#define ENABLE_LOG
using InfraredManager;
using o0;
using o0.Geometry2D.Float;
using o0InfraredLocate.ZIM;
using SixLabors.ImageSharp.PixelFormats;
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 : o0InfraredCameraHandler
{
public InfraredCameraHelper InfraredCameraHelper;
private const string TAG = "ScreenLocate#";
enum Mode
{
InfraredLocate,
ScreenMap,
ScreenLocateManual
}
enum Platform
{
Window,
Android
}
Platform mPlatform = Platform.Android;
public enum ScreenIdentificationTag
{
// 屏幕定位的方式,手动、半自动、自动
Manual,
SemiAuto,
Auto
}
// 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
{
return infraredSpotBuffer;
}
}
// 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
public InfraredSpot InfraredSpotSingle
{
get
{
return infraredSpotBuffer[0];
}
}
public InfraredSpot[] infraredSpotBuffer => infraredLocate.InfraredSpotBuffer;
// 当前 应用/生效 的屏幕四边形数据(QuadrilateralInCamera类)
public QuadrilateralInCamera CurrentScreenQuad => screenIdentification.Screen.QuadInCamera;
///
/// 定位之后,可能有3种结果(手动、半自动、自动),从中选择一种作为最终识别到的屏幕。
/// 如果选择的是null,即没有识别到屏幕,则返回false,否则返回true
///
public bool SelectScreenAfterLocate(ScreenIdentificationTag tag) => ScreenIdentification.SelectScreenAfterLocate(tag);
/// 上一次屏幕定位的情况, 还未识别(或识别失败)的时候返回值是null
public QuadrilateralInCamera LastQuadState(ScreenIdentificationTag tag)
{
QuadrilateralInCamera target = tag switch
{
ScreenLocate.ScreenIdentificationTag.Manual => ScreenIdentification.QuadManual,
ScreenLocate.ScreenIdentificationTag.SemiAuto => ScreenIdentification.QuadSemiAuto,
ScreenLocate.ScreenIdentificationTag.Auto => ScreenIdentification.QuadAuto,
_ => null
};
return target;
}
///
/// 上一次半自动识别的情况, 还未识别的时候数组是null
/// 通过索引获取布尔值,false代表这条边识别失败(回退应用了手动数据), 0-下、1-右、2-上、3-左
///
public bool[] LastQuadSemiAutoState() => screenIdentification.LastQuadSemiAutoState;
///
/// 获取算法执行过程中输出的纹理,0原图,1半自动识别到的全部线段,2屏幕黑白色差,3识别结果,4屏幕色差叠加识别结果,5半自动时的备选线段
///
public Texture2D[] OutputTextures => outputTexture2D;
///
/// CameraLocation 的偏移量
///
public Vector2 CameraLocationOffset => infraredLocate.CameraLocationOffset;
public Vector2 UVOffset => infraredLocate.UVOffset;
//是否单点显示
public bool bSinglePoint => infraredLocate.bSinglePoint;
// 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 Toggle SingleToggle;
public LineGenerator UILineGenerator;
public bool ShowScreenQuad = false;
// 显示在demo上的rawImage
public List outputRawImages;
readonly Texture2D[] outputTexture2D = new Texture2D[8];
public RawImage FullScreenImage;
public PixelCheaker ScreenPixelCheaker;
public List DebugScreenImages = new List();
public bool DebugOnZIMDemo = false;
// private SynchronizationContext mainContext;
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
public void SetCameraSize(Vector size) => cameraSize = size;
public override Vector CameraSize => cameraSize;
// 记录算法中的CameraSize,红外识别和屏幕识别都会使用到
Vector cameraSize;
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
// 红外灯识别算法
InfraredLocate infraredLocate;
// 屏幕识别算法
o0.Project.ScreenIdentification screenIdentification;
public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification;
RectTransform canvas;
Mode mode;
//List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>();
//o0.Project.WebCam o0WebCam = null;
///
/// 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 { get; private set; }
static public void AutoLightPixels(Color[] pixels, int width, int height)
{
if (Main.DebugOnZIMDemo)
{
var newTex = pixels.zimAutoLightSimple(width, height);
DebugTexture(7, newTex);
try
{
Main.FullScreenImage.texture = newTex;
}
catch { }
}
}
static public void DebugTexture(int index, Texture2D 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 + "]");
// 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()
{
if (Main != null)
throw new Exception("[ScreenLocaer] 不允许多个实例");
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;
canvas = transform.GetComponent();
mode = Mode.InfraredLocate;
if (DebugScreenImages.Count != 0 && DebugOnZIMDemo)
{
screenIdentification = new o0.Project.ScreenIdentification(this);
screenIdentification.LocateScreen();
}
ReDoLocateCalibrationRatio = 0.125f;
#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
}
// 初始化算法
void AlgorithmInit()
{
if (screenIdentification == null)
{
screenIdentification = new o0.Project.ScreenIdentification(this);
Debug.Log("[ScreenLocate] 初始化屏幕识别");
//screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
}
if (infraredLocate == null)
{
infraredLocate = new InfraredLocate(this, screenIdentification.Screen);
cameraSize = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
InfraredSpot.RefreshMinVerifyLength(new o0.Geometry2D.Float.Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y));
Debug.Log($"[ScreenLocate] 初始化红外灯识别, 当前相机分辨率: {CameraSize.x}×{CameraSize.y},红外算法追踪距离: {InfraredSpot.MinVerifyLength}");
//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
// UI相关
infraredLocate.SetSinglePoint(SingleToggle.isOn);
SingleToggle.onValueChanged.AddListener((i) =>
{
infraredLocate.SetSinglePoint(i);
});
}
}
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;
}
}
///
/// 选择模式后更新 quadUnityVectorList
///
public void UpdateQuadUnityVectorList()
{
quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
SaveScreenLocateVectorList();
}
int brightness = 0;
///
/// 设置算法红外灯的亮度值
///
///
public void SetInfraredLocateBrightnessThreshold(float value)
{
if (infraredLocate != null)
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;
AlgorithmInit();
/* New*/
//Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active);
if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing)
{
//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))
{
// 同步分辨率, 分辨率变化后还需同步到InfraredDemo
if (RefreshCameraSize())
{
if (screenIdentification.Screen.QuadInCamera != null)
{
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(screenIdentification.Screen.QuadInCamera);
}
if (CameraSize.x != mUVCTexture2D.width || CameraSize.y != mUVCTexture2D.height)
{
Debug.Log($"[ScreenLocate] 分辨率不匹配,相机分辨率为: {getUVCCameraInfoSize}, mUVCTexture2D纹理尺寸: {mUVCTexture2D.width}×{mUVCTexture2D.height}");
return;
}
// 获取像素,用于后续操作
var pixels = mUVCTexture2D.GetPixels(); // 从左往右、从下往上
AutoLightPixels(pixels, CameraWidth, CameraHeight);
InfraredUpdate(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 = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}";
//}
//UpdateInputs();
if (DebugOnZIMDemo)
{
if (Input.GetKeyDown(KeyCode.Z))
SelectScreenAfterLocate(ScreenIdentificationTag.Manual);
if (Input.GetKeyDown(KeyCode.X))
SelectScreenAfterLocate(ScreenIdentificationTag.SemiAuto);
if (Input.GetKeyDown(KeyCode.C))
SelectScreenAfterLocate(ScreenIdentificationTag.Auto);
}
}
public void InfraredUpdate(Color[] cameraPixels)
{
infraredLocate.InfraredUpdate(cameraPixels);
if (DebugOnZIMDemo)
DebugPixelSpotArea(infraredLocate.DebugAreas);
}
private bool RefreshCameraSize()
{
var sizeNew = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
var sizeNewFloat = getUVCCameraInfoSize.o0Vector();
if (sizeNew != CameraSize || (screenIdentification?.Screen?.QuadInCamera != null && sizeNewFloat != screenIdentification.Screen.QuadInCamera.CameraSize))
{
Debug.Log($"[ScreenLocate] 分辨率变化,刷新分辨率(from {CameraSize.x}×{CameraSize.y} to {sizeNew.x}×{sizeNew.y}), 是否有屏幕数据: {screenIdentification.Screen.QuadInCamera != null}, 是否有手动数据: {screenIdentification.QuadManual != null}");
// 同步相机分辨率
cameraSize = sizeNew;
screenIdentification.Screen.RefreshCameraSize(sizeNewFloat);
screenIdentification.QuadAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
screenIdentification.QuadManual?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
screenIdentification.QuadSemiAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
InfraredSpot.RefreshMinVerifyLength(sizeNewFloat);
return true;
}
return false;
}
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);
}
}
public void DebugPixelSpotArea(List areas)
{
if (areas!=null)
{
Info.transform.GetChild(0).GetComponent().text = $"areas.Count: {areas.Count}";
PixelSpotArea a0 = null; // 表示最大半径的区域
PixelSpotArea a1 = null; // 表示第二大半径的区域
foreach (var a in areas)
{
if (a0 == null || a.Radius > a0.Radius)
{
a1 = a0; // 更新第二大为之前最大
a0 = a; // 更新最大为当前的
}
else if (a1 == null || a.Radius > a1.Radius)
{
a1 = a; // 更新第二大
}
}
Texture2D texture = new Texture2D(CameraWidth, CameraHeight);
Color[] blackPixels = new Color[texture.width * texture.height];
for (int i = 0; i < blackPixels.Length; i++)
blackPixels[i] = Color.black;
texture.SetPixels(blackPixels);
if (a0 != null)
{
foreach (var p in a0.Pixels0)
texture.SetPixel((int)p.x, (int)p.y, Color.yellow);
foreach (var p in a0.Pixels1)
texture.SetPixel((int)p.x, (int)p.y, Color.white);
}
if (a1 != null)
{
foreach (var p in a1.Pixels0)
texture.SetPixel((int)p.x, (int)p.y, Color.green);
foreach (var p in a1.Pixels1)
texture.SetPixel((int)p.x, (int)p.y, Color.blue);
}
texture.Apply();
DebugTexture(6, texture);
}
}
#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 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);
//CreateUVCTexture2DIfNeeded();
// log1 = true;
// log2 = true;
screenIdentification.LocateScreen(); // 自动识别开始的入口
if (DebugOnZIMDemo)
{
var webCam = GetComponent();
webCam.AdjustResolution(1920, 1080);
mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
}
}
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);
if (DebugOnZIMDemo)
{
var webCam = GetComponent();
GetComponent().AdjustResolution((int)EnterResolution.x, (int)EnterResolution.y);
mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
}
}
/**
* 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;
}
// threshold 的值是0-1,0代表最近,1代表最远
public void SetReDoLocateCalibrationRatio(float threshold)
{
const float MIN = 0.02f;
const float MAX = 0.32f;
ReDoLocateCalibrationRatio = MIN + (MAX - MIN) * threshold;
}
///
/// 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 => $"{v.x},{v.y}")); //,{v.z}
Debug.Log("SaveScreenLocateVectorList: " + saveStr);
PlayerPrefs.SetString("ScreenLocateVectorList", saveStr);
}
///
/// 获取本地存储校准点位置
///
static public bool GetScreenLocateVectorList()
{
string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", "");
Debug.Log("GetScreenLocateVectorList:" + posListStr);
if (!string.IsNullOrWhiteSpace(posListStr))
{
quadUnityVectorList.Clear();
quadUnityVectorList = posListStr.Split(';')
.Select(s =>
{
string[] parts = s.Split(',');
return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
})
.ToList();
return true;
}
else return false;
}
public void SetSinglePoint(bool value)=> infraredLocate.SetSinglePoint(value);
public bool IsSinglePoint() => infraredLocate.IsSinglePoint();
public Vector2 AdjustPointsOffset(Vector2 inputPoint, string type = "CameraLocation") => infraredLocate.GetCenterOffset(inputPoint, type);
///
/// 重置偏移量
///
public void ResetPointsOffest() => infraredLocate.ResetCenterOffset();
///
/// 这里计算一个偏移后的cameraLocatoin位置
///
///
///
public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin)
{
return cameraLocatoin - CameraLocationOffset;
}
void ToMode(Mode mode)
{
if (this.mode == mode)
return;
if (mode == Mode.ScreenMap)
{
if (!screenIdentification.Screen.Active)
{
Info.text = "先定位屏幕";
return;
}
Info.text = "按ESC退出";
SetScreen(Color.black);
//Info.transform.SetAsLastSibling();
this.mode = Mode.ScreenMap;
}
else if (mode == Mode.InfraredLocate)
{
Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败";
//Info.text = "已识别到屏幕";
SetScreen(null);
foreach (var i in CrosshairInScreen)
i.gameObject.SetActive(false);
FullScreenImage.gameObject.SetActive(false);
ScreenPixelCheaker?.HideImage();
//Info.transform.SetSiblingIndex(transform.childCount - 4);
this.mode = Mode.InfraredLocate;
#if (!NDEBUG && DEBUG && ENABLE_LOG)
Console.WriteLine($"{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
}