164 lines
6.2 KiB
C#
Executable File
164 lines
6.2 KiB
C#
Executable File
#if !UNITY_WSA_10_0
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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.CoreModule;
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using OpenCVForUnity.ImgprocModule;
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using OpenCVForUnity.TextModule;
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using OpenCVForUnity.ImgcodecsModule;
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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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/// Text Detection Example
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/// A demo script of the Extremal Region Filter algorithm described in:Neumann L., Matas J.: Real-Time Scene Text Localization and Recognition, CVPR 2012.
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/// Referring to https://github.com/opencv/opencv_contrib/blob/master/modules/text/samples/textdetection.py.
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/// </summary>
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public class TextDetectionExample : MonoBehaviour
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{
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string scenetext01_jpg_filepath;
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string trained_classifierNM1_xml_filepath;
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string trained_classifierNM2_xml_filepath;
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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 = GetFilePath ();
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StartCoroutine (getFilePath_Coroutine);
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#else
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scenetext01_jpg_filepath = Utils.getFilePath ("text/scenetext01.jpg");
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trained_classifierNM1_xml_filepath = Utils.getFilePath ("text/trained_classifierNM1.xml");
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trained_classifierNM2_xml_filepath = Utils.getFilePath ("text/trained_classifierNM2.xml");
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Run ();
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#endif
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}
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#if UNITY_WEBGL && !UNITY_EDITOR
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private IEnumerator GetFilePath()
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{
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var getFilePathAsync_0_Coroutine = Utils.getFilePathAsync ("text/scenetext01.jpg", (result) => {
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scenetext01_jpg_filepath = result;
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});
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yield return getFilePathAsync_0_Coroutine;
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var getFilePathAsync_1_Coroutine = Utils.getFilePathAsync ("text/trained_classifierNM1.xml", (result) => {
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trained_classifierNM1_xml_filepath = result;
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});
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yield return getFilePathAsync_1_Coroutine;
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var getFilePathAsync_2_Coroutine = Utils.getFilePathAsync ("text/trained_classifierNM2.xml", (result) => {
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trained_classifierNM2_xml_filepath = result;
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});
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yield return getFilePathAsync_2_Coroutine;
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getFilePath_Coroutine = null;
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Run ();
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}
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#endif
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private void Run ()
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{
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//if true, The error log of the Native side OpenCV will be displayed on the Unity Editor Console.
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Utils.setDebugMode (true);
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Mat img = Imgcodecs.imread (scenetext01_jpg_filepath);
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#if !UNITY_WSA_10_0
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if (img.empty ()) {
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Debug.LogError ("text/scenetext01.jpg is not loaded. Please copy from “OpenCVForUnity/StreamingAssets/text/” to “Assets/StreamingAssets/” folder. ");
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}
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#endif
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//# for visualization
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Mat vis = new Mat ();
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img.copyTo (vis);
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Imgproc.cvtColor (vis, vis, Imgproc.COLOR_BGR2RGB);
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//# Extract channels to be processed individually
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List<Mat> channels = new List<Mat> ();
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Text.computeNMChannels (img, channels);
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//# Append negative channels to detect ER- (bright regions over dark background)
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int cn = channels.Count;
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for (int i = 0; i < cn; i++) {
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channels.Add (new Scalar (255) - channels [i]);
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}
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//# Apply the default cascade classifier to each independent channel (could be done in parallel)
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Debug.Log ("Extracting Class Specific Extremal Regions from " + channels.Count + " channels ...");
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Debug.Log (" (...) this may take a while (...)");
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foreach (var channel in channels) {
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ERFilter er1 = Text.createERFilterNM1 (trained_classifierNM1_xml_filepath, 16, 0.00015f, 0.13f, 0.2f, true, 0.1f);
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ERFilter er2 = Text.createERFilterNM2 (trained_classifierNM2_xml_filepath, 0.5f);
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List<MatOfPoint> regions = new List<MatOfPoint> ();
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Text.detectRegions (channel, er1, er2, regions);
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MatOfRect matOfRects = new MatOfRect ();
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Text.erGrouping (img, channel, regions, matOfRects);
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// Text.erGrouping (img, channel, regions, matOfRects, Text.ERGROUPING_ORIENTATION_ANY, Utils.getFilePath ("text/trained_classifier_erGrouping.xml"), 0.5f);
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List<OpenCVForUnity.CoreModule.Rect> rects = matOfRects.toList ();
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//#Visualization
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foreach (var rect in rects) {
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Imgproc.rectangle (vis, new Point (rect.x, rect.y), new Point (rect.x + rect.width, rect.y + rect.height), new Scalar (255, 0, 0), 2);
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Imgproc.rectangle (vis, new Point (rect.x, rect.y), new Point (rect.x + rect.width, rect.y + rect.height), new Scalar (255, 255, 255), 1);
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}
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}
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Texture2D texture = new Texture2D (vis.cols (), vis.rows (), TextureFormat.RGBA32, false);
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Utils.matToTexture2D (vis, texture);
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gameObject.GetComponent<Renderer> ().material.mainTexture = texture;
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Utils.setDebugMode (false);
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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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#endif |