122 lines
4.2 KiB
C#
122 lines
4.2 KiB
C#
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenCVForUnity.ObjdetectModule;
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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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namespace OpenCVForUnityExample
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{
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/// <summary>
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/// Face Detection Example
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/// An example of human face detection using the CascadeClassifier class.
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/// http://docs.opencv.org/3.2.0/db/d28/tutorial_cascade_classifier.html
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/// </summary>
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public class FaceDetectionExample : MonoBehaviour
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{
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CascadeClassifier cascade;
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#if UNITY_WEBGL && !UNITY_EDITOR
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IEnumerator getFilePath_Coroutine;
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#endif
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// Use this for initialization
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void Start ()
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{
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#if UNITY_WEBGL && !UNITY_EDITOR
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getFilePath_Coroutine = Utils.getFilePathAsync("haarcascade_frontalface_alt.xml",
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(result) => {
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getFilePath_Coroutine = null;
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cascade = new CascadeClassifier ();
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cascade.load(result);
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if (cascade.empty ()) {
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Debug.LogError ("cascade file is not loaded. Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
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}
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Run ();
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},
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(result, progress) => {
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Debug.Log ("getFilePathAsync() progress : " + result + " " + Mathf.CeilToInt (progress * 100) + "%");
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});
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StartCoroutine (getFilePath_Coroutine);
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#else
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//cascade = new CascadeClassifier (Utils.getFilePath ("lbpcascade_frontalface.xml"));
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cascade = new CascadeClassifier ();
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cascade.load (Utils.getFilePath ("haarcascade_frontalface_alt.xml"));
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#if !UNITY_WSA_10_0
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if (cascade.empty ()) {
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Debug.LogError ("cascade file is not loaded. Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
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}
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#endif
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Run ();
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#endif
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}
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private void Run ()
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{
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Texture2D imgTexture = Resources.Load ("lena") as Texture2D;
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Mat imgMat = new Mat (imgTexture.height, imgTexture.width, CvType.CV_8UC4);
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Utils.texture2DToMat (imgTexture, imgMat);
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Debug.Log ("imgMat.ToString() " + imgMat.ToString ());
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Mat grayMat = new Mat ();
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Imgproc.cvtColor (imgMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
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Imgproc.equalizeHist (grayMat, grayMat);
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MatOfRect faces = new MatOfRect ();
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if (cascade != null)
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cascade.detectMultiScale (grayMat, faces, 1.1, 2, 2,
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new Size (20, 20), new Size ());
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OpenCVForUnity.CoreModule.Rect[] rects = faces.toArray ();
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for (int i = 0; i < rects.Length; i++) {
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Debug.Log ("detect faces " + rects [i]);
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Imgproc.rectangle (imgMat, new Point (rects [i].x, rects [i].y), new Point (rects [i].x + rects [i].width, rects [i].y + rects [i].height), new Scalar (255, 0, 0, 255), 2);
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}
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Texture2D texture = new Texture2D (imgMat.cols (), imgMat.rows (), TextureFormat.RGBA32, false);
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Utils.matToTexture2D (imgMat, texture);
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gameObject.GetComponent<Renderer> ().material.mainTexture = texture;
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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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}
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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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#if UNITY_WEBGL && !UNITY_EDITOR
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if (getFilePath_Coroutine != null) {
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StopCoroutine (getFilePath_Coroutine);
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((IDisposable)getFilePath_Coroutine).Dispose ();
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}
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#endif
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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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}
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}
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