advancedskrald/ChessAR/Assets/OpenCVForUnity/Examples/MainModules/objdetect/FaceDetectionExample/FaceDetectionExample.cs

122 lines
4.2 KiB
C#
Executable File

using UnityEngine;
using UnityEngine.SceneManagement;
using System;
using System.Collections;
using System.Collections.Generic;
using OpenCVForUnity.ObjdetectModule;
using OpenCVForUnity.CoreModule;
using OpenCVForUnity.ImgprocModule;
using OpenCVForUnity.UnityUtils;
namespace OpenCVForUnityExample
{
/// <summary>
/// Face Detection Example
/// An example of human face detection using the CascadeClassifier class.
/// http://docs.opencv.org/3.2.0/db/d28/tutorial_cascade_classifier.html
/// </summary>
public class FaceDetectionExample : MonoBehaviour
{
CascadeClassifier cascade;
#if UNITY_WEBGL && !UNITY_EDITOR
IEnumerator getFilePath_Coroutine;
#endif
// Use this for initialization
void Start ()
{
#if UNITY_WEBGL && !UNITY_EDITOR
getFilePath_Coroutine = Utils.getFilePathAsync("haarcascade_frontalface_alt.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. ");
}
Run ();
},
(result, progress) => {
Debug.Log ("getFilePathAsync() progress : " + result + " " + Mathf.CeilToInt (progress * 100) + "%");
});
StartCoroutine (getFilePath_Coroutine);
#else
//cascade = new CascadeClassifier (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
Run ();
#endif
}
private void Run ()
{
Texture2D imgTexture = Resources.Load ("lena") as Texture2D;
Mat imgMat = new Mat (imgTexture.height, imgTexture.width, CvType.CV_8UC4);
Utils.texture2DToMat (imgTexture, imgMat);
Debug.Log ("imgMat.ToString() " + imgMat.ToString ());
Mat grayMat = new Mat ();
Imgproc.cvtColor (imgMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
Imgproc.equalizeHist (grayMat, grayMat);
MatOfRect faces = new MatOfRect ();
if (cascade != null)
cascade.detectMultiScale (grayMat, faces, 1.1, 2, 2,
new Size (20, 20), new Size ());
OpenCVForUnity.CoreModule.Rect[] rects = faces.toArray ();
for (int i = 0; i < rects.Length; i++) {
Debug.Log ("detect faces " + rects [i]);
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);
}
Texture2D texture = new Texture2D (imgMat.cols (), imgMat.rows (), TextureFormat.RGBA32, false);
Utils.matToTexture2D (imgMat, texture);
gameObject.GetComponent<Renderer> ().material.mainTexture = texture;
}
// Update is called once per frame
void Update ()
{
}
/// <summary>
/// Raises the destroy event.
/// </summary>
void OnDestroy ()
{
#if UNITY_WEBGL && !UNITY_EDITOR
if (getFilePath_Coroutine != null) {
StopCoroutine (getFilePath_Coroutine);
((IDisposable)getFilePath_Coroutine).Dispose ();
}
#endif
}
/// <summary>
/// Raises the back button click event.
/// </summary>
public void OnBackButtonClick ()
{
SceneManager.LoadScene ("OpenCVForUnityExample");
}
}
}