using UnityEngine;
using System.Collections;
using System.Collections.Generic;
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine.SceneManagement;
#endif
using OpenCVForUnity;
namespace OpenCVForUnitySample
{
///
/// Optical flow sample.
/// http://stackoverflow.com/questions/6505779/android-optical-flow-with-opencv?rq=1
///
public class OpticalFlowSample : MonoBehaviour
{
///
/// The colors.
///
Color32[] colors;
///
/// The mat op flow this.
///
Mat matOpFlowThis;
///
/// The mat op flow previous.
///
Mat matOpFlowPrev;
///
/// The i GFFT max.
///
int iGFFTMax = 40;
///
/// The MO pcorners.
///
MatOfPoint MOPcorners;
///
/// The m MO p2fpts this.
///
MatOfPoint2f mMOP2fptsThis;
///
/// The m MO p2fpts previous.
///
MatOfPoint2f mMOP2fptsPrev;
///
/// The m MO p2fpts safe.
///
MatOfPoint2f mMOP2fptsSafe;
///
/// The m MOB status.
///
MatOfByte mMOBStatus;
///
/// The m MO ferr.
///
MatOfFloat mMOFerr;
///
/// The color red.
///
Scalar colorRed = new Scalar (255, 0, 0, 255);
///
/// The i line thickness.
///
int iLineThickness = 3;
///
/// The texture.
///
Texture2D texture;
///
/// The web cam texture to mat helper.
///
WebCamTextureToMatHelper webCamTextureToMatHelper;
// Use this for initialization
void Start ()
{
webCamTextureToMatHelper = gameObject.GetComponent ();
webCamTextureToMatHelper.Init ();
}
///
/// Raises the web cam texture to mat helper inited event.
///
public void OnWebCamTextureToMatHelperInited ()
{
Debug.Log ("OnWebCamTextureToMatHelperInited");
Mat webCamTextureMat = webCamTextureToMatHelper.GetMat ();
colors = new Color32[webCamTextureMat.cols () * webCamTextureMat.rows ()];
texture = new Texture2D (webCamTextureMat.cols (), webCamTextureMat.rows (), TextureFormat.RGBA32, false);
matOpFlowThis = new Mat ();
matOpFlowPrev = new Mat ();
MOPcorners = new MatOfPoint ();
mMOP2fptsThis = new MatOfPoint2f ();
mMOP2fptsPrev = new MatOfPoint2f ();
mMOP2fptsSafe = new MatOfPoint2f ();
mMOBStatus = new MatOfByte ();
mMOFerr = new MatOfFloat ();
gameObject.transform.localScale = new Vector3 (webCamTextureMat.cols (), webCamTextureMat.rows (), 1);
Debug.Log ("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);
float width = 0;
float height = 0;
width = gameObject.transform.localScale.x;
height = gameObject.transform.localScale.y;
float widthScale = (float)Screen.width / width;
float heightScale = (float)Screen.height / height;
if (widthScale < heightScale) {
Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2;
} else {
Camera.main.orthographicSize = height / 2;
}
gameObject.GetComponent ().material.mainTexture = texture;
// webCamTextureToMatHelper.Play ();
}
///
/// Raises the web cam texture to mat helper disposed event.
///
public void OnWebCamTextureToMatHelperDisposed ()
{
Debug.Log ("OnWebCamTextureToMatHelperDisposed");
if (matOpFlowThis != null)
matOpFlowThis.Dispose ();
if (matOpFlowPrev != null)
matOpFlowPrev.Dispose ();
if (MOPcorners != null)
MOPcorners.Dispose ();
if (mMOP2fptsThis != null)
mMOP2fptsThis.Dispose ();
if (mMOP2fptsPrev != null)
mMOP2fptsPrev.Dispose ();
if (mMOP2fptsSafe != null)
mMOP2fptsSafe.Dispose ();
if (mMOBStatus != null)
mMOBStatus.Dispose ();
if (mMOFerr != null)
mMOFerr.Dispose ();
}
// Update is called once per frame
void Update ()
{
if (webCamTextureToMatHelper.isPlaying () && webCamTextureToMatHelper.didUpdateThisFrame ()) {
Mat rgbaMat = webCamTextureToMatHelper.GetMat ();
if (mMOP2fptsPrev.rows () == 0) {
// first time through the loop so we need prev and this mats
// plus prev points
// get this mat
Imgproc.cvtColor (rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);
// copy that to prev mat
matOpFlowThis.copyTo (matOpFlowPrev);
// get prev corners
Imgproc.goodFeaturesToTrack (matOpFlowPrev, MOPcorners, iGFFTMax, 0.05, 20);
mMOP2fptsPrev.fromArray (MOPcorners.toArray ());
// get safe copy of this corners
mMOP2fptsPrev.copyTo (mMOP2fptsSafe);
} else {
// we've been through before so
// this mat is valid. Copy it to prev mat
matOpFlowThis.copyTo (matOpFlowPrev);
// get this mat
Imgproc.cvtColor (rgbaMat, matOpFlowThis, Imgproc.COLOR_RGBA2GRAY);
// get the corners for this mat
Imgproc.goodFeaturesToTrack (matOpFlowThis, MOPcorners, iGFFTMax, 0.05, 20);
mMOP2fptsThis.fromArray (MOPcorners.toArray ());
// retrieve the corners from the prev mat
// (saves calculating them again)
mMOP2fptsSafe.copyTo (mMOP2fptsPrev);
// and save this corners for next time through
mMOP2fptsThis.copyTo (mMOP2fptsSafe);
}
/*
Parameters:
prevImg first 8-bit input image
nextImg second input image
prevPts vector of 2D points for which the flow needs to be found; point coordinates must be single-precision floating-point numbers.
nextPts output vector of 2D points (with single-precision floating-point coordinates) containing the calculated new positions of input features in the second image; when OPTFLOW_USE_INITIAL_FLOW flag is passed, the vector must have the same size as in the input.
status output status vector (of unsigned chars); each element of the vector is set to 1 if the flow for the corresponding features has been found, otherwise, it is set to 0.
err output vector of errors; each element of the vector is set to an error for the corresponding feature, type of the error measure can be set in flags parameter; if the flow wasn't found then the error is not defined (use the status parameter to find such cases).
*/
Video.calcOpticalFlowPyrLK (matOpFlowPrev, matOpFlowThis, mMOP2fptsPrev, mMOP2fptsThis, mMOBStatus, mMOFerr);
if (!mMOBStatus.empty ()) {
List cornersPrev = mMOP2fptsPrev.toList ();
List cornersThis = mMOP2fptsThis.toList ();
List byteStatus = mMOBStatus.toList ();
int x = 0;
int y = byteStatus.Count - 1;
for (x = 0; x < y; x++) {
if (byteStatus [x] == 1) {
Point pt = cornersThis [x];
Point pt2 = cornersPrev [x];
Imgproc.circle (rgbaMat, pt, 5, colorRed, iLineThickness - 1);
Imgproc.line (rgbaMat, pt, pt2, colorRed, iLineThickness);
}
}
}
// Imgproc.putText (rgbaMat, "W:" + rgbaMat.width () + " H:" + rgbaMat.height () + " SO:" + Screen.orientation, new Point (5, rgbaMat.rows () - 10), Core.FONT_HERSHEY_SIMPLEX, 1.0, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
Utils.matToTexture2D (rgbaMat, texture, colors);
}
}
///
/// Raises the disable event.
///
void OnDisable ()
{
webCamTextureToMatHelper.Dispose ();
}
///
/// Raises the back button event.
///
public void OnBackButton ()
{
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
SceneManager.LoadScene ("OpenCVForUnitySample");
#else
Application.LoadLevel ("OpenCVForUnitySample");
#endif
}
///
/// Raises the play button event.
///
public void OnPlayButton ()
{
webCamTextureToMatHelper.Play ();
}
///
/// Raises the pause button event.
///
public void OnPauseButton ()
{
webCamTextureToMatHelper.Pause ();
}
///
/// Raises the stop button event.
///
public void OnStopButton ()
{
webCamTextureToMatHelper.Stop ();
}
///
/// Raises the change camera button event.
///
public void OnChangeCameraButton ()
{
webCamTextureToMatHelper.Init (null, webCamTextureToMatHelper.requestWidth, webCamTextureToMatHelper.requestHeight, !webCamTextureToMatHelper.requestIsFrontFacing);
}
}
}