWNSCALE_RATIO, rect.width * DOWNSCALE_RATIO, rect.height * DOWNSCALE_RATIO); //draw face rect OpenCVForUnityUtils.DrawFaceRect(rgbaMat, originalRect, new Scalar(255, 0, 0, 255), 2); } //Imgproc.putText (rgbaMat, "Original:(" + rgbaMat.width () + "," + rgbaMat.height () + ") DownScale:(" + downScaleRgbaMat.width () + "," + downScaleRgbaMat.height () + ") FrameSkipping: " + imageOptimizationHelper.frameSkippingRatio, 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.fastMatToTexture2D(rgbaMat, texture); } }
private void Run() { if (string.IsNullOrEmpty(dlibShapePredictorFilePath)) { Debug.LogError("shape predictor file does not exist. Please copy from “DlibFaceLandmarkDetector/StreamingAssets/” to “Assets/StreamingAssets/” folder. "); } Mat imgMat = new Mat(imgTexture.height, imgTexture.width, CvType.CV_8UC4); // Convert Unity Texture2D to OpenCV Mat. OpenCVForUnity.UnityUtils.Utils.texture2DToMat(imgTexture, imgMat); Debug.Log("imgMat dst ToString " + imgMat.ToString()); gameObject.transform.localScale = new Vector3(imgTexture.width, imgTexture.height, 1); Debug.Log("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation); float width = imgMat.width(); float height = imgMat.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; } FaceLandmarkDetector faceLandmarkDetector = new FaceLandmarkDetector(dlibShapePredictorFilePath); OpenCVForUnityUtils.SetImage(faceLandmarkDetector, imgMat); //detect face rectdetecton List <FaceLandmarkDetector.RectDetection> detectResult = faceLandmarkDetector.DetectRectDetection(); foreach (var result in detectResult) { Debug.Log("rect : " + result.rect); Debug.Log("detection_confidence : " + result.detection_confidence); Debug.Log("weight_index : " + result.weight_index); //detect landmark points List <Vector2> points = faceLandmarkDetector.DetectLandmark(result.rect); Debug.Log("face points count : " + points.Count); //draw landmark points OpenCVForUnityUtils.DrawFaceLandmark(imgMat, points, new Scalar(0, 255, 0, 255), 2, true); //draw face rect OpenCVForUnityUtils.DrawFaceRect(imgMat, result, new Scalar(255, 0, 0, 255), 2); } faceLandmarkDetector.Dispose(); Texture2D texture = new Texture2D(imgMat.cols(), imgMat.rows(), TextureFormat.RGBA32, false); // Convert OpenCV Mat to Unity Texture2D. OpenCVForUnity.UnityUtils.Utils.matToTexture2D(imgMat, texture); gameObject.GetComponent <Renderer> ().material.mainTexture = texture; if (fpsMonitor != null) { fpsMonitor.Add("dlib shape predictor", dlibShapePredictorFileName); fpsMonitor.Add("width", width.ToString()); fpsMonitor.Add("height", height.ToString()); fpsMonitor.Add("orientation", Screen.orientation.ToString()); } }
private void Run() { Mat imgMat = new Mat(imgTexture.height, imgTexture.width, CvType.CV_8UC4); // Convert Unity Texture2D to OpenCV Mat. OpenCVForUnity.Utils.texture2DToMat(imgTexture, imgMat); Debug.Log("imgMat dst ToString " + imgMat.ToString()); gameObject.transform.localScale = new Vector3(imgTexture.width, imgTexture.height, 1); Debug.Log("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation); float width = imgMat.width(); float height = imgMat.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; } FaceLandmarkDetector faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); OpenCVForUnityUtils.SetImage(faceLandmarkDetector, imgMat); //detect face rectdetecton List <FaceLandmarkDetector.RectDetection> detectResult = faceLandmarkDetector.DetectRectDetection(); foreach (var result in detectResult) { Debug.Log("rect : " + result.rect); Debug.Log("detection_confidence : " + result.detection_confidence); Debug.Log("weight_index : " + result.weight_index); // Debug.Log ("face : " + rect); Imgproc.putText(imgMat, "" + result.detection_confidence, new Point(result.rect.xMin, result.rect.yMin - 20), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255, 255), 1, Imgproc.LINE_AA, false); Imgproc.putText(imgMat, "" + result.weight_index, new Point(result.rect.xMin, result.rect.yMin - 5), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255, 255), 1, Imgproc.LINE_AA, false); //detect landmark points List <Vector2> points = faceLandmarkDetector.DetectLandmark(result.rect); Debug.Log("face points count : " + points.Count); //draw landmark points OpenCVForUnityUtils.DrawFaceLandmark(imgMat, points, new Scalar(0, 255, 0, 255), 2); //draw face rect OpenCVForUnityUtils.DrawFaceRect(imgMat, result.rect, new Scalar(255, 0, 0, 255), 2); } faceLandmarkDetector.Dispose(); Texture2D texture = new Texture2D(imgMat.cols(), imgMat.rows(), TextureFormat.RGBA32, false); // Convert OpenCV Mat to Unity Texture2D. OpenCVForUnity.Utils.matToTexture2D(imgMat, texture); gameObject.GetComponent <Renderer> ().material.mainTexture = texture; }