#define ENABLE_LOG using InfraredManager; using o0; using SLAMUVC; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Experimental.AI; using UnityEngine.UI; using ZIM; using ZIM.Unity; using static SLAMUVC.UVCManager; using Color = UnityEngine.Color; using Time = UnityEngine.Time; [RequireComponent(typeof(Canvas))] public partial class ScreenLocate : MonoBehaviour { public InfraredCameraHelper InfraredCameraHelper; private const string TAG = "ScreenLocate#"; public enum InfraredCount : int { Single = 1, Double = 2 } enum Mode { InfraredLocate, ScreenMap, ScreenLocateManual } enum Platform { Window, Android } Platform mPlatform = Platform.Android; // 2个灯,顺序根据红外灯的大小 由大到小, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得 public InfraredSpot[] InfraredSpots { get { infraredCount = InfraredCount.Double; return infraredSpotBuffer; } } // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得 public InfraredSpot InfraredSpotSingle { get { infraredCount = InfraredCount.Single; return infraredSpotBuffer[0]; } } public InfraredSpot[] infraredSpotBuffer; public string GetInfraredCount() { return infraredCount.ToString(); } /// /// CameraLocation 的偏移量 /// public Vector2 CameraLocationOffset { get; set; } = new Vector2(0, 0); public Vector2 UVOffset { get; set; } = new Vector2(0, 0); // public InfraredDemo InfraredDemoMain => FindObjectOfType(); #region UVC 处理的对象 //public UVCManager mUVCManager; public CameraInfo mUVCCameraInfo; public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false; public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(320, 240); private Texture mUVCTexture; public Texture getUVCTexture => mUVCTexture; public Texture setUVCTexture { set { mUVCTexture = value; } } private Texture2D mUVCTexture2D; // [SerializeField] Texture2DArray mUVCOutArray; #endregion public Text Info; public List CrosshairInCamera; public List CrosshairInScreen; public RectTransform ScreenQuad; public Toggle SaveToggle; public Toggle FullScreenToggle; public LineGenerator UILineGenerator; public bool ShowScreenQuad = false; // output的图像 // 图0是摄像机原图,图1是屏幕识别的全部可选线段,图2是识别出的屏幕画面,图3是识别出的屏幕四条边,图4是图2和图3的叠加,图5显示3种不同颜色的算法识别线段 public List outputRawImages; [NonSerialized] public Texture[] outputTexture2D = new Texture[8]; public RawImage FullScreenImage; public PixelCheaker ScreenPixelCheaker; public InfraredSpotSettings InfraredSpotSettings; public o0.Geometry2D.Vector CameraSize { get; set; } public List DebugScreenImages = new List(); public bool DebugOnZIMDemo = false; // private SynchronizationContext mainContext; //是否单点显示 public bool bSinglePoint = true;//默认单点识别 [NonSerialized] public float ReDoLocateCalibrationRatio = 0.04f; // 重复定位时校准的距离比例,例如先手动定位,再自动定位,会以手动的结果来校准 [NonSerialized] public InfraredCount infraredCount = InfraredCount.Single; bool bIdentifyRed = true;//默认设备红色 bool bIdentifyGreen = true; #region 性能检测相关 public Text m_UITime; const float m_UIUpdateInterval = 0.1f; float m_UIUpdateTimer = 0.0f; List m_History = new List(100); int m_ValidHistoryFrames = 0; float m_AverageTime = float.NaN; float m_MedianTime = float.NaN; float m_MinTime = float.NaN; float m_MaxTime = float.NaN; public float updateInterval = 0.5F; private double lastInterval; private int frames = 0; private float fps; public Text m_FPS; #endregion #region PC部分参数 //亮度 public float pcBrightness { get; set; } = 0.0f; //对比度 public float pcContrast { get; set; } = 0.0f; #endregion InfraredLocate infraredLocate; RectTransform canvas; Mode mode; List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>(); //o0.Project.WebCam o0WebCam = null; o0.Project.ScreenIdentification screenIdentification; public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification; /// /// 正在识别的状态,自动识别时候记录 /// bool bAutomaticRecognition { get; set; } = false;//进行捕获时 bool bAutomaticRecognitionStart { get; set; } = false;//是否进行捕获 bool bAutomaticRecognitionEnd { get; set; } = false;//是否结束捕获 [NonSerialized] public RectTransform BackQuad = null; static public ScreenLocate Main; static public void AutoLightPixels(Color[] pixels, int width, int height) { var newTex = pixels.zimAutoLightSimple(width, height); DebugTexture(7, newTex); try { Main.FullScreenImage.texture = newTex; } catch { } } static public void DebugTexture(int index, Texture texture) { LateDestory(Main.outputTexture2D[index]); Main.outputTexture2D[index] = texture; try { Main.outputRawImages[index].texture = texture; } catch { } } static void LateDestory(UnityEngine.Object o) => Main.StartCoroutine(Main.LateDestoryIEnum(o)); static public void SetScreen(UnityEngine.Color? color = null) { if (Main.BackQuad == null) { var canvas = GameObject.Find("WebCameraView").GetComponent(); var background = canvas.Find("Background"); Main.BackQuad = background.GetChild(0).GetComponent(); } Main.BackQuad.parent.gameObject.SetActive(color != null); Main.BackQuad.GetComponent().color = color ?? Color.black; //Debug.Log("Set Screen " + color.GetColorName()); } static public void SetScreen(Rect rect, UnityEngine.Color? color = null) { if (Main.BackQuad == null) { var canvas = GameObject.Find("WebCameraView").GetComponent(); var background = canvas.Find("Background"); Main.BackQuad = background.GetChild(0).GetComponent(); } Main.BackQuad.parent.gameObject.SetActive(color != null); Main.BackQuad.anchorMin = rect.min; Main.BackQuad.anchorMax = rect.max; Main.BackQuad.GetComponent().color = color ?? Color.black; //Debug.Log("Set Screen " + color.GetColorName()); } static void DebugBackQuad(Rect? rect = null) { if (Main.BackQuad) { Main.BackQuad.parent.GetComponent().enabled = false; Main.BackQuad.GetComponent().color = Color.white; Main.BackQuad.parent.gameObject.SetActive(!Main.BackQuad.parent.gameObject.activeSelf); if (rect.HasValue) { Main.BackQuad.anchorMin = rect.Value.min; Main.BackQuad.anchorMax = rect.Value.max; } } } public void ReSizeTexture(int width, int height) { Debug.Log("Cur mUVCTexture Size: [" + mUVCTexture.width + "," + mUVCTexture.height + "]"); return; if (mUVCTexture.width < width || mUVCTexture.height < height) // 如果当前分辨率太小,则重新new一个texture { Texture2D tex = new Texture2D( width, height, TextureFormat.ARGB32, false, /* mipmap */ true /* linear */); tex.filterMode = FilterMode.Point; tex.Apply(); mUVCTexture = tex; mUVCCameraInfo.previewTexture = tex; var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr(); } } void Awake() { Main = this; #if !UNITY_EDITOR_WIN DebugOnZIMDemo = false; #endif //if (mUVCDrawer) // mUVCDrawer.StartPreviewAction += UVCIsReady; } void OnDestroy() { //if (mUVCDrawer) // mUVCDrawer.StartPreviewAction -= UVCIsReady; } void Start() { //mainContext = SynchronizationContext.Current; // 设置目标帧率为60 Application.targetFrameRate = 60; canvas = transform.GetComponent(); mode = Mode.InfraredLocate; if (DebugScreenImages.Count != 0 && DebugOnZIMDemo) { screenIdentification = new o0.Project.ScreenIdentification(); screenIdentification.LocateScreen(); } if (DebugOnZIMDemo) { FullScreenToggle.onValueChanged.AddListener((i) => { Screen.fullScreen = i; }); } infraredCount = InfraredCount.Single; #region 性能检测相关 for (var i = 0; i < m_History.Capacity; ++i) { m_History.Add(0.0f); } lastInterval = Time.realtimeSinceStartup; frames = 0; #endregion } IEnumerator LateDestoryIEnum(UnityEngine.Object o) { if (o) { yield return new WaitForEndOfFrame(); Destroy(o); } } //ZIMWebCamera场景使用 public void WebCamIsReady(Texture texture) { mPlatform = Platform.Window; mUVCTexture = texture; mUVCCameraInfo = new CameraInfo(mUVCTexture); brightness = 0; //UVC准备好 InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo); } /// /// UVCManager 创建初始化时候,更新此函数 /// /// public void UVCIsReady(CameraInfo cameraInfo) { mPlatform = Platform.Android; mUVCTexture = cameraInfo.previewTexture; mUVCCameraInfo = cameraInfo; Debug.Log("UVCIsReady:" + mUVCCameraInfo); //UVC准备好 InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo); } /// /// 获取新的 previewTexture /// public void UVCUpdate(bool bChange) { mUVCTexture = mUVCCameraInfo.previewTexture; Debug.Log("[ScreenLocate] UVCUpdate:" + mUVCCameraInfo + ",bChange:"+bChange); InfraredCameraHelper?.InvokeOnUVCIsUpdate(); //这里判断是否进入自动识别? if (bAutomaticRecognitionStart) { bAutomaticRecognitionStart = false; Debug.Log("[ScreenLocate] UVCUpdate 开始自动识别 Capture:" + Capture + " ,Delay: " + Delay); screenIdentification.LocateScreen(Capture, Delay); } if (bAutomaticRecognitionEnd) { bAutomaticRecognitionEnd = false; Debug.Log("[ScreenLocate] UVCUpdate 结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size); bAutomaticRecognition = false; } } int brightness = 0; /// /// 设置算法红外灯的亮度值 /// /// public void SetInfraredLocateBrightnessThreshold(float value) { if (infraredLocate != null) { if (value >= 0 && value <= 1) infraredLocate.SetBrightnessThreshold(value); // 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 } } void Update() { //++frames; //float timeNow = Time.realtimeSinceStartup; //if (timeNow > lastInterval + updateInterval) //{ // fps = (float)(frames / (timeNow - lastInterval)); // frames = 0; // lastInterval = timeNow; //} //if (m_FPS != null) // m_FPS.text = "FPS:" + fps.ToString("f2"); if (mUVCCameraInfo == null) return; if (screenIdentification == null) { screenIdentification = new o0.Project.ScreenIdentification(); //pc 不切换分辨率了 #if UNITY_ANDROID //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter; screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd; #endif } if (infraredLocate == null) { infraredLocate = new InfraredLocate(mUVCCameraInfo, screenIdentification, InfraredSpotSettings, ScreenPixelCheaker); //InfraredDemo 初始化 //float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f); //Debug.Log("Init Red filterValue:" + redfilterValue); //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 { quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList(); if (!ContainsNaN(quadUnityVectorList)) { SaveScreenLocateVectorList(); //SyncInfraredDemo(); //SyncInfraredScreenPositioningView(); InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList); Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变:[" + (int)getUVCCameraInfoSize.x + "," + (int)getUVCCameraInfoSize.y + "]"); Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变,刷新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList)); } else { Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList)); } if (DebugOnZIMDemo) Main.ShowScreen(Main.ScreenQuad, screenIdentification.Screen.QuadInCamera); } //var t0 = Time.realtimeSinceStartup; /* New*/ //Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active); if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing) // 成功定位屏幕后才做红外识别 { //if (bAutomaticRecognition) //{ // //识别的过程使用的分辨率 // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y); // if (log1) // { // log1 = false; // Debug.Log("[ScreenLocate] log1:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]"); // } //} //else //{ // //自动识别完成后使用相机分辨率大小 getUVCCameraInfoSize // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y); // if (log2) // { // log2 = false; // Debug.Log("[ScreenLocate] log2:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]"); // } //} //如果是连接了蓝牙设备,并且不是9轴设备。不进行识别算法处理 if (BluetoothAim.ins?.status == BluetoothStatusEnum.ConnectSuccess && AimHandler.ins && AimHandler.ins.bRuning9Axis()) return; //根据getUVCCameraInfoSize 分辨率渲染 CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y); if (!screenIdentification.Update(mUVCTexture2D)) { CameraSize = new o0.Geometry2D.Vector(mUVCTexture2D.width, mUVCTexture2D.height); var pixels = mUVCTexture2D.GetPixels(); // 从左往右、从下往上 AutoLightPixels(pixels, CameraSize.x, CameraSize.y); //return; //InfraredSpots = infraredLocate.Update(pixels); if (bSinglePoint) infraredSpotBuffer = infraredLocate.UpdateSingle(pixels); else infraredSpotBuffer = infraredLocate.Update(pixels); if (mode == Mode.ScreenLocateManual) { for (int i = 0; i < infraredSpotBuffer.Length; i++) { if (infraredSpotBuffer[i].CameraLocation != null) { // 检测到光点 var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, FullScreenImage.rectTransform.rect); CrosshairInCamera[i].gameObject.SetActive(true); CrosshairInCamera[i].anchoredPosition = posInCanvas; } else CrosshairInCamera[i].gameObject.SetActive(false); } } else if(mode == Mode.InfraredLocate) { if (mPlatform == Platform.Window) //渲染ui上面的点。进入游戏可以隐藏 { for (int i = 0; i < infraredSpotBuffer.Length; i++) { if (infraredSpotBuffer[i].CameraLocation != null) { // 检测到光点 var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, outputRawImages[0].rectTransform.rect); CrosshairInCamera[i].gameObject.SetActive(true); CrosshairInCamera[i].anchoredPosition = posInCanvas; } else CrosshairInCamera[i].gameObject.SetActive(false); } } //手机端使用 mPlatform == Platform.Android && //通用,手机 和 PC if (infraredSpotBuffer.Length > 0) { int redIndex = 0; int greenIndex = 1; //仅仅第一个点显示(如果最大点出界了会闪烁) if (bSinglePoint) { redIndex = 0; //单点识别是,可以选择切换颜色 if (infraredSpotBuffer[redIndex].ScreenUV != null) { string str = "Single:"; Info.text = str + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4"); //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0)); onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value); } } else { //雙點模式下選擇第一個點 if (bIdentifyRed && !bIdentifyGreen) { if (infraredSpotBuffer[redIndex].ScreenUV != null) { Info.text = "Red" + redIndex + ":" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4"); //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0)); onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex); } else { Info.text = "未检测到红色最大点!"; } } else if (!bIdentifyRed && bIdentifyGreen) { if (infraredSpotBuffer[greenIndex].ScreenUV != null) { Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4"); //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0)); onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex); } else { Info.text = "未检测到绿色点!"; } } else { //两个不选择和两个全选都跑识别两个点 //自動切換 检测到光点 if (infraredSpotBuffer[redIndex].ScreenUV != null) { Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4"); //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0)); onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex); } else if (infraredSpotBuffer[greenIndex].ScreenUV != null) { Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4"); //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0)); onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex); } else { Info.text = "未检测到点!"; } } } } } else if (mode == Mode.ScreenMap && DebugOnZIMDemo) { for (int i = 0; i < infraredSpotBuffer.Length; i++) { if (infraredSpotBuffer[i].ScreenUV != null) { // 检测到光点 var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect); CrosshairInScreen[i].gameObject.SetActive(true); CrosshairInScreen[i].anchoredPosition = posInCanvas; } else CrosshairInScreen[i].gameObject.SetActive(false); } if (Input.GetKeyDown(KeyCode.Escape)) ToMode(Mode.InfraredLocate); } } } //var t1 = Time.realtimeSinceStartup; //var dt = t1 - t0; //m_History[m_ValidHistoryFrames % m_History.Count] = dt; //++m_ValidHistoryFrames; //m_UIUpdateTimer += Time.deltaTime; //if (m_UIUpdateTimer >= m_UIUpdateInterval) //{ // m_UIUpdateTimer = 0.0f; // if (m_ValidHistoryFrames >= m_History.Count) // { // m_ValidHistoryFrames = 0; // m_AverageTime = 0.0f; // m_MinTime = float.PositiveInfinity; // m_MaxTime = float.NegativeInfinity; // { // for (var i = 0; i < m_History.Count; i++) // { // var time = m_History[i]; // m_AverageTime += time; // m_MinTime = Mathf.Min(m_MinTime, time); // m_MaxTime = Mathf.Max(m_MaxTime, time); // } // m_AverageTime /= m_History.Count; // } // { // m_History.Sort(); // // Odd-length history? // if ((m_History.Count & 1) != 0) // { // m_MedianTime = m_History[m_History.Count / 2]; // } // else // { // m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f; // } // } // } // var statistics = $"{m_History.Count} 帧样本:\naverage: {m_AverageTime * 1000.0f:F2}ms\nmedian: {m_MedianTime * 1000.0f:F2}ms\nmin: {m_MinTime * 1000.0f:F2}ms\nmax: {m_MaxTime * 1000.0f:F2}ms\n"; // //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} | // if (m_UITime != null) // m_UITime.text = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}"; //} //UpdateInputs(); } Vector2 targetPos = Vector2.zero; Vector2 movePos = Vector2.zero; int moveSpeed = 20; public float filterDis = 3.0f; void onFilterPos(Vector2 _vector2Pos) { //主要用于模拟九轴时候的 //添加一个偏移量,使得最后输出的准心是指向正中心 Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height); //_vector2Pos.pixelToLocalPosition_AnchorCenter(Vector2.one, (transform as RectTransform).rect); if (Vector2.Distance(np, targetPos) >= filterDis) { targetPos = np; //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0)); //Vector2 np = new Vector2(uvCenterOffset.x * Screen.width, uvCenterOffset.y * Screen.height); //point -= np; InfraredCameraHelper?.InvokeOnPositionUpdate(targetPos); } //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed); //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0)); } Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero }; void onFilterPos2(Vector2 _vector2Pos, int index) { Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height); if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis) { _targetPoints2[index] = np; InfraredCameraHelper.InvokeOnPositionUpdate2(_targetPoints2[index], index); } } #region 自动识别 int Capture = 30; int Delay = 30; Vector2 EnterResolution; // int DefaultResolutionIndex; // readonly public int HighScreenLocateResolutionIndex = 2; // 自动识别时,摄像机分辨率固定为1280 * 720 ( 对应索引是2 ) public void BtnScreenLocate() { if (DebugScreenImages.Count != 0) { screenIdentification = new o0.Project.ScreenIdentification(); CameraSize = new o0.Geometry2D.Vector(DebugScreenImages[0].width, DebugScreenImages[0].height); WebCamIsReady(DebugScreenImages[0]); CreateUVCTexture2DIfNeeded(); } //Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay); //screenIdentification.LocateScreen(Capture, Delay); OnLocateScreenEnter(); } // bool log1 = false, log2 = false; public void OnLocateScreenEnter() { bAutomaticRecognition = true; bAutomaticRecognitionStart = true; ResetScreenIdentification(); //DefaultResolutionIndex = InfraredDemoMain?.ResolutionIndex ?? 0; // 记录一下进入前的分辨率(游戏场景的分辨率,比识别时更低) //HighScreenLocateResolutionIndex = InfraredDemoMain.getTextureToResolutionNewIndex(); // index = 0 // Debug.Log("[ScreenLocate] 开始捕获 DefaultResolutionIndex:" + DefaultResolutionIndex + " ,HighScreenLocateResolutionIndex:" + HighScreenLocateResolutionIndex); // InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex); EnterResolution = mUVCCameraInfo.Size;// 记录一下进入前的分辨率(游戏场景的分辨率,比识别时更低) Vector2 _HighResolution = mUVCCameraInfo.CurrentCalibrationResolution; //最高的分辨率 Resize((int)_HighResolution.x, (int)_HighResolution.y); if (DebugOnZIMDemo) screenIdentification.LocateScreen(); //CreateUVCTexture2DIfNeeded(); // log1 = true; // log2 = true; } public void OnLocateScreenEnd() { bAutomaticRecognitionEnd = true; // 记录本次屏幕识别的分辨率(目前采用高分辨率做识别,识别结束后调回低分辨率) //InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex); Resize((int)EnterResolution.x, (int)EnterResolution.y); } /** * 修改相机的实际分辨率 */ public void Resize(int width, int height) { if (mUVCCameraInfo == null) return; #if UNITY_ANDROID //发送修改指令给相机实际分辨率 mUVCCameraInfo.SetCameraSize(width, height); #endif #if UNITY_STANDALONE_WIN // pc todo 看看怎么处理 // ResizePC(width, height); #endif //mUVCCameraInfo.SetSize(width, height); // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率 Debug.Log($"[ScreenLocate] 开始修改分辨率 mUVCCameraInfo origin:[{ mUVCCameraInfo.CurrentWidth },{ mUVCCameraInfo.CurrentHeight }]=>target:[{ width },{ height }]"); // if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true; } /// /// pc修改分辨率 /// /// /// public void ResizePC(int width, int height) { if (mUVCCameraInfo == null) return; //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true; // PcWebCamera pcWebCamera = GetComponent(); // if(pcWebCamera.webCamTexture == null || !pcWebCamera.webCamTexture.isPlaying) return; //StartCoroutine(ResetWebCam(pcWebCamera, width, height)); mUVCCameraInfo.SetSize(width, height); // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率 Debug.Log("[ScreenLocate] Resize mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]"); } private System.Collections.IEnumerator ResetWebCam(PcWebCamera pcWebCamera, int newWidth, int newHeight) { WebCamTexture _webCamTexture = pcWebCamera.webCamTexture; // Stop the current WebCamTexture _webCamTexture.Stop(); // Trigger OnWebCamStopped event // OnWebCamStopped?.Invoke(); // Wait for a short time to ensure resources are released yield return new WaitForSeconds(0.5f); // Create a new WebCamTexture with the new dimensions _webCamTexture = new WebCamTexture(newWidth, newHeight); pcWebCamera.webCamTexture = _webCamTexture; mUVCTexture = _webCamTexture; // Restart the camera yield return StartCoroutine(StartWebCam(pcWebCamera)); } private System.Collections.IEnumerator StartWebCam(PcWebCamera pcWebCamera) { WebCamTexture _webCamTexture = pcWebCamera.webCamTexture; _webCamTexture.Play(); // Wait until the WebCamTexture is playing while (!_webCamTexture.isPlaying) { yield return null; } // Trigger OnWebCamStarted event //OnWebCamStarted?.Invoke(); mUVCCameraInfo.SetSize(_webCamTexture.width, _webCamTexture.height); // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率 Debug.Log("[ScreenLocate] ResizePc mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]"); // if(screenIdentification.isInitLocateScreen())screenIdentification.bStartLocateScreen = true; } #endregion public void BtnScreenMap() { ToMode(Mode.ScreenMap); } //进入手动定位屏幕 public void BtnScreenLocateManual() { ToMode(Mode.ScreenLocateManual); } // 重置屏幕识别的数据 public void ResetScreenIdentification() { screenIdentification.Screen.Active = false; } /// /// 固定的顶点顺序: 左下,右下,左上,右上 /// public static List quadUnityVectorList = new(); /// /// 打印信息 /// /// 左下,右下,左上,右上 /// public string PrintVector2List(List list) { if (screenIdentification == null || !screenIdentification.Screen.Active) return "[]"; string result = ""; if (list.Count == 4) { result = "左下" + list[0].ToString() + ",右下" + list[1].ToString() + ",左上" + list[2].ToString() + ",右上" + list[3].ToString(); } else { result = "count != 4 error"; } //foreach (Vector2 vector in list) //{ // result += vector.ToString() + " "; //} //Debug.Log(result); return result; } /// /// 判断是否存在NaN /// /// /// public bool ContainsNaN(List vectors) { foreach (var v in vectors) { if (float.IsNaN(v.x) || float.IsNaN(v.y)) { return true; } } return false; } // 标记屏幕的四个角, ScreenQuadObject 下挂了4个子节点用于标记 public void ShowScreen(RectTransform ScreenQuadObject, QuadrilateralInCamera screen) { if (screen == null) { Info.text = "识别屏幕失败"; return; } Info.text = "已识别到屏幕"; if (ScreenQuadObject && ScreenQuadObject.childCount >= 4) { ScreenQuadObject.gameObject.SetActive(true); for (int i = 0; i < 4; i++) { if (DebugOnZIMDemo) { RectTransform t = ScreenQuadObject.GetChild(i) as RectTransform; t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuadObject.rect); } } } quadUnityVectorList = screen.GetUnityVertexNormalizedList(); // 记录四个点 if (!ContainsNaN(quadUnityVectorList)) { SaveScreenLocateVectorList(); //SyncInfraredDemo(); if (DebugOnZIMDemo) SyncInfraredScreenPositioningView(); InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList); Debug.Log("[ScreenLocate] ShowScreen 已识别到屏幕,更新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList)); } else { Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList)); } } public void ShowScreen(QuadrilateralInCamera screen) => ShowScreen(ScreenQuad, screen); /// /// 校准点位置存储到本地 /// static public void SaveScreenLocateVectorList() { string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z} Debug.Log("SaveScreenLocateVectorList: " + saveStr); PlayerPrefs.SetString("ScreenLocateVectorList", saveStr); } /// /// 获取本地存储校准点位置 /// static public bool GetScreenLocateVectorList() { string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", ""); Debug.Log("GetScreenLocateVectorList:"+ posListStr); if (!string.IsNullOrWhiteSpace(posListStr)) { quadUnityVectorList.Clear(); quadUnityVectorList = posListStr.Split(';') .Select(s => { string[] parts = s.Split(','); return new Vector2(float.Parse(parts[0]), float.Parse(parts[1])); }) .ToList(); return true; } else return false; } public Vector2 AdjustPointsOffset(Vector2 inputPoint,string type = "CameraLocation") { // 计算从原始中心到输入点的偏移量 if (type == "CameraLocation") { CameraLocationOffset = inputPoint - screenIdentification.Screen.TransformToCamera(new Vector2(0.5f, 0.5f) * screenIdentification.Screen.UVSize); return CameraLocationOffset; } else { //ScreenUV UVOffset = inputPoint - new Vector2(0.5f, 0.5f); return UVOffset; } } /// /// 重置偏移量 /// public void ResetPointsOffest() { CameraLocationOffset = Vector2.zero; UVOffset = Vector2.zero; } /// /// 这里计算一个偏移后的cameraLocatoin位置 /// /// /// public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin) { return cameraLocatoin - CameraLocationOffset; } void ToMode(Mode mode) { if (this.mode == mode) return; if (mode == Mode.ScreenMap) { if (!screenIdentification.Screen.Active) { Info.text = "先定位屏幕"; return; } Info.text = "按ESC退出"; SetScreen(Color.black); //Info.transform.SetAsLastSibling(); this.mode = Mode.ScreenMap; } else if (mode == Mode.InfraredLocate) { Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败"; //Info.text = "已识别到屏幕"; SetScreen(null); foreach (var i in CrosshairInScreen) i.gameObject.SetActive(false); FullScreenImage.gameObject.SetActive(false); ScreenPixelCheaker.HideImage(); //Info.transform.SetSiblingIndex(transform.childCount - 4); this.mode = Mode.InfraredLocate; #if (!NDEBUG && DEBUG && ENABLE_LOG) Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{screenIdentification.Screen.Active}"); #endif } else if (mode == Mode.ScreenLocateManual) { Info.text = "左键单击屏幕 左下角"; FullScreenImage.gameObject.SetActive(true); ScreenPixelCheaker.ShowImage(); //Info.transform.SetSiblingIndex(transform.childCount - 1); // var newTex = WebCamera.webCamTexture.AutoLight(10); //DebugTexture(1, TextureToTexture2D(rawImage.texture)); CreateUVCTexture2DIfNeeded(); DebugTexture(7, mUVCTexture2D.zimAutoLight(brightness)); //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture); //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness)); this.mode = Mode.ScreenLocateManual; } } private Texture2D TextureToTexture2D(Texture texture, int width = 0, int height = 0) { if (width == 0) width = texture.width; if (height == 0) height = texture.height; Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true); RenderTexture currentRT = RenderTexture.active; RenderTexture renderTexture = RenderTexture.GetTemporary( width, height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); Graphics.Blit(texture, renderTexture); RenderTexture.active = renderTexture; _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0); _texture2D.Apply(); RenderTexture.active = currentRT; RenderTexture.ReleaseTemporary(renderTexture); return _texture2D; } //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height) //{ // if (mUVCTexture2D != null) // Destroy(mUVCTexture2D); // mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height); //} /// /// 使用默认的mUVCTexture宽高 /// private void CreateUVCTexture2DIfNeeded() { if (mUVCTexture2D != null) Destroy(mUVCTexture2D); mUVCTexture2D = TextureToTexture2D(mUVCTexture); } /// /// 根据宽高调整mUVCTexture2D /// /// /// private void CreateUVCTexture2DIfNeeded(int width = 0, int height = 0) { if (mUVCTexture2D != null) Destroy(mUVCTexture2D); mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height); } #region DoubleButton private DateTime m_firstTime; private DateTime m_secondTime; private void Press() { Debug.Log("进入手动定位"); BtnScreenLocateManual(); resetTime(); } public void OnDoubleClick() { //超时重置 if (!m_firstTime.Equals(default(DateTime))) { var intervalTime = DateTime.Now - m_firstTime; float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds; if (milliSeconds >= 400) resetTime(); } // 按下按钮时对两次的时间进行记录 if (m_firstTime.Equals(default(DateTime))) m_firstTime = DateTime.Now; else m_secondTime = DateTime.Now; // 在第二次点击触发,时差小于400ms触发 if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime))) { var intervalTime = m_secondTime - m_firstTime; float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds; if (milliSeconds < 400) Press(); else resetTime(); } } private void resetTime() { m_firstTime = default(DateTime); m_secondTime = default(DateTime); } #endregion #region 性能检测相关 void InvalidateTimings() { m_ValidHistoryFrames = 0; m_AverageTime = float.NaN; m_MedianTime = float.NaN; m_MinTime = float.NaN; m_MaxTime = float.NaN; } void UpdateInputs() { //重置 if (Input.GetKeyDown(KeyCode.UpArrow)) { InvalidateTimings(); } } #endregion }