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");
}
}
}