using OpenCVForUnity.CoreModule; using OpenCVForUnity.ImgprocModule; using OpenCVForUnity.ObjdetectModule; using OpenCVForUnity.UnityUtils; using OpenCVForUnity.UtilsModule; using UnityEngine; using OpenCVForUnity.Calib3dModule; using System.Linq; using Vuforia; public class Homo_script : MonoBehaviour { public Camera cam; public GameObject corner1; public GameObject corner2; public GameObject corner3; public GameObject corner4; //Default values: guessed, not calibrated public float fx = 650; public float fy = 650; public float cx = 320; public float cy = 240; private int width = 420; private int height = 420; private MatOfPoint2f dstPoints; private Texture2D outputTexture; private Mat camImageMat; private byte[] texData; private Renderer rend; private GameObject pls; private bool manualComputation = false; void Start() { dstPoints = new MatOfPoint2f(); dstPoints.alloc(4); dstPoints.put(3, 0, width, height); dstPoints.put(2, 0, 0, height); dstPoints.put(1, 0, width, 0); dstPoints.put(0, 0, 0, 0); outputTexture = new Texture2D(width, height, TextureFormat.RGBA32, false); pls = GameObject.Find("flying_skull_001"); rend = pls.GetComponent(); // Debugging pls = GameObject.Find("pls"); rend = pls.GetComponent(); } void Update() { //Access camera image provided by Vuforia Image camImg = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888); if (camImg != null) { if (camImg != null) { if (camImageMat == null) { camImageMat = new Mat(camImg.Height, camImg.Width, CvType.CV_8UC4); } camImageMat.put(0, 0, camImg.Pixels); } //---- TRANSFORM/PROJECT CORNER WORLD COORDINATES TO IMAGE COORDINATES ---- Vector3 worldPnt1 = corner1.transform.position; Vector3 worldPnt2 = corner2.transform.position; Vector3 worldPnt3 = corner3.transform.position; Vector3 worldPnt4 = corner4.transform.position; //See lecture slides Matrix4x4 Rt = cam.transform.worldToLocalMatrix; Matrix4x4 A = Matrix4x4.identity; A.m00 = fx; A.m11 = fy; A.m02 = cx; A.m12 = cy; //See equation for pinhole camera model Matrix4x4 worldToImage = A * Rt; //Apply transform to get homogeneous image coordinates Vector3 hUV1 = worldToImage.MultiplyPoint3x4(worldPnt1); Vector3 hUV2 = worldToImage.MultiplyPoint3x4(worldPnt2); Vector3 hUV3 = worldToImage.MultiplyPoint3x4(worldPnt3); Vector3 hUV4 = worldToImage.MultiplyPoint3x4(worldPnt4); //hUV are the image coordinates in homogeneous coordinates, we need to normalize, i.e., divide by Z to get to Cartesian coordinates Vector2 uv1 = new Vector2(hUV1.x, hUV1.y) / hUV1.z; Vector2 uv2 = new Vector2(hUV2.x, hUV2.y) / hUV2.z; Vector2 uv3 = new Vector2(hUV3.x, hUV3.y) / hUV3.z; Vector2 uv4 = new Vector2(hUV4.x, hUV4.y) / hUV4.z; //Do not forget to alloc before putting values into a MatOfPoint2f (see Start() above) //We need to flip the v-coordinates, see coordinate system overview float maxV = camImg.Height - 1; MatOfPoint2f imagePoints = new MatOfPoint2f(); imagePoints.alloc(4); imagePoints.put(0, 0, uv1.x, maxV - uv1.y); imagePoints.put(1, 0, uv2.x, maxV - uv2.y); imagePoints.put(2, 0, uv3.x, maxV - uv3.y); imagePoints.put(3, 0, uv4.x, maxV - uv4.y); //Debug draw points using OpenCV's drawing functions Point imgPnt1 = new Point(imagePoints.get(0, 0)); Point imgPnt2 = new Point(imagePoints.get(1, 0)); Point imgPnt3 = new Point(imagePoints.get(2, 0)); Point imgPnt4 = new Point(imagePoints.get(3, 0)); Mat camImgCopy = camImageMat.clone(); Mat outputMat = camImgCopy.clone(); if (true) { Imgproc.circle(camImageMat, imgPnt1, 5, new Scalar(255, 0, 0, 255)); Imgproc.circle(camImageMat, imgPnt2, 5, new Scalar(0, 255, 0, 255)); Imgproc.circle(camImageMat, imgPnt3, 5, new Scalar(0, 0, 255, 255)); Imgproc.circle(camImageMat, imgPnt4, 5, new Scalar(255, 255, 0, 255)); } Mat homo = new Mat(); if (manualComputation) { homo = ComputeHomo(imagePoints, dstPoints); } else { homo = Calib3d.findHomography(imagePoints, dstPoints); } Imgproc.warpPerspective(camImgCopy, outputMat, homo, new Size(outputMat.width(), outputMat.height())); var rectOutputMat = new Mat(outputMat, new OpenCVForUnity.CoreModule.Rect(0, 0, width, height)); MatDisplay.MatToTexture(rectOutputMat, ref outputTexture); //Display the Mat that includes video feed and debug points MatDisplay.DisplayMat(camImageMat, MatDisplaySettings.FULL_BACKGROUND); rend.sharedMaterial.mainTexture = outputTexture; // Makes camera prettier cam.fieldOfView = 2 * Mathf.Atan(camImg.Height * 0.5f / fy) * Mathf.Rad2Deg; imagePoints.Dispose(); } } Mat ComputeHomo(MatOfPoint2f imgPoints, MatOfPoint2f destPoints) { Mat H = new Mat(8, 1, CvType.CV_32FC1); Mat A = new Mat(8, 8, CvType.CV_32FC1); Mat b = new Mat(8, 1, CvType.CV_32FC1); for (int i = 0; i < 4; i++) { var u = destPoints.get(i, 0)[0]; var v = destPoints.get(i, 0)[1]; b.put(i * 2, 0, u); b.put((i * 2)+1, 0, v); var x = imgPoints.get(i, 0)[0]; var y = imgPoints.get(i, 0)[1]; A.put(i*2, 0, x, y, 1, 0, 0, 0, -u*x, -u*y); A.put((i * 2)+1, 0, 0, 0, 0, x, y, 1, -v*x, -v*y); } Core.solve(A, b, H); Mat ShitsReal = new Mat(3, 3, CvType.CV_32FC1); ShitsReal.put(0, 0, H.get(0,0)[0], H.get(1,0)[0], H.get(2,0)[0]); ShitsReal.put(1, 0, H.get(3,0)[0], H.get(4,0)[0], H.get(5,0)[0]); ShitsReal.put(2, 0, H.get(6,0)[0], H.get(7,0)[0], 1); return ShitsReal; } }