Add opencvsharp.dll / Add Rendertexture observation / add Canny

This commit is contained in:
Tobi
2019-05-15 12:07:27 +02:00
parent 19fa5027ee
commit 7317135cd3
33 changed files with 484569 additions and 424 deletions
+2 -2
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//using UnityEngine;
//using OpenCvSharp;
//using System.Threading.Tasks;
//public class CannyTest : MonoBehaviour
//{
// // Video parameters
// public MeshRenderer CameraRenderer;
// public MeshRenderer ProcessedImageRenderer;
// public Camera textureCamera;
// // Video size
// private const int imWidth = 1280; //TODO: Set width and height based on agent observation size
// private const int imHeight = 720;
// private int imFrameRate;
// // OpenCVSharp parameters
// private Mat videoSourceImage;
// private Mat cannyImage;
// private Texture2D processedTexture;
// private Vec3b[] videoSourceImageData;
// private byte[] cannyImageData;
// // Frame rate parameter
// private int updateFrameCount = 0;
// private int textureCount = 0;
// private int displayCount = 0;
// void Start()
// {
// // assign the camera texture to the meshrenderer
// CameraRenderer.material.mainTexture = textureCamera.targetTexture;
// // initialize video / image with given size
// videoSourceImage = new Mat(imHeight, imWidth, MatType.CV_8UC3);
// videoSourceImageData = new Vec3b[imHeight * imWidth];
// cannyImage = new Mat(imHeight, imWidth, MatType.CV_8UC1);
// cannyImageData = new byte[imHeight * imWidth];
// // create processed video texture as Texture2D object
// processedTexture = new Texture2D(imWidth, imHeight, TextureFormat.RGBA32, true, true);
// // assign the processedTexture to the meshrenderer for display
// ProcessedImageRenderer.material.mainTexture = processedTexture;
// }
// void Update()
// {
// updateFrameCount++;
// if (textureCamera.targetTexture.didUpdateThisFrame)
// {
// textureCount++;
// // convert texture of original video to OpenCVSharp Mat object
// TextureToMat();
// // update the opencv window of source video
// UpdateWindow(videoSourceImage);
// // create the canny edge image out of source image
// ProcessImage(videoSourceImage);
// // convert the OpenCVSharp Mat of canny image to Texture2D
// // the texture will be displayed automatically
// MatToTexture();
// }
// }
// else
// {
// Debug.Log("Can't find camera!");
// }
// // output frame rate information
// if (updateFrameCount % 30 == 0)
// {
// Debug.Log("Frame count: " + updateFrameCount + ", Texture count: " + textureCount + ", Display count: " + displayCount);
// }
// }
// // Convert Unity Texture2D object to OpenCVSharp Mat object
// void TextureToMat()
//{
// // Color32 array : r, g, b, a
// Color32[] c = _webcamTexture.GetPixels32();
// // Parallel for loop
// // convert Color32 object to Vec3b object
// // Vec3b is the representation of pixel for Mat
// Parallel.For(0, imHeight, i =>
// {
// for (var j = 0; j < imWidth; j++)
// {
// var col = c[j + i * imWidth];
// var vec3 = new Vec3b
// {
// Item0 = col.b,
// Item1 = col.g,
// Item2 = col.r
// };
// // set pixel to an array
// videoSourceImageData[j + i * imWidth] = vec3;
// }
// });
// // assign the Vec3b array to Mat
// videoSourceImage.SetArray(0, 0, videoSourceImageData);
//}
//// Convert OpenCVSharp Mat object to Unity Texture2D object
//void MatToTexture()
//{
// // cannyImageData is byte array, because canny image is grayscale
// cannyImage.GetArray(0, 0, cannyImageData);
// // create Color32 array that can be assigned to Texture2D directly
// Color32[] c = new Color32[imHeight * imWidth];
// // parallel for loop
// Parallel.For(0, imHeight, i =>
// {
// for (var j = 0; j < imWidth; j++)
// {
// byte vec = cannyImageData[j + i * imWidth];
// var color32 = new Color32
// {
// r = vec,
// g = vec,
// b = vec,
// a = 0
// };
// c[j + i * imWidth] = color32;
// }
// });
// processedTexture.SetPixels32(c);
// // to update the texture, OpenGL manner
// processedTexture.Apply();
//}
//// Simple example of canny edge detect
//void ProcessImage(Mat _image)
//{
// Cv2.Flip(_image, _image, FlipMode.X);
// Cv2.Canny(_image, cannyImage, 100, 100);
//}
//// Display the original video in a opencv window
//void UpdateWindow(Mat _image)
//{
// Cv2.Flip(_image, _image, FlipMode.X);
// Cv2.ImShow("Copy video", _image);
// displayCount++;
//}
//// close the opencv window
//public void OnDestroy()
//{
// Cv2.DestroyAllWindows();
//}
//}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using OpenCvSharp;
using System.Threading.Tasks;
public class OnRenderImageTest : MonoBehaviour
{
public MeshRenderer processedImageRenderer;
// OpenCVSharp parameters
private Mat videoSourceImage;
private Mat cannyImage;
private Texture2D processedTexture;
private Vec3b[] videoSourceImageData;
private byte[] cannyImageData;
private const int imWidth = 320; //TODO: Set width and height based on agent observation size
private const int imHeight = 240;
private Camera textureCamera;
private void Start()
{
textureCamera = GetComponent<Camera>();
//assign the processed targetTexture to the renderer to display the image
processedImageRenderer.material.mainTexture = textureCamera.targetTexture;
// initialize video / image with given size
videoSourceImage = new Mat(imHeight, imWidth, MatType.CV_8UC3);
videoSourceImageData = new Vec3b[imHeight * imWidth];
cannyImage = new Mat(imHeight, imWidth, MatType.CV_8UC1);
cannyImageData = new byte[imHeight * imWidth];
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Texture2D tex = RenderTextureToTexture2D(source);
videoSourceImage = TextureToMat(tex);
cannyImage = ProcessImage(videoSourceImage);
processedTexture = MatToTexture(cannyImage);
Graphics.Blit(processedTexture, destination);
}
private Texture2D RenderTextureToTexture2D(RenderTexture rTex)
{
Texture2D tex = new Texture2D(imWidth, imHeight, TextureFormat.RGBA32, true, true);
RenderTexture.active = rTex;
tex.ReadPixels(new UnityEngine.Rect(0, 0, rTex.width, rTex.height), 0, 0);
tex.Apply();
return tex;
}
// Convert Unity Texture2D object to OpenCVSharp Mat object
private Mat TextureToMat(Texture2D source)
{
// Color32 array : r, g, b, a
Color32[] c = source.GetPixels32();
// Parallel for loop
// convert Color32 object to Vec3b object
// Vec3b is the representation of pixel for Mat
Parallel.For(0, imHeight, i =>
{
for (var j = 0; j < imWidth; j++)
{
var col = c[j + i * imWidth];
var vec3 = new Vec3b
{
Item0 = col.b,
Item1 = col.g,
Item2 = col.r
};
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videoSourceImageData[j + i * imWidth] = vec3;
}
});
// assign the Vec3b array to Mat
Mat tmpMat = new Mat(imHeight, imWidth, MatType.CV_8UC3);
tmpMat.SetArray(0, 0, videoSourceImageData);
return tmpMat;
}
// Simple example of canny edge detect
private Mat ProcessImage(Mat _image)
{
Mat cannyImg = new Mat();
Cv2.Canny(_image, cannyImg, 100, 100);
return cannyImg;
}
// Convert OpenCVSharp Mat object to Unity Texture2D object
private Texture2D MatToTexture(Mat mat)
{
// cannyImageData is byte array, because canny image is grayscale
mat.GetArray(0, 0, cannyImageData);
// create Color32 array that can be assigned to Texture2D directly
Color32[] c = new Color32[imHeight * imWidth];
// parallel for loop
Parallel.For(0, imHeight, i =>
{
for (var j = 0; j < imWidth; j++)
{
byte vec = cannyImageData[j + i * imWidth];
var color32 = new Color32
{
r = vec,
g = vec,
b = vec,
a = 0
};
c[j + i * imWidth] = color32;
}
});
Texture2D texture = new Texture2D(imWidth, imHeight, TextureFormat.RGBA32, true, true);
texture.SetPixels32(c);
// to update the texture, OpenGL manner
texture.Apply();
return texture;
}
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public class CozmoAgent : Agent
{
public Camera renderCamera;
public Academy academy;
public float timeBetweenDecisionsAtInference;
private float timeSinceDecision;
public void FixedUpdate()
{
WaitTimeInference();
}
private void WaitTimeInference()
{
if (renderCamera != null)
{
renderCamera.Render();
}
if (!academy.GetIsInference())
{
RequestDecision();
}
else
{
if (timeSinceDecision >= timeBetweenDecisionsAtInference)
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timeSinceDecision = 0f;
RequestDecision();
}
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{
timeSinceDecision += Time.fixedDeltaTime;
}
}
}
}
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View File
@@ -22,6 +22,10 @@ public class CozmoMovementTester : MonoBehaviour
[Tooltip("Choose which speed of the virtual cozmo should be tested.")]
public TestStates testState = TestStates.MovementSpeed;
[Tooltip("Start and stop testing")]
public bool isTesting = false;
void Start()
{
movement = GetComponent<CozmoMovement>();
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private void FixedUpdate()
{
if (testState == TestStates.MovementSpeed)
if (isTesting)
{
TestMovementSpeed();
}
else if (testState == TestStates.RotationSpeed)
{
TestRotationSpeed();
if (testState == TestStates.MovementSpeed)
{
TestMovementSpeed();
}
else if (testState == TestStates.RotationSpeed)
{
TestRotationSpeed();
}
}
}
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"\nElapsed time in milliseconds (Rotation): " + rotationWatch.ElapsedMilliseconds);
}
isTesting = false;
return;
}
else
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"/nElapsed time in milliseconds (Movement): " + movementWatch.ElapsedMilliseconds);
}
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return;
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