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"); } } }