114 lines
3.9 KiB
C#
114 lines
3.9 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Collections.Generic;
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using OpenCVForUnity.CoreModule;
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using OpenCVForUnity.ImgprocModule;
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using OpenCVForUnity.UnityUtils;
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namespace OpenCVForUnityExample
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{
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/// <summary>
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/// ConnectedComponents Example
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/// An example of Connected-component labeling using the Imgproc.connectedComponentsWithStats function.
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/// Referring to http://qiita.com/wakaba130/items/9d921b8b3eb812e4f197.
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/// </summary>
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public class ConnectedComponentsExample : MonoBehaviour
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{
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// Use this for initialization
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void Start()
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{
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Texture2D imgTexture = Resources.Load("matchshapes") as Texture2D;
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Mat srcMat = new Mat(imgTexture.height, imgTexture.width, CvType.CV_8UC1);
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Utils.texture2DToMat(imgTexture, srcMat);
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Debug.Log("srcMat.ToString() " + srcMat.ToString());
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Mat dstMat = new Mat(srcMat.size(), CvType.CV_8UC3);
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// labeling
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Mat labels = new Mat();
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Mat stats = new Mat();
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Mat centroids = new Mat();
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int total = Imgproc.connectedComponentsWithStats(srcMat, labels, stats, centroids);
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Debug.Log("labels.ToString() " + labels.ToString());
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Debug.Log("stats.ToString() " + stats.ToString());
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Debug.Log("centroids.ToString() " + centroids.ToString());
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Debug.Log("total " + total);
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// determine drawing color
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List<Scalar> colors = new List<Scalar>(total);
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colors.Add(new Scalar(0, 0, 0));
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for (int i = 1; i < total; ++i)
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{
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colors.Add(new Scalar(Random.Range(0, 255), Random.Range(0, 255), Random.Range(0, 255)));
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}
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// draw labels
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for (int i = 0; i < dstMat.rows(); ++i)
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{
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for (int j = 0; j < dstMat.cols(); ++j)
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{
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Scalar color = colors[(int)labels.get(i, j)[0]];
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dstMat.put(i, j, color.val[0], color.val[1], color.val[2]);
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}
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}
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// draw rectangle
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for (int i = 1; i < total; ++i)
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{
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int x = (int)stats.get(i, Imgproc.CC_STAT_LEFT)[0];
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int y = (int)stats.get(i, Imgproc.CC_STAT_TOP)[0];
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int height = (int)stats.get(i, Imgproc.CC_STAT_HEIGHT)[0];
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int width = (int)stats.get(i, Imgproc.CC_STAT_WIDTH)[0];
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OpenCVForUnity.CoreModule.Rect rect = new OpenCVForUnity.CoreModule.Rect(x, y, width, height);
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Imgproc.rectangle(dstMat, rect.tl(), rect.br(), new Scalar(0, 255, 0), 2);
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}
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// draw centroids
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for (int i = 1; i < total; ++i)
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{
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int x = (int)centroids.get(i, 0)[0];
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int y = (int)centroids.get(i, 1)[0];
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Imgproc.circle(dstMat, new Point(x, y), 3, new Scalar(255, 0, 0), -1);
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}
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// draw index of label
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for (int i = 1; i < total; ++i)
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{
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int x = (int)stats.get(i, Imgproc.CC_STAT_LEFT)[0];
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int y = (int)stats.get(i, Imgproc.CC_STAT_TOP)[0];
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Imgproc.putText(dstMat, "" + i, new Point(x + 5, y + 15), Imgproc.FONT_HERSHEY_COMPLEX, 0.5, new Scalar(255, 255, 0), 2);
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}
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Texture2D texture = new Texture2D(dstMat.cols(), dstMat.rows(), TextureFormat.RGBA32, false);
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Utils.matToTexture2D(dstMat, texture);
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gameObject.GetComponent<Renderer>().material.mainTexture = texture;
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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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}
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/// <summary>
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/// Raises the back button click event.
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/// </summary>
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public void OnBackButtonClick()
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{
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SceneManager.LoadScene("OpenCVForUnityExample");
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}
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}
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} |