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using System.Collections.Generic; |
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using Unity.Sentis; |
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using UnityEngine; |
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using UnityEngine.UI; |
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using UnityEngine.Video; |
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public class RunYOLO : MonoBehaviour |
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{ |
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const string modelName = "yolov7-tiny.sentis"; |
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const string videoName = "giraffes.mp4"; |
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public TextAsset labelsAsset; |
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public RawImage displayImage; |
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public Sprite boxTexture; |
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public Font font; |
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private Transform displayLocation; |
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private Model model; |
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private IWorker engine; |
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private string[] labels; |
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private RenderTexture targetRT; |
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const BackendType backend = BackendType.GPUCompute; |
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private const int imageWidth = 640; |
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private const int imageHeight = 640; |
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private VideoPlayer video; |
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List<GameObject> boxPool = new List<GameObject>(); |
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public struct BoundingBox |
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{ |
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public float centerX; |
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public float centerY; |
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public float width; |
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public float height; |
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public string label; |
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public float confidence; |
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} |
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void Start() |
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{ |
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Application.targetFrameRate = 60; |
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Screen.orientation = ScreenOrientation.LandscapeLeft; |
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labels = labelsAsset.text.Split('\n'); |
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model = ModelLoader.Load(Application.streamingAssetsPath +"/"+ modelName); |
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targetRT = new RenderTexture(imageWidth, imageHeight, 0); |
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displayLocation = displayImage.transform; |
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engine = WorkerFactory.CreateWorker(backend, model); |
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SetupInput(); |
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} |
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void SetupInput() |
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{ |
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video = gameObject.AddComponent<VideoPlayer>(); |
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video.renderMode = VideoRenderMode.APIOnly; |
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video.source = VideoSource.Url; |
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video.url = Application.streamingAssetsPath + "/" + videoName; |
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video.isLooping = true; |
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video.Play(); |
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} |
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private void Update() |
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{ |
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ExecuteML(); |
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if (Input.GetKeyDown(KeyCode.Escape)) |
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{ |
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Application.Quit(); |
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} |
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} |
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public void ExecuteML() |
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{ |
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ClearAnnotations(); |
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if (video && video.texture) |
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{ |
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float aspect = video.width * 1f / video.height; |
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Graphics.Blit(video.texture, targetRT, new Vector2(1f / aspect, 1), new Vector2(0, 0)); |
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displayImage.texture = targetRT; |
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} |
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else return; |
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using var input = TextureConverter.ToTensor(targetRT, imageWidth, imageHeight, 3); |
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engine.Execute(input); |
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var output = engine.PeekOutput() as TensorFloat; |
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output.MakeReadable(); |
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float displayWidth = displayImage.rectTransform.rect.width; |
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float displayHeight = displayImage.rectTransform.rect.height; |
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float scaleX = displayWidth / imageWidth; |
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float scaleY = displayHeight / imageHeight; |
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for (int n = 0; n < output.shape[0]; n++) |
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{ |
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var box = new BoundingBox |
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{ |
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centerX = ((output[n, 1] + output[n, 3])*scaleX - displayWidth) / 2, |
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centerY = ((output[n, 2] + output[n, 4])*scaleY - displayHeight) / 2, |
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width = (output[n, 3] - output[n, 1])*scaleX, |
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height = (output[n, 4] - output[n, 2])*scaleY, |
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label = labels[(int)output[n, 5]], |
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confidence = Mathf.FloorToInt(output[n, 6] * 100 + 0.5f) |
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}; |
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DrawBox(box, n); |
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} |
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} |
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public void DrawBox(BoundingBox box , int id) |
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{ |
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GameObject panel; |
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if (id < boxPool.Count) |
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{ |
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panel = boxPool[id]; |
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panel.SetActive(true); |
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} |
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else |
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{ |
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panel = CreateNewBox(Color.yellow); |
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} |
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panel.transform.localPosition = new Vector3(box.centerX, -box.centerY); |
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RectTransform rt = panel.GetComponent<RectTransform>(); |
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rt.sizeDelta = new Vector2(box.width, box.height); |
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var label = panel.GetComponentInChildren<Text>(); |
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label.text = box.label + " (" + box.confidence + "%)"; |
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} |
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public GameObject CreateNewBox(Color color) |
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{ |
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var panel = new GameObject("ObjectBox"); |
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panel.AddComponent<CanvasRenderer>(); |
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Image img = panel.AddComponent<Image>(); |
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img.color = color; |
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img.sprite = boxTexture; |
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img.type = Image.Type.Sliced; |
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panel.transform.SetParent(displayLocation, false); |
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var text = new GameObject("ObjectLabel"); |
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text.AddComponent<CanvasRenderer>(); |
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text.transform.SetParent(panel.transform, false); |
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Text txt = text.AddComponent<Text>(); |
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txt.font = font; |
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txt.color = color; |
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txt.fontSize = 40; |
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txt.horizontalOverflow = HorizontalWrapMode.Overflow; |
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RectTransform rt2 = text.GetComponent<RectTransform>(); |
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rt2.offsetMin = new Vector2(20, rt2.offsetMin.y); |
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rt2.offsetMax = new Vector2(0, rt2.offsetMax.y); |
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rt2.offsetMin = new Vector2(rt2.offsetMin.x, 0); |
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rt2.offsetMax = new Vector2(rt2.offsetMax.x, 30); |
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rt2.anchorMin = new Vector2(0, 0); |
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rt2.anchorMax = new Vector2(1, 1); |
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boxPool.Add(panel); |
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return panel; |
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} |
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public void ClearAnnotations() |
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{ |
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foreach(var box in boxPool) |
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{ |
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box.SetActive(false); |
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} |
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} |
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private void OnDestroy() |
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{ |
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engine?.Dispose(); |
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} |
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} |
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