File size: 7,827 Bytes
70c3ec2
 
 
 
f86399a
70c3ec2
 
 
 
 
 
 
 
 
 
f86399a
70c3ec2
 
 
 
 
 
 
 
 
 
f86399a
 
 
70c3ec2
 
 
 
f86399a
70c3ec2
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
f86399a
 
70c3ec2
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
f86399a
70c3ec2
 
 
 
 
 
 
 
f86399a
70c3ec2
 
 
 
 
 
 
 
f86399a
70c3ec2
 
 
 
 
 
 
f86399a
 
70c3ec2
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
using UnityEngine;
using Unity.Sentis;
using UnityEngine.Video;
using UnityEngine.UI;
using System.IO;
using Lays = Unity.Sentis.Layers;
using System.Collections.Generic;

/*
 *                   Hand Landmarks Inference
 *                   ========================
 *                   
 * Basic inference script for blaze hand landmarks
 * 
 * Put this script on the Main Camera
 * Drag the sentis file onto the modelAsset field
 * Create a RawImage of in the scene
 * Put a link to that image in previewUI
 * Put a video in Assets/StreamingAssets folder and put the name of it int videoName
 * Or put a test image in inputImage
 * Set inputType to appropriate input
 */


public class RunHandLandmark : MonoBehaviour
{
    //Draw the *.sentis or *.onnx model asset here:
    public ModelAsset asset;
    string modelName = "hand_landmark.sentis";
    //Drag a link to a raw image here:
    public RawImage previewUI = null;

    // Put your bounding box sprite image here
    public Sprite boxSprite;

    // 6 optional sprite images (left eye, right eye, nose, mouth, left ear, right ear)
    public Sprite[] markerTextures;

    public string videoName = "chatting.mp4";

    public Texture2D inputImage;

    public InputType inputType = InputType.Video;

    //Resolution of preview image or video
    Vector2Int resolution = new Vector2Int(640, 640);
    WebCamTexture webcam;
    VideoPlayer video;

    const BackendType backend = BackendType.GPUCompute;

    RenderTexture targetTexture;
    public enum InputType { Image, Video, Webcam };
  
    IWorker worker;

    //Holds image size
    const int size = 224;

    Model model;

    //webcam device name:
    const string deviceName = "";

    bool closing = false;

    public struct BoundingBox
    {
        public float centerX;
        public float centerY;
        public float width;
        public float height;
    }

    List<GameObject> boxPool = new();
    void Start()
    {
        //(Note: if using a webcam on mobile get permissions here first)

        targetTexture = new RenderTexture(resolution.x, resolution.y, 0);
        previewUI.texture = targetTexture;

        SetupInput();
        SetupModel();
        SetupEngine();
    }

    void SetupModel()
    {
        model = ModelLoader.Load(asset);
        //model = ModelLoader.Load(Path.Join(Application.streamingAssetsPath ,modelName));
    }
    public void SetupEngine()
    {
        worker = WorkerFactory.CreateWorker(backend, model);
    }

    void SetupInput()
    {
        switch (inputType)
        {
            case InputType.Webcam:
                {
                    webcam = new WebCamTexture(deviceName, resolution.x, resolution.y);
                    webcam.requestedFPS = 30;
                    webcam.Play();
                    break;
                }
            case InputType.Video:
                {
                    video = gameObject.AddComponent<VideoPlayer>();//new VideoPlayer();
                    video.renderMode = VideoRenderMode.APIOnly;
                    video.source = VideoSource.Url;
                    video.url = Application.streamingAssetsPath + "/"+videoName;
                    video.isLooping = true;
                    video.Play();
                    break;
                }
            default:
                {
                    Graphics.Blit(inputImage, targetTexture);
                }
                break;
        }
    }

    void Update()
    {
        if (inputType == InputType.Webcam)
        {
            // Format video input
            if (!webcam.didUpdateThisFrame) return;

            var aspect1 = (float)webcam.width / webcam.height;
            var aspect2 = (float)resolution.x / resolution.y;
            var gap = aspect2 / aspect1;

            var vflip = webcam.videoVerticallyMirrored;
            var scale = new Vector2(gap, vflip ? -1 : 1);
            var offset = new Vector2((1 - gap) / 2, vflip ? 1 : 0);

            Graphics.Blit(webcam, targetTexture, scale, offset);
        }
        if (inputType == InputType.Video)
        {
            var aspect1 = (float)video.width / video.height;
            var aspect2 = (float)resolution.x / resolution.y;
            var gap = aspect2 / aspect1;

            var vflip = false;
            var scale = new Vector2(gap, vflip ? -1 : 1);
            var offset = new Vector2((1 - gap) / 2, vflip ? 1 : 0);
            Graphics.Blit(video.texture, targetTexture, scale, offset);
        }
        if (inputType == InputType.Image)
        {
            Graphics.Blit(inputImage, targetTexture);
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            closing = true;
            Application.Quit();
        }

        if (Input.GetKeyDown(KeyCode.P))
        {
            previewUI.enabled = !previewUI.enabled;
        }
    }

    void LateUpdate()
    {
        if (!closing)
        {
            RunInference(targetTexture);
        }
    }

    void DrawLandmarks(TensorFloat landmarks, Vector2 scale)
    {
        //Draw the landmarks on the hand
        for (int j = 0; j < 21; j++)
        {
            var marker = new BoundingBox
            {
                centerX = landmarks[0, j * 3] * scale.x  - (size / 2) * scale.x,
                centerY = landmarks[0, j * 3 + 1] * scale.y  - (size/2) * scale.y,
                width = 8f * scale.x,
                height = 8f * scale.y,
            };
            DrawBox(marker, j < markerTextures.Length ? markerTextures[j] : boxSprite, j);
        }
    }

    void RunInference(Texture source)
    {
        var transform = new TextureTransform();
        transform.SetDimensions(size, size, 3);
        transform.SetTensorLayout(0, 1, 2, 3);
        using var image = TextureConverter.ToTensor(source, transform);

        worker.Execute(image);

        using var landmarks = worker.PeekOutput("Identity") as TensorFloat;

        ClearAnnotations();

        Vector2 markerScale = previewUI.rectTransform.rect.size/ size;
        landmarks.CompleteOperationsAndDownload();
        DrawLandmarks(landmarks, markerScale);

        bool showExtraInformation = false;
        if (showExtraInformation)
        {
            using var A = worker.PeekOutput("Identity_1") as TensorFloat;
            using var B = worker.PeekOutput("Identity_2") as TensorFloat;
            A.CompleteOperationsAndDownload();
            B.CompleteOperationsAndDownload();
            Debug.Log("A,B=" + A[0, 0] + "," + B[0, 0]);
        }
    }

    public void DrawBox(BoundingBox box, Sprite sprite, int ID)
    {
        GameObject panel = null;
        if (ID >= boxPool.Count)
        {
            panel = new GameObject("landmark");
            panel.AddComponent<CanvasRenderer>();
            panel.AddComponent<Image>();
            panel.transform.SetParent(previewUI.transform, false);
            boxPool.Add(panel);
        }
        else
        {
            panel = boxPool[ID];
            panel.SetActive(true);
        }

        var img = panel.GetComponent<Image>();
        img.color = Color.white;
        img.sprite = sprite;
        img.type = Image.Type.Sliced;

        panel.transform.localPosition = new Vector3(box.centerX, -box.centerY);
        RectTransform rt = panel.GetComponent<RectTransform>();
        rt.sizeDelta = new Vector2(box.width, box.height);
    }

    public void ClearAnnotations()
    {
        for (int i = 0; i < boxPool.Count; i++)
        {
            boxPool[i].SetActive(false);
        }
    }

    void CleanUp()
    {
        closing = true;
        if (webcam) Destroy(webcam);
        if (video) Destroy(video);
        RenderTexture.active = null;
        targetTexture.Release();
        worker?.Dispose();
        worker = null;
    }

    void OnDestroy()
    {
        CleanUp();
    }

}