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