File size: 6,608 Bytes
93c60d5
8fd532f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
93c60d5
8fd532f
8a51653
8fd532f
 
 
905e832
8fd532f
 
93c60d5
 
8fd532f
 
 
 
 
 
 
 
 
905e832
 
8fd532f
 
 
 
 
92c260e
8fd532f
 
 
 
 
 
 
 
 
 
93c60d5
8fd532f
 
 
 
93c60d5
8fd532f
 
 
 
93c60d5
 
8fd532f
 
 
 
 
 
 
 
 
 
93c60d5
 
 
 
 
8fd532f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
93c60d5
8fd532f
905e832
 
 
 
 
 
93c60d5
 
8fd532f
93c60d5
8fd532f
 
 
93c60d5
 
 
 
8fd532f
8284277
8fd532f
92c260e
8fd532f
 
 
93c60d5
8fd532f
92c260e
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
93c60d5
92c260e
 
 
 
 
 
 
 
8fd532f
8284277
8fd532f
 
 
93c60d5
92c260e
8fd532f
 
92c260e
 
8fd532f
 
 
92c260e
8fd532f
 
 
 
92c260e
8fd532f
 
 
 
92c260e
 
8fd532f
 
92c260e
 
8fd532f
 
 
 
93c60d5
92c260e
 
8fd532f
 
 
 
 
 
 
93c60d5
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
using System.Collections.Generic;
using Unity.Sentis;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;

/*
 *  YOLO inference script
 *  =====================
 * 
 * Place this script on the Main Camera.
 * 
 * Place the yolov7-tiny.sentis file and a *.mp4 video file in the Assets/StreamingAssets folder
 * 
 */


public class RunYOLO : MonoBehaviour
{
    public ModelAsset modelAsset;
    const string modelName = "yolov7-tiny.sentis";
    // Change this to the name of the video you put in StreamingAssets folder:
    const string videoName = "giraffes.mp4";
    // Link the classes.txt here:
    public TextAsset labelsAsset;
    // Create a Raw Image in the scene and link it here:
    public RawImage displayImage;
    // Link to a bounding box texture here:
    public Sprite borderSprite;
    public Texture2D borderTexture;
    // Link to the font for the labels:
    public Font font;

    private Transform displayLocation;
    private Model model;
    private IWorker engine;
    private string[] labels;
    private RenderTexture targetRT;
    const BackendType backend = BackendType.GPUCompute;

    //Image size for the model
    private const int imageWidth = 640;
    private const int imageHeight = 640;

    private VideoPlayer video;

    List<GameObject> boxPool = new List<GameObject>();
    //bounding box data
    public struct BoundingBox
    {
        public float centerX;
        public float centerY;
        public float width;
        public float height;
        public string label;
        public float confidence;
    }

    void Start()
    {
        Application.targetFrameRate = 60;
        Screen.orientation = ScreenOrientation.LandscapeLeft;

        //Parse neural net labels
        labels = labelsAsset.text.Split('\n');

        //Load model
        model = ModelLoader.Load(modelAsset);
        //model = ModelLoader.Load(Application.streamingAssetsPath + "/" + modelName);

        targetRT = new RenderTexture(imageWidth, imageHeight, 0);

        //Create image to display video
        displayLocation = displayImage.transform;

        //Create engine to run model
        engine = WorkerFactory.CreateWorker(backend, model);

        SetupInput();

        if (borderSprite == null)
        {
            borderSprite = Sprite.Create(borderTexture, new Rect(0, 0, borderTexture.width, borderTexture.height), new Vector2(borderTexture.width / 2, borderTexture.height / 2));
        }
    }
    void SetupInput()
    {
        video = gameObject.AddComponent<VideoPlayer>();
        video.renderMode = VideoRenderMode.APIOnly;
        video.source = VideoSource.Url;
        video.url = Application.streamingAssetsPath + "/" + videoName;
        video.isLooping = true;
        video.Play();
    }

    private void Update()
    {
        ExecuteML();

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

    public void ExecuteML()
    {
        ClearAnnotations();

        if (video && video.texture)
        {
            float aspect = video.width * 1f / video.height;
            Graphics.Blit(video.texture, targetRT, new Vector2(1f / aspect, 1), new Vector2(0, 0));
            displayImage.texture = targetRT;
        }
        else return;

        using var input = TextureConverter.ToTensor(targetRT, imageWidth, imageHeight, 3);
        engine.Execute(input);

        //Read output tensors
        var output = engine.PeekOutput() as TensorFloat;
        output.CompleteOperationsAndDownload();

        float displayWidth = displayImage.rectTransform.rect.width;
        float displayHeight = displayImage.rectTransform.rect.height;

        float scaleX = displayWidth / imageWidth;
        float scaleY = displayHeight / imageHeight;


        int foundBoxes = output.shape[0];
        //Draw the bounding boxes
        for (int n = 0; n < foundBoxes; n++)
        {
            var box = new BoundingBox
            {
                centerX = ((output[n, 1] + output[n, 3]) * scaleX - displayWidth) / 2,
                centerY = ((output[n, 2] + output[n, 4]) * scaleY - displayHeight) / 2,
                width = (output[n, 3] - output[n, 1]) * scaleX,
                height = (output[n, 4] - output[n, 2]) * scaleY,
                label = labels[(int)output[n, 5]],
                confidence = Mathf.FloorToInt(output[n, 6] * 100 + 0.5f)
            };
            DrawBox(box, n);
        }
    }

    public void DrawBox(BoundingBox box, int id)
    {
        //Create the bounding box graphic or get from pool
        GameObject panel;
        if (id < boxPool.Count)
        {
            panel = boxPool[id];
            panel.SetActive(true);
        }
        else
        {
            panel = CreateNewBox(Color.yellow);
        }
        //Set box position
        panel.transform.localPosition = new Vector3(box.centerX, -box.centerY);

        //Set box size
        RectTransform rt = panel.GetComponent<RectTransform>();
        rt.sizeDelta = new Vector2(box.width, box.height);

        //Set label text
        var label = panel.GetComponentInChildren<Text>();
        label.text = box.label + " (" + box.confidence + "%)";
    }

    public GameObject CreateNewBox(Color color)
    {
        //Create the box and set image

        var panel = new GameObject("ObjectBox");
        panel.AddComponent<CanvasRenderer>();
        Image img = panel.AddComponent<Image>();
        img.color = color;
        img.sprite = borderSprite;
        img.type = Image.Type.Sliced;
        panel.transform.SetParent(displayLocation, false);

        //Create the label

        var text = new GameObject("ObjectLabel");
        text.AddComponent<CanvasRenderer>();
        text.transform.SetParent(panel.transform, false);
        Text txt = text.AddComponent<Text>();
        txt.font = font;
        txt.color = color;
        txt.fontSize = 40;
        txt.horizontalOverflow = HorizontalWrapMode.Overflow;

        RectTransform rt2 = text.GetComponent<RectTransform>();
        rt2.offsetMin = new Vector2(20, rt2.offsetMin.y);
        rt2.offsetMax = new Vector2(0, rt2.offsetMax.y);
        rt2.offsetMin = new Vector2(rt2.offsetMin.x, 0);
        rt2.offsetMax = new Vector2(rt2.offsetMax.x, 30);
        rt2.anchorMin = new Vector2(0, 0);
        rt2.anchorMax = new Vector2(1, 1);

        boxPool.Add(panel);
        return panel;
    }

    public void ClearAnnotations()
    {
        foreach (var box in boxPool)
        {
            box.SetActive(false);
        }
    }

    private void OnDestroy()
    {
        engine?.Dispose();
    }
}