最近捣鼓人脸识别的知识点,脑子笨,无从下手,然后各种度娘,然后发现一位大佬的文章很是有帮助,但是呢大佬就是大佬,只贴出了代码,小白如我的基本搞不定,没办法只能慢慢来细嚼慢咽,根据大佬的提示下载三个插件,三个插件已经备齐需要的自己去拿:点这里
接下来开始Demo之旅:本次使用Unity版本为2018.4.36 因为获取摄像头的AIP在2020的版本会出现卡顿(不知道啥原因,没在意,反正2018的没问题)
1:新建Unity工程,导入插件,然后找到OpenCVForUnity插件文件夹下的StreamingAssets/dnn - download_dnn_models.py文件 ,运行该文件自动下载某些依赖文件(下载完毕会自动关闭窗口);
2:有些个文件可能下载不下来,找到setup_dnn_module.pdf文件按照相应的示例场景下载所需的依赖文件,然后再将所有插件文件夹下的StreamingAssets文件夹内容全部复制到Assets下的StreamingAssets文件夹下,重复的点击替换就行;Face相关的Demo需要下载必备文件,可以到我博客中查找下载,也可以直接运行文档中的.py文件下载。不过有些个文件说下载不了,可能是链接失效,可以在文档中直接点击链接下载相关文件。
3:我们需要用的示例场景为WebCamTextureFaceMaskExample;主要核心也就这几个脚本,运行结果看图;代码水平差点的着重看WebCamTextureFaceMaskExample这个脚本就行,别人都封装好了,能力高的,可以自己看相关代码在封装一次使用。看到文章提示篇幅过短,不会写作的我,把代码改了改,直接上代码,这下该够了把!!!!!偷笑!
脚本:WebCamTextureFaceMaskExample
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using DlibFaceLandmarkDetector;
using OpenCVForUnity.RectangleTrack;
using OpenCVForUnity.UnityUtils.Helper;
using OpenCVForUnity.CoreModule;
using OpenCVForUnity.ObjdetectModule;
using OpenCVForUnity.ImgprocModule;
using Rect = OpenCVForUnity.CoreModule.Rect;
using UnityEditor;
using UnityEditor.Experimental.SceneManagement;
using OpenCVForUnity.VideoModule;
namespace FaceMaskExample
{
///
/// WebCamTexture FaceMask Example
///
[RequireComponent (typeof(WebCamTextureToMatHelper), typeof(TrackedMeshOverlay))]
public class WebCamTextureFaceMaskExample : MonoBehaviour
{
[HeaderAttribute ("FaceMaskData")]
///
/// The face mask data list.
///
public List<FaceMaskData> faceMaskDatas;
[HeaderAttribute ("Option")]
///
/// Determines if use dlib face detector.
///
public bool useDlibFaceDetecter = false;
///
/// The use dlib face detecter toggle.
///
public Toggle useDlibFaceDetecterToggle;
///
/// Determines if enables noise filter.
///
public bool enableNoiseFilter = true;
///
/// The enable noise filter toggle.
///
public Toggle enableNoiseFilterToggle;
///
/// Determines if enables color correction.
///
public bool enableColorCorrection = true;
///
/// The enable color correction toggle.
///
public Toggle enableColorCorrectionToggle;
///
/// Determines if filters non frontal faces.
///
public bool filterNonFrontalFaces = false;
///
/// The filter non frontal faces toggle.
///
public Toggle filterNonFrontalFacesToggle;
///
/// The frontal face rate lower limit.
///
[Range (0.0f, 1.0f)]
public float frontalFaceRateLowerLimit = 0.85f;
///
/// Determines if displays face rects.
///
public bool displayFaceRects = false;
///
/// The toggle for switching face rects display state
///
public Toggle displayFaceRectsToggle;
///
/// Determines if displays debug face points.
///
public bool displayDebugFacePoints = false;
///
/// The toggle for switching debug face points display state.
///
public Toggle displayDebugFacePointsToggle;
///
/// The gray mat.
///
Mat grayMat;
///
/// The texture.
///
Texture2D texture;
///
/// The cascade.
///
CascadeClassifier cascade;
///
/// The detection based tracker.
///
RectangleTracker rectangleTracker;
///
/// The web cam texture to mat helper.
///
WebCamTextureToMatHelper webCamTextureToMatHelper;
///
/// The face landmark detector.
///
FaceLandmarkDetector faceLandmarkDetector;
///
/// The mean points filter dictionary.
///
Dictionary<int, LowPassPointsFilter> lowPassFilterDict;
///
/// The optical flow points filter dictionary.
///
Dictionary<int, OFPointsFilter> opticalFlowFilterDict;
///
/// The face mask color corrector.
///
FaceMaskColorCorrector faceMaskColorCorrector;
///
/// The frontal face checker.
///
FrontalFaceChecker frontalFaceChecker;
///
/// The mesh overlay.
///
TrackedMeshOverlay meshOverlay;
///
/// The Shader.PropertyToID for "_Fade".
///
int shader_FadeID;
///
/// The Shader.PropertyToID for "_ColorCorrection".
///
int shader_ColorCorrectionID;
///
/// The Shader.PropertyToID for "_LUTTex".
///
int shader_LUTTexID;
///
/// The face mask texture.
///
Texture2D faceMaskTexture;
///
/// The face mask mat.
///
Mat faceMaskMat;
///
/// The index number of face mask data.
///
int faceMaskDataIndex = 0;
///
/// The detected face rect in mask mat.
///
UnityEngine.Rect faceRectInMask;
///
/// The detected face landmark points in mask mat.
///
List<Vector2> faceLandmarkPointsInMask;
///
/// The haarcascade_frontalface_alt_xml_filepath.
///
string haarcascade_frontalface_alt_xml_filepath;
///
/// The sp_human_face_68_dat_filepath.
///
string sp_human_face_68_dat_filepath;
///
/// The FPS monitor.
///
FpsMonitor fpsMonitor;
#if UNITY_WEBGL && !UNITY_EDITOR
IEnumerator getFilePath_Coroutine;
#endif
// Use this for initialization
void Start ()
{
fpsMonitor = GetComponent<FpsMonitor> ();
webCamTextureToMatHelper = gameObject.GetComponent<WebCamTextureToMatHelper> ();
#if UNITY_WEBGL && !UNITY_EDITOR
getFilePath_Coroutine = GetFilePath ();
StartCoroutine (getFilePath_Coroutine);
#else
haarcascade_frontalface_alt_xml_filepath = OpenCVForUnity.UnityUtils.Utils.getFilePath ("haarcascade_frontalface_alt.xml");
sp_human_face_68_dat_filepath = DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePath ("sp_human_face_68.dat");
Run ();
#endif
}
#if UNITY_WEBGL && !UNITY_EDITOR
private IEnumerator GetFilePath ()
{
var getFilePathAsync_0_Coroutine = OpenCVForUnity.UnityUtils.Utils.getFilePathAsync ("haarcascade_frontalface_alt.xml", (result) => {
haarcascade_frontalface_alt_xml_filepath = result;
});
yield return getFilePathAsync_0_Coroutine;
var getFilePathAsync_1_Coroutine = DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePathAsync ("sp_human_face_68.dat", (result) => {
sp_human_face_68_dat_filepath = result;
});
yield return getFilePathAsync_1_Coroutine;
getFilePath_Coroutine = null;
Run ();
}
#endif
private void Run ()
{
meshOverlay = this.GetComponent<TrackedMeshOverlay> ();
shader_FadeID = Shader.PropertyToID ("_Fade");
shader_ColorCorrectionID = Shader.PropertyToID ("_ColorCorrection");
shader_LUTTexID = Shader.PropertyToID ("_LUTTex");
rectangleTracker = new RectangleTracker ();
faceLandmarkDetector = new FaceLandmarkDetector (sp_human_face_68_dat_filepath);
lowPassFilterDict = new Dictionary<int, LowPassPointsFilter> ();
opticalFlowFilterDict = new Dictionary<int, OFPointsFilter> ();
faceMaskColorCorrector = new FaceMaskColorCorrector ();
#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 ();
displayFaceRectsToggle.isOn = displayFaceRects;
useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter;
enableNoiseFilterToggle.isOn = enableNoiseFilter;
enableColorCorrectionToggle.isOn = enableColorCorrection;
filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces;
displayDebugFacePointsToggle.isOn = displayDebugFacePoints;
}
///
/// Raises the web cam 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.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 = gameObject.transform.localScale.x;
float height = gameObject.transform.localScale.y;
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;
}
gameObject.GetComponent<Renderer> ().material.mainTexture = texture;
grayMat = new Mat (webCamTextureMat.rows (), webCamTextureMat.cols (), CvType.CV_8UC1);
cascade = new CascadeClassifier (haarcascade_frontalface_alt_xml_filepath);
// if (cascade.empty ()) {
// Debug.LogError ("cascade file is not loaded.Please copy from “FaceTrackerExample/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
// }
frontalFaceChecker = new FrontalFaceChecker (width, height);
meshOverlay.UpdateOverlayTransform (gameObject.transform);
//OnChangeFaceMaskButtonClick ();
}
///
/// Raises the web cam texture to mat helper disposed event.
///
public void OnWebCamTextureToMatHelperDisposed ()
{
Debug.Log ("OnWebCamTextureToMatHelperDisposed");
grayMat.Dispose ();
if (texture != null) {
Texture2D.Destroy (texture);
texture = null;
}
rectangleTracker.Reset ();
meshOverlay.Reset ();
foreach (var key in lowPassFilterDict.Keys) {
lowPassFilterDict [key].Dispose ();
}
lowPassFilterDict.Clear ();
foreach (var key in opticalFlowFilterDict.Keys) {
opticalFlowFilterDict [key].Dispose ();
}
opticalFlowFilterDict.Clear ();
faceMaskColorCorrector.Reset ();
frontalFaceChecker.Dispose ();
}
///
/// Raises the web cam texture to mat helper error occurred event.
///
/// Error code.
public void OnWebCamTextureToMatHelperErrorOccurred (WebCamTextureToMatHelper.ErrorCode errorCode)
{
Debug.Log ("OnWebCamTextureToMatHelperErrorOccurred " + errorCode);
}
GameObject item = null;
List<Vector2> landmasks = null;
UnityEngine.Rect facemaskrect;
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown(KeyCode.Space))
{
//防止获取视频的图片卡帧或者获取的非当前帧,这里先暂停,不暂停会出现误差。不信你试试。。。
webCamTextureToMatHelper.Pause();
//Config.SaveTexture(gameObject.GetComponent().material.mainTexture as Texture2D, "wakaka");
//这里是将获取到的图片存入本地。因为我是需要将预制存到本地,所以图片至关重要。
Config.SaveTexture(gameObject.GetComponent<Renderer>().material.mainTexture as Texture2D, Application.dataPath + "/TestForOpenCV/Resources", "wakaka");
if (item==null)
{
//加载预制并将FaceMaskData重新赋值。
GameObject obj = Instantiate(Resources.Load<GameObject>("TestMask"), GameObject.Find("FaceMaskData").transform);
obj.GetComponent<FaceMaskData>().image = gameObject.GetComponent<Renderer>().material.mainTexture as Texture2D;
obj.GetComponent<FaceMaskData>().faceRect = facemaskrect;
obj.GetComponent<FaceMaskData>().landmarkPoints = landmasks;
var prefabInstance = PrefabUtility.GetCorrespondingObjectFromSource(obj);
// 非打开预制体模式下
if (prefabInstance)
{
var prefabPath = AssetDatabase.GetAssetPath(prefabInstance);
// 修改预制体,则只能先Unpack预制体再保存
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.UserAction);
PrefabUtility.SaveAsPrefabAssetAndConnect(obj, prefabPath, InteractionMode.AutomatedAction);
// 不修改只新增,可以直接保存
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
}
else
{
// 预制体模式下,从Prefab场景中取得预制体资源位置和根物体,并保存
// PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
//预制体原始位置
string path = Application.dataPath + "/TestForOpenCV/Resources/TestMask.prefab";//prefabStage.prefabAssetPath;
GameObject root = obj; //prefabStage.prefabContentsRoot;
PrefabUtility.SaveAsPrefabAsset(root, path);
}
OnChangeFaceMaskButtonClick(obj.GetComponent<FaceMaskData>());
/// gameObject.GetComponent().material.mainTexture = Config.GetTexture2d(@"D:\Program Files (x86)\DeskTop\Demo\tjd.png");
}
// webCamTextureToMatHelper.Play();
}
if (webCamTextureToMatHelper.IsPlaying () && webCamTextureToMatHelper.DidUpdateThisFrame ()) {
Mat rgbaMat = webCamTextureToMatHelper.GetMat ();
// detect faces.
List<Rect> detectResult = new List<Rect> ();
if (useDlibFaceDetecter) {
OpenCVForUnityUtils.SetImage (faceLandmarkDetector, rgbaMat);
List<UnityEngine.Rect> result = faceLandmarkDetector.Detect ();
foreach (var unityRect in result) {
detectResult.Add (new Rect ((int)unityRect.x, (int)unityRect.y, (int)unityRect.width, (int)unityRect.height));
}
} else {
// convert image to greyscale.
Imgproc.cvtColor (rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
using (Mat equalizeHistMat = new Mat ())
using (MatOfRect faces = new MatOfRect ()) {
Imgproc.equalizeHist (grayMat, equalizeHistMat);
cascade.detectMultiScale (equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new Size (equalizeHistMat.cols () * 0.15, equalizeHistMat.cols () * 0.15), new Size ());
detectResult = faces.toList ();
}
// corrects the deviation of a detection result between OpenCV and Dlib.
foreach (Rect r in detectResult) {
r.y += (int)(r.height * 0.1f);
}
}
// face tracking.
rectangleTracker.UpdateTrackedObjects (detectResult);
List<TrackedRect> trackedRects = new List<TrackedRect> ();
rectangleTracker.GetObjects (trackedRects, true);
// create noise filter.
foreach (var openCVRect in trackedRects) {
if (openCVRect.state == TrackedState.NEW) {
if (!lowPassFilterDict.ContainsKey (openCVRect.id))
lowPassFilterDict.Add (openCVRect.id, new LowPassPointsFilter ((int)faceLandmarkDetector.GetShapePredictorNumParts ()));
if (!opticalFlowFilterDict.ContainsKey (openCVRect.id))
opticalFlowFilterDict.Add (openCVRect.id, new OFPointsFilter ((int)faceLandmarkDetector.GetShapePredictorNumParts ()));
} else if (openCVRect.state == TrackedState.DELETED) {
if (lowPassFilterDict.ContainsKey (openCVRect.id)) {
lowPassFilterDict [openCVRect.id].Dispose ();
lowPassFilterDict.Remove (openCVRect.id);
}
if (opticalFlowFilterDict.ContainsKey (openCVRect.id)) {
opticalFlowFilterDict [openCVRect.id].Dispose ();
opticalFlowFilterDict.Remove (openCVRect.id);
}
}
}
// create LUT texture.
foreach (var openCVRect in trackedRects) {
if (openCVRect.state == TrackedState.NEW) {
faceMaskColorCorrector.CreateLUTTex (openCVRect.id);
} else if (openCVRect.state == TrackedState.DELETED) {
faceMaskColorCorrector.DeleteLUTTex (openCVRect.id);
}
}
// detect face landmark points.
OpenCVForUnityUtils.SetImage (faceLandmarkDetector, rgbaMat);
List<List<Vector2>> landmarkPoints = new List<List<Vector2>> ();
for (int i = 0; i < trackedRects.Count; i++) {
TrackedRect tr = trackedRects [i];
UnityEngine.Rect rect = new UnityEngine.Rect (tr.x, tr.y, tr.width, tr.height);
List<Vector2> points = faceLandmarkDetector.DetectLandmark (rect);
// apply noise filter.
if (enableNoiseFilter) {
if (tr.state > TrackedState.NEW && tr.state < TrackedState.DELETED) {
opticalFlowFilterDict [tr.id].Process (rgbaMat, points, points);
lowPassFilterDict [tr.id].Process (rgbaMat, points, points);
}
}
landmarkPoints.Add (points);
}
if (landmarkPoints.Count > 0)
{
landmasks = landmarkPoints[0];
facemaskrect = new UnityEngine.Rect(trackedRects[0].x, trackedRects[0].y, trackedRects[0].width, trackedRects[0].height);
print(string.Format("当前识别到人脸数量为:{0},标志点为:{1},追踪人数:{2}", landmarkPoints.Count, landmarkPoints[0].Count, trackedRects.Count));
}
SetFaceMask(landmarkPoints, trackedRects, rgbaMat);
// draw face rects.
if (displayFaceRects) {
for (int i = 0; i < detectResult.Count; i++) {
UnityEngine.Rect rect = new UnityEngine.Rect (detectResult [i].x, detectResult [i].y, detectResult [i].width, detectResult [i].height);
OpenCVForUnityUtils.DrawFaceRect (rgbaMat, rect, new Scalar (255, 0, 0, 255), 2);
}
for (int i = 0; i < trackedRects.Count; i++) {
UnityEngine.Rect rect = new UnityEngine.Rect (trackedRects [i].x, trackedRects [i].y, trackedRects [i].width, trackedRects [i].height);
OpenCVForUnityUtils.DrawFaceRect (rgbaMat, rect, new Scalar (255, 255, 0, 255), 2);
// Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceAngles (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
// Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceRate (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
}
}
// draw face points.
if (displayDebugFacePoints) {
for (int i = 0; i < landmarkPoints.Count; i++) {
OpenCVForUnityUtils.DrawFaceLandmark (rgbaMat, landmarkPoints [i], new Scalar (0, 255, 0, 255), 2);
}
}
// display face mask image.
if (faceMaskTexture != null && faceMaskMat != null) {
if (displayFaceRects) {
OpenCVForUnityUtils.DrawFaceRect (faceMaskMat, faceRectInMask, new Scalar (255, 0, 0, 255), 2);
}
if (displayDebugFacePoints) {
OpenCVForUnityUtils.DrawFaceLandmark (faceMaskMat, faceLandmarkPointsInMask, new Scalar (0, 255, 0, 255), 2);
}
float scale = (rgbaMat.width () / 4f) / faceMaskMat.width ();
float tx = rgbaMat.width () - faceMaskMat.width () * scale;
float ty = 0.0f;
Mat trans = new Mat (2, 3, CvType.CV_32F);//1.0, 0.0, tx, 0.0, 1.0, ty);
trans.put (0, 0, scale);
trans.put (0, 1, 0.0f);
trans.put (0, 2, tx);
trans.put (1, 0, 0.0f);
trans.put (1, 1, scale);
trans.put (1, 2, ty);
Imgproc.warpAffine (faceMaskMat, rgbaMat, trans, rgbaMat.size (), Imgproc.INTER_LINEAR, Core.BORDER_TRANSPARENT, new Scalar (0));
if (displayFaceRects || displayDebugFacePointsToggle)
OpenCVForUnity.UnityUtils.Utils.texture2DToMat (faceMaskTexture, faceMaskMat);
}
// Imgproc.putText (rgbaMat, "W:" + rgbaMat.width () + " H:" + rgbaMat.height () + " SO:" + Screen.orientation, new Point (5, rgbaMat.rows () - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 1, Imgproc.LINE_AA, false);
OpenCVForUnity.UnityUtils.Utils.fastMatToTexture2D (rgbaMat, texture);
}
}
private void SetFaceMask(List<List<Vector2>> landmarkPoints, List<TrackedRect> trackedRects, Mat rgbaMat)
{
#region face masking.
// face masking.
if (faceMaskTexture != null && landmarkPoints.Count >= 1)
{ // Apply face masking between detected faces and a face mask image.
float maskImageWidth = faceMaskTexture.width;
float maskImageHeight = faceMaskTexture.height;
TrackedRect tr;
for (int i = 0; i < trackedRects.Count; i++)
{
tr = trackedRects[i];
if (tr.state == TrackedState.NEW)
{
meshOverlay.CreateObject(tr.id, faceMaskTexture);
}
if (tr.state < TrackedState.DELETED)
{
MaskFace(meshOverlay, tr, landmarkPoints[i], faceLandmarkPointsInMask, maskImageWidth, maskImageHeight);
if (enableColorCorrection)
{
CorrectFaceMaskColor(tr.id, faceMaskMat, rgbaMat, faceLandmarkPointsInMask, landmarkPoints[i]);
}
}
else if (tr.state == TrackedState.DELETED)
{
meshOverlay.DeleteObject(tr.id);
}
}
}
else if (landmarkPoints.Count >= 1)
{ // Apply face masking between detected faces.
float maskImageWidth = texture.width;
float maskImageHeight = texture.height;
TrackedRect tr;
for (int i = 0; i < trackedRects.Count; i++)
{
tr = trackedRects[i];
if (tr.state == TrackedState.NEW)
{
meshOverlay.CreateObject(tr.id, texture);
}
if (tr.state < TrackedState.DELETED)
{
MaskFace(meshOverlay, tr, landmarkPoints[i], landmarkPoints[0], maskImageWidth, maskImageHeight);
if (enableColorCorrection)
{
CorrectFaceMaskColor(tr.id, rgbaMat, rgbaMat, landmarkPoints[0], landmarkPoints[i]);
}
}
else if (tr.state == TrackedState.DELETED)
{
meshOverlay.DeleteObject(tr.id);
}
}
}
#endregion
}
private void MaskFace (TrackedMeshOverlay meshOverlay, TrackedRect tr, List<Vector2> landmarkPoints, List<Vector2> landmarkPointsInMaskImage, float maskImageWidth = 0, float maskImageHeight = 0)
{
float imageWidth = meshOverlay.width;
float imageHeight = meshOverlay.height;
if (maskImageWidth == 0)
maskImageWidth = imageWidth;
if (maskImageHeight == 0)
maskImageHeight = imageHeight;
TrackedMesh tm = meshOverlay.GetObjectById (tr.id);
Vector3[] vertices = tm.meshFilter.mesh.vertices;
if (vertices.Length == landmarkPoints.Count) {
for (int j = 0; j < vertices.Length; j++) {
vertices [j].x = landmarkPoints [j].x / imageWidth - 0.5f;
vertices [j].y = 0.5f - landmarkPoints [j].y / imageHeight;
}
}
Vector2[] uv = tm.meshFilter.mesh.uv;
if (uv.Length == landmarkPointsInMaskImage.Count) {
for (int jj = 0; jj < uv.Length; jj++) {
uv [jj].x = landmarkPointsInMaskImage [jj].x / maskImageWidth;
uv [jj].y = (maskImageHeight - landmarkPointsInMaskImage [jj].y) / maskImageHeight;
}
}
meshOverlay.UpdateObject (tr.id, vertices, null, uv);
if (tr.numFramesNotDetected > 3) {
tm.sharedMaterial.SetFloat (shader_FadeID, 1f);
} else if (tr.numFramesNotDetected > 0 && tr.numFramesNotDetected <= 3) {
tm.sharedMaterial.SetFloat (shader_FadeID, 0.3f + (0.7f / 4f) * tr.numFramesNotDetected);
} else {
tm.sharedMaterial.SetFloat (shader_FadeID, 0.3f);
}
if (enableColorCorrection) {
tm.sharedMaterial.SetFloat (shader_ColorCorrectionID, 1f);
} else {
tm.sharedMaterial.SetFloat (shader_ColorCorrectionID, 0f);
}
// filter non frontal faces.
if (filterNonFrontalFaces && frontalFaceChecker.GetFrontalFaceRate (landmarkPoints) < frontalFaceRateLowerLimit) {
tm.sharedMaterial.SetFloat (shader_FadeID, 1f);
}
}
private void CorrectFaceMaskColor (int id, Mat src, Mat dst, List<Vector2> src_landmarkPoints, List<Vector2> dst_landmarkPoints)
{
Texture2D LUTTex = faceMaskColorCorrector.UpdateLUTTex (id, src, dst, src_landmarkPoints, dst_landmarkPoints);
TrackedMesh tm = meshOverlay.GetObjectById (id);
tm.sharedMaterial.SetTexture (shader_LUTTexID, LUTTex);
}
///
/// Raises the destroy event.
///
void OnDestroy ()
{
webCamTextureToMatHelper.Dispose ();
if (cascade != null)
cascade.Dispose ();
if (rectangleTracker != null)
rectangleTracker.Dispose ();
if (faceLandmarkDetector != null)
faceLandmarkDetector.Dispose ();
foreach (var key in lowPassFilterDict.Keys) {
lowPassFilterDict [key].Dispose ();
}
lowPassFilterDict.Clear ();
foreach (var key in opticalFlowFilterDict.Keys) {
opticalFlowFilterDict [key].Dispose ();
}
opticalFlowFilterDict.Clear ();
if (faceMaskColorCorrector != null)
faceMaskColorCorrector.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 ("FaceMaskExample");
}
///
/// Raises the play button click event.
///
public void OnPlayButtonClick ()
{
webCamTextureToMatHelper.Play ();
}
///
/// Raises the pause button click event.
///
public void OnPauseButtonClick ()
{
webCamTextureToMatHelper.Pause ();
}
///
/// Raises the change camera button click event.
///
public void OnChangeCameraButtonClick ()
{
webCamTextureToMatHelper.requestedIsFrontFacing = !webCamTextureToMatHelper.IsFrontFacing ();
}
///
/// Raises the use Dlib face detector toggle value changed event.
///
public void OnUseDlibFaceDetecterToggleValueChanged ()
{
if (useDlibFaceDetecterToggle.isOn) {
useDlibFaceDetecter = true;
} else {
useDlibFaceDetecter = false;
}
}
///
/// Raises the enable noise filter toggle value changed event.
///
public void OnEnableNoiseFilterToggleValueChanged ()
{
if (enableNoiseFilterToggle.isOn) {
enableNoiseFilter = true;
foreach (var key in lowPassFilterDict.Keys) {
lowPassFilterDict [key].Reset ();
}
foreach (var key in opticalFlowFilterDict.Keys) {
opticalFlowFilterDict [key].Reset ();
}
} else {
enableNoiseFilter = false;
}
}
///
/// Raises the enable color correction toggle value changed event.
///
public void OnEnableColorCorrectionToggleValueChanged ()
{
if (enableColorCorrectionToggle.isOn) {
enableColorCorrection = true;
} else {
enableColorCorrection = false;
}
}
///
/// Raises the filter non frontal faces toggle value changed event.
///
public void OnFilterNonFrontalFacesToggleValueChanged ()
{
if (filterNonFrontalFacesToggle.isOn) {
filterNonFrontalFaces = true;
} else {
filterNonFrontalFaces = false;
}
}
///
/// Raises the display face rects toggle value changed event.
///
public void OnDisplayFaceRectsToggleValueChanged ()
{
if (displayFaceRectsToggle.isOn) {
displayFaceRects = true;
} else {
displayFaceRects = false;
}
}
///
/// Raises the display debug face points toggle value changed event.
///
public void OnDisplayDebugFacePointsToggleValueChanged ()
{
if (displayDebugFacePointsToggle.isOn) {
displayDebugFacePoints = true;
} else {
displayDebugFacePoints = false;
}
}
///
/// Raises the change face mask button click event.
///
public void OnChangeFaceMaskButtonClick(FaceMaskData faceMask)
{
RemoveFaceMask();
if (faceMaskDatas.Count == 0)
return;
FaceMaskData maskData = faceMask;
if (maskData == null)
{
Debug.LogError("maskData == null");
return;
}
if (maskData.image == null)
{
Debug.LogError("image == null");
return;
}
if (maskData.landmarkPoints.Count != 68)
{
Debug.LogError("landmarkPoints.Count != 68");
return;
}
faceMaskTexture = maskData.image;
faceMaskMat = new Mat(faceMaskTexture.height, faceMaskTexture.width, CvType.CV_8UC4);
OpenCVForUnity.UnityUtils.Utils.texture2DToMat(faceMaskTexture, faceMaskMat);
if (maskData.isDynamicMode)
{
faceRectInMask = DetectFace(faceMaskMat);
faceLandmarkPointsInMask = DetectFaceLandmarkPoints(faceMaskMat, faceRectInMask);
maskData.faceRect = faceRectInMask;
maskData.landmarkPoints = faceLandmarkPointsInMask;
}
else
{
faceRectInMask = maskData.faceRect;
faceLandmarkPointsInMask = maskData.landmarkPoints;
}
if (faceRectInMask.width == 0 && faceRectInMask.height == 0)
{
RemoveFaceMask();
Debug.LogError("A face could not be detected from the input image.");
}
enableColorCorrectionToggle.isOn = maskData.enableColorCorrection;
}
///
/// Raises the change face mask button click event.
///
public void OnChangeFaceMaskButtonClick ()
{
RemoveFaceMask ();
if (faceMaskDatas.Count == 0)
return;
FaceMaskData maskData = faceMaskDatas [faceMaskDataIndex];
faceMaskDataIndex = (faceMaskDataIndex < faceMaskDatas.Count - 1) ? faceMaskDataIndex + 1 : 0;
if (maskData == null) {
Debug.LogError ("maskData == null");
return;
}
if (maskData.image == null) {
Debug.LogError ("image == null");
return;
}
if (maskData.landmarkPoints.Count != 68) {
Debug.LogError ("landmarkPoints.Count != 68");
return;
}
faceMaskTexture = maskData.image;
faceMaskMat = new Mat (faceMaskTexture.height, faceMaskTexture.width, CvType.CV_8UC4);
OpenCVForUnity.UnityUtils.Utils.texture2DToMat (faceMaskTexture, faceMaskMat);
if (maskData.isDynamicMode) {
faceRectInMask = DetectFace (faceMaskMat);
faceLandmarkPointsInMask = DetectFaceLandmarkPoints (faceMaskMat, faceRectInMask);
maskData.faceRect = faceRectInMask;
maskData.landmarkPoints = faceLandmarkPointsInMask;
} else {
faceRectInMask = maskData.faceRect;
faceLandmarkPointsInMask = maskData.landmarkPoints;
}
if (faceRectInMask.width == 0 && faceRectInMask.height == 0) {
RemoveFaceMask ();
Debug.LogError ("A face could not be detected from the input image.");
}
enableColorCorrectionToggle.isOn = maskData.enableColorCorrection;
}
///
/// Raises the scan face mask button click event.
///
public void OnScanFaceMaskButtonClick ()
{
RemoveFaceMask ();
// Capture webcam frame.
if (webCamTextureToMatHelper.IsPlaying ()) {
Mat rgbaMat = webCamTextureToMatHelper.GetMat ();
faceRectInMask = DetectFace (rgbaMat);
if (faceRectInMask.width == 0 && faceRectInMask.height == 0) {
Debug.Log ("A face could not be detected from the input image.");
return;
}
Rect rect = new Rect ((int)faceRectInMask.x, (int)faceRectInMask.y, (int)faceRectInMask.width, (int)faceRectInMask.height);
rect.inflate (rect.x / 5, rect.y / 5);
rect = rect.intersect (new Rect (0, 0, rgbaMat.width (), rgbaMat.height ()));
faceMaskTexture = new Texture2D (rect.width, rect.height, TextureFormat.RGBA32, false);
faceMaskMat = new Mat (rgbaMat, rect).clone ();
OpenCVForUnity.UnityUtils.Utils.matToTexture2D (faceMaskMat, faceMaskTexture);
Debug.Log ("faceMaskMat ToString " + faceMaskMat.ToString ());
faceRectInMask = DetectFace (faceMaskMat);
faceLandmarkPointsInMask = DetectFaceLandmarkPoints (faceMaskMat, faceRectInMask);
if (faceRectInMask.width == 0 && faceRectInMask.height == 0) {
RemoveFaceMask ();
Debug.Log ("A face could not be detected from the input image.");
}
}
}
///
/// Raises the remove face mask button click event.
///
public void OnRemoveFaceMaskButtonClick ()
{
RemoveFaceMask ();
}
private void RemoveFaceMask ()
{
faceMaskTexture = null;
if (faceMaskMat != null) {
faceMaskMat.Dispose ();
faceMaskMat = null;
}
rectangleTracker.Reset ();
meshOverlay.Reset ();
}
private UnityEngine.Rect DetectFace (Mat mat)
{
if (useDlibFaceDetecter) {
OpenCVForUnityUtils.SetImage (faceLandmarkDetector, mat);
List<UnityEngine.Rect> result = faceLandmarkDetector.Detect ();
if (result.Count >= 1)
return result [0];
} else {
using (Mat grayMat = new Mat ())
using (Mat equalizeHistMat = new Mat ())
using (MatOfRect faces = new MatOfRect ()) {
// convert image to greyscale.
Imgproc.cvtColor (mat, grayMat, Imgproc.COLOR_RGBA2GRAY);
Imgproc.equalizeHist (grayMat, equalizeHistMat);
cascade.detectMultiScale (equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new Size (equalizeHistMat.cols () * 0.15, equalizeHistMat.cols () * 0.15), new Size ());
List<Rect> faceList = faces.toList ();
if (faceList.Count >= 1) {
UnityEngine.Rect r = new UnityEngine.Rect (faceList [0].x, faceList [0].y, faceList [0].width, faceList [0].height);
// corrects the deviation of a detection result between OpenCV and Dlib.
r.y += (int)(r.height * 0.1f);
return r;
}
}
}
return new UnityEngine.Rect ();
}
private List<Vector2> DetectFaceLandmarkPoints (Mat mat, UnityEngine.Rect rect)
{
OpenCVForUnityUtils.SetImage (faceLandmarkDetector, mat);
List<Vector2> points = faceLandmarkDetector.DetectLandmark (rect);
return points;
}
}
}