using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenCVForUnity.UnityUtils.Helper;
using OpenCVForUnity.UnityUtils;
using OpenCVForUnity.ImgprocModule;
using OpenCVForUnity.CoreModule;
using OpenCVForUnity.FaceModule;
using OpenCVForUnity.ObjdetectModule;
using Rect = OpenCVForUnity.CoreModule.Rect;
namespace OpenCVForUnityExample
{
///
/// FaceMark Example
/// An example of detecting facial landmark in a image of WebCamTexture using the face (FaceMark API) module.
/// The facemark model file can be downloaded here: https://github.com/spmallick/GSOC2017/blob/master/data/lbfmodel.yaml
/// Please copy to “Assets/StreamingAssets/facemark/” folder.
///
[RequireComponent (typeof(WebCamTextureToMatHelper))]
public class FaceMarkExample : MonoBehaviour
{
///
/// The gray mat.
///
Mat grayMat;
///
/// The texture.
///
Texture2D texture;
///
/// The cascade.
///
CascadeClassifier cascade;
///
/// The faces.
///
MatOfRect faces;
///
/// The webcam texture to mat helper.
///
WebCamTextureToMatHelper webCamTextureToMatHelper;
///
/// The facemark.
///
Facemark facemark;
///
/// The FPS monitor.
///
FpsMonitor fpsMonitor;
string facemark_cascade_filepath;
string facemark_model_filepath;
#if UNITY_WEBGL && !UNITY_EDITOR
IEnumerator getFilePath_Coroutine;
#endif
// Use this for initialization
void Start ()
{
fpsMonitor = GetComponent ();
webCamTextureToMatHelper = gameObject.GetComponent ();
#if UNITY_WEBGL && !UNITY_EDITOR
getFilePath_Coroutine = GetFilePath ();
StartCoroutine (getFilePath_Coroutine);
#else
facemark_cascade_filepath = Utils.getFilePath ("lbpcascade_frontalface.xml");
facemark_model_filepath = Utils.getFilePath ("facemark/lbfmodel.yaml");
Run ();
#endif
}
#if UNITY_WEBGL && !UNITY_EDITOR
private IEnumerator GetFilePath ()
{
var getFilePathAsync_0_Coroutine = Utils.getFilePathAsync ("lbpcascade_frontalface.xml", (result) => {
facemark_cascade_filepath = result;
});
yield return getFilePathAsync_0_Coroutine;
var getFilePathAsync_1_Coroutine = Utils.getFilePathAsync ("facemark/lbfmodel.yaml", (result) => {
facemark_model_filepath = result;
});
yield return getFilePathAsync_1_Coroutine;
getFilePath_Coroutine = null;
Run ();
}
#endif
// Use this for initialization
void Run ()
{
if (string.IsNullOrEmpty (facemark_cascade_filepath) || string.IsNullOrEmpty (facemark_model_filepath)) {
Debug.LogError ("model file is not loaded. The facemark model file can be downloaded here: https://github.com/spmallick/GSOC2017/blob/master/data/lbfmodel.yaml\n Please copy to “Assets/StreamingAssets/facemark/” folder. ");
}
// setup landmarks detector
facemark = Face.createFacemarkLBF ();
facemark.loadModel (facemark_model_filepath);
// setup face detection
cascade = new CascadeClassifier (facemark_cascade_filepath);
#if !UNITY_WSA_10_0
if (cascade.empty ()) {
Debug.LogError ("cascade file is not loaded. Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
}
#endif
#if UNITY_ANDROID && !UNITY_EDITOR
// Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2).
webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true;
#endif
webCamTextureToMatHelper.Initialize ();
}
///
/// Raises the webcam texture to mat helper initialized event.
///
public void OnWebCamTextureToMatHelperInitialized ()
{
Debug.Log ("OnWebCamTextureToMatHelperInitialized");
Mat webCamTextureMat = webCamTextureToMatHelper.GetMat ();
texture = new Texture2D (webCamTextureMat.cols (), webCamTextureMat.rows (), TextureFormat.RGBA32, false);
gameObject.GetComponent ().material.mainTexture = texture;
gameObject.transform.localScale = new Vector3 (webCamTextureMat.cols (), webCamTextureMat.rows (), 1);
Debug.Log ("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);
if (fpsMonitor != null) {
fpsMonitor.Add ("width", webCamTextureMat.width ().ToString ());
fpsMonitor.Add ("height", webCamTextureMat.height ().ToString ());
fpsMonitor.Add ("orientation", Screen.orientation.ToString ());
}
float width = webCamTextureMat.width ();
float height = webCamTextureMat.height ();
float widthScale = (float)Screen.width / width;
float heightScale = (float)Screen.height / height;
if (widthScale < heightScale) {
Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2;
} else {
Camera.main.orthographicSize = height / 2;
}
grayMat = new Mat (webCamTextureMat.rows (), webCamTextureMat.cols (), CvType.CV_8UC1);
faces = new MatOfRect ();
}
///
/// Raises the webcam texture to mat helper disposed event.
///
public void OnWebCamTextureToMatHelperDisposed ()
{
Debug.Log ("OnWebCamTextureToMatHelperDisposed");
if (grayMat != null)
grayMat.Dispose ();
if (texture != null) {
Texture2D.Destroy (texture);
texture = null;
}
if (faces != null)
faces.Dispose ();
}
///
/// Raises the webcam texture to mat helper error occurred event.
///
/// Error code.
public void OnWebCamTextureToMatHelperErrorOccurred (WebCamTextureToMatHelper.ErrorCode errorCode)
{
Debug.Log ("OnWebCamTextureToMatHelperErrorOccurred " + errorCode);
}
// Update is called once per frame
void Update ()
{
if (webCamTextureToMatHelper.IsPlaying () && webCamTextureToMatHelper.DidUpdateThisFrame ()) {
Mat rgbaMat = webCamTextureToMatHelper.GetMat ();
Imgproc.cvtColor (rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
Imgproc.equalizeHist (grayMat, grayMat);
// detect faces
cascade.detectMultiScale (grayMat, faces, 1.1, 2, 2, // TODO: objdetect.CV_HAAR_SCALE_IMAGE
new Size (grayMat.cols () * 0.2, grayMat.rows () * 0.2), new Size ());
if (faces.total () > 0) {
// fit landmarks for each found face
List landmarks = new List ();
facemark.fit (grayMat, faces, landmarks);
Rect[] rects = faces.toArray ();
for (int i = 0; i < rects.Length; i++) {
// Debug.Log ("detect faces " + rects [i]);
Imgproc.rectangle (rgbaMat, new Point (rects [i].x, rects [i].y), new Point (rects [i].x + rects [i].width, rects [i].y + rects [i].height), new Scalar (255, 0, 0, 255), 2);
}
// draw them
for (int i = 0; i < landmarks.Count; i++) {
MatOfPoint2f lm = landmarks [i];
float[] lm_float = new float[lm.total () * lm.channels ()];
Utils.copyFromMat (lm, lm_float);
DrawFaceLandmark (rgbaMat, ConvertArrayToPointList (lm_float), new Scalar (0, 255, 0, 255), 2);
// for (int j = 0; j < lm_float.Length; j = j + 2) {
// Point p = new Point (lm_float [j], lm_float [j + 1]);
// Imgproc.circle (rgbaMat, p, 2, new Scalar (255, 0, 0, 255), 1);
// }
}
}
Utils.fastMatToTexture2D (rgbaMat, texture);
}
}
private void DrawFaceLandmark (Mat imgMat, List points, Scalar color, int thickness, bool drawIndexNumbers = false)
{
if (points.Count == 5) {
Imgproc.line (imgMat, points [0], points [1], color, thickness);
Imgproc.line (imgMat, points [1], points [4], color, thickness);
Imgproc.line (imgMat, points [4], points [3], color, thickness);
Imgproc.line (imgMat, points [3], points [2], color, thickness);
} else if (points.Count == 68) {
for (int i = 1; i <= 16; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
for (int i = 28; i <= 30; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
for (int i = 18; i <= 21; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
for (int i = 23; i <= 26; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
for (int i = 31; i <= 35; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
Imgproc.line (imgMat, points [30], points [35], color, thickness);
for (int i = 37; i <= 41; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
Imgproc.line (imgMat, points [36], points [41], color, thickness);
for (int i = 43; i <= 47; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
Imgproc.line (imgMat, points [42], points [47], color, thickness);
for (int i = 49; i <= 59; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
Imgproc.line (imgMat, points [48], points [59], color, thickness);
for (int i = 61; i <= 67; ++i)
Imgproc.line (imgMat, points [i], points [i - 1], color, thickness);
Imgproc.line (imgMat, points [60], points [67], color, thickness);
} else {
for (int i = 0; i < points.Count; i++) {
Imgproc.circle (imgMat, points [i], 2, color, -1);
}
}
// Draw the index number of facelandmark points.
if (drawIndexNumbers) {
for (int i = 0; i < points.Count; ++i)
Imgproc.putText (imgMat, i.ToString (), points [i], Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 1, Imgproc.LINE_AA, false);
}
}
private List ConvertArrayToPointList (float[] arr, List pts = null)
{
if (pts == null) {
pts = new List ();
}
if (pts.Count != arr.Length / 2) {
pts.Clear ();
for (int i = 0; i < arr.Length / 2; i++) {
pts.Add (new Point ());
}
}
for (int i = 0; i < pts.Count; ++i) {
pts [i].x = arr [i * 2];
pts [i].y = arr [i * 2 + 1];
}
return pts;
}
///
/// Raises the destroy event.
///
void OnDestroy ()
{
webCamTextureToMatHelper.Dispose ();
if (cascade != null)
cascade.Dispose ();
if (facemark != null)
facemark.Dispose ();
#if UNITY_WEBGL && !UNITY_EDITOR
if (getFilePath_Coroutine != null) {
StopCoroutine (getFilePath_Coroutine);
((IDisposable)getFilePath_Coroutine).Dispose ();
}
#endif
}
///
/// Raises the back button click event.
///
public void OnBackButtonClick ()
{
SceneManager.LoadScene ("OpenCVForUnityExample");
}
///
/// Raises the play button click event.
///
public void OnPlayButtonClick ()
{
webCamTextureToMatHelper.Play ();
}
///
/// Raises the pause button click event.
///
public void OnPauseButtonClick ()
{
webCamTextureToMatHelper.Pause ();
}
///
/// Raises the stop button click event.
///
public void OnStopButtonClick ()
{
webCamTextureToMatHelper.Stop ();
}
///
/// Raises the change camera button click event.
///
public void OnChangeCameraButtonClick ()
{
webCamTextureToMatHelper.requestedIsFrontFacing = !webCamTextureToMatHelper.IsFrontFacing ();
}
}
}