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- using o0.Geometry2D.Float;
- using System;
- using UnityEngine;
- namespace ZIM.Unity
- {
- // 摄像机的取景画面的纵横比设置(取景画面纵横比是否会根据分辨率变化)
- public enum AspectRatioSetting
- {
- FixedAll, // 高度和宽度都不变
- FixedHeight, // 高度固定
- FixedWidth, // 宽度固定
- }
- // 记录屏幕的位置,QuadInCamera表示屏幕4个点在摄像机画面中的坐标
- // TransformToScreen可将摄像机空间的点映射到屏幕空间,反之用TransformToCamera
- public class ScreenMap
- {
- public static AspectRatioSetting ViewAspectRatioSetting = AspectRatioSetting.FixedHeight;// 默认取景画面的高度保持不变,宽度随着分辨率变化
- public Rect QuadRect { get; private set; }
- public Vector2 UVSize { get; private set; } // UV代表屏幕空间的坐标,UVSize代表屏幕坐标的取值范围
- public bool Active;
- QuadrilateralInCamera quadInCamera; // 记录的分辨率和识别时的分辨率可能不同
- public QuadrilateralInCamera QuadInCamera
- {
- get => quadInCamera;
- set
- {
- quadInCamera = value;
- InitByQuad();
- }
- }
- // 当分辨率不同时,刷新分辨率并返回true,否则返回false
- public bool RefreshCameraSize(Vector2 sizeNew) => RefreshCameraSize(sizeNew.o0Vector());
- public bool RefreshCameraSize(Vector sizeNew)
- {
- if (QuadInCamera != null && QuadInCamera.CameraSize != sizeNew)
- {
- UnityEngine.Debug.Log("[ScreenMap]根据分辨率映射: from " + QuadInCamera.SizeString + " to " + sizeNew);
- QuadInCamera.ReSize(sizeNew, ViewAspectRatioSetting);
- InitByQuad();
- return true;
- }
- return false;
- }
- private void InitByQuad()
- {
- if (QuadInCamera != null)
- {
- var quad = QuadInCamera.Quad;
- var x = Math.Min((quad.A - quad.B).Length, (quad.C - quad.D).Length);
- var y = Math.Min((quad.A - quad.C).Length, (quad.B - quad.D).Length);
- UVSize = new Vector2(x, y);
- perspective = new ZIMPerspectiveTransform(quad, new OrdinalQuadrilateral(new Vector(0, 0), new Vector(x, 0), new Vector(0, y), new Vector(x, y)));
- var aabb = quad.AABBRect();
- QuadRect = new Rect(aabb.Item1.x, aabb.Item1.y, aabb.Item2.x - aabb.Item1.x, aabb.Item2.y - aabb.Item1.y);
- Debug.Log("[ScreenMap] 应用屏幕识别数据");
- //Debug.Log("QuadRect:" + QuadRect);
- Active = true;
- }
- else
- {
- Active = false;
- }
- }
- private ZIMPerspectiveTransform perspective;
- public ScreenMap()
- {
- }
- public ScreenMap(QuadrilateralInCamera quad)
- {
- QuadInCamera = quad;
- }
- public bool UVInScreen(Vector2 v)
- {
- return Active ? v.x > 0 && v.x < UVSize.x && v.y > 0 && v.y < UVSize.y : true;
- }
- // UV归一化到[0, 1]范围,仅用于输出最终结果
- public Vector2 UVNormalized(Vector2 location)
- {
- return Active ?
- new Vector2(location.x / UVSize.x, location.y / UVSize.y) :
- new Vector2(location.x / ScreenLocate.Main.CameraSize.x, location.y / ScreenLocate.Main.CameraSize.y);
- }
- public Vector2 TransformToScreen(Vector2 vIn)
- {
- if (Active)
- {
- var v = perspective.Transform(vIn.x, vIn.y);
- return new Vector2(v.x, v.y);
- }
- else
- {
- return vIn;
- }
- }
- public Vector2 TransformToCamera(Vector2 vIn)
- {
- if (Active)
- {
- var v = perspective.TransformInverse(vIn.x, vIn.y);
- return new Vector2(v.x, v.y);
- }
- else
- {
- return vIn;
- }
- }
- }
- }
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