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 (); } } }