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