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    "path": "Assets/Scripts/AnchorCreator.cs",
    "content": "using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.XR.ARFoundation;\nusing UnityEngine.XR.ARSubsystems;\n\npublic class AnchorCreator : MonoBehaviour\n{\n    public void RemoveAllAnchors()\n    {\n        Debug.Log($\"DEBUG: Removing all anchors ({anchorDic.Count})\");\n        foreach (var anchor in anchorDic)\n        {\n            Destroy(anchor.Key.gameObject);\n        }\n        s_Hits.Clear();\n        anchorDic.Clear();\n    }\n\n    void Awake()\n    {\n        m_RaycastManager = GetComponent<ARRaycastManager>();\n        m_AnchorManager = GetComponent<ARAnchorManager>();\n        GameObject cameraImage = GameObject.Find(\"Camera Image\");\n        phoneARCamera = cameraImage.GetComponent<PhoneARCamera>();\n    }\n\n    ARAnchor CreateAnchor(in ARRaycastHit hit)\n    {\n        // TODO: create plane anchor\n\n        // create a regular anchor at the hit pose\n        Debug.Log($\"DEBUG: Creating regular anchor. distance: {hit.distance}. session distance: {hit.sessionRelativeDistance} type: {hit.hitType}.\");\n        return m_AnchorManager.AddAnchor(hit.pose);\n    }\n\n    private bool Pos2Anchor(float x, float y, BoundingBox outline)\n    {\n        // GameObject anchorObj = m_RaycastManager.raycastPrefab;\n        // TextMesh anchorObj_mesh = anchorObj.GetComponent<TextMesh>();\n        anchorObj_mesh.text = $\"{outline.Label}: {(int)(outline.Confidence * 100)}%\";\n        // Perform the raycast\n        if (m_RaycastManager.Raycast(new Vector2(x, y), s_Hits, trackableTypes))\n        {\n            // Raycast hits are sorted by distance, so the first one will be the closest hit.\n            var hit = s_Hits[0];\n            //TextMesh anchorObj = GameObject.Find(\"New Text\").GetComponent<TextMesh>();\n            // Create a new anchor\n            Debug.Log(\"Creating Anchor\");\n            var anchor = CreateAnchor(hit);\n            if (anchor)\n            {\n                Debug.Log($\"DEBUG: creating anchor. {outline}\");\n                // Remember the anchor so we can remove it later.\n                anchorDic.Add(anchor, outline);\n                Debug.Log($\"DEBUG: Current number of anchors {anchorDic.Count}.\");\n                return true;\n            }\n            else\n            {\n                Debug.Log(\"DEBUG: Error creating anchor\");\n                return false;\n            }\n\n        }\n        else\n        {\n            //Debug.Log(\"Couldn't raycast\");\n        }\n        return false;\n    }\n\n    void Update()\n    {\n        // If bounding boxes are not stable, return directly without raycast\n        if (!phoneARCamera.localization)\n        {\n            return;\n        }\n\n        boxSavedOutlines = phoneARCamera.boxSavedOutlines;\n        shiftX = phoneARCamera.shiftX;\n        shiftY = phoneARCamera.shiftY;\n        scaleFactor = phoneARCamera.scaleFactor;\n        // Remove outdated anchor that is not in boxSavedOutlines\n        // Currently not using. 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    "path": "Assets/Scripts/Detector.cs",
    "content": "using System;\nusing UnityEngine;\nusing Unity.Barracuda;\nusing System.Collections;\nusing System.Collections.Generic;\n\npublic interface Detector\n{\n    int IMAGE_SIZE { get; }\n    void Start();\n    IEnumerator Detect(Color32[] picture, System.Action<IList<BoundingBox>> callback);\n\n}\n\npublic class DimensionsBase\n{\n    public float X { get; set; }\n    public float Y { get; set; }\n    public float Height { get; set; }\n    public float Width { get; set; }\n}\n\n\npublic class BoundingBoxDimensions : DimensionsBase { }\n\nclass CellDimensions : DimensionsBase { }\n\n\npublic class BoundingBox\n{\n    public BoundingBoxDimensions Dimensions { get; set; }\n\n    public string Label { get; set; }\n\n    public float Confidence { get; set; }\n\n    // whether the bounding box already is used to raycast anchors\n    public bool Used { get; set; }\n\n    public Rect Rect\n    {\n        get { return new Rect(Dimensions.X, Dimensions.Y, Dimensions.Width, Dimensions.Height); }\n    }\n\n    public override string ToString()\n    {\n        return $\"{Label}:{Confidence}, {Dimensions.X}:{Dimensions.Y} - {Dimensions.Width}:{Dimensions.Height}\";\n    }\n}\n"
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    "path": "Assets/Scripts/DetectorYolo2.cs",
    "content": "using System;\nusing UnityEngine;\nusing Unity.Barracuda;\nusing System.Linq;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Text.RegularExpressions;\n\n\npublic class DetectorYolo2 : MonoBehaviour, Detector\n{\n    public NNModel modelFile;\n    public TextAsset labelsFile;\n\n    private const int IMAGE_MEAN = 0;\n    private const float IMAGE_STD = 255.0F;\n\n    // ONNX model input and output name. Modify when switching models.\n    //These aren't const values because they need to be easily edited on the component before play mode\n\n    public string INPUT_NAME;\n    public string OUTPUT_NAME;\n\n    //This has to stay a const\n    private const int _image_size = 416;\n    public int IMAGE_SIZE { get => _image_size; }\n\n\n    // Minimum detection confidence to track a detection\n    public float MINIMUM_CONFIDENCE;\n\n    private IWorker worker;\n\n    public const int ROW_COUNT = 13;\n    public const int COL_COUNT = 13;\n    public const int BOXES_PER_CELL = 5;\n    public const int BOX_INFO_FEATURE_COUNT = 5;\n\n    //Update this!\n    public int CLASS_COUNT;\n\n    public const float CELL_WIDTH = 32;\n    public const float CELL_HEIGHT = 32;\n    private string[] labels;\n\n    private float[] anchors = new float[]\n    {\n        // 1.08F, 1.19F, 3.42F, 4.41F, 6.63F, 11.38F, 9.42F, 5.11F, 16.62F, 10.52F  // yolov2-tiny-voc\n        //0.57273F, 0.677385F, 1.87446F, 2.06253F, 3.33843F, 5.47434F, 7.88282F, 3.52778F, 9.77052F, 9.16828F // yolov2-tiny\n        0.57273F, 0.677385F, 1.87446F, 2.06253F, 3.33843F, 5.47434F, 7.88282F, 3.52778F, 9.77052F, 9.16828F  // yolov2-tiny-food\n    };\n\n\n    public void Start()\n    {\n        this.labels = Regex.Split(this.labelsFile.text, \"\\n|\\r|\\r\\n\")\n            .Where(s => !String.IsNullOrEmpty(s)).ToArray();\n        var model = ModelLoader.Load(this.modelFile);\n        // https://docs.unity3d.com/Packages/com.unity.barracuda@1.0/manual/Worker.html\n        //These checks all check for GPU before CPU as GPU is preferred if the platform + rendering pipeline support it\n        this.worker = GraphicsWorker.GetWorker(model);\n    }\n\n\n    public IEnumerator Detect(Color32[] picture, System.Action<IList<BoundingBox>> callback)\n    {\n        using (var tensor = TransformInput(picture, IMAGE_SIZE, IMAGE_SIZE))\n        {\n            var inputs = new Dictionary<string, Tensor>();\n            inputs.Add(INPUT_NAME, tensor);\n            yield return StartCoroutine(worker.StartManualSchedule(inputs));\n            //worker.Execute(inputs);\n            var output = worker.PeekOutput(OUTPUT_NAME);\n            Debug.Log(\"Output: \" + output);\n            var results = ParseOutputs(output, MINIMUM_CONFIDENCE);\n            var boxes = FilterBoundingBoxes(results, 5, MINIMUM_CONFIDENCE);\n            callback(boxes);\n        }\n    }\n\n\n    public static Tensor TransformInput(Color32[] pic, int width, int height)\n    {\n        float[] floatValues = new float[width * height * 3];\n\n        for (int i = 0; i < pic.Length; ++i)\n        {\n            var color = pic[i];\n\n            floatValues[i * 3 + 0] = (color.r - IMAGE_MEAN) / IMAGE_STD;\n            floatValues[i * 3 + 1] = (color.g - IMAGE_MEAN) / IMAGE_STD;\n            floatValues[i * 3 + 2] = (color.b - IMAGE_MEAN) / IMAGE_STD;\n        }\n\n        return new Tensor(1, height, width, 3, floatValues);\n    }\n\n\n    private IList<BoundingBox> ParseOutputs(Tensor yoloModelOutput, float threshold)\n    {\n        var boxes = new List<BoundingBox>();\n\n        for (int cy = 0; cy < COL_COUNT; cy++)\n        {\n            for (int cx = 0; cx < ROW_COUNT; cx++)\n            {\n                for (int box = 0; box < BOXES_PER_CELL; box++)\n                {\n                    var channel = (box * (CLASS_COUNT + BOX_INFO_FEATURE_COUNT));\n                    var bbd = ExtractBoundingBoxDimensions(yoloModelOutput, cx, cy, channel);\n                    float confidence = GetConfidence(yoloModelOutput, cx, cy, channel);\n\n                    if (confidence < threshold)\n                    {\n                        continue;\n                    }\n\n                    float[] predictedClasses = ExtractClasses(yoloModelOutput, cx, cy, channel);\n                    var (topResultIndex, topResultScore) = GetTopResult(predictedClasses);\n                    var topScore = topResultScore * confidence;\n                    Debug.Log(\"DEBUG: results: \" + topResultIndex.ToString());\n\n                    if (topScore < threshold)\n                    {\n                        continue;\n                    }\n\n                    var mappedBoundingBox = MapBoundingBoxToCell(cx, cy, box, bbd);\n                    boxes.Add(new BoundingBox\n                    {\n                        Dimensions = new BoundingBoxDimensions\n                        {\n                            X = (mappedBoundingBox.X - mappedBoundingBox.Width / 2),\n                            Y = (mappedBoundingBox.Y - mappedBoundingBox.Height / 2),\n                            Width = mappedBoundingBox.Width,\n                            Height = mappedBoundingBox.Height,\n                        },\n                        Confidence = topScore,\n                        Label = labels[topResultIndex],\n                        Used = false\n                    });\n                }\n            }\n        }\n\n        return boxes;\n    }\n\n\n    private float Sigmoid(float value)\n    {\n        var k = (float)Math.Exp(value);\n\n        return k / (1.0f + k);\n    }\n\n\n    private float[] Softmax(float[] values)\n    {\n        var maxVal = values.Max();\n        var exp = values.Select(v => Math.Exp(v - maxVal));\n        var sumExp = exp.Sum();\n\n        return exp.Select(v => (float)(v / sumExp)).ToArray();\n    }\n\n\n    private BoundingBoxDimensions ExtractBoundingBoxDimensions(Tensor modelOutput, int x, int y, int channel)\n    {\n        return new BoundingBoxDimensions\n        {\n            X = modelOutput[0, x, y, channel],\n            Y = modelOutput[0, x, y, channel + 1],\n            Width = modelOutput[0, x, y, channel + 2],\n            Height = modelOutput[0, x, y, channel + 3]\n        };\n    }\n\n\n    private float GetConfidence(Tensor modelOutput, int x, int y, int channel)\n    {\n        // Debug.Log(\"ModelOutput \" + modelOutput);\n        return Sigmoid(modelOutput[0, x, y, channel + 4]);\n    }\n\n\n    private CellDimensions MapBoundingBoxToCell(int x, int y, int box, BoundingBoxDimensions boxDimensions)\n    {\n        return new CellDimensions\n        {\n            X = ((float)y + Sigmoid(boxDimensions.X)) * CELL_WIDTH,\n            Y = ((float)x + Sigmoid(boxDimensions.Y)) * CELL_HEIGHT,\n            Width = (float)Math.Exp(boxDimensions.Width) * CELL_WIDTH * anchors[box * 2],\n            Height = (float)Math.Exp(boxDimensions.Height) * CELL_HEIGHT * anchors[box * 2 + 1],\n        };\n    }\n\n\n    public float[] ExtractClasses(Tensor modelOutput, int x, int y, int channel)\n    {\n        float[] predictedClasses = new float[CLASS_COUNT];\n        int predictedClassOffset = channel + BOX_INFO_FEATURE_COUNT;\n\n        for (int predictedClass = 0; predictedClass < CLASS_COUNT; predictedClass++)\n        {\n            predictedClasses[predictedClass] = modelOutput[0, x, y, predictedClass + predictedClassOffset];\n        }\n\n        return Softmax(predictedClasses);\n    }\n\n\n    private ValueTuple<int, float> GetTopResult(float[] predictedClasses)\n    {\n        return predictedClasses\n            .Select((predictedClass, index) => (Index: index, Value: predictedClass))\n            .OrderByDescending(result => result.Value)\n            .First();\n    }\n\n\n    private float IntersectionOverUnion(Rect boundingBoxA, Rect boundingBoxB)\n    {\n        var areaA = boundingBoxA.width * boundingBoxA.height;\n\n        if (areaA <= 0)\n            return 0;\n\n        var areaB = boundingBoxB.width * boundingBoxB.height;\n\n        if (areaB <= 0)\n            return 0;\n\n        var minX = Math.Max(boundingBoxA.xMin, boundingBoxB.xMin);\n        var minY = Math.Max(boundingBoxA.yMin, boundingBoxB.yMin);\n        var maxX = Math.Min(boundingBoxA.xMax, boundingBoxB.xMax);\n        var maxY = Math.Min(boundingBoxA.yMax, boundingBoxB.yMax);\n\n        var intersectionArea = Math.Max(maxY - minY, 0) * Math.Max(maxX - minX, 0);\n\n        return intersectionArea / (areaA + areaB - intersectionArea);\n    }\n\n\n    private IList<BoundingBox> FilterBoundingBoxes(IList<BoundingBox> boxes, int limit, float threshold)\n    {\n        var activeCount = boxes.Count;\n        var isActiveBoxes = new bool[boxes.Count];\n\n        for (int i = 0; i < isActiveBoxes.Length; i++)\n        {\n            isActiveBoxes[i] = true;\n        }\n\n        var sortedBoxes = boxes.Select((b, i) => new { Box = b, Index = i })\n                .OrderByDescending(b => b.Box.Confidence)\n                .ToList();\n\n        var results = new List<BoundingBox>();\n\n        for (int i = 0; i < boxes.Count; i++)\n        {\n            if (isActiveBoxes[i])\n            {\n                var boxA = sortedBoxes[i].Box;\n                results.Add(boxA);\n\n                if (results.Count >= limit)\n                    break;\n\n                for (var j = i + 1; j < boxes.Count; j++)\n                {\n                    if (isActiveBoxes[j])\n                    {\n                        var boxB = sortedBoxes[j].Box;\n\n                        if (IntersectionOverUnion(boxA.Rect, boxB.Rect) > threshold)\n                        {\n                            isActiveBoxes[j] = false;\n                            activeCount--;\n\n                            if (activeCount <= 0)\n                                break;\n                        }\n                    }\n                }\n\n                if (activeCount <= 0)\n                    break;\n            }\n        }\n        return results;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/DetectorYolo2.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cec27819255f0ea47bcc6d3f47bff5cc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/DetectorYolo3.cs",
    "content": "using System;\nusing UnityEngine;\nusing Unity.Barracuda;\nusing System.Linq;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Text.RegularExpressions;\n\npublic class DetectorYolo3 : MonoBehaviour, Detector\n{\n\n    public NNModel modelFile;\n    public TextAsset labelsFile;\n\n    private const int IMAGE_MEAN = 0;\n    private const float IMAGE_STD = 255.0F;\n\n    // ONNX model input and output name. Modify when switching models.\n    //These aren't const values because they need to be easily edited on the component before play mode\n\n    public string INPUT_NAME;\n    public string OUTPUT_NAME_L;\n    public string OUTPUT_NAME_M;\n\n    //This has to stay a const\n    private const int _image_size = 416;\n    public int IMAGE_SIZE { get => _image_size; }\n\n    // Minimum detection confidence to track a detection\n    public float MINIMUM_CONFIDENCE = 0.25f;\n\n    private IWorker worker;\n\n    // public const int ROW_COUNT_L = 13;\n    // public const int COL_COUNT_L = 13;\n    // public const int ROW_COUNT_M = 26;\n    // public const int COL_COUNT_M = 26;\n    public Dictionary<string, int> params_l = new Dictionary<string, int>(){{\"ROW_COUNT\", 13}, {\"COL_COUNT\", 13}, {\"CELL_WIDTH\", 32}, {\"CELL_HEIGHT\", 32}};\n    public Dictionary<string, int> params_m = new Dictionary<string, int>(){{\"ROW_COUNT\", 26}, {\"COL_COUNT\", 26}, {\"CELL_WIDTH\", 16}, {\"CELL_HEIGHT\", 16}};\n    public const int BOXES_PER_CELL = 3;\n    public const int BOX_INFO_FEATURE_COUNT = 5;\n\n    //Update this!\n    public int CLASS_COUNT;\n\n    // public const float CELL_WIDTH_L = 32;\n    // public const float CELL_HEIGHT_L = 32;\n    // public const float CELL_WIDTH_M = 16;\n    // public const float CELL_HEIGHT_M = 16;\n    private string[] labels;\n\n    private float[] anchors = new float[]\n    {\n        10F, 14F,  23F, 27F,  37F, 58F,  81F, 82F,  135F, 169F,  344F, 319F // yolov3-tiny\n    };\n\n\n    public void Start()\n    {\n        this.labels = Regex.Split(this.labelsFile.text, \"\\n|\\r|\\r\\n\")\n            .Where(s => !String.IsNullOrEmpty(s)).ToArray();\n        var model = ModelLoader.Load(this.modelFile);\n        // https://docs.unity3d.com/Packages/com.unity.barracuda@1.0/manual/Worker.html\n        //These checks all check for GPU before CPU as GPU is preferred if the platform + rendering pipeline support it\n        this.worker = GraphicsWorker.GetWorker(model);\n    }\n\n\n\n\n    public IEnumerator Detect(Color32[] picture, System.Action<IList<BoundingBox>> callback)\n    {\n        using (var tensor = TransformInput(picture, IMAGE_SIZE, IMAGE_SIZE))\n        {\n            var inputs = new Dictionary<string, Tensor>();\n            inputs.Add(INPUT_NAME, tensor);\n            yield return StartCoroutine(worker.StartManualSchedule(inputs));\n            //worker.Execute(inputs);\n            var output_l = worker.PeekOutput(OUTPUT_NAME_L);\n            var output_m = worker.PeekOutput(OUTPUT_NAME_M);\n            //Debug.Log(\"Output: \" + output);\n            var results_l = ParseOutputs(output_l, MINIMUM_CONFIDENCE, params_l);\n            var results_m = ParseOutputs(output_m, MINIMUM_CONFIDENCE, params_m);\n            var results = results_l.Concat(results_m).ToList();\n\n            var boxes = FilterBoundingBoxes(results, 5, MINIMUM_CONFIDENCE);\n            callback(boxes);\n        }\n    }\n\n\n    public static Tensor TransformInput(Color32[] pic, int width, int height)\n    {\n        float[] floatValues = new float[width * height * 3];\n\n        for (int i = 0; i < pic.Length; ++i)\n        {\n            var color = pic[i];\n\n            floatValues[i * 3 + 0] = (color.r - IMAGE_MEAN) / IMAGE_STD;\n            floatValues[i * 3 + 1] = (color.g - IMAGE_MEAN) / IMAGE_STD;\n            floatValues[i * 3 + 2] = (color.b - IMAGE_MEAN) / IMAGE_STD;\n        }\n\n        return new Tensor(1, height, width, 3, floatValues);\n    }\n\n\n    private IList<BoundingBox> ParseOutputs(Tensor yoloModelOutput, float threshold, Dictionary<string, int> parameters)\n    {\n        var boxes = new List<BoundingBox>();\n\n        for (int cy = 0; cy < parameters[\"COL_COUNT\"]; cy++)\n        {\n            for (int cx = 0; cx < parameters[\"ROW_COUNT\"]; cx++)\n            {\n                for (int box = 0; box < BOXES_PER_CELL; box++)\n                {\n                    var channel = (box * (CLASS_COUNT + BOX_INFO_FEATURE_COUNT));\n                    var bbd = ExtractBoundingBoxDimensions(yoloModelOutput, cx, cy, channel);\n                    float confidence = GetConfidence(yoloModelOutput, cx, cy, channel);\n\n                    if (confidence < threshold)\n                    {\n                        continue;\n                    }\n\n                    float[] predictedClasses = ExtractClasses(yoloModelOutput, cx, cy, channel);\n                    var (topResultIndex, topResultScore) = GetTopResult(predictedClasses);\n                    var topScore = topResultScore * confidence;\n                    Debug.Log(\"DEBUG: results: \" + topResultIndex.ToString());\n\n                    if (topScore < threshold)\n                    {\n                        continue;\n                    }\n\n                    var mappedBoundingBox = MapBoundingBoxToCell(cx, cy, box, bbd, parameters);\n                    boxes.Add(new BoundingBox\n                    {\n                        Dimensions = new BoundingBoxDimensions\n                        {\n                            X = (mappedBoundingBox.X - mappedBoundingBox.Width / 2),\n                            Y = (mappedBoundingBox.Y - mappedBoundingBox.Height / 2),\n                            Width = mappedBoundingBox.Width,\n                            Height = mappedBoundingBox.Height,\n                        },\n                        Confidence = topScore,\n                        Label = labels[topResultIndex],\n                        Used = false\n                    });\n                }\n            }\n        }\n\n        return boxes;\n    }\n\n\n    private float Sigmoid(float value)\n    {\n        var k = (float)Math.Exp(value);\n\n        return k / (1.0f + k);\n    }\n\n\n    private float[] Softmax(float[] values)\n    {\n        var maxVal = values.Max();\n        var exp = values.Select(v => Math.Exp(v - maxVal));\n        var sumExp = exp.Sum();\n\n        return exp.Select(v => (float)(v / sumExp)).ToArray();\n    }\n\n\n    private BoundingBoxDimensions ExtractBoundingBoxDimensions(Tensor modelOutput, int x, int y, int channel)\n    {\n        return new BoundingBoxDimensions\n        {\n            X = modelOutput[0, x, y, channel],\n            Y = modelOutput[0, x, y, channel + 1],\n            Width = modelOutput[0, x, y, channel + 2],\n            Height = modelOutput[0, x, y, channel + 3]\n        };\n    }\n\n\n    private float GetConfidence(Tensor modelOutput, int x, int y, int channel)\n    {\n        //Debug.Log(\"ModelOutput \" + modelOutput);\n        return Sigmoid(modelOutput[0, x, y, channel + 4]);\n    }\n\n\n    private CellDimensions MapBoundingBoxToCell(int x, int y, int box, BoundingBoxDimensions boxDimensions, Dictionary<string, int> parameters)\n    {\n        return new CellDimensions\n        {\n            X = ((float)y + Sigmoid(boxDimensions.X)) * parameters[\"CELL_WIDTH\"],\n            Y = ((float)x + Sigmoid(boxDimensions.Y)) * parameters[\"CELL_HEIGHT\"],\n            Width = (float)Math.Exp(boxDimensions.Width) * anchors[6 + box * 2],\n            Height = (float)Math.Exp(boxDimensions.Height) * anchors[6 + box * 2 + 1],\n        };\n    }\n\n\n    public float[] ExtractClasses(Tensor modelOutput, int x, int y, int channel)\n    {\n        float[] predictedClasses = new float[CLASS_COUNT];\n        int predictedClassOffset = channel + BOX_INFO_FEATURE_COUNT;\n\n        for (int predictedClass = 0; predictedClass < CLASS_COUNT; predictedClass++)\n        {\n            predictedClasses[predictedClass] = modelOutput[0, x, y, predictedClass + predictedClassOffset];\n        }\n\n        return Softmax(predictedClasses);\n    }\n\n\n    private ValueTuple<int, float> GetTopResult(float[] predictedClasses)\n    {\n        return predictedClasses\n            .Select((predictedClass, index) => (Index: index, Value: predictedClass))\n            .OrderByDescending(result => result.Value)\n            .First();\n    }\n\n\n    private float IntersectionOverUnion(Rect boundingBoxA, Rect boundingBoxB)\n    {\n        var areaA = boundingBoxA.width * boundingBoxA.height;\n\n        if (areaA <= 0)\n            return 0;\n\n        var areaB = boundingBoxB.width * boundingBoxB.height;\n\n        if (areaB <= 0)\n            return 0;\n\n        var minX = Math.Max(boundingBoxA.xMin, boundingBoxB.xMin);\n        var minY = Math.Max(boundingBoxA.yMin, boundingBoxB.yMin);\n        var maxX = Math.Min(boundingBoxA.xMax, boundingBoxB.xMax);\n        var maxY = Math.Min(boundingBoxA.yMax, boundingBoxB.yMax);\n\n        var intersectionArea = Math.Max(maxY - minY, 0) * Math.Max(maxX - minX, 0);\n\n        return intersectionArea / (areaA + areaB - intersectionArea);\n    }\n\n\n    private IList<BoundingBox> FilterBoundingBoxes(IList<BoundingBox> boxes, int limit, float threshold)\n    {\n        var activeCount = boxes.Count;\n        var isActiveBoxes = new bool[boxes.Count];\n\n        for (int i = 0; i < isActiveBoxes.Length; i++)\n        {\n            isActiveBoxes[i] = true;\n        }\n\n        var sortedBoxes = boxes.Select((b, i) => new { Box = b, Index = i })\n                .OrderByDescending(b => b.Box.Confidence)\n                .ToList();\n\n        var results = new List<BoundingBox>();\n\n        for (int i = 0; i < boxes.Count; i++)\n        {\n            if (isActiveBoxes[i])\n            {\n                var boxA = sortedBoxes[i].Box;\n                results.Add(boxA);\n\n                if (results.Count >= limit)\n                    break;\n\n                for (var j = i + 1; j < boxes.Count; j++)\n                {\n                    if (isActiveBoxes[j])\n                    {\n                        var boxB = sortedBoxes[j].Box;\n\n                        if (IntersectionOverUnion(boxA.Rect, boxB.Rect) > threshold)\n                        {\n                            isActiveBoxes[j] = false;\n                            activeCount--;\n\n                            if (activeCount <= 0)\n                                break;\n                        }\n                    }\n                }\n\n                if (activeCount <= 0)\n                    break;\n            }\n        }\n        return results;\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/DetectorYolo3.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e8859dbd01756264a97258b2ba723437\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/GraphicsWorker.cs",
    "content": "\nusing UnityEngine;\nusing System.Collections;\nusing Unity.Barracuda;\n\npublic class GraphicsWorker: MonoBehaviour\n{\n\n  public static IWorker GetWorker(Model model)\n  {\n    IWorker worker;\n    #if UNITY_IOS //Only IOS\n            Debug.Log(\"Graphics API: \" + SystemInfo.graphicsDeviceType);\n            if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Metal)\n            {\n                //IOS 11 needed for ARKit, IOS 11 has Metal support only, therefore GPU can run\n                var workerType = WorkerFactory.Type.ComputePrecompiled; // GPU\n                worker = WorkerFactory.CreateWorker(workerType, model);\n            }\n            else\n            {\n                //If Metal support is dropped for some reason, fall back to CPU\n                var workerType = WorkerFactory.Type.CSharpBurst;  // CPU\n                worker = WorkerFactory.CreateWorker(workerType, model);\n            }\n\n    #elif UNITY_ANDROID //Only Android\n            Debug.Log(\"Graphics API: \" + SystemInfo.graphicsDeviceType);\n            if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Vulkan)\n            {\n                //Vulkan on Android supports GPU\n                //However, ARCore does not currently support Vulkan, when it does, this line will work\n                var workerType = WorkerFactory.Type.ComputePrecompiled; // GPU\n                worker = WorkerFactory.CreateWorker(workerType, model);\n            }\n            else\n            {\n                //If not vulkan, fall back to CPU\n                var workerType = WorkerFactory.Type.CSharpBurst;  // CPU\n                worker = WorkerFactory.CreateWorker(workerType, model);\n            }\n\n    #elif UNITY_WEBGL //Only WebGL\n            Debug.Log(\"Graphics API: \" + SystemInfo.graphicsDeviceType);\n         //WebGL only supports CPU\n        var workerType = WorkerFactory.Type.CSharpBurst;  // CPU\n        worker = WorkerFactory.CreateWorker(workerType, model);\n\n    #else //Any other platform\n            Debug.Log(\"Graphics API: \" + SystemInfo.graphicsDeviceType);\n        // https://docs.unity3d.com/Packages/com.unity.barracuda@1.0/manual/SupportedPlatforms.html\n        //var workerType = WorkerFactory.Type.CSharpBurst;  // CPU\n          var workerType = WorkerFactory.Type.ComputePrecompiled; // GPU\n          worker = WorkerFactory.CreateWorker(workerType, model);\n    #endif\n\n    return worker;\n  }\n}\n"
  },
  {
    "path": "Assets/Scripts/GraphicsWorker.cs.meta",
    "content": "fileFormatVersion: 2\nguid: de84e7eab47ff4147ac603d0269538ba\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/NewText.cs",
    "content": "using UnityEngine;\n\npublic class NewText: MonoBehaviour {\n\n    Camera cameraToLookAt;\n\n    // Use this for initialization\n    void Start()\n    {\n        cameraToLookAt = Camera.main;\n\n    }\n\n    // Update is called once per frame\n    void LateUpdate()\n    {\n        transform.LookAt(cameraToLookAt.transform);\n        transform.rotation = Quaternion.LookRotation(cameraToLookAt.transform.forward);\n    }\n}\n"
  },
  {
    "path": "Assets/Scripts/NewText.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 79019c9fc138647828d00740109116cc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Scripts/PhoneARCamera.cs",
    "content": "using System;\nusing System.Threading.Tasks;\nusing System.Collections.Generic;\nusing Unity.Collections;\nusing Unity.Collections.LowLevel.Unsafe;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.XR.ARFoundation;\nusing UnityEngine.XR.ARSubsystems;\nusing Unity.Barracuda;\n\nusing System.IO;\nusing TFClassify;\nusing System.Linq;\nusing System.Collections;\n\n\npublic class PhoneARCamera : MonoBehaviour\n{\n    [SerializeField]\n    ARCameraManager m_CameraManager;\n\n    /// <summary>\n    /// Get or set the <c>ARCameraManager</c>.\n    /// </summary>\n    public ARCameraManager cameraManager\n    {\n        get => m_CameraManager;\n        set => m_CameraManager = value;\n    }\n\n    [SerializeField]\n    RawImage m_RawImage;\n\n    /// <summary>\n    /// The UI RawImage used to display the image on screen. (deprecated)\n    /// </summary>\n    public RawImage rawImage\n    {\n        get { return m_RawImage; }\n        set { m_RawImage = value; }\n    }\n\n    public enum Detectors{\n        Yolo2_tiny,\n        Yolo3_tiny\n    };\n    public Detectors selected_detector;\n\n    public Detector detector = null;\n\n    public float shiftX = 0f;\n    public float shiftY = 0f;\n    public float scaleFactor = 1;\n\n    public Color colorTag = new Color(0.3843137f, 0, 0.9333333f);\n    private static GUIStyle labelStyle;\n    private static Texture2D boxOutlineTexture;\n    // bounding boxes detected for current frame\n    private IList<BoundingBox> boxOutlines;\n    // bounding boxes detected across frames\n    public List<BoundingBox> boxSavedOutlines = new List<BoundingBox>();\n    // lock model when its inferencing a frame\n    private bool isDetecting = false;\n\n    // the number of frames that bounding boxes stay static\n    private int staticNum = 0;\n    public bool localization = false;\n\n    Texture2D m_Texture;\n\n    void OnEnable()\n    {\n        if (m_CameraManager != null)\n        {\n            m_CameraManager.frameReceived += OnCameraFrameReceived;\n        }\n\n        boxOutlineTexture = new Texture2D(1, 1);\n        boxOutlineTexture.SetPixel(0, 0, this.colorTag);\n        boxOutlineTexture.Apply();\n        labelStyle = new GUIStyle();\n        labelStyle.fontSize = 50;\n        labelStyle.normal.textColor = this.colorTag;\n\n        if (selected_detector == Detectors.Yolo2_tiny)\n        {\n            detector = GameObject.Find(\"Detector Yolo2-tiny\").GetComponent<DetectorYolo2>();\n        }\n        else if (selected_detector == Detectors.Yolo3_tiny)\n        {\n            detector = GameObject.Find(\"Detector Yolo3-tiny\").GetComponent<DetectorYolo3>();\n        }\n        else\n        {\n            Debug.Log(\"DEBUG: Invalid detector model\");\n        }\n\n        this.detector.Start();\n\n        CalculateShift(this.detector.IMAGE_SIZE);\n    }\n\n    void OnDisable()\n    {\n        if (m_CameraManager != null)\n        {\n            m_CameraManager.frameReceived -= OnCameraFrameReceived;\n        }\n    }\n\n    public void OnRefresh()\n    {\n        Debug.Log(\"DEBUG: onRefresh, removing anchors and boundingboxes\");\n        localization = false;\n        staticNum = 0;\n        // clear boubding box containers\n        boxSavedOutlines.Clear();\n        boxOutlines.Clear();\n        // clear anchor\n        AnchorCreator anchorCreator = FindObjectOfType<AnchorCreator>();\n        anchorCreator.RemoveAllAnchors();\n    }\n\n\n    unsafe void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs)\n    {\n        // Attempt to get the latest camera image. If this method succeeds,\n        // it acquires a native resource that must be disposed (see below).\n        XRCpuImage image;\n        if (!cameraManager.TryAcquireLatestCpuImage(out image))\n        {\n            return;\n        }\n\n        // Once we have a valid XRCameraImage, we can access the individual image \"planes\"\n        // (the separate channels in the image). XRCameraImage.GetPlane provides\n        // low-overhead access to this data. This could then be passed to a\n        // computer vision algorithm. Here, we will convert the camera image\n        // to an RGBA texture (and draw it on the screen).\n\n        // Choose an RGBA format.\n        // See XRCameraImage.FormatSupported for a complete list of supported formats.\n        var format = TextureFormat.RGBA32;\n\n        if (m_Texture == null || m_Texture.width != image.width || m_Texture.height != image.height)\n        {\n            m_Texture = new Texture2D(image.width, image.height, format, false);\n        }\n\n        // Convert the image to format, flipping the image across the Y axis.\n        // We can also get a sub rectangle, but we'll get the full image here.\n        var conversionParams = new XRCpuImage.ConversionParams(image, format, XRCpuImage.Transformation.None);\n\n        // Texture2D allows us write directly to the raw texture data\n        // This allows us to do the conversion in-place without making any copies.\n        var rawTextureData = m_Texture.GetRawTextureData<byte>();\n        try\n        {\n            image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length);\n        }\n        finally\n        {\n            // We must dispose of the XRCameraImage after we're finished\n            // with it to avoid leaking native resources.\n            image.Dispose();\n        }\n\n        // Apply the updated texture data to our texture\n        m_Texture.Apply();\n\n        // If bounding boxes are static for certain frames, start localization\n        if (staticNum > 150)\n        {\n            localization = true;\n        }\n        else\n        {\n            // detect object and create current frame outlines\n            TFDetect();\n            // merging outliens across frames\n            GroupBoxOutlines();\n        }\n        // Set the RawImage's texture so we can visualize it.\n        m_RawImage.texture = m_Texture;\n\n    }\n\n    public void OnGUI()\n    {\n        // Do not draw bounding boxes after localization.\n        if (localization)\n        {\n            return;\n        }\n\n        if (this.boxSavedOutlines != null && this.boxSavedOutlines.Any())\n        {\n            foreach (var outline in this.boxSavedOutlines)\n            {\n                DrawBoxOutline(outline, scaleFactor, shiftX, shiftY);\n            }\n        }\n    }\n\n    // merging bounding boxes and save result to boxSavedOutlines\n    private void GroupBoxOutlines()\n    {\n        // if savedoutlines is empty, add current frame outlines if possible.\n        if (this.boxSavedOutlines.Count == 0)\n        {\n            // no bounding boxes in current frame\n            if (this.boxOutlines == null || this.boxOutlines.Count == 0)\n            {\n                return;\n            }\n            // deep copy current frame bounding boxes\n            foreach (var outline in this.boxOutlines)\n            {\n                this.boxSavedOutlines.Add(outline);\n            }\n            return;\n        }\n\n        // adding current frame outlines to existing savedOulines and merge if possible.\n        bool addOutline = false;\n        foreach (var outline1 in this.boxOutlines)\n        {\n            bool unique = true;\n            List<BoundingBox> itemsToAdd = new List<BoundingBox>();\n            List<BoundingBox> itemsToRemove = new List<BoundingBox>();\n            foreach (var outline2 in this.boxSavedOutlines)\n            {\n                // if two bounding boxes are for the same object, use high confidnece one\n                if (IsSameObject(outline1, outline2))\n                {\n                    unique = false;\n                    if (outline1.Confidence > outline2.Confidence + 0.05F) //& outline2.Confidence < 0.5F)\n                    {\n                        Debug.Log(\"DEBUG: add detected boxes in this frame.\");\n                        Debug.Log($\"DEBUG: Add Label: {outline1.Label}. Confidence: {outline1.Confidence}.\");\n                        Debug.Log($\"DEBUG: Remove Label: {outline2.Label}. Confidence: {outline2.Confidence}.\");\n\n                        itemsToRemove.Add(outline2);\n                        itemsToAdd.Add(outline1);\n                        addOutline = true;\n                        staticNum = 0;\n                        break;\n                    }\n                }\n            }\n            this.boxSavedOutlines.RemoveAll(item => itemsToRemove.Contains(item));\n            this.boxSavedOutlines.AddRange(itemsToAdd);\n\n            // if outline1 in current frame is unique, add it permanently\n            if (unique)\n            {\n                Debug.Log($\"DEBUG: add detected boxes in this frame\");\n                addOutline = true;\n                staticNum = 0;\n                this.boxSavedOutlines.Add(outline1);\n                Debug.Log($\"Add Label: {outline1.Label}. Confidence: {outline1.Confidence}.\");\n            }\n        }\n        if (!addOutline)\n        {\n            staticNum += 1;\n        }\n\n        // merge same bounding boxes\n        // remove will cause duplicated bounding box?\n        List<BoundingBox> temp = new List<BoundingBox>();\n        foreach (var outline1 in this.boxSavedOutlines)\n        {\n            if (temp.Count == 0)\n            {\n                temp.Add(outline1);\n                continue;\n            }\n\n            List<BoundingBox> itemsToAdd = new List<BoundingBox>();\n            List<BoundingBox> itemsToRemove = new List<BoundingBox>();\n            foreach (var outline2 in temp)\n            {\n                if (IsSameObject(outline1, outline2))\n                {\n                    if (outline1.Confidence > outline2.Confidence)\n                    {\n                        itemsToRemove.Add(outline2);\n                        itemsToAdd.Add(outline1);\n                        Debug.Log(\"DEBUG: merge bounding box conflict!!!\");\n                    }\n                }\n                else\n                {\n                    itemsToAdd.Add(outline1);\n                }\n            }\n            temp.RemoveAll(item => itemsToRemove.Contains(item));\n            temp.AddRange(itemsToAdd);\n        }\n        this.boxSavedOutlines = temp;\n    }\n\n    // For two bounding boxes, if at least one center is inside the other box,\n    // treate them as the same object.\n    private bool IsSameObject(BoundingBox outline1, BoundingBox outline2)\n    {\n        var xMin1 = outline1.Dimensions.X * this.scaleFactor + this.shiftX;\n        var width1 = outline1.Dimensions.Width * this.scaleFactor;\n        var yMin1 = outline1.Dimensions.Y * this.scaleFactor + this.shiftY;\n        var height1 = outline1.Dimensions.Height * this.scaleFactor;\n        float center_x1 = xMin1 + width1 / 2f;\n        float center_y1 = yMin1 + height1 / 2f;\n\n        var xMin2 = outline2.Dimensions.X * this.scaleFactor + this.shiftX;\n        var width2 = outline2.Dimensions.Width * this.scaleFactor;\n        var yMin2 = outline2.Dimensions.Y * this.scaleFactor + this.shiftY;\n        var height2 = outline2.Dimensions.Height * this.scaleFactor;\n        float center_x2 = xMin2 + width2 / 2f;\n        float center_y2 = yMin2 + height2 / 2f;\n\n        bool cover_x = (xMin2 < center_x1) && (center_x1 < (xMin2 + width2));\n        bool cover_y = (yMin2 < center_y1) && (center_y1 < (yMin2 + height2));\n        bool contain_x = (xMin1 < center_x2) && (center_x2 < (xMin1 + width1));\n        bool contain_y = (yMin1 < center_y2) && (center_y2 < (yMin1 + height1));\n\n        return (cover_x && cover_y) || (contain_x && contain_y);\n    }\n\n    private void CalculateShift(int inputSize)\n    {\n        int smallest;\n\n        if (Screen.width < Screen.height)\n        {\n            smallest = Screen.width;\n            this.shiftY = (Screen.height - smallest) / 2f;\n        }\n        else\n        {\n            smallest = Screen.height;\n            this.shiftX = (Screen.width - smallest) / 2f;\n        }\n\n        this.scaleFactor = smallest / (float)inputSize;\n    }\n\n    private void TFDetect()\n    {\n        if (this.isDetecting)\n        {\n            return;\n        }\n\n        this.isDetecting = true;\n        StartCoroutine(ProcessImage(this.detector.IMAGE_SIZE, result =>\n        {\n            StartCoroutine(this.detector.Detect(result, boxes =>\n            {\n                this.boxOutlines = boxes;\n                Resources.UnloadUnusedAssets();\n                this.isDetecting = false;\n            }));\n        }));\n    }\n\n\n    private IEnumerator ProcessImage(int inputSize, System.Action<Color32[]> callback)\n    {\n        Coroutine croped = StartCoroutine(TextureTools.CropSquare(m_Texture,\n           TextureTools.RectOptions.Center, snap =>\n           {\n               var scaled = Scale(snap, inputSize);\n               var rotated = Rotate(scaled.GetPixels32(), scaled.width, scaled.height);\n               callback(rotated);\n           }));\n        yield return croped;\n    }\n\n\n    private void DrawBoxOutline(BoundingBox outline, float scaleFactor, float shiftX, float shiftY)\n    {\n        var x = outline.Dimensions.X * scaleFactor + shiftX;\n        var width = outline.Dimensions.Width * scaleFactor;\n        var y = outline.Dimensions.Y * scaleFactor + shiftY;\n        var height = outline.Dimensions.Height * scaleFactor;\n\n        DrawRectangle(new Rect(x, y, width, height), 10, this.colorTag);\n        DrawLabel(new Rect(x, y - 80, 200, 20), $\"Localizing {outline.Label}: {(int)(outline.Confidence * 100)}%\");\n    }\n\n\n    public static void DrawRectangle(Rect area, int frameWidth, Color color)\n    {\n        Rect lineArea = area;\n        lineArea.height = frameWidth;\n        GUI.DrawTexture(lineArea, boxOutlineTexture); // Top line\n\n        lineArea.y = area.yMax - frameWidth;\n        GUI.DrawTexture(lineArea, boxOutlineTexture); // Bottom line\n\n        lineArea = area;\n        lineArea.width = frameWidth;\n        GUI.DrawTexture(lineArea, boxOutlineTexture); // Left line\n\n        lineArea.x = area.xMax - frameWidth;\n        GUI.DrawTexture(lineArea, boxOutlineTexture); // Right line\n    }\n\n\n    private static void DrawLabel(Rect position, string text)\n    {\n        GUI.Label(position, text, labelStyle);\n    }\n\n    private Texture2D Scale(Texture2D texture, int imageSize)\n    {\n        var scaled = TextureTools.scaled(texture, imageSize, imageSize, FilterMode.Bilinear);\n        return scaled;\n    }\n\n\n    private Color32[] Rotate(Color32[] pixels, int width, int height)\n    {\n        var rotate = TextureTools.RotateImageMatrix(\n                pixels, width, height, 90);\n        // var flipped = TextureTools.FlipYImageMatrix(rotate, width, height);\n        //flipped =  TextureTools.FlipXImageMatrix(flipped, width, height);\n        // return flipped;\n        return rotate;\n    }\n\n\n\n}\n"
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    "path": "Assets/Scripts/PhoneARCamera.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 92f78a26596dc4161946c702f35b9b54\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Scripts/TextureTools.cs",
    "content": "using System;\r\nusing System.Collections;\r\nusing UnityEngine;\r\n\r\n\r\nnamespace TFClassify\r\n{\r\n    public class TextureTools\r\n    {\r\n        // Based on https://gist.github.com/natsupy/e129936543f9b4663a37ea0762172b3b\r\n        public enum Options\r\n        {\r\n            Crop = 0,\r\n            Resize = 1\r\n        }\r\n\r\n        public enum RectOptions\r\n        {\r\n            Center = 0,\r\n            BottomRight = 1,\r\n            TopRight = 2,\r\n            BottomLeft = 3,\r\n            TopLeft = 4,\r\n            //Top = 5,\r\n            //Left = 6,\r\n            //Right = 7,\r\n            //Bottom = 8,\r\n            Custom = 9\r\n        }\r\n\r\n\r\n        public static IEnumerator CropSquare(\r\n            Texture2D texture, RectOptions rectOptions, System.Action<Texture2D> callback)\r\n        {\r\n\r\n            var smallest = texture.width < texture.height ? texture.width : texture.height;\r\n            var rect = new Rect(0, 0, smallest, smallest);\r\n\r\n            if(rect.height < 0 || rect.width < 0)\r\n            {\r\n                throw new System.ArgumentException(\"Invalid texture size\");\r\n            }\r\n\r\n            Texture2D result = new Texture2D((int)rect.width, (int)rect.height);\r\n\r\n            if(rect.width != 0 && rect.height != 0)\r\n            {\r\n                float xRect = rect.x;\r\n                float yRect = rect.y;\r\n                float widthRect = rect.width;\r\n                float heightRect = rect.height;\r\n\r\n                switch(rectOptions)\r\n                {\r\n                    case RectOptions.Center:\r\n                        xRect = (texture.width - rect.width) / 2;\r\n                        yRect = (texture.height - rect.height) / 2;\r\n                        break;\r\n\r\n                    case RectOptions.BottomRight:\r\n                        xRect = texture.width - rect.width;\r\n                        break;\r\n\r\n                    case RectOptions.BottomLeft:\r\n                        break;\r\n\r\n                    case RectOptions.TopLeft:\r\n                        yRect = texture.height - rect.height;\r\n                        break;\r\n\r\n                    case RectOptions.TopRight:\r\n                        xRect = texture.width - rect.width;\r\n                        yRect = texture.height - rect.height;\r\n                        break;\r\n\r\n                    case RectOptions.Custom:\r\n                        float tempWidth = texture.width - rect.width;\r\n                        float tempHeight = texture.height - rect.height;\r\n                        xRect = tempWidth > texture.width ? 0 : tempWidth;\r\n                        yRect = tempHeight > texture.height ? 0 : tempHeight;\r\n                        break;\r\n                }\r\n\r\n                if (texture.width < rect.x + rect.width || texture.height < rect.y + rect.height ||\r\n                    xRect > rect.x + texture.width || yRect > rect.y + texture.height ||\r\n                    xRect < 0 || yRect < 0 || rect.width < 0 || rect.height < 0)\r\n                {\r\n                    throw new System.ArgumentException(\"Set value crop less than origin texture size\");\r\n                }\r\n\r\n                result.SetPixels(texture.GetPixels(Mathf.FloorToInt(xRect), Mathf.FloorToInt(yRect),\r\n                                                Mathf.FloorToInt(widthRect), Mathf.FloorToInt(heightRect)));\r\n                yield return null;\r\n                result.Apply();\r\n            }\r\n\r\n            yield return null;\r\n            //Debug.Log(\"DEBUG: CropSquare done\");\r\n\r\n            if (result == null)\r\n            {\r\n              Debug.Log(\"DEBUG: result is null in CropSquare\");\r\n            }\r\n\r\n            callback(result);\r\n        }\r\n\r\n\r\n        public static Texture2D CropWithRect(\r\n            WebCamTexture texture, Rect rect, RectOptions rectOptions,  int xMod, int yMod)\r\n        {\r\n            if(rect.height < 0 || rect.width < 0)\r\n            {\r\n                throw new System.ArgumentException(\"Invalid texture size\");\r\n            }\r\n\r\n            Texture2D result = new Texture2D((int)rect.width, (int)rect.height);\r\n\r\n            if(rect.width != 0 && rect.height != 0)\r\n            {\r\n                float xRect = rect.x;\r\n                float yRect = rect.y;\r\n                float widthRect = rect.width;\r\n                float heightRect = rect.height;\r\n\r\n                switch(rectOptions)\r\n                {\r\n                    case RectOptions.Center:\r\n                        xRect = (texture.width - rect.width) / 2;\r\n                        yRect = (texture.height - rect.height) / 2;\r\n                        break;\r\n\r\n                    case RectOptions.BottomRight:\r\n                        xRect = texture.width - rect.width;\r\n                        break;\r\n\r\n                    case RectOptions.BottomLeft:\r\n                        break;\r\n\r\n                    case RectOptions.TopLeft:\r\n                        yRect = texture.height - rect.height;\r\n                        break;\r\n\r\n                    case RectOptions.TopRight:\r\n                        xRect = texture.width - rect.width;\r\n                        yRect = texture.height - rect.height;\r\n                        break;\r\n\r\n                    case RectOptions.Custom:\r\n                        float tempWidth = texture.width - rect.width - xMod;\r\n                        float tempHeight = texture.height - rect.height - yMod;\r\n                        xRect = tempWidth > texture.width ? 0 : tempWidth;\r\n                        yRect = tempHeight > texture.height ? 0 : tempHeight;\r\n                        break;\r\n                }\r\n\r\n                if (texture.width < rect.x + rect.width || texture.height < rect.y + rect.height ||\r\n                    xRect > rect.x + texture.width || yRect > rect.y + texture.height ||\r\n                    xRect < 0 || yRect < 0 || rect.width < 0 || rect.height < 0)\r\n                {\r\n                    throw new System.ArgumentException(\"Set value crop less than origin texture size\");\r\n                }\r\n\r\n                result.SetPixels(texture.GetPixels(Mathf.FloorToInt(xRect), Mathf.FloorToInt(yRect),\r\n                                                Mathf.FloorToInt(widthRect), Mathf.FloorToInt(heightRect)));\r\n                result.Apply();\r\n            }\r\n\r\n            return result;\r\n        }\r\n\r\n\r\n        /// <summary>\r\n        ///     Returns a scaled copy of given texture.\r\n        /// </summary>\r\n        /// <param name=\"tex\">Source texure to scale</param>\r\n        /// <param name=\"width\">Destination texture width</param>\r\n        /// <param name=\"height\">Destination texture height</param>\r\n        /// <param name=\"mode\">Filtering mode</param>\r\n        public static Texture2D scaled(Texture2D src, int width, int height, FilterMode mode = FilterMode.Trilinear)\r\n        {\r\n                Rect texR = new Rect(0,0,width,height);\r\n                _gpu_scale(src,width,height,mode);\r\n\r\n                //Get rendered data back to a new texture\r\n                Texture2D result = new Texture2D(width, height, TextureFormat.ARGB32, true);\r\n                result.Resize(width, height);\r\n                result.ReadPixels(texR,0,0,true);\r\n                return result;\r\n        }\r\n\r\n        /// <summary>\r\n        /// Scales the texture data of the given texture.\r\n        /// </summary>\r\n        /// <param name=\"tex\">Texure to scale</param>\r\n        /// <param name=\"width\">New width</param>\r\n        /// <param name=\"height\">New height</param>\r\n        /// <param name=\"mode\">Filtering mode</param>\r\n        public static void scale(Texture2D tex, int width, int height, FilterMode mode = FilterMode.Trilinear)\r\n        {\r\n                Rect texR = new Rect(0,0,width,height);\r\n                _gpu_scale(tex,width,height,mode);\r\n\r\n                // Update new texture\r\n                tex.Resize(width, height);\r\n                tex.ReadPixels(texR,0,0,true);\r\n                tex.Apply(true);        //Remove this if you hate us applying textures for you :)\r\n        }\r\n\r\n        // Internal unility that renders the source texture into the RTT - the scaling method itself.\r\n        static void _gpu_scale(Texture2D src, int width, int height, FilterMode fmode)\r\n        {\r\n                //We need the source texture in VRAM because we render with it\r\n                src.filterMode = fmode;\r\n                src.Apply(true);\r\n\r\n                //Using RTT for best quality and performance. Thanks, Unity 5\r\n                RenderTexture rtt = new RenderTexture(width, height, 32);\r\n\r\n                //Set the RTT in order to render to it\r\n                Graphics.SetRenderTarget(rtt);\r\n\r\n                //Setup 2D matrix in range 0..1, so nobody needs to care about sized\r\n                GL.LoadPixelMatrix(0,1,1,0);\r\n\r\n                //Then clear & draw the texture to fill the entire RTT.\r\n                GL.Clear(true,true,new Color(0,0,0,0));\r\n                Graphics.DrawTexture(new Rect(0,0,1,1),src);\r\n        }\r\n\r\n\r\n        public static Texture2D RotateTexture(Texture2D originTexture, int angle) {\r\n            var result = RotateImageMatrix(\r\n                originTexture.GetPixels32(), originTexture.width, originTexture.height, angle);\r\n            var resultTexture = new Texture2D(originTexture.width, originTexture.height);\r\n            resultTexture.SetPixels32(result);\r\n            resultTexture.Apply();\r\n\r\n            return resultTexture;\r\n         }\r\n\r\n\r\n         public static Color32[] RotateImageMatrix(Color32[] matrix, int width, int height, int angle)\r\n         {\r\n             Color32[] pix1 = new Color32[matrix.Length];\r\n\r\n             int x = 0;\r\n             int y = 0;\r\n\r\n             Color32[] pix3 = rotateSquare(\r\n                 matrix, width, height, (Math.PI/180*(double)angle));\r\n\r\n             for (int j = 0; j < height; j++){\r\n                 for (var i = 0; i < width; i++) {\r\n                     pix1[x + i + width*(j+y)] = pix3[i + j*width];\r\n                 }\r\n             }\r\n\r\n             return pix3;\r\n         }\r\n\r\n         public static Color32[] FlipXImageMatrix(Color32[] matrix, int width, int height)\r\n         {\r\n            Color32[] flipped = new Color32[matrix.Length];\r\n            for (int j = 0; j < height; j++)\r\n            {\r\n                for (var i = 0; i < width; i++)\r\n                {\r\n                    flipped[j * width + i] = matrix[(height-1-j) * width + i];\r\n                }\r\n            }\r\n\r\n            return flipped;\r\n         }\r\n\r\n         public static Color32[] FlipYImageMatrix(Color32[] matrix, int width, int height)\r\n         {\r\n            Color32[] flipped = new Color32[matrix.Length];\r\n            for (int j = 0; j < height; j++)\r\n            {\r\n                for (var i = 0; i < width; i++)\r\n                {\r\n                    flipped[j * width + i] = matrix[j * width + width - 1 - i];\r\n                }\r\n            }\r\n\r\n            return flipped;\r\n         }\r\n\r\n\r\n         static Color32[] rotateSquare(Color32[] arr, int width, int height, double phi) {\r\n             int x;\r\n             int y;\r\n             int i;\r\n             int j;\r\n             double sn = Math.Sin(phi);\r\n             double cs = Math.Cos(phi);\r\n             Color32[] arr2 = new Color32[arr.Length];\r\n\r\n             int xc = width/2;\r\n             int yc = height/2;\r\n\r\n             for (j=0; j<height; j++){\r\n                 for (i=0; i<width; i++){\r\n                     arr2[j*width+i] = new Color32(0,0,0,0);\r\n                     x = (int)(cs*(i-xc)+sn*(j-yc)+xc);\r\n                     y = (int)(-sn*(i-xc)+cs*(j-yc)+yc);\r\n                     if ((x>-1) && (x<width) &&(y>-1) && (y<height)){\r\n                         arr2[j*width+i]=arr[y*width+x];\r\n                     }\r\n                 }\r\n             }\r\n             return arr2;\r\n         }\r\n    }\r\n}\r\n"
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    "content": "# Unity_Detection2AR\n<strong>A simple solution to incorporate object localization into conventional computer vision object detection algorithms. </strong>\n\n<strong>IDEA: </strong> There aren't that many open source real-time 3D object detection. This is an example of using \"more popular\" 2D object detection and then localize it with a few feature points. It uses recently released [Barracuda](https://docs.unity3d.com/Packages/com.unity.barracuda@1.0/manual/index.html) for object detection and ARFoundation for AR. It works both on iOS and Android devices.\n\nCurrently supports tiny Yolo2 and 3.\n\n![demo](Sample/demo.gif)\n\n## Requirements\n    \"com.unity.barracuda\": \"1.0.3\",\n    \"com.unity.xr.arfoundation\": \"4.0.8\",\n    \"com.unity.xr.arkit\": \"4.0.8\",\n    \"com.unity.xr.arcore\": \"4.0.8\"\n\n## Usage\nIt is developed in Unity 2020.2.1 and requires product ready Barracuda with updated AR packages. The preview Barracuda versions seems unstable and may not work.\n* Open the project in Unity (Versions > 2019.4.9).\n* In `Edit -> Player Settings -> Other XR Plug-in Management`, make sure Initialize XR on Startup and Plug-in providers are marked to enable ARCamera.\\\n* From Inspector `Scene: Detect -> Game Object: Camera Image -> Script: Phone AR Camera`, choose Selected_detector to either Yolo2_tiny or Yolo3_tiny(default).\n* Make sure that Detector has ONNX Model file and Labels file set.\n* For Android, check the Minimum API Level at `Project Settings -> Player -> Others Settings -> Minimum API Level`. it requires at least Android 7.0 'Nougat' (API Level 24).\n* For Android, also enable Auto Graphics API. [See Issue](https://github.com/derenlei/Unity_Detection2AR/issues/3#issuecomment-727286451)\n* In `File -> Build settings` choose Detect and hit Build and run.\n* For IOS, fix team setting in `Signing & Capabilities`.\n\n## Detection Model\nWe currently support <strong>Yolo version 2 (tiny)</strong> and <strong>Yolo version 3 (tiny)</strong>. Example models are in `Assets/Models/`.\n\n[yolov3-tiny-416.onnx](Assets/Models/yolov3-tiny-416.onnx) is trained on COCO dataset.\n\n[yolov2-tiny-food-freeze.onnx](Assets/Models/yolov2-tiny-food-freeze.onnx) is trained on [FOOD100 dataset](http://foodcam.mobi/dataset100.html) through darknet. A good example of the training tool is [here](https://github.com/bennycheung/Food100_YOLO_Tools). Ideally, it can detect 100 categories of dishes.\n\n![Image](Sample/predictions.jpg)\n\n## Use Your Own Model\n1. Convert your model into the ONNX format. If it is trained through Darknet, convert it into <strong>frozen</strong> tensorflow model first, then ONNX.\n2. Upload the model and label to `Assets/Models`. Use inspector to update your model settings in `Scene: Detect -> Game Object: Detector Yolo2-tiny / Detector Yolo3-tiny`. Update anchor info in the DetectorYolo script [here](Assets/Scripts/DetectorYolo2.cs#L46) or [here](Assets/Scripts/DetectorYolo3.cs#L52).\n## Acknowledgement\n* Partial code borrowed from [TFClassify-Unity-Barracuda](https://github.com/Syn-McJ/TFClassify-Unity-Barracuda) and [arfoundation-samples](https://github.com/Unity-Technologies/arfoundation-samples).\n* [AR Simulation package](https://github.com/needle-tools/ar-simulation) is only free for noncommercial use.\n"
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