// Use this for initialization void Start() { if (Instance == null) { Instance = this; } fpsMonitor = GetComponent <OpenCVForUnityExample.FpsMonitor>(); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>(); if (!string.IsNullOrEmpty(classes)) { classes_filepath = Utils.getFilePath("dnn/" + classes); } if (!string.IsNullOrEmpty(config)) { config_filepath = Utils.getFilePath("dnn/" + config); } if (!string.IsNullOrEmpty(model)) { model_filepath = Utils.getFilePath("dnn/" + model); } Run(); }
// Use this for initialization void Start() { #if UNITY_WEBGL && !UNITY_EDITOR Utils.registerWebGLPlugin(); #endif renderThreadCoroutine = CallAtEndOfFrames(); fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); int width, height; Dimensions(requestedResolution, out width, out height); webCamTextureToMatHelper.requestedWidth = width; webCamTextureToMatHelper.requestedHeight = height; webCamTextureToMatHelper.requestedFPS = (int)requestedFPS; webCamTextureToMatHelper.Initialize(); // Update GUI state requestedResolutionDropdown.value = (int)requestedResolution; string[] enumNames = System.Enum.GetNames(typeof(FPSPreset)); int index = Array.IndexOf(enumNames, requestedFPS.ToString()); requestedFPSDropdown.value = index; rotate90DegreeToggle.isOn = webCamTextureToMatHelper.rotate90Degree; flipVerticalToggle.isOn = webCamTextureToMatHelper.flipVertical; flipHorizontalToggle.isOn = webCamTextureToMatHelper.flipHorizontal; }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); imageSizeDropdown.value = (int)imageSize; countDropdown.value = 2; fgTex = Resources.Load("lena") as Texture2D; bgTex = new Texture2D(fgTex.width, fgTex.height, TextureFormat.RGBA32, false); alphaTex = new Texture2D(fgTex.width, fgTex.height, TextureFormat.RGBA32, false); dstTex = new Texture2D(fgTex.width, fgTex.height, TextureFormat.RGBA32, false); fgMat = new Mat(fgTex.height, fgTex.width, CvType.CV_8UC3); bgMat = new Mat(fgTex.height, fgTex.width, CvType.CV_8UC3); alphaMat = new Mat(fgTex.height, fgTex.width, CvType.CV_8UC1); dstMat = new Mat(fgTex.height, fgTex.width, CvType.CV_8UC3, new Scalar(0, 0, 0)); // Generate fgMat. Utils.texture2DToMat(fgTex, fgMat); // Generate bgMat. Core.flip(fgMat, bgMat, 1); Core.bitwise_not(bgMat, bgMat); // Generate alphaMat. for (int r = 0; r < alphaMat.rows(); r++) { alphaMat.row(r).setTo(new Scalar(r / (alphaMat.rows() / 256))); } Imgproc.linearPolar(alphaMat, alphaMat, new Point(alphaMat.cols() / 2, alphaMat.rows() / 2), alphaMat.rows(), Imgproc.INTER_CUBIC | Imgproc.WARP_FILL_OUTLIERS | Imgproc.WARP_INVERSE_MAP); // Generate large size Mat. fgMatLarge = new Mat(); bgMatLarge = new Mat(); alphaMatLarge = new Mat(); dstMatLarge = new Mat(); Imgproc.resize(fgMat, fgMatLarge, new Size(), 2, 2, 0); Imgproc.resize(bgMat, bgMatLarge, new Size(), 2, 2, 0); Imgproc.resize(alphaMat, alphaMatLarge, new Size(), 2, 2, 0); Imgproc.resize(dstMat, dstMatLarge, new Size(), 2, 2, 0); // Generate small size Mat (ROI). OpenCVForUnity.Rect rect = new OpenCVForUnity.Rect(127, 127, 256, 256); fgMatROI = new Mat(fgMat, rect); bgMatROI = new Mat(bgMat, rect); alphaMatROI = new Mat(alphaMat, rect); dstMatROI = new Mat(dstMat, rect); Utils.matToTexture2D(fgMat, fgTex, true, 0, true); Utils.matToTexture2D(bgMat, bgTex, true, 0, true); Utils.matToTexture2D(alphaMat, alphaTex, true, 0, true); Utils.matToTexture2D(dstMat, dstTex, true, 0, true); fgQuad.GetComponent <Renderer> ().material.mainTexture = fgTex; bgQuad.GetComponent <Renderer> ().material.mainTexture = bgTex; alphaQuad.GetComponent <Renderer> ().material.mainTexture = alphaTex; dstQuad.GetComponent <Renderer> ().material.mainTexture = dstTex; }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor>(); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>(); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else if (!string.IsNullOrEmpty(classes)) { classes_filepath = Utils.getFilePath("dnn/" + classes); } if (!string.IsNullOrEmpty(config)) { config_filepath = Utils.getFilePath("dnn/" + config); } if (!string.IsNullOrEmpty(model)) { model_filepath = Utils.getFilePath("dnn/" + model); } Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); imageOptimizationHelper = gameObject.GetComponent <ImageOptimizationHelper> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_ANDROID && !UNITY_EDITOR // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2) // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/ // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178 rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS; if (webCamTextureToMatHelper.requestedIsFrontFacing) { webCamTextureToMatHelper.requestedFPS = 15; webCamTextureToMatHelper.Initialize(); } else { webCamTextureToMatHelper.Initialize(); } #else webCamTextureToMatHelper.Initialize(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); markerTypeDropdown.value = (int)markerType; dictionaryIdDropdown.value = (int)dictionaryId; showRejectedCornersToggle.isOn = showRejectedCorners; refineMarkerDetectionToggle.isOn = refineMarkerDetection; refineMarkerDetectionToggle.interactable = (markerType == MarkerType.GridBoard || markerType == MarkerType.ChArUcoBoard); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_ANDROID && !UNITY_EDITOR // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2) // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/ // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178 rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS; if (webCamTextureToMatHelper.requestedIsFrontFacing) { webCamTextureToMatHelper.requestedFPS = 15; webCamTextureToMatHelper.Initialize(); } else { webCamTextureToMatHelper.Initialize(); } #else webCamTextureToMatHelper.Initialize(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_ANDROID && !UNITY_EDITOR // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2) // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/ // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178 rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS; if (webCamTextureToMatHelper.requestedIsFrontFacing) { webCamTextureToMatHelper.requestedFPS = 15; webCamTextureToMatHelper.Initialize(); } else { webCamTextureToMatHelper.Initialize(); } #else webCamTextureToMatHelper.Initialize(); #endif backgroundSubstractorMOG2 = Video.createBackgroundSubtractorMOG2(); // backgroundSubstractorMOG2.setHistory (2); // backgroundSubstractorMOG2.setVarThreshold (16); // backgroundSubstractorMOG2.setDetectShadows (true); }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor>(); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>(); facemark_cascade_filepath = Utils.getFilePath(FACEMARK_CASCADE_FILENAME); facemark_model_filepath = Utils.getFilePath(FACEMARK_MODEL_FILENAME); Run(); }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor>(); sourceToMatHelper = gameObject.GetComponent <VideoCaptureToMatHelper>(); if (string.IsNullOrEmpty(sourceToMatHelper.requestedVideoFilePath)) { sourceToMatHelper.requestedVideoFilePath = VIDEO_FILENAME; } sourceToMatHelper.outputColorFormat = VideoCaptureToMatHelper.ColorFormat.RGB; // Tracking API must handle 3 channels Mat image. sourceToMatHelper.Initialize(); }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR var getFilePath_Coroutine = Utils.getFilePathAsync("lbpcascade_frontalface.xml", (result) => { coroutines.Clear(); cascade = new CascadeClassifier(); cascade.load(result); if (cascade.empty()) { Debug.LogError("cascade file is not loaded.Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. "); } webCamTextureToMatHelper.Initialize(); }); coroutines.Push(getFilePath_Coroutine); StartCoroutine(getFilePath_Coroutine); #else cascade = new CascadeClassifier(); cascade.load(Utils.getFilePath("lbpcascade_frontalface.xml")); // cascade = new CascadeClassifier (); // cascade.load (Utils.getFilePath ("haarcascade_frontalface_alt.xml")); #if !UNITY_WSA_10_0 if (cascade.empty()) { Debug.LogError("cascade file is not loaded.Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. "); } #endif #if UNITY_ANDROID && !UNITY_EDITOR // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2) // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/ // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178 rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS; if (webCamTextureToMatHelper.requestedIsFrontFacing) { webCamTextureToMatHelper.requestedFPS = 15; webCamTextureToMatHelper.Initialize(); } else { webCamTextureToMatHelper.Initialize(); } #else webCamTextureToMatHelper.Initialize(); #endif #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor>(); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>(); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else model_filepath = Utils.getFilePath(MODEL_FILENAME); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); roiPointList = new List <Point> (); termination = new TermCriteria(TermCriteria.EPS | TermCriteria.COUNT, 10, 1); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else tensorflow_inception_graph_pb_filepath = Utils.getFilePath("dnn/tensorflow_inception_graph.pb"); imagenet_comp_graph_label_strings_txt_filepath = Utils.getFilePath("dnn/imagenet_comp_graph_label_strings.txt"); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else lbp_cascade_filepath = Utils.getFilePath(LBP_CASCADE_FILENAME); haar_cascade_filepath = Utils.getFilePath(HAAR_CASCADE_FILENAME); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else lbpcascade_frontalface_xml_filepath = Utils.getFilePath("lbpcascade_frontalface.xml"); haarcascade_frontalface_alt_xml_filepath = Utils.getFilePath("haarcascade_frontalface_alt.xml"); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else facemark_cascade_filepath = Utils.getFilePath("lbpcascade_frontalface.xml"); facemark_model_filepath = Utils.getFilePath("facemark/lbfmodel.yaml"); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor>(); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>(); #if UNITY_WEBGL getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else facemark_cascade_filepath = Utils.getFilePath(FACEMARK_CASCADE_FILENAME); facemark_model_filepath = Utils.getFilePath(FACEMARK_MODEL_FILENAME); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = GetFilePath(); StartCoroutine(getFilePath_Coroutine); #else classes_filepath = Utils.getFilePath("dnn/" + classes); config_filepath = Utils.getFilePath("dnn/" + config); model_filepath = Utils.getFilePath("dnn/" + model); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR var getFilePath_Coroutine = GetFilePath(); coroutines.Push(getFilePath_Coroutine); StartCoroutine(getFilePath_Coroutine); #else MobileNetSSD_deploy_caffemodel_filepath = Utils.getFilePath("dnn/MobileNetSSD_deploy.caffemodel"); MobileNetSSD_deploy_prototxt_filepath = Utils.getFilePath("dnn/MobileNetSSD_deploy.prototxt"); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR var getFilePath_Coroutine = GetFilePath(); coroutines.Push(getFilePath_Coroutine); StartCoroutine(getFilePath_Coroutine); #else res10_300x300_ssd_iter_140000_caffemodel_filepath = Utils.getFilePath("dnn/res10_300x300_ssd_iter_140000.caffemodel"); deploy_prototxt_filepath = Utils.getFilePath("dnn/deploy.prototxt"); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR var getFilePath_Coroutine = GetFilePath(); coroutines.Push(getFilePath_Coroutine); StartCoroutine(getFilePath_Coroutine); #else coco_names_filepath = Utils.getFilePath("dnn/coco.names"); tiny_yolo_cfg_filepath = Utils.getFilePath("dnn/yolov2-tiny.cfg"); tiny_yolo_weights_filepath = Utils.getFilePath("dnn/yolov2-tiny.weights"); Run(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); backgroundSubstractorMOG2 = Video.createBackgroundSubtractorMOG2(); // backgroundSubstractorMOG2.setHistory (2); // backgroundSubstractorMOG2.setVarThreshold (16); // backgroundSubstractorMOG2.setDetectShadows (true); }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); markerTypeDropdown.value = (int)markerType; dictionaryIdDropdown.value = (int)dictionaryId; showRejectedCornersToggle.isOn = showRejectedCorners; refineMarkerDetectionToggle.isOn = refineMarkerDetection; refineMarkerDetectionToggle.interactable = (markerType == MarkerType.GridBoard || markerType == MarkerType.ChArUcoBoard); enableLowPassFilterToggle.isOn = enableLowPassFilter; webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); capture = new VideoCapture(); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = Utils.getFilePathAsync("768x576_mjpeg.mjpeg", (result) => { getFilePath_Coroutine = null; capture.open(result); Init(); }); StartCoroutine(getFilePath_Coroutine); #else capture.open(Utils.getFilePath("768x576_mjpeg.mjpeg")); Init(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); capture = new VideoCapture(); #if UNITY_WEBGL && !UNITY_EDITOR var getFilePath_Coroutine = Utils.getFilePathAsync("768x576_mjpeg.mjpeg", (result) => { coroutines.Clear(); capture.open(result); Init(); }); coroutines.Push(getFilePath_Coroutine); StartCoroutine(getFilePath_Coroutine); #else capture.open(Utils.getFilePath("negroCerca.mp4" /*"768x576_mjpeg.mjpeg"*/)); //negroCerca.mp4 Init(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); capture = new VideoCapture(); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = Utils.getFilePathAsync(VIDEO_FILENAME, (result) => { getFilePath_Coroutine = null; capture.open(result); Initialize(); }); StartCoroutine(getFilePath_Coroutine); #else capture.open(Utils.getFilePath(VIDEO_FILENAME)); Initialize(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper> (); #if UNITY_WEBGL && !UNITY_EDITOR getFilePath_Coroutine = Utils.getFilePathAsync("lbpcascade_frontalface.xml", (result) => { getFilePath_Coroutine = null; cascade = new CascadeClassifier(); cascade.load(result); if (cascade.empty()) { Debug.LogError("cascade file is not loaded. Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. "); } webCamTextureToMatHelper.Initialize(); }); StartCoroutine(getFilePath_Coroutine); #else cascade = new CascadeClassifier(); cascade.load(Utils.getFilePath("lbpcascade_frontalface.xml")); // cascade.load (Utils.getFilePath ("haarcascade_frontalface_alt.xml")); #if !UNITY_WSA_10_0 if (cascade.empty()) { Debug.LogError("cascade file is not loaded. Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. "); } #endif #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); #endif }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor>(); webCamTextureToMatHelper = gameObject.GetComponent <WebCamTextureToMatHelper>(); int width, height; Dimensions(requestedResolution, out width, out height); webCamTextureToMatHelper.requestedWidth = width; webCamTextureToMatHelper.requestedHeight = height; webCamTextureToMatHelper.requestedFPS = (int)requestedFPS; webCamTextureToMatHelper.Initialize(); // Update GUI state requestedResolutionDropdown.value = (int)requestedResolution; string[] enumNames = System.Enum.GetNames(typeof(FPSPreset)); int index = Array.IndexOf(enumNames, requestedFPS.ToString()); requestedFPSDropdown.value = index; rotate90DegreeToggle.isOn = webCamTextureToMatHelper.rotate90Degree; flipVerticalToggle.isOn = webCamTextureToMatHelper.flipVertical; flipHorizontalToggle.isOn = webCamTextureToMatHelper.flipHorizontal; }
// Use this for initialization void Start() { fpsMonitor = GetComponent <FpsMonitor> (); Initialize(); }