InfraredLocate.cs 34 KB

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  1. using DbscanImplementation;
  2. using o0;
  3. using o0.Project;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. using System.Runtime.Serialization.Formatters;
  8. using System.Threading.Tasks;
  9. using UnityEngine;
  10. using UnityEngine.UI;
  11. using ZIM.Unity;
  12. using Color = UnityEngine.Color;
  13. using Debug = UnityEngine.Debug;
  14. namespace ZIM
  15. {
  16. //class DescendingComparer<T> : IComparer<T>
  17. //{
  18. // public int Compare(T x, T y)
  19. // {
  20. // return Comparer<T>.Default.Compare(y, x);
  21. // }
  22. //}
  23. public enum InfraredMatch
  24. {
  25. Nomatch = 0,
  26. Match0 = 1,
  27. Match1 = 2
  28. }
  29. // 支持2个红外点的识别
  30. public class InfraredLocate
  31. {
  32. public static object locker = new object();
  33. public static List<InfraredMatch> GetMatches(InfraredMatch im)
  34. {
  35. List<InfraredMatch> positions = new List<InfraredMatch>();
  36. InfraredMatch bit = InfraredMatch.Match0;
  37. while (bit <= im)
  38. {
  39. if ((im & bit) != 0)
  40. {
  41. positions.Add(bit);
  42. }
  43. bit = (InfraredMatch)((int)bit << 1);
  44. }
  45. return positions;
  46. }
  47. readonly float[] spotBrightness = new float[] { 0.93f, 0.5f }; // 亮点阈值
  48. int samplingScale = 1;
  49. //const float circleVariance = 30f;
  50. //const int brightAreaRadius = 30;
  51. //const int LeastBrightPoint = 10000;
  52. SLAMUVC.UVCManager.CameraInfo mCameraInfo;
  53. ScreenIdentification screenIdentification;
  54. InfraredSpotSettings infraredSpotSettings;
  55. //KMeans kMeans;
  56. PixelCheaker ScreenPixelCheaker;
  57. InfraredSpot[] InfraredSpots;
  58. public InfraredSpot GetSpot(InfraredMatch match)
  59. {
  60. switch (match)
  61. {
  62. case InfraredMatch.Match0:
  63. return InfraredSpots[0];
  64. case InfraredMatch.Match1:
  65. return InfraredSpots[1];
  66. default:
  67. return null;
  68. }
  69. }
  70. // 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
  71. public void SetBrightnessThreshold(float brightnessThreshold = 0.93f)
  72. {
  73. spotBrightness[0] = brightnessThreshold; spotBrightness[1] = (float)Math.Min(Math.Exp(1.5 * brightnessThreshold - 1.8), brightnessThreshold); // 周围泛光的亮度用指数函数直接算
  74. }
  75. public InfraredLocate(SLAMUVC.UVCManager.CameraInfo cameraInfo, ScreenIdentification infraredIdentification, InfraredSpotSettings infraredSpotSettings, PixelCheaker screenPixelCheaker)
  76. {
  77. this.mCameraInfo = cameraInfo;
  78. this.screenIdentification = infraredIdentification;
  79. this.infraredSpotSettings = infraredSpotSettings;
  80. this.ScreenPixelCheaker = screenPixelCheaker;
  81. //this.kMeans = new KMeans();
  82. //samplingScale = 2;
  83. }
  84. readonly int CheakFrame = 10;
  85. bool Infrared12Overlap = false;
  86. int cheakCounter = 0;
  87. public InfraredSpot[] UpdateSingle(Color[] cameraPixels)
  88. {
  89. // Debug.Log(cameraPixels.Length + ", " + screenIdentification.Screen.QuadRect + " -----------------");
  90. var spotArea = LocateToScreen(cameraPixels, screenIdentification.Screen.QuadRect);
  91. return MatchInfraredRaySingle(spotArea);
  92. }
  93. // New, 通过透视映射计算红外点的相对位置, 返回的红外点根据半径 从大到小排序
  94. public InfraredSpot[] Update(Color[] cameraPixels)
  95. {
  96. var spotArea = LocateToScreen(cameraPixels, screenIdentification.Screen.QuadRect);
  97. return MatchInfraredRay(spotArea);
  98. }
  99. // New, 返回由大到小排序的点
  100. public List<PixelSpotArea> LocateToScreen(Color[] pixels, Rect rect)
  101. {
  102. if (!screenIdentification.Screen.Active)
  103. rect = new Rect(0, 0, screenIdentification.Size.x, screenIdentification.Size.y);
  104. if (InfraredSpots == null)
  105. {
  106. InfraredSpots = new InfraredSpot[2] {
  107. new InfraredSpot(screenIdentification.Screen, InfraredMatch.Match0),
  108. new InfraredSpot(screenIdentification.Screen, InfraredMatch.Match1) };
  109. }
  110. //var watch = new System.Diagnostics.Stopwatch();
  111. //watch.Start();
  112. //var times = new List<double>() { 0.0 };
  113. (int x, int y) rectMin = ((int)rect.min.x / samplingScale, (int)rect.min.y / samplingScale);
  114. (int x, int y) rectMax = ((int)rect.max.x / samplingScale, (int)rect.max.y / samplingScale);
  115. var spotPoint = new List<Vector2>(200); // 预估的初始容量
  116. var brightPoint = new List<Vector2>(1000);
  117. Parallel.For(rectMin.x, rectMax.x, (i) =>
  118. {
  119. var points0 = new List<Vector2>(rectMax.y - rectMin.y);
  120. var points1 = new List<Vector2>(rectMax.y - rectMin.y);
  121. for (int j = rectMin.y; j < rectMax.y; j++)
  122. {
  123. int ip = i * samplingScale;
  124. int jp = j * samplingScale;
  125. if (!screenIdentification.Screen.Active && ScreenPixelCheaker.OutArea2D(new Vector2(ip, jp), screenIdentification.Size))
  126. continue;
  127. var index = mCameraInfo.CoordToIndex(ip, jp);
  128. //var b = brightness[index];
  129. //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
  130. var b = pixels[index].Brightness();
  131. if (b > spotBrightness[0])
  132. {
  133. points0.Add(new Vector2(ip, jp));
  134. }
  135. else if (b > spotBrightness[1])
  136. {
  137. points1.Add(new Vector2(ip, jp));
  138. }
  139. }
  140. lock (spotPoint)
  141. {
  142. spotPoint.AddRange(points0);
  143. brightPoint.AddRange(points1);
  144. }
  145. });
  146. if (ScreenLocate.Main.DebugOnZIMDemo)
  147. {
  148. if (spotPoint.Count > 400) // 如果亮点太多,控制亮点数量在200左右
  149. {
  150. samplingScale = (int)Math.Ceiling(samplingScale * Math.Sqrt(spotPoint.Count / 400.0));
  151. return new List<PixelSpotArea>();
  152. }
  153. else if (samplingScale > 1 && spotPoint.Count < 100)
  154. {
  155. samplingScale = Math.Max((int)Math.Ceiling(samplingScale * Math.Sqrt(spotPoint.Count / 200.0)), 1);
  156. return new List<PixelSpotArea>();
  157. }
  158. }
  159. //times.Add(watch.ElapsedMilliseconds);
  160. //UnityEngine.Debug.Log("time1: " + (times[times.Count - 1] - times[times.Count - 2]));
  161. // 所有点映射到屏幕空间
  162. Parallel.For(0, spotPoint.Count, (i) => spotPoint[i] = screenIdentification.Screen.TransformToScreen(spotPoint[i]));
  163. Parallel.For(0, brightPoint.Count, (i) => brightPoint[i] = screenIdentification.Screen.TransformToScreen(brightPoint[i]));
  164. // 筛掉屏幕外的点
  165. var temp0 = new List<Vector2>(spotPoint.Count);
  166. var temp1 = new List<Vector2>(spotPoint.Count);
  167. foreach (var p in spotPoint)
  168. {
  169. if (screenIdentification.Screen.UVInScreen(p))
  170. temp0.Add(p);
  171. }
  172. foreach (var p in brightPoint)
  173. {
  174. if (screenIdentification.Screen.UVInScreen(p))
  175. temp1.Add(p);
  176. }
  177. spotPoint = temp0;
  178. brightPoint = temp1;
  179. if (spotPoint.Count > 0)
  180. {
  181. //times.Add(watch.ElapsedMilliseconds);
  182. //UnityEngine.Debug.Log("time2: " + (times[times.Count - 1] - times[times.Count - 2]));
  183. //var db = Dbscan.Run(spotPoint, ZIM.Unity.ZIMMath.LengthManhattan, samplingScale * 2, 3);
  184. //var spotArea = DbscanToSpotAreas(db, brightPoint);
  185. var spotArea = PixelSpotArea.Cluster(spotPoint, brightPoint, screenIdentification.Screen.UVInScreen);
  186. if (ScreenLocate.Main.DebugOnZIMDemo)
  187. DebugAreas(spotArea);
  188. //Debug.Log("db: " + db.Clusters.Count);
  189. //Debug.Log("db noise: " + db.Noise.Count);
  190. //foreach (var i in spotArea)
  191. //{
  192. // Debug.Log("i.Radius" + i.Radius);
  193. //}
  194. //times.Add(watch.ElapsedMilliseconds);
  195. //UnityEngine.Debug.Log("time3: " + (times[times.Count - 1] - times[times.Count - 2]));
  196. return spotArea;
  197. //半径再按透视修正一遍,降低一点常规角度下反射的影响
  198. foreach (var i in spotArea)
  199. {
  200. var r0 = i.Radius / 2 / mCameraInfo.CurrentWidth;
  201. var center = i.Centroid;
  202. var offset1 = center + new Vector2(i.Radius / 2, 0);
  203. var offset2 = center - new Vector2(i.Radius / 2, 0);
  204. var offset3 = center + new Vector2(0, i.Radius / 2);
  205. var offset4 = center - new Vector2(0, i.Radius / 2);
  206. var transR = ((screenIdentification.Screen.TransformToScreen(offset1) - screenIdentification.Screen.TransformToScreen(offset2)).magnitude +
  207. (screenIdentification.Screen.TransformToScreen(offset3) - screenIdentification.Screen.TransformToScreen(offset4)).magnitude) / 4;
  208. var r1 = transR / screenIdentification.Screen.UVSize.x;
  209. //Debug.Log(r1 / r0);
  210. i.Radius *= (float)Math.Pow(r1 / r0, 2); // 摄像机位置不同参数也可能不同
  211. }
  212. //if (spotArea.Count == 1)
  213. //Debug.Log($"{spotArea[0].MaxRadius}");
  214. return spotArea;
  215. //// 排序亮区
  216. //spotArea.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
  217. ////var areas = new SortedList<float, PixelSpotArea>(new DescendingComparer<float>());
  218. ////foreach (var i in spotArea)
  219. //// areas.Add(i.MaxRadius, i);
  220. //var result = new Vector2[spotArea.Count];
  221. //foreach (var i in spotArea.Index())
  222. // result[i] = spotArea[i].Center;
  223. //times.Add(watch.ElapsedMilliseconds);
  224. //UnityEngine.Debug.Log("time6: " + (times[times.Count - 1] - times[times.Count - 2]));
  225. //return result;
  226. }
  227. return new List<PixelSpotArea>();
  228. }
  229. private void DebugAreas(List<PixelSpotArea> areas)
  230. {
  231. Texture2D texture = new Texture2D(ScreenLocate.Main.CameraSize.x, ScreenLocate.Main.CameraSize.y);
  232. Color[] blackPixels = new Color[texture.width * texture.height];
  233. for (int i = 0; i < blackPixels.Length; i++)
  234. blackPixels[i] = Color.black;
  235. texture.SetPixels(blackPixels);
  236. Color[] colors = new Color[4] { Color.yellow, Color.white, Color.green, Color.blue };
  237. int index = 0;
  238. foreach (var i in areas)
  239. {
  240. foreach (var p in i.Pixels0)
  241. texture.SetPixel((int)p.x, (int)p.y, colors[index]);
  242. index++;
  243. foreach (var p in i.Pixels1)
  244. texture.SetPixel((int)p.x, (int)p.y, colors[index]);
  245. index++;
  246. if (index >= 4)
  247. break;
  248. }
  249. texture.Apply();
  250. ScreenLocate.DebugTexture(6, texture);
  251. }
  252. private List<PixelSpotArea_DbScan> DbscanToSpotAreas(DbscanResult<Vector2> db, List<Vector2> brightPoint)
  253. {
  254. if (db.Clusters.Count == 0)
  255. return new List<PixelSpotArea_DbScan>();
  256. // 用dbscan的结果创建SpotArea,先用高亮区算一遍半径
  257. var clusters = new List<PixelSpotArea_DbScan>();
  258. var areaIncludeRadius = new List<(Vector2, float)>();
  259. foreach (var i in db.Clusters.Values)
  260. {
  261. var area = new PixelSpotArea_DbScan(i);
  262. areaIncludeRadius.Add((area.Centroid, area.Radius));
  263. clusters.Add(area);
  264. }
  265. foreach (var i in db.Noise)
  266. areaIncludeRadius.Add((i.Feature, 0));
  267. // 将泛光点添加到最近的area
  268. foreach (var i in brightPoint)
  269. {
  270. var index = FindNearestAreaIndex(i, areaIncludeRadius);
  271. if (index < clusters.Count)
  272. clusters[index].Add1(i);
  273. }
  274. // 添加了泛光点后,重新计算半径
  275. foreach (var i in clusters)
  276. i.Radius = i.CalculateRadius();
  277. return clusters;
  278. }
  279. private int FindNearestAreaIndex(Vector2 a, List<(Vector2, float)> areas)
  280. {
  281. if (areas == null || areas.Count == 0)
  282. return -1;
  283. int nearestIndex = 0;
  284. float nearestDistance = Vector2.Distance(a, areas[0].Item1) - areas[0].Item2;
  285. for (int i = 1; i < areas.Count; i++)
  286. {
  287. float distance = Vector2.Distance(a, areas[i].Item1) - areas[i].Item2;
  288. if (distance < nearestDistance)
  289. {
  290. nearestDistance = distance;
  291. nearestIndex = i;
  292. }
  293. }
  294. return nearestIndex;
  295. }
  296. InfraredSpot[] MatchInfraredRaySingle(List<PixelSpotArea> spotArea)
  297. {
  298. var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null } };
  299. var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
  300. if (v0)
  301. {
  302. // 每隔20帧检查异常
  303. //if (++cheakCounter >= CheakFrame)
  304. //{
  305. // var maxArea = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
  306. // cheakCounter = 0;
  307. // if (matchedArea[InfraredMatch.Match0] != maxArea)
  308. // {
  309. // InfraredSpots[0].Reset(); // 防止异常
  310. // }
  311. //}
  312. }
  313. else
  314. {
  315. if (spotArea.Count > 0)
  316. {
  317. matchedArea[InfraredMatch.Match0] = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
  318. }
  319. }
  320. foreach (var i in matchedArea)
  321. GetSpot(i.Key).Update(i.Value);
  322. return InfraredSpots;
  323. }
  324. InfraredSpot[] MatchInfraredRay(List<PixelSpotArea> spotArea)
  325. {
  326. var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null }, { InfraredMatch.Match1, null } };
  327. var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
  328. var v1 = InfraredSpots[1].Verify(spotArea, matchedArea);
  329. if (!Infrared12Overlap)
  330. {
  331. if (!v0 && !v1)
  332. {
  333. //Application.targetFrameRate = 1;
  334. //Debug.Log($"{Time.time}全失败 spotArea {spotArea.Count}");
  335. if (spotArea.Count == 0)
  336. {
  337. //InfraredSpots[0].UpdateByPredict();
  338. //InfraredSpots[1].UpdateByPredict();
  339. }
  340. else if (spotArea.Count == 1)
  341. {
  342. if (InfraredSpots[0].Predict != null && InfraredSpots[1].Predict == null)
  343. {
  344. matchedArea[InfraredMatch.Match0] = spotArea[0];
  345. //InfraredSpots[0].Update(spotArea[0]);
  346. //InfraredSpots[1].UpdateByPredict();
  347. }
  348. else if (InfraredSpots[1].Predict != null && InfraredSpots[0].Predict == null)
  349. {
  350. matchedArea[InfraredMatch.Match1] = spotArea[0];
  351. }
  352. else
  353. {
  354. if (spotArea[0].Radius > infraredSpotSettings.RadiusThreshold)
  355. {
  356. matchedArea[InfraredMatch.Match0] = spotArea[0];
  357. }
  358. else
  359. {
  360. matchedArea[InfraredMatch.Match1] = spotArea[0];
  361. }
  362. }
  363. }
  364. else
  365. {
  366. spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  367. matchedArea[InfraredMatch.Match0] = spotArea[0];
  368. matchedArea[InfraredMatch.Match1] = spotArea[1];
  369. }
  370. }
  371. else
  372. {
  373. PixelSpotArea select = null;
  374. PixelSpotArea selectOther = null;
  375. InfraredMatch oneFailed = InfraredMatch.Nomatch;
  376. if (!v0)
  377. {
  378. select = matchedArea[InfraredMatch.Match1];
  379. //InfraredSpots[1].Update(select);
  380. oneFailed = InfraredMatch.Match0;
  381. }
  382. else if (!v1)
  383. {
  384. select = matchedArea[InfraredMatch.Match0];
  385. //InfraredSpots[0].Update(select);
  386. oneFailed = InfraredMatch.Match1;
  387. }
  388. if (oneFailed != InfraredMatch.Nomatch)
  389. {
  390. //Debug.LogWarning($"{Time.time}成功1个 {oneFailed}");
  391. spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  392. foreach (var i in spotArea)
  393. {
  394. if (i != select)
  395. {
  396. selectOther = i;
  397. break;
  398. }
  399. }
  400. matchedArea[oneFailed] = selectOther;
  401. //if (selectOther == null)
  402. //{
  403. // GetSpot(oneFailed).UpdateByPredict();
  404. //}
  405. //else
  406. //{
  407. // GetSpot(oneFailed).Update(selectOther);
  408. //}
  409. }
  410. else
  411. {
  412. //Debug.LogWarning($"{Time.time}成功2个");
  413. if (matchedArea[InfraredMatch.Match0] == matchedArea[InfraredMatch.Match1])
  414. {
  415. // 重叠
  416. Infrared12Overlap = true;
  417. //if (spotArea.Count == 1)
  418. //{
  419. // Infrared12Overlap = true;
  420. // InfraredSpots[0].Update(spotArea[0]);
  421. // InfraredSpots[1].UpdateByPredict();
  422. // return InfraredSpots;
  423. //}
  424. //else
  425. //{
  426. // Infrared12Overlap = false;
  427. // spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  428. // InfraredSpots[0].Update(spotArea[0]);
  429. // InfraredSpots[1].Update(spotArea[1]);
  430. //}
  431. }
  432. else //if (matchedArea[InfraredMatch.Match1] != matchedArea[InfraredMatch.Match2])
  433. {
  434. //Infrared12Overlap = false;
  435. //InfraredSpots[0].Update(matchedArea[InfraredMatch.Match0]);
  436. //InfraredSpots[1].Update(matchedArea[InfraredMatch.Match1]);
  437. // 每隔20帧更新阈值
  438. if (++cheakCounter >= CheakFrame)
  439. {
  440. //Debug.Log($"{Time.time}更新阈值2个");
  441. var middle = (matchedArea[InfraredMatch.Match0].Radius + matchedArea[InfraredMatch.Match1].Radius) / 2;
  442. infraredSpotSettings.UpdateThreshold(middle);
  443. cheakCounter = 0;
  444. if (matchedArea[InfraredMatch.Match0].Radius < middle)
  445. {
  446. //Debug.Log($"{Time.time}大小异常");
  447. InfraredSpots[0].Reset(); // 防止异常
  448. InfraredSpots[1].Reset();
  449. }
  450. }
  451. }
  452. }
  453. }
  454. }
  455. if (Infrared12Overlap)
  456. {
  457. if (v0)
  458. {
  459. var overlapAera = matchedArea[InfraredMatch.Match0];
  460. (PixelSpotArea, float) split = (null, float.MaxValue);
  461. foreach (var i in spotArea)
  462. {
  463. if (i != overlapAera)
  464. {
  465. var distance = (i.Centroid - overlapAera.Centroid).magnitude;
  466. if (distance < overlapAera.Radius * 2 && distance < split.Item2)
  467. {
  468. split = (i, distance);
  469. }
  470. }
  471. }
  472. if (split.Item1 != null)
  473. {
  474. //InfraredSpots[0].Update(overlapAera);
  475. //InfraredSpots[1].Update(split.Item1);
  476. matchedArea[InfraredMatch.Match1] = split.Item1;
  477. InfraredSpots[1].Disappear = false;
  478. Infrared12Overlap = false;
  479. }
  480. else
  481. {
  482. if ((InfraredSpots[1].Predict.Value - overlapAera.Centroid).magnitude > overlapAera.Radius / 2)
  483. InfraredSpots[1].Disappear = true;
  484. //InfraredSpots[0].Update(overlapAera);
  485. if (InfraredSpots[1].Predict == null || InfraredSpots[1].Disappear)
  486. {
  487. //InfraredSpots[1].Update(overlapAera);
  488. matchedArea[InfraredMatch.Match1] = overlapAera;
  489. InfraredSpots[1].Predict = null;
  490. }
  491. else
  492. {
  493. matchedArea[InfraredMatch.Match1] = null;
  494. //InfraredSpots[1].UpdateByPredict();
  495. }
  496. //if (++cheakCounter >= 20 * cheakFrame)
  497. //{
  498. // cheakCounter = 0;
  499. // InfraredSpots[1].Reset();
  500. // Infrared12Overlap = false;
  501. //}
  502. }
  503. }
  504. else
  505. {
  506. //InfraredSpots[0].UpdateByPredict();
  507. //InfraredSpots[1].UpdateByPredict();
  508. matchedArea[InfraredMatch.Match1] = null;
  509. }
  510. }
  511. foreach (var i in matchedArea)
  512. GetSpot(i.Key).Update(i.Value);
  513. return InfraredSpots;
  514. }
  515. // 亮度图是64位整形,返回卷积后的均值是float
  516. float ConvBrightness(int[] pixels, (int x, int y) point, int kernel_size = 3)
  517. {
  518. var sum = 0f;
  519. for (int i = point.x - kernel_size / 2; i <= point.x + kernel_size / 2; i++)
  520. {
  521. for (int j = point.y - kernel_size / 2; j <= point.y + kernel_size / 2; j++)
  522. {
  523. var index = mCameraInfo.CoordToIndex(i, j);
  524. if (index > 0 && index < pixels.Length) // 超出边缘不计算
  525. sum += pixels[index];
  526. }
  527. }
  528. return sum / (kernel_size * kernel_size);
  529. }
  530. public List<Vector2> GetOld(int[] brightness) // 取整后的亮度图
  531. {
  532. return LocateOld(brightness, new Rect(0, 0, mCameraInfo.CurrentWidth, mCameraInfo.CurrentHeight));
  533. }
  534. public List<Vector2> LocateOld(int[] brightness, Rect rect)
  535. {
  536. var brightPixelDic = new Dictionary<float, List<Vector2>>();
  537. (int x, int y) origin = ((int)rect.min.x + 1, (int)rect.min.y + 1);
  538. Parallel.For(origin.x / samplingScale, (origin.x + (int)rect.width) / samplingScale, (i) =>
  539. {
  540. for (int j = origin.y / samplingScale; j < (origin.y + rect.height) / samplingScale; j++)
  541. {
  542. int ip = i * samplingScale;
  543. int jp = j * samplingScale;
  544. var index = mCameraInfo.CoordToIndex(ip, jp);
  545. //var b = brightness[index];
  546. //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
  547. var b = ConvBrightness(brightness, (ip, jp), 3);
  548. if (b > 32)
  549. {
  550. lock (brightPixelDic)
  551. {
  552. if (brightPixelDic.TryGetValue(b, out List<Vector2> list))
  553. list.Add(new Vector2(ip, jp));
  554. else
  555. brightPixelDic.Add(b, new List<Vector2> { new Vector2(ip, jp) });
  556. }
  557. }
  558. }
  559. });
  560. //Parallel.For(0, pixels.Length / 7, (i) =>
  561. //{
  562. // i = i * 7;
  563. // var b = getBrightness(pixels[i]);
  564. // if (b >= maxBrightness)
  565. // {
  566. // lock (brightSpots)
  567. // {
  568. // if (b != maxBrightness)
  569. // brightSpots.Clear();
  570. // brightSpots.Add(indexToVector2(i));
  571. // }
  572. // maxBrightness = b;
  573. // }
  574. //});
  575. if (brightPixelDic.Count > 0)
  576. {
  577. // 取亮度最高的像素
  578. var keys = brightPixelDic.Keys.ToList();
  579. var maxIndex = o0.o0.MaxIndex(keys);
  580. //keys.Sort((a, b) => -a.CompareTo(b));
  581. var brightPixels = new List<Vector2>();
  582. for (int i = 0; i < Math.Min(1, keys.Count); i++)
  583. brightPixels.AddRange(brightPixelDic[keys[maxIndex]]);
  584. //Debug.Log("max brightness: " + keys[maxIndex]);
  585. //Debug.Log("brightPixels.Count: " + brightPixels.Count);
  586. //var testTexture = new Texture2D((int)_textureSize.x, (int)_textureSize.y);
  587. //testTexture.wrapMode = TextureWrapMode.Clamp;
  588. //testTexture.filterMode = FilterMode.Point;
  589. //foreach (var i in brightPixels)
  590. // testTexture.SetPixel((int)i.x, (int)i.y, Color.black);
  591. //testTexture.Apply();
  592. //testImage.texture = testTexture;
  593. var brightArea = new List<PixelCircleArea>() { new PixelCircleArea(brightPixels.First()) };
  594. for (int i = 1; i < brightPixels.Count; i++)
  595. {
  596. var p = brightPixels[i];
  597. var grid = PixelArea.GetGrid(p);
  598. var join = new SortedList<int, PixelCircleArea>();
  599. for (int j = 0; j < brightArea.Count; j++)
  600. {
  601. var area = brightArea[j];
  602. if (area.Include(grid))
  603. join.Add(j, area);
  604. }
  605. if (join.Count == 0)
  606. brightArea.Add(new PixelCircleArea(p));
  607. else if (join.Count == 1)
  608. join.First().Value.Add(p, grid);
  609. else
  610. {
  611. var combine = new PixelCircleArea(join.Values);
  612. combine.Add(p, grid);
  613. brightArea.Add(combine);
  614. for (int j = join.Count - 1; j >= 0; j--)
  615. brightArea.RemoveAt(join.ElementAt(j).Key);
  616. }
  617. //foreach (var j in brightArea)
  618. //{
  619. // var offset = (p - j.Center);
  620. // if (offset.magnitude < brightAreaRadius) // 距离近的并入该区域
  621. // {
  622. // j.Pixels.Add(p);
  623. // j.Center += offset / j.Pixels.Count;
  624. // join = true;
  625. // break;
  626. // }
  627. //}
  628. //if (!join)
  629. // brightArea.Add(new PixelArea(p));
  630. }
  631. //var sum = new Vector2(0, 0);
  632. //foreach (var i in brightPixels)
  633. //{
  634. // sum += i;
  635. //}
  636. //var middle = sum/brightPixels.Count;
  637. //Debug.Log("brightArea.Count: " + brightArea.Count);
  638. //if (brightArea.Count <= 1)
  639. // return brightArea.FirstOrDefault().Center;
  640. //PixelArea maxBrightArea = brightArea.First();
  641. //float maxCircleBrightness = 10000f;
  642. var CircleAreas = new List<PixelCircleArea>();
  643. for (int i = 0; i < brightArea.Count; i++)
  644. {
  645. var area = brightArea[i];
  646. var value = area.CircleBrightness(out float variance, brightness, ConvBrightness, 3);
  647. //Debug.Log(counter + "Variance: " + variance);
  648. //Debug.Log(counter + "CircleBrightness: " + value);
  649. //Debug.Log(counter + "CircleRadius: " + area.MaxRadius);
  650. if (variance < 30)
  651. {
  652. CircleAreas.Add(area);
  653. }
  654. //if (maxCircleBrightness == 10000f)
  655. //{
  656. // maxCircleBrightness = value;
  657. // maxBrightArea = area;
  658. //}
  659. //else if (maxCircleBrightness < value || (maxCircleBrightness == value && area.Pixels.Count > maxBrightArea.Pixels.Count))
  660. //{
  661. // maxCircleBrightness = value;
  662. // maxBrightArea = area;
  663. //}
  664. }
  665. //Debug.Log("CricleBrightness: " + maxCircleBrightness);
  666. //Debug.Log(counter + "CircleAreas: " + CircleAreas.Count);
  667. //counter++;
  668. if (CircleAreas.Count == 0)
  669. return null;
  670. if (CircleAreas.Count == 1)
  671. return new List<Vector2> { CircleAreas[0].Center };
  672. CircleAreas.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
  673. return new List<Vector2> { CircleAreas[0].Center, CircleAreas[1].Center };
  674. }
  675. return null;
  676. }
  677. //(int max, int second) MaxAreaIndex(Color[] pixels, List<PixelArea> list)
  678. //{
  679. // var maxValue = float.MinValue;
  680. // var secondValue = float.MinValue;
  681. // var max = 0;
  682. // var second = 0;
  683. // foreach (var i in list.Index())
  684. // {
  685. // var value = list[i].TotalBrightness(pixels, camera.Vector2ToIndex, samplingScale * 2);
  686. // if (value > maxValue)
  687. // {
  688. // maxValue = value;
  689. // max = i;
  690. // }
  691. // else if (maxValue > secondValue)
  692. // {
  693. // secondValue = value;
  694. // second = i;
  695. // }
  696. // }
  697. // return (max, second);
  698. //}
  699. //float CricleVariance(int[] pixels, PixelArea area, int kernel_size = 3)
  700. //{
  701. // var hash = new HashSet<(int, int)>();
  702. // foreach (var (cos,sin) in angleMathList)
  703. // {
  704. // var x = (int)Math.Round(area.Center.x + (area.MaxRadius + PixelArea.gridLength * 4) * cos);
  705. // var y = (int)Math.Round(area.Center.y + (area.MaxRadius + PixelArea.gridLength * 4) * sin);
  706. // hash.Add((x, y));
  707. // }
  708. // var avg = 0f;
  709. // foreach (var p in hash)
  710. // {
  711. // var value = ConvBrightness(pixels, p, kernel_size);
  712. // avg += value;
  713. // }
  714. // return avg / hash.Count;
  715. //}
  716. //class PixelArea
  717. //{
  718. // public static int gridLength;
  719. // public static (int x, int y) gridSize;
  720. // public static (int x, int y) GetGrid(Vector2 v)
  721. // {
  722. // var m = (int)(v.x / gridLength);
  723. // var n = (int)(v.y / gridLength);
  724. // return (m, n);
  725. // }
  726. // public Vector2 Center;
  727. // public List<Vector2> Pixels;
  728. // public PixelArea(Vector2 location)
  729. // {
  730. // this.Center = location;
  731. // this.Pixels = new List<Vector2> { location };
  732. // }
  733. //}
  734. }
  735. }