using UnityEngine; using UnityEngine.SceneManagement; using System.Collections.Generic; using OpenCVForUnity.CoreModule; using OpenCVForUnity.ImgprocModule; using OpenCVForUnity.UnityUtils; namespace OpenCVForUnityExample { /// /// MatchShapes Example /// http://docs.opencv.org/3.1.0/d5/d45/tutorial_py_contours_more_functions.html /// public class MatchShapesExample : MonoBehaviour { // Use this for initialization void Start() { //srcMat Texture2D srcTexture = Resources.Load("matchshapes") as Texture2D; Mat srcMat = new Mat(srcTexture.height, srcTexture.width, CvType.CV_8UC1); Utils.texture2DToMat(srcTexture, srcMat); Debug.Log("srcMat.ToString() " + srcMat.ToString()); Imgproc.threshold(srcMat, srcMat, 127, 255, Imgproc.THRESH_BINARY); //dstMat Texture2D dstTexture = Resources.Load("matchshapes") as Texture2D; Mat dstMat = new Mat(dstTexture.height, dstTexture.width, CvType.CV_8UC3); Utils.texture2DToMat(dstTexture, dstMat); Debug.Log("dstMat.ToString() " + dstMat.ToString()); List srcContours = new List(); Mat srcHierarchy = new Mat(); /// Find srcContours Imgproc.findContours(srcMat, srcContours, srcHierarchy, Imgproc.RETR_CCOMP, Imgproc.CHAIN_APPROX_NONE); Debug.Log("srcContours.Count " + srcContours.Count); for (int i = 0; i < srcContours.Count; i++) { Imgproc.drawContours(dstMat, srcContours, i, new Scalar(255, 0, 0), 2, 8, srcHierarchy, 0, new Point()); } for (int i = 0; i < srcContours.Count; i++) { double returnVal = Imgproc.matchShapes(srcContours[1], srcContours[i], Imgproc.CV_CONTOURS_MATCH_I1, 0); Debug.Log("returnVal " + i + " " + returnVal); Point point = new Point(); float[] radius = new float[1]; Imgproc.minEnclosingCircle(new MatOfPoint2f(srcContours[i].toArray()), point, radius); Debug.Log("point.ToString() " + point.ToString()); Debug.Log("radius.ToString() " + radius[0]); Imgproc.circle(dstMat, point, 5, new Scalar(0, 0, 255), -1); Imgproc.putText(dstMat, " " + returnVal, point, Imgproc.FONT_HERSHEY_SIMPLEX, 0.4, new Scalar(0, 255, 0), 1, Imgproc.LINE_AA, false); } Texture2D texture = new Texture2D(dstMat.cols(), dstMat.rows(), TextureFormat.RGBA32, false); Utils.matToTexture2D(dstMat, texture); gameObject.GetComponent().material.mainTexture = texture; } // Update is called once per frame void Update() { } /// /// Raises the back button click event. /// public void OnBackButtonClick() { SceneManager.LoadScene("OpenCVForUnityExample"); } } }