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我一直在尝试使用可以提供纹理的客户摄像头来统一执行AruCo或标记检测,这不是普通摄像头,因此您不能使用该包装随附的常规webcamtexture,我一直在尝试可以想象的一切但这对我不起作用。我已经测试了很多东西,以至于在AruCo的代码中发布了错误的代码,也许有人可以帮我解决这个问题,代码没有显示任何错误,但是它也没有检测到任何东西,或者至少我期望检测到拒绝的拐角。
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using OpenCVForUnity.CoreModule;
using OpenCVForUnity.Calib3dModule;
using OpenCVForUnity.ArucoModule;
using OpenCVForUnity.UnityUtils;
using Leap.Unity;
using Utils = OpenCVForUnity.UnityUtils.Utils;
using OpenCVForUnity.ImgprocModule;
namespace OpenCVForUnityExample
{
/// <summary>
/// ArUco Example
/// An example of marker-based AR view and camera pose estimation using the aruco (ArUco Marker Detection) module.
/// Referring to https://github.com/opencv/opencv_contrib/blob/master/modules/aruco/samples/detect_markers.cpp.
/// http://docs.opencv.org/3.1.0/d5/dae/tutorial_aruco_detection.html
/// </summary>
public class ArUcoExample_LM : MonoBehaviour
{
/// <summary>
/// The image texture.
/// </summary>
public Texture2D imgTexture;
[Space (10)]
/// <summary>
/// The dictionary identifier.
/// </summary>
public ArUcoDictionary dictionaryId = ArUcoDictionary.DICT_6X6_250;
/// <summary>
/// The dictionary id dropdown.
/// </summary>
public Dropdown dictionaryIdDropdown;
/// <summary>
/// Determines if shows rejected corners.
/// </summary>
public bool showRejectedCorners = false;
/// <summary>
/// The shows rejected corners toggle.
/// </summary>
public Toggle showRejectedCornersToggle;
/// <summary>
/// Determines if applied the pose estimation.
/// </summary>
public bool applyEstimationPose = true;
/// <summary>
/// The length of the markers' side. Normally, unit is meters.
/// </summary>
public float markerLength = 0.1f;
/// <summary>
/// The AR game object.
/// </summary>
public GameObject arGameObject;
/// <summary>
/// The AR camera.
/// </summary>
public Camera arCamera;
[Space (10)]
/// <summary>
/// Determines if request the AR camera moving.
/// </summary>
public bool shouldMoveARCamera = false;
/// <summary>
/// The rgb mat.
/// </summary>
Mat rgbMat;
Mat ids;
List<Mat> corners;
List<Mat> rejectedCorners;
Mat rvecs;
Mat tvecs;
Mat rotMat;
Mat gray;
Mat bw;
DetectorParameters detectorParams;
Dictionary dictionary;
/// <summary>
/// The texture.
/// </summary>
public Texture2D texture;
public LM_Texture2DToMat_ZED LMD;
Mat hierarchy;
List<MatOfPoint> contours;
// Use this for initialization
void Start ()
{
ids = new Mat();
corners = new List<Mat>();
rejectedCorners = new List<Mat>();
rvecs = new Mat();
tvecs = new Mat();
rotMat = new Mat(3, 3, CvType.CV_64FC1);
detectorParams = DetectorParameters.create();
dictionary = Aruco.getPredefinedDictionary((int)dictionaryId);
///////////////////
///
hierarchy = new Mat();
contours = new List<MatOfPoint>();
/////////////////////////////////////
}
// Update is called once per frame
void Update()
{
imgTexture = LMD.myCroppedTex2d;
if (imgTexture != null)
{
//gameObject.GetComponent<Renderer>().material.mainTexture = imgTexture; //THIS WAS JUST TO VALIDATE THE TEXTURE WAS COMMING PROPERLY.
if (rgbMat == null)
{
//rgbMat = new Mat(imgTexture.height, imgTexture.width, CvType.CV_8UC3);
rgbMat = LMD.outputMAT;
rgbMat.convertTo(rgbMat, CvType.CV_8UC3);
Debug.LogWarning("MAT INFO: "+rgbMat+" COLS: "+rgbMat.cols());
texture = new Texture2D(rgbMat.cols(), rgbMat.rows(), TextureFormat.RGBA32, false);
}
dictionaryIdDropdown.value = (int)dictionaryId;
showRejectedCornersToggle.isOn = showRejectedCorners;
DetectMarkers();
}
}
private void DetectMarkers ()
{
Utils.texture2DToMat (imgTexture, rgbMat); // <-- does not work the image breaks from there.
//Debug.Log ("imgMat dst ToString " + rgbMat.ToString ());
/////
//rgbMat = LMD.outputMAT;
//rgbMat.convertTo(rgbMat, CvType.CV_32SC2);
//rgbMat.convertTo(rgbMat, CvType.CV_8UC1);
//Debug.Log("imgMat dst ToString " + rgbMat.ToString());
//Utils.matToTexture2D(rgbMat, texture); // <-- if you disable line 121,297 and 295 and comment out this 3 lines, you get a blinking image.
//gameObject.GetComponent<Renderer>().material.mainTexture = texture;
/////
//gameObject.transform.localScale = new Vector3 (imgTexture.width, imgTexture.height, 1);
//Debug.Log ("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);
float width = rgbMat.width ();
float height = rgbMat.height ();
float imageSizeScale = 1.0f;
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;
imageSizeScale = (float)Screen.height / (float)Screen.width;
} else {
Camera.main.orthographicSize = height / 2;
}
// set camera parameters.
int max_d = (int)Mathf.Max (width, height);
double fx = max_d;
double fy = max_d;
double cx = width / 2.0f;
double cy = height / 2.0f;
Mat camMatrix = new Mat (3, 3, CvType.CV_64FC1);
camMatrix.put (0, 0, fx);
camMatrix.put (0, 1, 0);
camMatrix.put (0, 2, cx);
camMatrix.put (1, 0, 0);
camMatrix.put (1, 1, fy);
camMatrix.put (1, 2, cy);
camMatrix.put (2, 0, 0);
camMatrix.put (2, 1, 0);
camMatrix.put (2, 2, 1.0f);
//Debug.Log ("camMatrix " + camMatrix.dump ()); //Dont care about this right now
MatOfDouble distCoeffs = new MatOfDouble (0, 0, 0, 0);
//Debug.Log ("distCoeffs " + distCoeffs.dump ()); //Dont care about this right now
// calibration camera matrix values.
Size imageSize = new Size (width * imageSizeScale, height * imageSizeScale);
double apertureWidth = 0;
double apertureHeight = 0;
double[] fovx = new double[1];
double[] fovy = new double[1];
double[] focalLength = new double[1];
Point principalPoint = new Point (0, 0);
double[] aspectratio = new double[1];
Calib3d.calibrationMatrixValues (camMatrix, imageSize, apertureWidth, apertureHeight, fovx, fovy, focalLength, principalPoint, aspectratio);
//Debug.Log ("imageSize " + imageSize.ToString ());
//Debug.Log ("apertureWidth " + apertureWidth);
//Debug.Log ("apertureHeight " + apertureHeight);
//Debug.Log ("fovx " + fovx [0]);
//Debug.Log ("fovy " + fovy [0]);
//Debug.Log ("focalLength " + focalLength [0]);
//Debug.Log ("principalPoint " + principalPoint.ToString ());
//Debug.Log ("aspectratio " + aspectratio [0]);
// To convert the difference of the FOV value of the OpenCV and Unity.
double fovXScale = (2.0 * Mathf.Atan ((float)(imageSize.width / (2.0 * fx)))) / (Mathf.Atan2 ((float)cx, (float)fx) + Mathf.Atan2 ((float)(imageSize.width - cx), (float)fx));
double fovYScale = (2.0 * Mathf.Atan ((float)(imageSize.height / (2.0 * fy)))) / (Mathf.Atan2 ((float)cy, (float)fy) + Mathf.Atan2 ((float)(imageSize.height - cy), (float)fy));
//Debug.Log ("fovXScale " + fovXScale); //Dont care about this right now
//Debug.Log ("fovYScale " + fovYScale); //Dont care about this right now
// Adjust Unity Camera FOV https://github.com/opencv/opencv/commit/8ed1945ccd52501f5ab22bdec6aa1f91f1e2cfd4
if (widthScale < heightScale) {
arCamera.fieldOfView = (float)(fovx [0] * fovXScale);
} else {
arCamera.fieldOfView = (float)(fovy [0] * fovYScale);
}
// Display objects near the camera.
arCamera.nearClipPlane = 0.01f;
//Debug.Log("RGBMAT " + rgbMat);
//Debug.Log("Dictionary " + dictionary);
//Debug.Log("corners " + corners);
//Debug.Log("ids " + ids);
//Debug.Log("detectorParams " + detectorParams);
//Debug.Log("rejectedCorners " + rejectedCorners);
//Debug.Log("camMatrix " + camMatrix);
//Debug.Log("distCoeffs " + distCoeffs);
/////////////////////////////
if (gray == null)
{
gray = new Mat();
}
Imgproc.cvtColor(rgbMat, gray, Imgproc.COLOR_BGR2GRAY);
// Convert image to binary
if (bw == null)
{
bw = new Mat();
}
Imgproc.threshold(gray, bw, 50, 255, Imgproc.THRESH_BINARY | Imgproc.THRESH_OTSU);
/////////////////////////////
///
// detect markers. ////////////////////////////////////// if you enable it breaks
Aruco.detectMarkers (gray, dictionary, corners, ids, detectorParams, rejectedCorners, camMatrix, distCoeffs);
// if at least one marker detected
if (ids.total () > 0) {
Debug.Log("some ids");
Aruco.drawDetectedMarkers (rgbMat, corners, ids, new Scalar (0, 255, 0));
// estimate pose.
if (applyEstimationPose) {
Debug.Log("this is progress");
Aruco.estimatePoseSingleMarkers (corners, markerLength, camMatrix, distCoeffs, rvecs, tvecs);
for (int i = 0; i < ids.total (); i++) {
using (Mat rvec = new Mat (rvecs, new OpenCVForUnity.CoreModule.Rect (0, i, 1, 1)))
using (Mat tvec = new Mat (tvecs, new OpenCVForUnity.CoreModule.Rect (0, i, 1, 1))) {
// In this example we are processing with RGB color image, so Axis-color correspondences are X: blue, Y: green, Z: red. (Usually X: red, Y: green, Z: blue)
Calib3d.drawFrameAxes(rgbMat, camMatrix, distCoeffs, rvec, tvec, markerLength * 0.5f);
}
// This example can display the ARObject on only first detected marker.
if (i == 0) {
// Get translation vector
double[] tvecArr = tvecs.get (i, 0);
// Get rotation vector
double[] rvecArr = rvecs.get (i, 0);
Mat rvec = new Mat (3, 1, CvType.CV_64FC1);
rvec.put (0, 0, rvecArr);
// Convert rotation vector to rotation matrix.
Calib3d.Rodrigues (rvec, rotMat);
double[] rotMatArr = new double[rotMat.total ()];
rotMat.get (0, 0, rotMatArr);
// Convert OpenCV camera extrinsic parameters to Unity Matrix4x4.
Matrix4x4 transformationM = new Matrix4x4 (); // from OpenCV
transformationM.SetRow (0, new Vector4 ((float)rotMatArr [0], (float)rotMatArr [1], (float)rotMatArr [2], (float)tvecArr [0]));
transformationM.SetRow (1, new Vector4 ((float)rotMatArr [3], (float)rotMatArr [4], (float)rotMatArr [5], (float)tvecArr [1]));
transformationM.SetRow (2, new Vector4 ((float)rotMatArr [6], (float)rotMatArr [7], (float)rotMatArr [8], (float)tvecArr [2]));
transformationM.SetRow (3, new Vector4 (0, 0, 0, 1));
Debug.Log ("transformationM " + transformationM.ToString ());
Matrix4x4 invertYM = Matrix4x4.TRS (Vector3.zero, Quaternion.identity, new Vector3 (1, -1, 1));
Debug.Log ("invertYM " + invertYM.ToString ());
// right-handed coordinates system (OpenCV) to left-handed one (Unity)
// https://stackoverflow.com/questions/30234945/change-handedness-of-a-row-major-4x4-transformation-matrix
Matrix4x4 ARM = invertYM * transformationM * invertYM;
if (shouldMoveARCamera) {
ARM = arGameObject.transform.localToWorldMatrix * ARM.inverse;
Debug.Log ("ARM " + ARM.ToString ());
ARUtils.SetTransformFromMatrix (arCamera.transform, ref ARM);
} else {
ARM = arCamera.transform.localToWorldMatrix * ARM;
Debug.Log ("ARM " + ARM.ToString ());
ARUtils.SetTransformFromMatrix (arGameObject.transform, ref ARM);
}
}
}
}
}
if (showRejectedCorners && rejectedCorners.Count > 0)
Debug.Log("Show Rejected Corners");
Aruco.drawDetectedMarkers (rgbMat, rejectedCorners, new Mat (), new Scalar (255, 0, 0));
Utils.matToTexture2D (rgbMat, texture);
gameObject.GetComponent<Renderer>().material.mainTexture = texture;
}
private void ResetObjectTransform ()
{
// reset AR object transform.
Matrix4x4 i = Matrix4x4.identity;
ARUtils.SetTransformFromMatrix (arCamera.transform, ref i);
ARUtils.SetTransformFromMatrix (arGameObject.transform, ref i);
}
/// <summary>
/// Raises the destroy event.
/// </summary>
void OnDestroy ()
{
if (rgbMat != null)
rgbMat.Dispose ();
}
/// <summary>
/// Raises the back button click event.
/// </summary>
public void OnBackButtonClick ()
{
SceneManager.LoadScene ("OpenCVForUnityExample");
}
/// <summary>
/// Raises the dictionary id dropdown value changed event.
/// </summary>
public void OnDictionaryIdDropdownValueChanged (int result)
{
if ((int)dictionaryId != result) {
dictionaryId = (ArUcoDictionary)result;
ResetObjectTransform ();
DetectMarkers ();
}
}
/// <summary>
/// Raises the show rejected corners toggle value changed event.
/// </summary>
public void OnShowRejectedCornersToggleValueChanged ()
{
if (showRejectedCorners != showRejectedCornersToggle.isOn) {
showRejectedCorners = showRejectedCornersToggle.isOn;
ResetObjectTransform ();
DetectMarkers ();
}
}
public enum ArUcoDictionary
{
DICT_4X4_50 = Aruco.DICT_4X4_50,
DICT_4X4_100 = Aruco.DICT_4X4_100,
DICT_4X4_250 = Aruco.DICT_4X4_250,
DICT_4X4_1000 = Aruco.DICT_4X4_1000,
DICT_5X5_50 = Aruco.DICT_5X5_50,
DICT_5X5_100 = Aruco.DICT_5X5_100,
DICT_5X5_250 = Aruco.DICT_5X5_250,
DICT_5X5_1000 = Aruco.DICT_5X5_1000,
DICT_6X6_50 = Aruco.DICT_6X6_50,
DICT_6X6_100 = Aruco.DICT_6X6_100,
DICT_6X6_250 = Aruco.DICT_6X6_250,
DICT_6X6_1000 = Aruco.DICT_6X6_1000,
DICT_7X7_50 = Aruco.DICT_7X7_50,
DICT_7X7_100 = Aruco.DICT_7X7_100,
DICT_7X7_250 = Aruco.DICT_7X7_250,
DICT_7X7_1000 = Aruco.DICT_7X7_1000,
DICT_ARUCO_ORIGINAL = Aruco.DICT_ARUCO_ORIGINAL,
}
}
}
最佳答案
代码的问题在于,图像以Alpha8纹理的形式出现,而OpenCV则使用RGB纹理,因此当我转换为RGB时,A部分已从图像中剥离,这几乎是其中唯一的内容。
解决方案发布在另一个线程上:
Solution to change format from Alpha8 to RGBA texture.
关于opencv - 使用自定义相机(AruCo)的Unity3D和OpenCV,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63203658/
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