ScreenLocate.cs 4.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136
  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using ZIM;
  4. using ZIM.Unity;
  5. /// <summary>
  6. /// JC-补充接口
  7. /// </summary>
  8. public partial class ScreenLocate : MonoBehaviour
  9. {
  10. public bool IsScreenLoateOK()
  11. {
  12. return screenIdentification != null &&
  13. screenIdentification.Screen != null &&
  14. screenIdentification.Screen.Active;
  15. }
  16. public bool IsScreenLocateManualDoing()
  17. {
  18. return mode == Mode.ScreenLocateManual;
  19. }
  20. public Texture2D EnterScreenLocateManual()
  21. {
  22. CreateUVCTexture2DIfNeeded();
  23. Texture2D texture = mUVCTexture2D.zimAutoLight(0);
  24. mode = Mode.ScreenLocateManual;
  25. return texture;
  26. }
  27. /// <summary>
  28. /// 屏幕定位时候的实际点转换成算法里面的点
  29. /// 左下、右下、右上、左上 => 左下,右下,左上,右上 (算法)
  30. /// </summary>
  31. /// <param name="points"></param>
  32. public void QuitScreenLocateManual(List<Vector2> points)
  33. {
  34. if (points != null && points.Count == 4)
  35. {
  36. var size = getUVCCameraInfoSize;
  37. Debug.Log("QuitScreenLocateManual Size:" + size);
  38. var quad = new QuadrilateralInCamera(
  39. new o0.Geometry2D.Float.Vector(points[0].x * size.x, points[0].y * size.y),
  40. new o0.Geometry2D.Float.Vector(points[1].x * size.x, points[1].y * size.y),
  41. new o0.Geometry2D.Float.Vector(points[3].x * size.x, points[3].y * size.y),
  42. new o0.Geometry2D.Float.Vector(points[2].x * size.x, points[2].y * size.y),
  43. size.o0Vector());
  44. //screenIdentification?.SetScreenQuad(quad);
  45. screenIdentification.QuadManual = quad;
  46. Debug.Log("<color=aqua>[ScreenLocate] 记录手动数据</color>");
  47. //screenIdentification?.SetScreenQuad(
  48. // new QuadrilateralInCamera(
  49. // new o0.Geometry2D.Float.Vector(points[0].x * size.x, points[0].y * size.y),
  50. // new o0.Geometry2D.Float.Vector(points[1].x * size.x, points[1].y * size.y),
  51. // new o0.Geometry2D.Float.Vector(points[3].x * size.x, points[3].y * size.y),
  52. // new o0.Geometry2D.Float.Vector(points[2].x * size.x, points[2].y * size.y),
  53. // size.o0Vector()
  54. // )
  55. //);
  56. }
  57. ToMode(Mode.InfraredLocate);
  58. }
  59. /// <summary>
  60. /// 传入算法对应的点来设置算法屏幕四边形
  61. /// </summary>
  62. /// <param name="points"></param>
  63. public void QuadUnityVectorListToScreenQuad(List<Vector2> points)
  64. {
  65. if (points != null && points.Count == 4)
  66. {
  67. var size = getUVCCameraInfoSize;
  68. screenIdentification?.SetScreenQuad(
  69. new QuadrilateralInCamera(
  70. new o0.Geometry2D.Float.Vector(points[0].x * size.x, points[0].y * size.y),
  71. new o0.Geometry2D.Float.Vector(points[1].x * size.x, points[1].y * size.y),
  72. new o0.Geometry2D.Float.Vector(points[2].x * size.x, points[2].y * size.y),
  73. new o0.Geometry2D.Float.Vector(points[3].x * size.x, points[3].y * size.y),
  74. size.o0Vector()
  75. )
  76. );
  77. }
  78. ToMode(Mode.InfraredLocate);
  79. }
  80. /// <summary>
  81. /// 自动校准
  82. /// </summary>
  83. public void EnterScreenLocateManualAuto()
  84. {
  85. //自动定位时候,清除一下记录的点
  86. //quadUnityVectorList.Clear();
  87. //InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  88. BtnScreenLocate();
  89. }
  90. /// <summary>
  91. /// 设置Capture值,测试用
  92. /// </summary>
  93. /// <param name="value"></param>
  94. public void SetCapture(int value)
  95. {
  96. Capture = value;
  97. }
  98. /// <summary>
  99. /// 设置Delay值,测试用
  100. /// </summary>
  101. /// <param name="value"></param>
  102. public void SetDelay(int value)
  103. {
  104. Delay = value;
  105. }
  106. /// <summary>
  107. /// 校准点位置同步到[调试面板]
  108. /// </summary>
  109. public void SyncInfraredDemo()
  110. {
  111. if (quadUnityVectorList.Count == 0) return;
  112. // Vector2 texSize = getUVCCameraInfoSize;
  113. Debug.Log("[ScreenLocate] SyncInfraredDemo : " + PrintVector2List(quadUnityVectorList));
  114. //同步到infaredDemo
  115. FindObjectOfType<InfraredDemo>()?.SetLocatePointsToCameraRender(
  116. quadUnityVectorList,
  117. 1,
  118. 1);
  119. }
  120. /// <summary>
  121. /// 校准点位置同步到[手动校准页面]
  122. /// </summary>
  123. public void SyncInfraredScreenPositioningView()
  124. {
  125. if (quadUnityVectorList.Count == 0) return;
  126. //同步位置
  127. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  128. }
  129. }