如下:
using UnityEngine;
using UnityEngine.UI;
using OpenCvSharp;
public class Circle_Text : MonoBehaviour
{
//このScriptはMainCameraにアタッチしてください
public RenderTexture renderTexture; //mainCameraにつけるRendertexture(アタッチしてね)
Texture2D kakunin, dstTexture;
Camera mainCamera;
Mat mats;
Vector3 Circle;
void Start()
{
//mainCamera = GetComponent<Camera>();
//kakunin = CreateTexture2D(renderTexture);
//Tex2D_to_Mat_show(kakunin);
}
private void Update()
{
mainCamera = GetComponent<Camera>();
kakunin = CreateTexture2D(renderTexture);
mats = Tex2D_to_Mat(kakunin);
HoughCircles(mats);
}
/// ここでTextur2Dに変換しているよ
/// </summary>
/// <param name="rt"></param>
/// <returns></returns>
Texture2D CreateTexture2D(RenderTexture rt)
{
//Texture2Dを作成
Texture2D texture2D = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false, false);
//subCameraにRenderTextureを入れる
mainCamera.targetTexture = rt;
//手動でカメラをレンダリングします
mainCamera.Render();
RenderTexture.active = rt;
texture2D.ReadPixels(new UnityEngine.Rect(0, 0, rt.width, rt.height), 0, 0);
texture2D.Apply();
////元に戻す別のカメラを用意してそれをRenderTexter用にすれば下のコードはいらないです,
//mainCamera.targetTexture = null;
//RenderTexture.active = null;
return texture2D;
}
Mat Tex2D_to_Mat(Texture2D tex)
{
//Texture2D -> Mat
Mat srcMat = OpenCvSharp.Unity.TextureToMat(tex);
//Mat grayMat = new Mat();
//Cv2.CvtColor(srcMat, grayMat, ColorConversionCodes.RGBA2GRAY);
// Mat → Texture2D
//if (this.dstTexture == null)
//{
// this.dstTexture = new Texture2D(grayMat.Width, grayMat.Height, TextureFormat.RGBA32, false);
//}
//OpenCvSharp.Unity.MatToTexture(grayMat, this.dstTexture);
//// 表示
//GameObject.FindObjectOfType<RawImage>().texture = this.dstTexture;
return srcMat;
}
void HoughCircles(Mat Mat)
{
Mat dst = new Mat();
//1:因為霍夫圓檢測對噪聲比較敏感,所以首先對影像做一個中值濾波或高斯濾波(噪聲如果沒有可以不做)
Mat m1 = new Mat();
Cv2.MedianBlur(Mat, m1, 3); // ksize必須大于1且是奇數
//2:轉為灰度影像
Mat m2 = new Mat();
Cv2.CvtColor(m1, m2, ColorConversionCodes.BGR2GRAY);
//3:霍夫圓檢測:使用霍夫變換查找灰度影像中的圓,
/*
* 引數:
* 1:輸入引數: 8位、單通道、灰度輸入影像
* 2:實作方法:目前,唯一的實作方法是HoughCirclesMethod.Gradient
* 3: dp :累加器解析度與影像解析度的反比,默認=1
* 4:minDist: 檢測到的圓的中心之間的最小距離,(最短距離-可以分辨是兩個圓的,否則認為是同心圓- src_gray.rows/8)
* 5:param1: 第一個方法特定的引數,[默認值是100] canny邊緣檢測閾值低
* 6:param2: 第二個方法特定于引數,[默認值是100] 中心點累加器閾值 – 候選圓心
* 7:minRadius: 最小半徑
* 8:maxRadius: 最大半徑
*
*/
CircleSegment[] cs = Cv2.HoughCircles(m2, HoughMethods.Gradient, 1, 80, 70, 30, 50, 100);
Mat.CopyTo(dst);
// Vec3d vec = new Vec3d();
for (int i = 0; i < cs.Length; i++)
{
//畫圓
Cv2.Circle(dst, (int)cs[i].Center.X, (int)cs[i].Center.Y, (int)cs[i].Radius, new Scalar(0, 0, 255), 2, LineTypes.AntiAlias);
//加強圓心顯示
Cv2.Circle(dst, (int)cs[i].Center.X, (int)cs[i].Center.Y, 3, new Scalar(0, 0, 255), 2, LineTypes.AntiAlias);
}
// Mat → Texture2D
if (this.dstTexture == null)
{
this.dstTexture = new Texture2D(dst.Width, dst.Height, TextureFormat.RGBA32, false);
}
OpenCvSharp.Unity.MatToTexture(dst, this.dstTexture);
// 表示
GameObject.FindObjectOfType<RawImage>().texture = this.dstTexture;
Cv2.WaitKey(1);
//using (new Window("InputImage", WindowMode.AutoSize, dst))
//{
// Cv2.WaitKey(1);
//}
}
}
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