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- #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;
- 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
- {
- 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(); }
- /// <summary>
- /// 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
- /// </summary>
- public bool SelectScreenAfterLocate(ScreenIdentificationTag tag) => ScreenIdentification.SelectScreenAfterLocate(tag);
- /// <summary>
- /// 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
- /// </summary>
- public bool[] LastQuadSemiAutoState() => screenIdentification.LastQuadSemiAutoState;
- /// <summary>
- /// 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
- /// </summary>
- public Texture2D[] OutputTextures => outputTexture2D;
- /// <summary>
- /// CameraLocation 的偏移量
- /// </summary>
- public Vector2 CameraLocationOffset { get; set; } = new Vector2(0, 0);
- public Vector2 UVOffset { get; set; } = new Vector2(0, 0);
- // public InfraredDemo InfraredDemoMain => FindObjectOfType<InfraredDemo>();
- #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<RectTransform> CrosshairInCamera;
- public List<RectTransform> CrosshairInScreen;
- public RectTransform ScreenQuad;
- public Toggle SaveToggle;
- public Toggle FullScreenToggle;
- public LineGenerator UILineGenerator;
- public bool ShowScreenQuad = false;
- // 显示在demo上的rawImage
- public List<RawImage> outputRawImages;
- readonly Texture2D[] outputTexture2D = new Texture2D[8];
- public RawImage FullScreenImage;
- public PixelCheaker ScreenPixelCheaker;
- public InfraredSpotSettings InfraredSpotSettings;
- // 全局记录当前算法中的CameraSize,红外识别和屏幕识别都会使用到
- public o0.Geometry2D.Vector<int> CameraSize { get; set; }
- public List<Texture2D> DebugScreenImages = new List<Texture2D>();
- 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 InfraredCount infraredCount = InfraredCount.Single; // 识别红外灯的数量,1个或者2个
- public float ReDoLocateCalibrationRatio { get; private set; } // 半自动定位时校准的距离比例,以手动的结果来校准,离手动太远的线段会被舍弃
- bool bIdentifyRed = true;//默认设备红色
- bool bIdentifyGreen = true;
- #region 性能检测相关
- public Text m_UITime;
- const float m_UIUpdateInterval = 0.1f;
- float m_UIUpdateTimer = 0.0f;
- List<float> m_History = new List<float>(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;
- /// <summary>
- /// 正在识别的状态,自动识别时候记录
- /// </summary>
- 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<RectTransform>();
- var background = canvas.Find("Background");
- Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
- }
- Main.BackQuad.parent.gameObject.SetActive(color != null);
- Main.BackQuad.GetComponent<RawImage>().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<RectTransform>();
- var background = canvas.Find("Background");
- Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
- }
- Main.BackQuad.parent.gameObject.SetActive(color != null);
- Main.BackQuad.anchorMin = rect.min;
- Main.BackQuad.anchorMax = rect.max;
- Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
- //Debug.Log("Set Screen " + color.GetColorName());
- }
- static void DebugBackQuad(Rect? rect = null)
- {
- if (Main.BackQuad)
- {
- Main.BackQuad.parent.GetComponent<RawImage>().enabled = false;
- Main.BackQuad.GetComponent<RawImage>().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<RectTransform>();
- mode = Mode.InfraredLocate;
- if (DebugScreenImages.Count != 0 && DebugOnZIMDemo)
- {
- screenIdentification = new o0.Project.ScreenIdentification();
- screenIdentification.LocateScreen();
- }
- infraredCount = InfraredCount.Single;
- 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
- }
- 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);
- }
- /// <summary>
- /// UVCManager 创建初始化时候,更新此函数
- /// </summary>
- /// <param name="cameraInfo"></param>
- public void UVCIsReady(CameraInfo cameraInfo)
- {
- mPlatform = Platform.Android;
- mUVCTexture = cameraInfo.previewTexture;
- mUVCCameraInfo = cameraInfo;
- Debug.Log("UVCIsReady:" + mUVCCameraInfo);
- //UVC准备好
- InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
- }
- /// <summary>
- /// 获取新的 previewTexture
- /// </summary>
- 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;
- }
- }
- /// <summary>
- /// 选择模式后更新 quadUnityVectorList
- /// </summary>
- public void UpdateQuadUnityVectorList()
- {
- quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
- SaveScreenLocateVectorList();
- }
- int brightness = 0;
- /// <summary>
- /// 设置算法红外灯的亮度值
- /// </summary>
- /// <param name="value"></param>
- 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();
- Debug.Log("[ScreenLocate] 初始化屏幕识别");
- //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
- screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
- }
- if (infraredLocate == null)
- {
- infraredLocate = new InfraredLocate(mUVCCameraInfo, screenIdentification, InfraredSpotSettings, ScreenPixelCheaker);
- CameraSize = new o0.Geometry2D.Vector<int>((int)getUVCCameraInfoSize.x, (int)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
- }
- /* 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($"<color=red>[ScreenLocate] 分辨率不匹配,相机分辨率为: {getUVCCameraInfoSize}, mUVCTexture2D纹理尺寸: {mUVCTexture2D.width}×{mUVCTexture2D.height}</color>");
- 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, CameraSize.x, CameraSize.y);
- 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 = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}";
- //}
- //UpdateInputs();
- if (DebugOnZIMDemo)
- {
- if (Input.GetKeyDown(KeyCode.Z))
- SelectScreenAfterLocate(ScreenIdentificationTag.Manual);
- if (Input.GetKeyDown(KeyCode.X))
- SelectScreenAfterLocate(ScreenIdentificationTag.SemiAuto);
- if (Input.GetKeyDown(KeyCode.C))
- SelectScreenAfterLocate(ScreenIdentificationTag.Auto);
- }
- }
- private bool RefreshCameraSize()
- {
- var sizeNew = new o0.Geometry2D.Vector<int>((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
- if (sizeNew != CameraSize)
- {
- Debug.Log($"<color=aqua>[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}</color>");
- // 同步相机分辨率
- CameraSize = sizeNew;
- var sizeNewFloat = getUVCCameraInfoSize.o0Vector();
- 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);
- }
- }
- #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<int>(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<ZIMWebCamera>();
- 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<ZIMWebCamera>();
- GetComponent<ZIMWebCamera>().AdjustResolution(160, 120);
- 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;
- }
- /// <summary>
- /// pc修改分辨率
- /// </summary>
- /// <param name="width"></param>
- /// <param name="height"></param>
- public void ResizePC(int width, int height)
- {
- if (mUVCCameraInfo == null) return;
- //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
- // PcWebCamera pcWebCamera = GetComponent<PcWebCamera>();
- // 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 = 0.005f;
- const float MAX = 0.305f;
- ReDoLocateCalibrationRatio = MIN + (MAX - MIN) * threshold;
- }
- /// <summary>
- /// 固定的顶点顺序: 左下,右下,左上,右上
- /// </summary>
- public static List<Vector2> quadUnityVectorList = new();
- /// <summary>
- /// 打印信息
- /// </summary>
- /// <param name="list">左下,右下,左上,右上</param>
- /// <returns></returns>
- public string PrintVector2List(List<Vector2> 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;
- }
- /// <summary>
- /// 判断是否存在NaN
- /// </summary>
- /// <param name="vectors"></param>
- /// <returns></returns>
- public bool ContainsNaN(List<Vector2> 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);
- /// <summary>
- /// 校准点位置存储到本地
- /// </summary>
- 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);
- }
- /// <summary>
- /// 获取本地存储校准点位置
- /// </summary>
- 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;
- }
- }
- /// <summary>
- /// 重置偏移量
- /// </summary>
- public void ResetPointsOffest()
- {
- CameraLocationOffset = Vector2.zero;
- UVOffset = Vector2.zero;
- }
- /// <summary>
- /// 这里计算一个偏移后的cameraLocatoin位置
- /// </summary>
- /// <param name="cameraLocatoin"></param>
- /// <returns></returns>
- 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);
- //}
- /// <summary>
- /// 使用默认的mUVCTexture宽高
- /// </summary>
- private void CreateUVCTexture2DIfNeeded()
- {
- if (mUVCTexture2D != null)
- Destroy(mUVCTexture2D);
- mUVCTexture2D = TextureToTexture2D(mUVCTexture);
- }
- /// <summary>
- /// 根据宽高调整mUVCTexture2D
- /// </summary>
- /// <param name="width"></param>
- /// <param name="height"></param>
- 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
- }
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