Some contour stuff
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AR-2b/Assets/contour_fuckery.unity
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1265
AR-2b/Assets/contour_fuckery.unity
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125
AR-2b/Assets/detection_script.cs
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125
AR-2b/Assets/detection_script.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using OpenCVForUnity.CoreModule;
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using OpenCVForUnity.ImgprocModule;
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using System.Linq;
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using Vuforia;
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public class detection_script : MonoBehaviour
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{
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Mat cameraImageMat;
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Mat stylizedMat = new Mat();
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Mat greyMat = new Mat();
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int width = 400;
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int height = 400;
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Texture2D outputTexture;
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MatOfPoint2f dstPoints;
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// Start is called before the first frame update
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void Start()
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{
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dstPoints = new MatOfPoint2f();
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dstPoints.alloc(4);
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dstPoints.put(3, 0, width, height);
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dstPoints.put(2, 0, 0, height);
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dstPoints.put(1, 0, width, 0);
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dstPoints.put(0, 0, 0, 0);
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outputTexture = new Texture2D(width, height, TextureFormat.RGBA32, 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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MatDisplay.SetCameraFoV(41.5f);
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Image cameraImage = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);
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if (cameraImage != null)
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{
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if (cameraImageMat == null)
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{
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cameraImageMat = new Mat(cameraImage.Height, cameraImage.Width, CvType.CV_8UC4);
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}
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cameraImageMat.put(0, 0, cameraImage.Pixels);
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Imgproc.cvtColor(cameraImageMat, greyMat, Imgproc.COLOR_RGB2GRAY);
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Imgproc.threshold(greyMat, stylizedMat, 69, 255, Imgproc.THRESH_BINARY);
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List<MatOfPoint> contourList = new List<MatOfPoint>();
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Mat hierarchy = new Mat();
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Imgproc.findContours(stylizedMat, contourList, hierarchy, Imgproc.RETR_LIST, Imgproc.CHAIN_APPROX_SIMPLE);
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//Imgproc.drawContours(cameraImageMat, contourList, -1, new Scalar(255,0,0), 2);
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List<MatOfPoint> squareContours = new List<MatOfPoint>();
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foreach (var contour in contourList)
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{
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MatOfPoint2f contour2f = new MatOfPoint2f();
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contour.convertTo(contour2f, CvType.CV_32FC2);
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double epsilon = 0.01f * Imgproc.arcLength(contour2f, true);
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MatOfPoint2f approx = new MatOfPoint2f();
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Imgproc.approxPolyDP(contour2f, approx, epsilon, true);
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if (approx.toList().Count == 4)
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{
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Imgproc.drawContours(cameraImageMat, new List<MatOfPoint> { contour }, -1, new Scalar(255,0,0), 2);
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squareContours.Add(contour);
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}
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}
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MatOfPoint square = findSquare(squareContours);
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if (square == null)
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{
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MatDisplay.DisplayMat(cameraImageMat, MatDisplaySettings.FULL_BACKGROUND);
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// TODO: Maybe display cam first
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return;
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}
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Imgproc.drawContours(cameraImageMat, new List<MatOfPoint> { square }, -1, new Scalar(0, 255, 0), 2);
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MatDisplay.DisplayMat(cameraImageMat, MatDisplaySettings.FULL_BACKGROUND);
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}
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}
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MatOfPoint findSquare (List<MatOfPoint> squareContours)
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{
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foreach (var outer_square in squareContours)
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{
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var outer_maxX = outer_square.toList().Max(point => point.x);
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var outer_maxY = outer_square.toList().Max(point => point.y);
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var outer_minX = outer_square.toList().Min(point => point.x);
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var outer_minY = outer_square.toList().Min(point => point.y);
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foreach (var inner_square in squareContours)
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{
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var inner_maxX = inner_square.toList().Max(point => point.x);
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var inner_maxY = inner_square.toList().Max(point => point.y);
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var inner_minX = inner_square.toList().Min(point => point.x);
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var inner_minY = inner_square.toList().Min(point => point.y);
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if (outer_minX < inner_minX &&
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outer_minY < inner_minY &&
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outer_maxX > inner_maxX &&
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outer_maxY > inner_maxY)
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{
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return outer_square;
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}
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}
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}
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return null;
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}
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}
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@ -501,7 +501,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!64 &582273324
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MeshCollider:
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m_ObjectHideFlags: 0
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