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@jhorikawa
Created January 22, 2018 17:27
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Unity script for document scanning using OpenCVForUnity.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using OpenCVForUnity;
public class Scanner : MonoBehaviour {
public Texture2D baseTexture;
public RawImage sourceRawImage;
public RawImage targetRawImage;
// Use this for initialization
void Start () {
Mat mainMat = new Mat(baseTexture.height, baseTexture.width, CvType.CV_8UC3);
Mat grayMat = new Mat();
//convert texture2d to matrix
Utils.texture2DToMat(baseTexture, mainMat);
//copy main matrix to grayMat
mainMat.copyTo(grayMat);
//convert color to gray
Imgproc.cvtColor(grayMat, grayMat, Imgproc.COLOR_BGR2GRAY);
//blur the image
Imgproc.GaussianBlur(grayMat, grayMat, new Size(5, 5), 0);
//thresholding make the image black and white
Imgproc.threshold(grayMat, grayMat, 0, 255, Imgproc.THRESH_OTSU);
//extract the edge of the image
Imgproc.Canny(grayMat, grayMat, 50, 50);
//prepare for the finding contours
List<MatOfPoint> contours = new List<MatOfPoint>();
//find the contour from canny edge image
Imgproc.findContours(grayMat, contours, new Mat(), Imgproc.RETR_EXTERNAL, Imgproc.CHAIN_APPROX_SIMPLE);
List<MatOfPoint> tempTargets = new List<MatOfPoint>();
for(int i=0; i<contours.Count; i++)
{
MatOfPoint cp = contours[i];
MatOfPoint2f cn = new MatOfPoint2f(cp.toArray());
double p = Imgproc.arcLength(cn, true);
MatOfPoint2f approx = new MatOfPoint2f();
//convert contour to readable polygon
Imgproc.approxPolyDP(cn, approx, 0.03 * p, true);
// find a contour with 4 points
if (approx.toArray().Length == 4)
{
MatOfPoint approxPt = new MatOfPoint();
approx.convertTo(approxPt, CvType.CV_32S);
float maxCosine = 0;
for (int j = 2; j < 5; j++)
{
Vector2 v1 = new Vector2((float)(approx.toArray()[j % 4].x - approx.toArray()[j - 1].x), (float)(approx.toArray()[j % 4].y - approx.toArray()[j - 1].y));
Vector2 v2 = new Vector2((float)(approx.toArray()[j - 2].x - approx.toArray()[j - 1].x), (float)(approx.toArray()[j - 2].y - approx.toArray()[j - 1].y));
float angle = Mathf.Abs(Vector2.Angle(v1, v2));
maxCosine = Mathf.Max(maxCosine, angle);
}
if(maxCosine < 135f)
{
tempTargets.Add(approxPt);
}
}
}
if(tempTargets.Count > 0)
{
//get the first contour
MatOfPoint approxPt = tempTargets[0];
//making source mat
Mat srcPointsMat = Converters.vector_Point_to_Mat(approxPt.toList(), CvType.CV_32F);
//making destination mat
List<Point> dstPoints = new List<Point>();
dstPoints.Add(new Point(0, 0));
dstPoints.Add(new Point(0, 512));
dstPoints.Add(new Point(512, 512));
dstPoints.Add(new Point(512, 0));
Mat dstPointsMat = Converters.vector_Point_to_Mat(dstPoints, CvType.CV_32F);
//make perspective transform
Mat M = Imgproc.getPerspectiveTransform(srcPointsMat, dstPointsMat);
Mat warpedMat = new Mat(mainMat.size(), mainMat.type());
//crop and warp the image
Imgproc.warpPerspective(mainMat, warpedMat, M, new Size(512, 512), Imgproc.INTER_LINEAR);
warpedMat.convertTo(warpedMat, CvType.CV_8UC3);
//create a empty final texture
Texture2D finalTexture = new Texture2D(warpedMat.width(), warpedMat.height(), TextureFormat.RGB24, false);
//convert matrix to texture 2d
Utils.matToTexture2D(warpedMat, finalTexture);
targetRawImage.texture = finalTexture;
}
}
// Update is called once per frame
void Update () {
}
}
@namhkoh
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namhkoh commented Dec 7, 2021

Hi, thank you for the script. I was wondering how you could select the best points at run-time as it seems like the method seems to capture other angles. Thank you.

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