#if ZED_OPENCV_FOR_UNITY using System.Collections; using System.Collections.Generic; using UnityEngine; using OpenCVForUnity.CoreModule; using OpenCVForUnity.ArucoModule; using OpenCVForUnity.UnityUtils; using OpenCVForUnity.Calib3dModule; /// /// Whenever the ZED grabs/captures an image, uses OpenCV to detect ArUCO markers, calculates their /// world positions and rotations, and uses them to call the appropriate functions on any MarkerObject components in the scene. /// public class ZEDArUcoDetectionManager : MonoBehaviour { /// /// Scene's ZEDToOpenCVRetriever, which creates OpenCV mats and deploys events each time the ZED grabs an image. /// It's how we get the image and required matrices that we use to look for markers. /// public ZEDToOpenCVRetriever imageRetriever; /// /// Physical width of the printed ArUco markers. /// Used to find the proper world position of the markers, so make sure this is accurate. /// [Tooltip("Physical width of the printed ArUco markers.\r\n" + "Used to find the proper world position of the markers, so make sure this is accurate.")] public float markerWidthMeters = 0.2f; /// /// Pre-defined OpenCV dictionary of marker images used to identify markers in the scene. /// Note that images included in this project in the Resources folder are from the DICT_4X4 ones. /// See: https://docs.opencv.org/trunk/d9/d6a/group__aruco.html#gaf5d7e909fe8ff2ad2108e354669ecd17 /// You can access any of the pre-defined dictionaries via this project: https://github.com/okalachev/arucogen /// [Tooltip("Pre-defined OpenCV dictionary of marker images used to identify markers in the scene.\r\n" + "Note that images included in this project in the Resources folder are from the DICT_4X4 ones.")] public PreDefinedmarkerDictionary markerDictionary = PreDefinedmarkerDictionary.DICT_4X4_50; /// /// Contains all MarkerObjects that have registered, sorted by their markerID values. /// We iterate through them each grab, calling MarkerDetected() on each when their /// corresponding markers are visible, and MarkerNotDetected() otherwise. /// private static Dictionary> registeredMarkers = new Dictionary>(); public delegate void MarkersDetectedEvent(Dictionary> detectedposes); public event MarkersDetectedEvent OnMarkersDetected; /// /// Adds a MarkerObject to the registeredMarkers dictionary, so its MarkerDetected() function will get called when /// a marker is detected with its corresponding markerID. /// /// public static void RegisterMarker(MarkerObject marker) { if (!registeredMarkers.ContainsKey(marker.markerID)) { registeredMarkers.Add(marker.markerID, new List()); } List idlist = registeredMarkers[marker.markerID]; if (!idlist.Contains(marker)) { idlist.Add(marker); } else { Debug.LogError("Tried to register " + marker.gameObject.name + " as a new marker, but it was already registered."); } } /// /// Removes a MarkerObject from the registeredMarkers dictionary. Called when a MarkerObject is destroyed. /// /// public static void DeregisterMarker(MarkerObject marker) { if (registeredMarkers.ContainsKey(marker.markerID) && registeredMarkers[marker.markerID].Contains(marker)) { registeredMarkers[marker.markerID].Remove(marker); } else { Debug.LogError("Tried to deregister " + marker.gameObject.name + " but it wasn't registered."); } } void Start() { //We'll listen for updates from a ZEDToOpenCVRetriever, which will call an event whenever it has a new image from the ZED. if (!imageRetriever) imageRetriever = ZEDToOpenCVRetriever.GetInstance(); imageRetriever.OnImageUpdated_LeftGrayscale += ImageUpdated; } /// /// Looks for markers in the most recent ZED image, and updates all registered MarkerObjects accordingly. /// private void ImageUpdated(Camera cam, Mat camMat, Mat iamgeMat) { Dictionary predict = Aruco.getPredefinedDictionary((int)markerDictionary); //Load the selected pre-defined dictionary. //Create empty structures to hold the output of Aruco.detectMarkers. List corners = new List(); Mat ids = new Mat(); DetectorParameters detectparams = DetectorParameters.create(); List rejectedpoints = new List(); //There is no overload for detectMarkers that will take camMat without this also. //Call OpenCV to tell us which markers were detected, and give their 2D positions. Aruco.detectMarkers(iamgeMat, predict, corners, ids, detectparams, rejectedpoints, camMat); //Make matrices to hold the output rotations and translations of each detected marker. Mat rotvectors = new Mat(); Mat transvectors = new Mat(); //Convert the 2D corner positions into a 3D pose for each detected marker. Aruco.estimatePoseSingleMarkers(corners, markerWidthMeters, camMat, new Mat(), rotvectors, transvectors); //Now we have ids, rotvectors and transvectors, which are all vertical arrays holding info about each detection: // - ids: An Nx1 array (N = number of markers detected) where each slot is the ID of a detected marker in the dictionary. // - rotvectors: An Nx3 array where each row is for an individual detection: The first row is the rotation of the marker // listed in the first row of ids, etc. The columns are the X, Y and Z angles of that marker's rotation, BUT they are not // directly usable in Unity because they're calculated very differetly. We'll deal with that soon. // - transvectors: An Nx1 array like rotvectors with each row corresponding to a detected marker, with a double[3] array with the X, Y and Z positions. // positions. These three values are usable in Unity - they're just relative to the camera, not the world, which is easy to fix. //Convert matrix of IDs into a List, to simply things for those not familiar with using Matrices. List detectedIDs = new List(); for (int i = 0; i < ids.height(); i++) { int id = (int)ids.get(i, 0)[0]; if (!detectedIDs.Contains(id)) detectedIDs.Add(id); } //We'll go through every ID that's been registered into registered Markers, and see if we found any markers in the scene with that ID. Dictionary> detectedWorldPoses = new Dictionary>(); //Key is marker ID, value is world space poses. //foreach (int id in registeredMarkers.Keys) for(int index = 0; index < transvectors.rows(); index++) { int id = (int)ids.get(index, 0)[0]; if (!registeredMarkers.ContainsKey(id) || registeredMarkers[id].Count == 0) continue; //Don't waste time if the list is empty. Can happen if markers are added, then removed. if (detectedIDs.Contains(id)) //At least one MarkerObject needs to be updated. Convert pose to world space and call MarkerDetected() on it. { //Translation is just pose relative to camera. But we need to flip Y because of OpenCV's different coordinate system. Vector3 localpos; localpos.x = (float)transvectors.get(index, 0)[0]; localpos.y = -(float)transvectors.get(index, 0)[1]; localpos.z = (float)transvectors.get(index, 0)[2]; Vector3 worldpos = cam.transform.TransformPoint(localpos); //Convert from local to world space. //Because of different coordinate frame, we need to flip the Y direction, which is pointing down instead of up. //We need to do this before we calculate the 3x3 rotation matrix soon, as that makes it muuuch harder to work with. double[] flip = rotvectors.get(index, 0); flip[1] = -flip[1]; rotvectors.put(index, 0, flip); //Convert this rotation vector to a 3x3 matrix, which will hold values we can use in Unity. Mat rotmatrix = new Mat(); Calib3d.Rodrigues(rotvectors.row(index), rotmatrix); //This new 3x3 matrix holds a vector pointing right in the first column, a vector pointing up in the second, //and a vector pointing forward in the third column. Rows 0, 1 and 2 are the X, Y and Z values of each vector. //We'll grab the forward and up vectors, which we can put into Quaternion.LookRotation() to get a representative Quaternion. Vector3 forward; forward.x = (float)rotmatrix.get(2, 0)[0]; forward.y = (float)rotmatrix.get(2, 1)[0]; forward.z = (float)rotmatrix.get(2, 2)[0]; Vector3 up; up.x = (float)rotmatrix.get(1, 0)[0]; up.y = (float)rotmatrix.get(1, 1)[0]; up.z = (float)rotmatrix.get(1, 2)[0]; Quaternion rot = Quaternion.LookRotation(forward, up); //Compensate for flip on Z axis. rot *= Quaternion.Euler(0, 0, 180); //Convert from local space to world space by multiplying the camera's world rotation with it. Quaternion worldrot = cam.transform.rotation * rot; if(!detectedWorldPoses.ContainsKey(id)) { detectedWorldPoses.Add(id, new List()); } detectedWorldPoses[id].Add(new sl.Pose() { translation = worldpos, rotation = worldrot }); foreach (MarkerObject marker in registeredMarkers[id]) { marker.MarkerDetectedSingle(worldpos, worldrot); } } } //Call the event that gives all marker world poses, if any listeners. if (OnMarkersDetected != null) OnMarkersDetected.Invoke(detectedWorldPoses); //foreach (int detectedid in detectedWorldPoses.Keys) foreach(int key in registeredMarkers.Keys) { if (detectedWorldPoses.ContainsKey(key)) { foreach (MarkerObject marker in registeredMarkers[key]) { marker.MarkerDetectedAll(detectedWorldPoses[key]); } } else { foreach (MarkerObject marker in registeredMarkers[key]) { marker.MarkerNotDetected(); } } } } /// /// Enum of OpenCV pre-defined dictionary indexes. Used for calling Aruco.getPredefinedDictionary(). /// Allows for listing the dictionaries in Unity's inspector. /// public enum PreDefinedmarkerDictionary { 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, DICT_APRILTAG_16h5 = Aruco.DICT_APRILTAG_16h5, DICT_APRILTAG_25h9 = Aruco.DICT_APRILTAG_25h9, DICT_APRILTAG_36h10 = Aruco.DICT_APRILTAG_36h10, DICT_APRILTAG_36h11 = Aruco.DICT_APRILTAG_36h11 } } #endif