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図形を認識するヤツ
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/* | |
The MIT License (MIT) | |
Copyright (c) 2014 hecomi | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. | |
*/ | |
#define DEBUG | |
using UnityEngine; | |
using UnityEngine.Events; | |
using System.Collections.Generic; | |
namespace ShapeDetector | |
{ | |
public enum ShapeType { Circle, Triangle, Rectangle, Star } | |
public struct ShapeInfo | |
{ | |
public ShapeType type; | |
public Vector3 position; | |
public Vector3 normal; | |
public Vector3 up; | |
public Quaternion rotation; | |
public Vector3 scale; | |
public List<Vector3> trail; | |
} | |
public class Detector : MonoBehaviour | |
{ | |
#region [Public Parameters] | |
[Tooltip("格納する最小点数(60 fps なら 180 で 3 sec 分保存)")] | |
public int positionCacheNum = 180; | |
[Tooltip("円の誤差の総和の許容値(大きいほど適当な図形でも反応する)")] | |
public float minCircleError = 0.07f; | |
[Tooltip("円と認識する最小半径")] | |
public float minCircleRadius = 0.12f; | |
[Tooltip("多角形の辺の最小値")] | |
public float minPolygonalSideLength = 0.2f; | |
[Tooltip("停止点と判断するための速度を算出する点数")] | |
public int stopPointJudgePointNum = 4; | |
[Tooltip("これ以下の速度ならば停止点と認識する")] | |
public float stopPointMaxVelocity = 0.006f; | |
[Tooltip("鋭角認識のための辺と判断する点数(実際はこの4倍の点を見る)")] | |
public int sharpAngleJudgePointNum = 6; | |
[Tooltip("鋭角認識のための辺と判断する長さ(メートル)")] | |
public float sharpAngleJudgeSideLength = 0.05f; | |
[Tooltip("図形が終端したと判断する誤差")] | |
public float closeJudgeDistance = 0.2f; | |
[Tooltip("前回の距離との差が小さい時は円の判定を除外(軽量化のため)")] | |
public float adjacentDistanceThreshold = 0.05f; | |
#endregion | |
#region [EventHandlers] | |
[System.Serializable] | |
public class ShapeDetectEvent : UnityEvent<ShapeInfo> {} | |
public ShapeDetectEvent onShapeDetected = new ShapeDetectEvent(); | |
[System.Serializable] | |
public class VertexDetectEvent : UnityEvent<Vector3> {} | |
public VertexDetectEvent onVertexDetected = new VertexDetectEvent(); | |
#endregion | |
#region [Private Parameters] | |
private List<Vector3> positions_ = new List<Vector3>(); | |
private List<Vector3> vertexPoints_ = new List<Vector3>(); | |
private int skipCountForSharpAngleDetection_ = 0; | |
#endregion | |
void Update() | |
{ | |
AddPositionCache(transform.position); | |
if (DetectCircleGesture() || DetectPolygonGesture()) { | |
// Detected! | |
} | |
} | |
void AddPositionCache(Vector3 position) | |
{ | |
positions_.Insert(0, position); | |
if (positions_.Count > positionCacheNum) { | |
positions_.RemoveAt(positions_.Count - 1); | |
} | |
} | |
void Reset() | |
{ | |
positions_.Clear(); | |
vertexPoints_.Clear(); | |
} | |
// 円の検出 | |
// 円はすべての点の平均点(= 中心)から各点の距離(= 半径)が一定という特性を使って検出 | |
bool DetectCircleGesture() | |
{ | |
var positionSum = Vector3.zero; | |
// NOTE: 軽量化のためにスキップしても良いかも | |
for (int i = 0; i < positions_.Count; ++i) { | |
positionSum += positions_[i]; | |
// 図形の終端検出 | |
var distanceBetweenFirstAndLastPoint = Vector3.Distance(positions_[i], positions_[0]); | |
if (distanceBetweenFirstAndLastPoint > closeJudgeDistance) continue; | |
// 近すぎる場合は処理負荷軽減のために除外 | |
var distanceBetweenPreviousAndCurrentPoint = Vector3.Distance(positions_[i], positions_[i == 0 ? 0 : i - 1]); | |
if (distanceBetweenPreviousAndCurrentPoint < adjacentDistanceThreshold) continue; | |
// 過去 i 点の位置の平均(円であれば円の中心点) | |
var meanPosition = positionSum / (i + 1); | |
// 過去 i 点それぞれの点と上記平均点との距離の平均(円であれば半径) | |
var meanDistanceSum = 0f; | |
for (int j = 0; j < i; ++j) { | |
meanDistanceSum += Vector3.Distance(positions_[j], meanPosition); | |
} | |
var meanDistance = meanDistanceSum / i; | |
// 各平均点との距離の誤差を正規化して足し合わせた総和 | |
var error = 0f; | |
for (int j = 0; j < i; ++j) { | |
error += Mathf.Abs(Vector3.Distance(positions_[j], meanPosition) - meanDistance) / meanDistance; | |
} | |
error /= i; | |
// 誤差の総和が許容値以下で、半径が最低サイズよりも大きかったら円として認識 | |
if (error < minCircleError && meanDistance > minCircleRadius) { | |
Log(error + " " + meanDistance + " " + distanceBetweenFirstAndLastPoint); | |
// 円の法線方向は隣接する 3 点を使った外積の平均として算出 | |
var circleNormal = Vector3.zero; | |
for (var j = 2; j < i; ++j) { | |
var v0 = positions_[j - 0] - positions_[j - 1]; | |
var v1 = positions_[j - 1] - positions_[j - 2]; | |
circleNormal += Vector3.Cross(v0, v1).normalized; | |
} | |
circleNormal = circleNormal.normalized; | |
// 法線の向きはカメラの前方にする | |
if (Vector3.Dot(circleNormal, Camera.main.transform.forward) < 0f) { | |
circleNormal *= -1; | |
} | |
// 円と判断した点群を格納 | |
var trail = new List<Vector3>(); | |
for (int j = i - 1; j >= 0; --j) { | |
trail.Add(positions_[j]); | |
} | |
// 上向きの位置(円の開始点と中心を結ぶベクトル、円ではあまり関係ない) | |
var vector1 = (positions_[0] - meanPosition).normalized; | |
var vector2 = (positions_[i / 4] - meanPosition).normalized; | |
var up = FindBestFitUpAxis(0, vector1, vector2, circleNormal); | |
// イベントハンドラを呼ぶ | |
onShapeDetected.Invoke(new ShapeInfo() { | |
type = ShapeType.Circle, | |
position = meanPosition, | |
rotation = Quaternion.LookRotation(circleNormal, up), | |
normal = circleNormal, | |
up = up, | |
scale = Vector3.one * meanDistance * 2, | |
trail = trail | |
}); | |
// 過去の点履歴を消去 | |
Reset(); | |
return true; | |
} | |
} | |
return false; | |
} | |
// 多角形認識 | |
// 停止点と鋭角点を頂点としてつないだ辺がなす角度を見ることで判断 | |
bool DetectPolygonGesture() | |
{ | |
// 頂点の追加 | |
if (DetectSharpAnglePoint() || DetectStopPoint()) { | |
// いずれかの図形に当てはまったら過去の点の履歴を消去して認識終了 | |
if (DetectTriangleGesture() || DetectRectangleGesture() || DetectStarGesture()) { | |
Reset(); | |
return true; | |
} | |
} | |
return false; | |
} | |
// 過去の点を見てある範囲の最大変化角度が閾値を超えて且つ最大になる場所を見つける | |
bool DetectSharpAnglePoint() | |
{ | |
if (--skipCountForSharpAngleDetection_ >= 0) return false; | |
var n = sharpAngleJudgePointNum; | |
if (positions_.Count >= n * 4) { | |
// 適当な間隔を開けた2辺 | |
var v0 = positions_[n - 1] - positions_[n * 2 - 1]; | |
var v1 = positions_[n * 3 - 1] - positions_[n * 2]; | |
// それぞれの辺が閾値よりも長く、かつ直線でないと判断(なす角が最大角以下)したらそこを頂点とみなす | |
if (v0.magnitude > sharpAngleJudgeSideLength && | |
v1.magnitude > sharpAngleJudgeSideLength && | |
Mathf.Abs(Vector3.Angle(v0, v1)) < 110) { | |
// 閾値を超えた点の前後で最小となる角を探す | |
var minAngle = 180f; | |
var sharpestAnglePosition = Vector3.zero; | |
for (var i = 0; i < sharpAngleJudgePointNum - 1; ++i) { | |
var v2 = positions_[i] - positions_[i + n]; | |
var v3 = positions_[i + n * 2 + 1] - positions_[i + n + 1]; | |
var ang = Mathf.Abs(Vector3.Angle(v2, v3)); | |
if (ang < minAngle) { | |
minAngle = ang; | |
sharpestAnglePosition = (positions_[i + n] + positions_[i + n + 1]) / 2; | |
} | |
} | |
if (AddVertex(sharpestAnglePosition)) { | |
skipCountForSharpAngleDetection_ = n; | |
return true; | |
} | |
} | |
} | |
return false; | |
} | |
// 停止点認識 | |
// 単純に速度が閾値以下の場所を探しているだけ | |
bool DetectStopPoint() | |
{ | |
if (positions_.Count < stopPointJudgePointNum) return false; | |
// 直近の点の移動距離が閾値以下であれば頂点とみなす | |
var p0 = positions_[0]; | |
var p1 = positions_[stopPointJudgePointNum - 1]; | |
var v = (p0 - p1).magnitude / stopPointJudgePointNum; | |
if (v < stopPointMaxVelocity) { | |
var stopPosition = (p0 + p1) / 2; | |
return AddVertex(stopPosition); | |
} | |
return false; | |
} | |
// 新しい頂点が直前に保存された頂点と一定距離離れた点であれば保存する | |
bool AddVertex(Vector3 position) | |
{ | |
if (vertexPoints_.Count == 0 || Vector3.Distance(vertexPoints_[0], position) > 0.1f) { | |
onVertexDetected.Invoke(position); | |
vertexPoints_.Insert(0, position); | |
return true; | |
} | |
return false; | |
} | |
// 三角形認識 | |
// MEMO: サイズは円に内接する三角形の一辺の長さを返す | |
bool DetectTriangleGesture() | |
{ | |
if (vertexPoints_.Count < 4) return false; | |
var p1 = vertexPoints_[0]; | |
var p2 = vertexPoints_[1]; | |
var p3 = vertexPoints_[2]; | |
var p4 = vertexPoints_[3]; | |
// 始点と終点が大体同じ位置 | |
if (Vector3.Distance(p1, p4) < closeJudgeDistance) { | |
// 各頂点の角度が大体 60 度付近 | |
const float minError = 15f; | |
var ang1 = Vector3.Angle(p2 - p1, p2 - p3); | |
var ang2 = Vector3.Angle(p3 - p2, p3 - p1); | |
var ang3 = Vector3.Angle(p1 - p3, p1 - p2); | |
var length = (p2 - p1).magnitude; | |
if (Mathf.Abs(ang1 - 60) < minError && | |
Mathf.Abs(ang2 - 60) < minError && | |
Mathf.Abs(ang3 - 60) < minError && | |
length > minPolygonalSideLength) { | |
var center = (p1 + p2 + p3) / 3; | |
var normal = Vector3.Cross(p1 - p3, p3 - p2); | |
if (Vector3.Dot(normal, Camera.main.transform.forward) < 0) { | |
normal *= -1; | |
} | |
var scale = ((p2 - p1).magnitude + (p3 - p2).magnitude + (p1 - p3).magnitude) / 3 * 2 / Mathf.Sqrt(3) * Vector3.one; | |
var up = FindBestFitUpAxis(3, (p1 - center).normalized, (p2 - center).normalized, normal); | |
var trail = new List<Vector3>() {p1, p2, p3}; | |
onShapeDetected.Invoke(new ShapeInfo() { | |
type = ShapeType.Triangle, | |
position = center, | |
rotation = Quaternion.LookRotation(normal, up), | |
normal = normal, | |
up = up, | |
scale = scale, | |
trail = trail | |
}); | |
return true; | |
} | |
} | |
return false; | |
} | |
// 四角形認識 | |
// MEMO: サイズは描いたスケールをそのまま返す | |
bool DetectRectangleGesture() | |
{ | |
if (vertexPoints_.Count < 5) return false; | |
var p1 = vertexPoints_[0]; | |
var p2 = vertexPoints_[1]; | |
var p3 = vertexPoints_[2]; | |
var p4 = vertexPoints_[3]; | |
var p5 = vertexPoints_[4]; | |
// 始点と終点が大体同じ位置 | |
if (Vector3.Distance(p1, p5) < closeJudgeDistance) { | |
// 各頂点の角度が大体 90 度付近 | |
const float minError = 20f; | |
var ang1 = Vector3.Angle(p2 - p1, p2 - p3); | |
var ang2 = Vector3.Angle(p3 - p2, p3 - p4); | |
var ang3 = Vector3.Angle(p4 - p3, p4 - p1); | |
var ang4 = Vector3.Angle(p1 - p4, p1 - p2); | |
var length = (p2 - p1).magnitude; | |
if (Mathf.Abs(ang1 - 90) < minError && | |
Mathf.Abs(ang2 - 90) < minError && | |
Mathf.Abs(ang3 - 90) < minError && | |
Mathf.Abs(ang4 - 90) < minError && | |
length > minPolygonalSideLength) { | |
var center = (p1 + p2 + p3 + p4) / 4; | |
var normal = Vector3.Cross(p4 - p3, p3 - p2).normalized; | |
if (Vector3.Dot(normal, Camera.main.transform.forward) < 0) { | |
normal *= -1; | |
} | |
var scale = ((p2 - p1).magnitude + (p3 - p2).magnitude + (p4 - p3).magnitude + (p1 - p4).magnitude) / 4 / 2 * Vector3.one * 2; | |
var trail = new List<Vector3>() {p1, p2, p3, p4}; | |
var up = FindBestFitUpAxis(4, ((p1 + p2) / 2 - center).normalized, ((p2 + p3) / 2 - center).normalized, normal); | |
onShapeDetected.Invoke(new ShapeInfo() { | |
type = ShapeType.Rectangle, | |
position = center, | |
rotation = Quaternion.LookRotation(normal, up), | |
normal = normal, | |
up = up, | |
scale = scale, | |
trail = trail | |
}); | |
return true; | |
} | |
} | |
return false; | |
} | |
// 五芒星認識 | |
bool DetectStarGesture() | |
{ | |
if (vertexPoints_.Count < 6) return false; | |
var p1 = vertexPoints_[0]; | |
var p2 = vertexPoints_[1]; | |
var p3 = vertexPoints_[2]; | |
var p4 = vertexPoints_[3]; | |
var p5 = vertexPoints_[4]; | |
var p6 = vertexPoints_[5]; | |
// 始点と終点が大体同じ位置 | |
if (Vector3.Distance(p1, p6) < closeJudgeDistance) { | |
// 各頂点の角度が大体 36 度付近 | |
const float minError = 10f; | |
var ang1 = Vector3.Angle(p2 - p1, p2 - p3); | |
var ang2 = Vector3.Angle(p3 - p2, p3 - p4); | |
var ang3 = Vector3.Angle(p4 - p3, p4 - p5); | |
var ang4 = Vector3.Angle(p5 - p4, p5 - p1); | |
var ang5 = Vector3.Angle(p1 - p2, p1 - p5); | |
var length = (p2 - p1).magnitude; | |
if (Mathf.Abs(ang1 - 36) < minError && | |
Mathf.Abs(ang2 - 36) < minError && | |
Mathf.Abs(ang3 - 36) < minError && | |
Mathf.Abs(ang4 - 36) < minError && | |
Mathf.Abs(ang5 - 36) < minError && | |
length > minPolygonalSideLength) { | |
var center = (p1 + p2 + p3 + p4 + p5) / 5; | |
var normal = Vector3.Cross(p4 - p3, p3 - p2); | |
if (Vector3.Dot(normal, Camera.main.transform.forward) < 0) { | |
normal *= -1; | |
} | |
var scale = ((p2 - p1).magnitude + (p3 - p2).magnitude + (p4 - p3).magnitude | |
+ (p5 - p4).magnitude + (p1 - p5).magnitude) / 5 * (1 / (2 * Mathf.Cos(18f * Mathf.Deg2Rad))) * Vector3.one * 2; | |
var trail = new List<Vector3>() {p1, p2, p3, p4, p5}; | |
var up = FindBestFitUpAxis(5, (p1 - center).normalized, (p3 - center).normalized, normal); | |
onShapeDetected.Invoke(new ShapeInfo() { | |
type = ShapeType.Star, | |
position = center, | |
rotation = Quaternion.LookRotation(normal, up), | |
normal = normal, | |
up = up, | |
scale = scale, | |
trail = trail | |
}); | |
return true; | |
} | |
} | |
return false; | |
} | |
// 空間上の上に最も近い中心から頂点へ向かうベクトルを調べる | |
// 引数は、図形のポリゴンの数と認識した図形平面上の異なる2つのベクトルおよび法線ベクトルを指定 | |
Vector3 FindBestFitUpAxis(int polygon, Vector3 firstVertexVector, Vector3 secondVertexVector, Vector3 normal) | |
{ | |
// 基準となる上方向ベクトル | |
var up = Vector3.up; | |
// 基準となる上方向ベクトルの認識した図形への正射影ベクトル | |
var upAxisOnShape = (Vector3.Dot(firstVertexVector, up) * firstVertexVector + | |
Vector3.Dot(secondVertexVector, up) * secondVertexVector).normalized; | |
var axis = firstVertexVector; | |
var bestFitUpAxis = upAxisOnShape; | |
var maxInnerProduct = 0f; | |
for (var i = 0; i < polygon; ++i) { | |
var innerProduct = Vector3.Dot(axis, upAxisOnShape); | |
if (innerProduct > maxInnerProduct) { | |
bestFitUpAxis = axis; | |
maxInnerProduct = innerProduct; | |
} | |
axis = Quaternion.AngleAxis(360 / polygon, normal) * axis; | |
} | |
return bestFitUpAxis; | |
} | |
[System.Diagnostics.Conditional("DEBUG")] | |
void Log(string msg) | |
{ | |
Debug.Log(msg); | |
} | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
public class DetectorExample : MonoBehaviour | |
{ | |
public void OnShapeDetected(ShapeDetector.ShapeInfo info) | |
{ | |
Debug.Log(info.type + ": " + info.position); | |
} | |
} |
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