Эх сурвалжийг харах

Merge branch 'master' of https://gitee.com/slambb/smart-bow-infrared

slambb 1 жил өмнө
parent
commit
d25e79e29e

+ 21 - 3
Assets/InfraredProject/WebCamera/Script/ZIM/ScreenLocate.cs

@@ -136,10 +136,10 @@ public partial class ScreenLocate : MonoBehaviour
     //是否单点显示
     public bool bSinglePoint = true;//默认单点识别
 
-    [NonSerialized] public float ReDoLocateCalibrationRatio = 0.12f;  // 半自动定位时校准的距离比例,以手动的结果来校准,离手动太远的线段会被舍弃
-
     [NonSerialized] public InfraredCount infraredCount = InfraredCount.Single;  // 识别红外灯的数量,1个或者2个
 
+    public float ReDoLocateCalibrationRatio { get; private set; }  // 半自动定位时校准的距离比例,以手动的结果来校准,离手动太远的线段会被舍弃
+
     bool bIdentifyRed = true;//默认设备红色
 
     bool bIdentifyGreen = true;
@@ -311,6 +311,7 @@ public partial class ScreenLocate : MonoBehaviour
         }
 
         infraredCount = InfraredCount.Single;
+        ReDoLocateCalibrationRatio = 0.125f;
 
         #region 性能检测相关
         for (var i = 0; i < m_History.Capacity; ++i)
@@ -430,7 +431,7 @@ public partial class ScreenLocate : MonoBehaviour
             //infraredLocate.SetBrightnessThreshold(redfilterValue);     // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93
         }
 
-        if (screenIdentification.Screen.RefreshCameraSize(getUVCCameraInfoSize))       // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
+        if (RefreshCameraSize())       // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
         {
             quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
 
@@ -692,6 +693,15 @@ public partial class ScreenLocate : MonoBehaviour
 
     }
 
+    private bool RefreshCameraSize()
+    {
+        var sizeNew = getUVCCameraInfoSize.o0Vector();
+        screenIdentification.QuadAuto?.ReSize(sizeNew, ScreenMap.ViewAspectRatioSetting);
+        screenIdentification.QuadManual?.ReSize(sizeNew, ScreenMap.ViewAspectRatioSetting);
+        screenIdentification.QuadSemiAuto?.ReSize(sizeNew, ScreenMap.ViewAspectRatioSetting);
+        return screenIdentification.Screen.RefreshCameraSize(getUVCCameraInfoSize);
+    }
+
     Vector2 targetPos = Vector2.zero;
     Vector2 movePos = Vector2.zero;
     int moveSpeed = 20;
@@ -876,6 +886,14 @@ public partial class ScreenLocate : MonoBehaviour
         screenIdentification.Screen.Active = false;
     }
 
+    // threshold 的值是0-1,0代表最近,1代表最远
+    public void SetReDoLocateCalibrationRatio(float threshold)
+    {
+        const float MIN = 0.005f;
+        const float MAX = 0.305f;
+        ReDoLocateCalibrationRatio = MIN + (MAX - MIN) * threshold;
+    }
+
     /// <summary>
     /// 固定的顶点顺序: 左下,右下,左上,右上
     /// </summary>

+ 201 - 29
Assets/InfraredProject/WebCamera/zimWebCamera.unity

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   m_Children: []
   m_Father: {fileID: 1867793102}
-  m_RootOrder: 14
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   m_AnchorMax: {x: 0, y: 1}
@@ -1065,7 +1065,7 @@ RectTransform:
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   m_Father: {fileID: 1867793102}
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   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 517576267}
-  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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   m_LocalScale: {x: 1, y: 1, z: 1}
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   m_Children:
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   - {fileID: 619252550}
-  m_Father: {fileID: 1867793102}
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   m_AnchorMax: {x: 0.5, y: 0.5}
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@@ -1568,6 +1568,45 @@ CanvasRenderer:
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-  m_AnchoredPosition: {x: -90, y: 502.99994}
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@@ -1846,7 +1885,7 @@ RectTransform:
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   m_Father: {fileID: 1867793102}
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   - {fileID: 1142717919}
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@@ -5351,6 +5390,11 @@ CanvasRenderer:
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+ 7 - 0
Assets/SmartBow/Resources/SmartBow/Prefabs/ZIM/SliderSetting.prefab.meta

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+guid: b9f12e22b4f19a24ab8ad4a1cf90cbc0
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+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 29 - 0
Assets/SmartBow/Resources/SmartBow/Prefabs/ZIM/SliderWithValue.cs

@@ -0,0 +1,29 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class SliderWithValue : MonoBehaviour
+{
+    public Slider Sliderr;
+    public Text ValueText;
+
+    private string GetValueString()=> GetValueString(Sliderr.value);
+    private string GetValueString(float value) => String.Format("{0:F2}", value);
+
+
+    void Start()
+    {
+        ValueText.text = GetValueString();
+        Sliderr.onValueChanged.AddListener(UpdateValueText);
+        Sliderr.onValueChanged.AddListener(ScreenLocate.Main.SetReDoLocateCalibrationRatio);
+    }
+
+    public void UpdateValueText(float value)
+    {
+        if (value == 0) 
+            ValueText.text = "0.01";    // 不显示 0
+        ValueText.text = GetValueString(value);
+    }
+}

+ 11 - 0
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+ 10 - 10
Assets/SmartBow/Scripts/Views/InfraredViewParts/InfraredScreenPositioningView.cs

@@ -808,16 +808,16 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
                 2 * (targetList[3] + lo) };
 
         // 记录手动数据
-        var size = ScreenLocate.Main.getUVCCameraInfoSize;
-        var quad = new QuadrilateralInCamera(
-                new o0.Geometry2D.Float.Vector(targetList[0].x * size.x, targetList[0].y * size.y),
-                new o0.Geometry2D.Float.Vector(targetList[1].x * size.x, targetList[1].y * size.y),
-                new o0.Geometry2D.Float.Vector(targetList[3].x * size.x, targetList[3].y * size.y),
-                new o0.Geometry2D.Float.Vector(targetList[2].x * size.x, targetList[2].y * size.y),
-                size.o0Vector()
-            );
-        ScreenLocate.Main.ScreenIdentification.QuadManual = quad;
-        Debug.Log("<color=aqua>[ScreenLocate] 记录手动数据</color>");
+        //var size = ScreenLocate.Main.getUVCCameraInfoSize;
+        //var quad = new QuadrilateralInCamera(
+        //        new o0.Geometry2D.Float.Vector(targetList[0].x * size.x, targetList[0].y * size.y),
+        //        new o0.Geometry2D.Float.Vector(targetList[1].x * size.x, targetList[1].y * size.y),
+        //        new o0.Geometry2D.Float.Vector(targetList[3].x * size.x, targetList[3].y * size.y),
+        //        new o0.Geometry2D.Float.Vector(targetList[2].x * size.x, targetList[2].y * size.y),
+        //        size.o0Vector()
+        //    );
+        //ScreenLocate.Main.ScreenIdentification.QuadManual = quad;
+        //Debug.Log("<color=aqua>[ScreenLocate] 记录手动数据</color>");
     }
 
     void SaveLocalPos()