296 lines
10 KiB
C#
296 lines
10 KiB
C#
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using OpenCVForUnity.CoreModule;
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using OpenCVForUnity.ImgprocModule;
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using OpenCVForUnity.UnityUtils;
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using OpenCVForUnity.UnityUtils.Helper;
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namespace OpenCVForUnityExample
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{
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/// <summary>
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/// Green Screen Example
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/// Referring to https://gist.github.com/drscotthawley/2d6bbffce9dda5f3057b4879c3bd4422.
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/// </summary>
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[RequireComponent (typeof(WebCamTextureToMatHelper))]
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public class GreenScreenExample : MonoBehaviour
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{
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/// <summary>
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/// The thresh.
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/// </summary>
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[Range (0, 255)]
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public float thresh = 50.0f;
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/// <summary>
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/// The background raw image.
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/// </summary>
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public RawImage bgRawImage;
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/// <summary>
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/// The texture.
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/// </summary>
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Texture2D texture;
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/// <summary>
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/// The webcam texture to mat helper.
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/// </summary>
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WebCamTextureToMatHelper webCamTextureToMatHelper;
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/// <summary>
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/// The background mat.
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/// </summary>
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Mat bgMat;
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/// <summary>
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/// The foreground mask mat.
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/// </summary>
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Mat fgMaskMat;
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/// <summary>
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/// The background mask mat.
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/// </summary>
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Mat bgMaskMat;
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/// <summary>
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/// The green mat.
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/// </summary>
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Mat greenMat;
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/// <summary>
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/// The background texture.
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/// </summary>
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Texture2D bgTexture;
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/// <summary>
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/// The FPS monitor.
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/// </summary>
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FpsMonitor fpsMonitor;
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// Use this for initialization
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void Start ()
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{
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fpsMonitor = GetComponent<FpsMonitor> ();
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webCamTextureToMatHelper = gameObject.GetComponent<WebCamTextureToMatHelper> ();
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#if UNITY_ANDROID && !UNITY_EDITOR
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// Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2).
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webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true;
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#endif
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webCamTextureToMatHelper.Initialize ();
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}
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/// <summary>
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/// Raises the webcam texture to mat helper initialized event.
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/// </summary>
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public void OnWebCamTextureToMatHelperInitialized ()
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{
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Debug.Log ("OnWebCamTextureToMatHelperInitialized");
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Mat webCamTextureMat = webCamTextureToMatHelper.GetMat ();
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texture = new Texture2D (webCamTextureMat.cols (), webCamTextureMat.rows (), TextureFormat.RGBA32, false);
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gameObject.GetComponent<Renderer> ().material.mainTexture = texture;
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gameObject.transform.localScale = new Vector3 (webCamTextureMat.cols (), webCamTextureMat.rows (), 1);
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Debug.Log ("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);
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if (fpsMonitor != null) {
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fpsMonitor.Add ("width", webCamTextureMat.width ().ToString ());
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fpsMonitor.Add ("height", webCamTextureMat.height ().ToString ());
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fpsMonitor.Add ("orientation", Screen.orientation.ToString ());
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fpsMonitor.consoleText = "SPACE KEY or TOUCH SCREEN: Reset backgroud image.";
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}
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float width = webCamTextureMat.width ();
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float height = webCamTextureMat.height ();
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float widthScale = (float)Screen.width / width;
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float heightScale = (float)Screen.height / height;
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if (widthScale < heightScale) {
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Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2;
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} else {
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Camera.main.orthographicSize = height / 2;
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}
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bgMat = new Mat (webCamTextureMat.rows (), webCamTextureMat.cols (), CvType.CV_8UC4);
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fgMaskMat = new Mat (webCamTextureMat.rows (), webCamTextureMat.cols (), CvType.CV_8UC1);
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bgMaskMat = new Mat (webCamTextureMat.rows (), webCamTextureMat.cols (), CvType.CV_8UC1);
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greenMat = new Mat (webCamTextureMat.rows (), webCamTextureMat.cols (), CvType.CV_8UC4, new Scalar (0, 255, 0, 255));
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bgTexture = new Texture2D (bgMat.cols (), bgMat.rows (), TextureFormat.RGBA32, false);
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}
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/// <summary>
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/// Raises the webcam texture to mat helper disposed event.
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/// </summary>
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public void OnWebCamTextureToMatHelperDisposed ()
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{
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Debug.Log ("OnWebCamTextureToMatHelperDisposed");
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if (bgMat != null) {
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bgMat.Dispose ();
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bgMat = null;
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}
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if (fgMaskMat != null) {
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fgMaskMat.Dispose ();
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fgMaskMat = null;
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}
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if (bgMaskMat != null) {
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bgMaskMat.Dispose ();
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bgMaskMat = null;
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}
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if (greenMat != null) {
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greenMat.Dispose ();
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greenMat = null;
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}
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if (texture != null) {
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Texture2D.Destroy (texture);
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texture = null;
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}
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}
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/// <summary>
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/// Raises the webcam texture to mat helper error occurred event.
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/// </summary>
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/// <param name="errorCode">Error code.</param>
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public void OnWebCamTextureToMatHelperErrorOccurred (WebCamTextureToMatHelper.ErrorCode errorCode)
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{
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Debug.Log ("OnWebCamTextureToMatHelperErrorOccurred " + errorCode);
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}
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// Update is called once per frame
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void Update ()
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{
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bool isTouched = false;
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#if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR)
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if (Input.touchCount == 1) {
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Touch t = Input.GetTouch(0);
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if (t.phase == TouchPhase.Ended && !EventSystem.current.IsPointerOverGameObject (t.fingerId)) {
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isTouched = true;
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}
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}
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#else
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if (Input.GetKeyUp (KeyCode.Space)) {
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isTouched = true;
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}
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#endif
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if (webCamTextureToMatHelper.IsPlaying () && webCamTextureToMatHelper.DidUpdateThisFrame ()) {
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Mat rgbaMat = webCamTextureToMatHelper.GetMat ();
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if (isTouched) {
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rgbaMat.copyTo (bgMat);
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setBgTexture (bgMat);
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}
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//set fgMaskMat
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findFgMaskMat (rgbaMat, bgMat, thresh);
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//set bgMaskMat
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Core.bitwise_not (fgMaskMat, bgMaskMat);
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//copy greenMat using bgMaskMat
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greenMat.copyTo (rgbaMat, bgMaskMat);
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//Imgproc.putText (rgbaMat, "SPACE KEY or TOUCH SCREEN: Reset backgroud image.", new Point (5, rgbaMat.rows () - 10), Core.FONT_HERSHEY_SIMPLEX, 0.6, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
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Utils.fastMatToTexture2D (rgbaMat, texture);
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}
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}
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/// <summary>
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/// Finds the foreground mask mat.
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/// </summary>
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/// <param name="fgMat">Fg mat.</param>
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/// <param name="bgMat">Background mat.</param>
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/// <param name="thresh">Thresh.</param>
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private void findFgMaskMat (Mat fgMat, Mat bgMat, float thresh = 13.0f)
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{
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Mat diff1 = new Mat ();
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Core.absdiff (fgMat, bgMat, diff1);
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Mat diff2 = new Mat ();
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Core.absdiff (bgMat, fgMat, diff2);
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Mat diff = diff1 + diff2;
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Imgproc.threshold (diff, diff, thresh, 0, Imgproc.THRESH_TOZERO);
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Imgproc.cvtColor (diff, fgMaskMat, Imgproc.COLOR_RGBA2GRAY);
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Imgproc.threshold (fgMaskMat, fgMaskMat, 10, 0, Imgproc.THRESH_TOZERO);
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Imgproc.threshold (fgMaskMat, fgMaskMat, 0, 255, Imgproc.THRESH_BINARY);
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diff1.Dispose ();
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diff2.Dispose ();
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diff.Dispose ();
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}
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/// <summary>
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/// Sets the background texture.
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/// </summary>
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/// <param name="bgMat">Background mat.</param>
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private void setBgTexture (Mat bgMat)
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{
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Utils.matToTexture2D (bgMat, bgTexture);
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bgRawImage.texture = bgTexture;
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bgRawImage.rectTransform.localScale = new Vector3 (1.0f, (float)bgMat.height () / (float)bgMat.width (), 1.0f);
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}
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/// <summary>
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/// Raises the destroy event.
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/// </summary>
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void OnDestroy ()
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{
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webCamTextureToMatHelper.Dispose ();
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}
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/// <summary>
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/// Raises the back button click event.
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/// </summary>
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public void OnBackButtonClick ()
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{
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SceneManager.LoadScene ("OpenCVForUnityExample");
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}
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/// <summary>
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/// Raises the play button click event.
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/// </summary>
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public void OnPlayButtonClick ()
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{
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webCamTextureToMatHelper.Play ();
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}
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/// <summary>
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/// Raises the pause button click event.
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/// </summary>
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public void OnPauseButtonClick ()
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{
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webCamTextureToMatHelper.Pause ();
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}
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/// <summary>
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/// Raises the stop button click event.
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/// </summary>
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public void OnStopButtonClick ()
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{
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webCamTextureToMatHelper.Stop ();
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}
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/// <summary>
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/// Raises the change camera button click event.
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/// </summary>
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public void OnChangeCameraButtonClick ()
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{
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webCamTextureToMatHelper.requestedIsFrontFacing = !webCamTextureToMatHelper.IsFrontFacing ();
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}
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}
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}
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