ScreenLocate.cs 52 KB

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  1. #define ENABLE_LOG
  2. using InfraredManager;
  3. using o0;
  4. using o0.Geometry2D.Float;
  5. using o0InfraredLocate.ZIM;
  6. using SixLabors.ImageSharp.PixelFormats;
  7. using SLAMUVC;
  8. using System;
  9. using System.Collections;
  10. using System.Collections.Generic;
  11. using System.Linq;
  12. using UnityEngine;
  13. using UnityEngine.Experimental.AI;
  14. using UnityEngine.UI;
  15. using ZIM;
  16. using ZIM.Unity;
  17. using static SLAMUVC.UVCManager;
  18. using Color = UnityEngine.Color;
  19. using Time = UnityEngine.Time;
  20. [RequireComponent(typeof(Canvas))]
  21. public partial class ScreenLocate : o0InfraredCameraHandler
  22. {
  23. public InfraredCameraHelper InfraredCameraHelper;
  24. private const string TAG = "ScreenLocate#";
  25. enum Mode
  26. {
  27. InfraredLocate,
  28. ScreenMap,
  29. ScreenLocateManual
  30. }
  31. enum Platform
  32. {
  33. Window,
  34. Android
  35. }
  36. Platform mPlatform = Platform.Android;
  37. public enum ScreenIdentificationTag
  38. {
  39. // 屏幕定位的方式,手动、半自动、自动
  40. Manual,
  41. SemiAuto,
  42. Auto
  43. }
  44. // 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
  45. public InfraredSpot[] InfraredSpots
  46. {
  47. get
  48. {
  49. return infraredSpotBuffer;
  50. }
  51. }
  52. // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
  53. public InfraredSpot InfraredSpotSingle
  54. {
  55. get
  56. {
  57. return infraredSpotBuffer[0];
  58. }
  59. }
  60. public InfraredSpot[] infraredSpotBuffer => infraredLocate.InfraredSpotBuffer;
  61. // 当前 应用/生效 的屏幕四边形数据(QuadrilateralInCamera类)
  62. public QuadrilateralInCamera CurrentScreenQuad => screenIdentification.Screen.QuadInCamera;
  63. /// <summary>
  64. /// 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。
  65. /// 如果选择的是null,即没有识别到屏幕,则返回false,否则返回true
  66. /// </summary>
  67. public bool SelectScreenAfterLocate(ScreenIdentificationTag tag) => ScreenIdentification.SelectScreenAfterLocate(tag);
  68. /// 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
  69. public QuadrilateralInCamera LastQuadState(ScreenIdentificationTag tag)
  70. {
  71. QuadrilateralInCamera target = tag switch
  72. {
  73. ScreenLocate.ScreenIdentificationTag.Manual => ScreenIdentification.QuadManual,
  74. ScreenLocate.ScreenIdentificationTag.SemiAuto => ScreenIdentification.QuadSemiAuto,
  75. ScreenLocate.ScreenIdentificationTag.Auto => ScreenIdentification.QuadAuto,
  76. _ => null
  77. };
  78. return target;
  79. }
  80. /// <summary>
  81. /// 上一次半自动识别的情况, 还未识别的时候数组是null
  82. /// 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
  83. /// </summary>
  84. public bool[] LastQuadSemiAutoState() => screenIdentification.LastQuadSemiAutoState;
  85. /// <summary>
  86. /// 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
  87. /// </summary>
  88. public Texture2D[] OutputTextures => outputTexture2D;
  89. public Vector2 CameraLocationOffset
  90. {
  91. get=>infraredLocate.CameraLocationOffset;
  92. set{
  93. infraredLocate.SetCameraLocationOffset(value);
  94. }
  95. }
  96. public Vector2 UVOffset
  97. {
  98. get=>infraredLocate.UVOffset;
  99. set{
  100. infraredLocate.SetUVOffset(value);
  101. }
  102. }
  103. //用来记录最后一次更新的数据
  104. Vector2 OldCameraLocationOffset { get; set; } = new Vector2(0, 0);
  105. //用来记录最后一次更新的数据
  106. Vector2 OldUVOffset { get; set; } = new Vector2(0, 0);
  107. //是否单点显示
  108. public bool bSinglePoint => infraredLocate.bSinglePoint;
  109. // public InfraredDemo InfraredDemoMain => FindObjectOfType<InfraredDemo>();
  110. #region UVC 处理的对象
  111. //public UVCManager mUVCManager;
  112. public CameraInfo mUVCCameraInfo;
  113. public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false;
  114. public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(320, 240);
  115. private Texture mUVCTexture;
  116. public Texture getUVCTexture => mUVCTexture;
  117. public Texture setUVCTexture
  118. {
  119. set
  120. {
  121. mUVCTexture = value;
  122. }
  123. }
  124. private Texture2D mUVCTexture2D;
  125. // [SerializeField] Texture2DArray mUVCOutArray;
  126. #endregion
  127. public Text Info;
  128. public List<RectTransform> CrosshairInCamera;
  129. public List<RectTransform> CrosshairInScreen;
  130. public RectTransform ScreenQuad;
  131. public Toggle SaveToggle;
  132. public Toggle FullScreenToggle;
  133. public Toggle SingleToggle;
  134. public LineGenerator UILineGenerator;
  135. public bool ShowScreenQuad = false;
  136. // 显示在demo上的rawImage
  137. public List<RawImage> outputRawImages;
  138. readonly Texture2D[] outputTexture2D = new Texture2D[8];
  139. public RawImage FullScreenImage;
  140. public PixelCheaker ScreenPixelCheaker;
  141. public List<Texture2D> DebugScreenImages = new List<Texture2D>();
  142. public bool DebugOnZIMDemo = false;
  143. // private SynchronizationContext mainContext;
  144. 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
  145. public void SetCameraSize(Vector size) => cameraSize = size;
  146. public override Vector CameraSize => cameraSize;
  147. // 记录算法中的CameraSize,红外识别和屏幕识别都会使用到
  148. Vector cameraSize;
  149. bool bIdentifyRed = true;//默认设备红色
  150. bool bIdentifyGreen = true;
  151. #region 性能检测相关
  152. public Text m_UITime;
  153. const float m_UIUpdateInterval = 0.1f;
  154. float m_UIUpdateTimer = 0.0f;
  155. List<float> m_History = new List<float>(100);
  156. int m_ValidHistoryFrames = 0;
  157. float m_AverageTime = float.NaN;
  158. float m_MedianTime = float.NaN;
  159. float m_MinTime = float.NaN;
  160. float m_MaxTime = float.NaN;
  161. public float updateInterval = 0.5F;
  162. private double lastInterval;
  163. private int frames = 0;
  164. private float fps;
  165. public Text m_FPS;
  166. #endregion
  167. #region PC部分参数
  168. //亮度
  169. public float pcBrightness { get; set; } = 0.0f;
  170. //对比度
  171. public float pcContrast { get; set; } = 0.0f;
  172. #endregion
  173. // 红外灯识别算法
  174. InfraredLocate infraredLocate;
  175. // 屏幕识别算法
  176. o0.Project.ScreenIdentification screenIdentification;
  177. public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification;
  178. RectTransform canvas;
  179. Mode mode;
  180. //List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>();
  181. //o0.Project.WebCam o0WebCam = null;
  182. /// <summary>
  183. /// 正在识别的状态,自动识别时候记录
  184. /// </summary>
  185. bool bAutomaticRecognition { get; set; } = false;//进行捕获时
  186. bool bAutomaticRecognitionStart { get; set; } = false;//是否进行捕获
  187. bool bAutomaticRecognitionEnd { get; set; } = false;//是否结束捕获
  188. [NonSerialized] public RectTransform BackQuad = null;
  189. static public ScreenLocate Main { get; private set; }
  190. static public void AutoLightPixels(Color[] pixels, int width, int height)
  191. {
  192. if (Main.DebugOnZIMDemo)
  193. {
  194. var newTex = pixels.zimAutoLightSimple(width, height);
  195. DebugTexture(7, newTex);
  196. try
  197. {
  198. Main.FullScreenImage.texture = newTex;
  199. }
  200. catch { }
  201. }
  202. }
  203. static public void DebugTexture(int index, Texture2D texture)
  204. {
  205. LateDestory(Main.outputTexture2D[index]);
  206. Main.outputTexture2D[index] = texture;
  207. try
  208. {
  209. Main.outputRawImages[index].texture = texture;
  210. }
  211. catch { }
  212. }
  213. static void LateDestory(UnityEngine.Object o) => Main.StartCoroutine(Main.LateDestoryIEnum(o));
  214. static public void SetScreen(UnityEngine.Color? color = null)
  215. {
  216. if (Main.BackQuad == null)
  217. {
  218. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  219. var background = canvas.Find("Background");
  220. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  221. }
  222. Main.BackQuad.parent.gameObject.SetActive(color != null);
  223. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  224. //Debug.Log("Set Screen " + color.GetColorName());
  225. }
  226. static public void SetScreen(Rect rect, UnityEngine.Color? color = null)
  227. {
  228. if (Main.BackQuad == null)
  229. {
  230. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  231. var background = canvas.Find("Background");
  232. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  233. }
  234. Main.BackQuad.parent.gameObject.SetActive(color != null);
  235. Main.BackQuad.anchorMin = rect.min;
  236. Main.BackQuad.anchorMax = rect.max;
  237. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  238. //Debug.Log("Set Screen " + color.GetColorName());
  239. }
  240. static void DebugBackQuad(Rect? rect = null)
  241. {
  242. if (Main.BackQuad)
  243. {
  244. Main.BackQuad.parent.GetComponent<RawImage>().enabled = false;
  245. Main.BackQuad.GetComponent<RawImage>().color = Color.white;
  246. Main.BackQuad.parent.gameObject.SetActive(!Main.BackQuad.parent.gameObject.activeSelf);
  247. if (rect.HasValue)
  248. {
  249. Main.BackQuad.anchorMin = rect.Value.min;
  250. Main.BackQuad.anchorMax = rect.Value.max;
  251. }
  252. }
  253. }
  254. //public void ReSizeTexture(int width, int height)
  255. //{
  256. // Debug.Log("Cur mUVCTexture Size: [" + mUVCTexture.width + "," + mUVCTexture.height + "]");
  257. // if (mUVCTexture.width < width || mUVCTexture.height < height) // 如果当前分辨率太小,则重新new一个texture
  258. // {
  259. // Texture2D tex = new Texture2D(
  260. // width, height,
  261. // TextureFormat.ARGB32,
  262. // false, /* mipmap */
  263. // true /* linear */);
  264. // tex.filterMode = FilterMode.Point;
  265. // tex.Apply();
  266. // mUVCTexture = tex;
  267. // mUVCCameraInfo.previewTexture = tex;
  268. // var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr();
  269. // }
  270. //}
  271. void Awake()
  272. {
  273. if (Main != null)
  274. throw new Exception("[ScreenLocaer] 不允许多个实例");
  275. Main = this;
  276. #if !UNITY_EDITOR_WIN
  277. DebugOnZIMDemo = false;
  278. #endif
  279. //if (mUVCDrawer)
  280. // mUVCDrawer.StartPreviewAction += UVCIsReady;
  281. }
  282. void OnDestroy()
  283. {
  284. //if (mUVCDrawer)
  285. // mUVCDrawer.StartPreviewAction -= UVCIsReady;
  286. }
  287. void Start()
  288. {
  289. //mainContext = SynchronizationContext.Current;
  290. canvas = transform.GetComponent<RectTransform>();
  291. mode = Mode.InfraredLocate;
  292. if (DebugScreenImages.Count != 0 && DebugOnZIMDemo)
  293. {
  294. screenIdentification = new o0.Project.ScreenIdentification(this);
  295. screenIdentification.LocateScreen();
  296. }
  297. ReDoLocateCalibrationRatio = 0.125f;
  298. #region 性能检测相关
  299. for (var i = 0; i < m_History.Capacity; ++i)
  300. {
  301. m_History.Add(0.0f);
  302. }
  303. lastInterval = Time.realtimeSinceStartup;
  304. frames = 0;
  305. #endregion
  306. }
  307. // 初始化算法
  308. void AlgorithmInit()
  309. {
  310. if (screenIdentification == null)
  311. {
  312. screenIdentification = new o0.Project.ScreenIdentification(this);
  313. Debug.Log("[ScreenLocate] 初始化屏幕识别");
  314. //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
  315. screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
  316. //初始化屏幕数据
  317. InfraredCameraHelper.InitScreenLocateManual();
  318. }
  319. if (infraredLocate == null)
  320. {
  321. infraredLocate = new InfraredLocate(this, screenIdentification.Screen);
  322. cameraSize = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
  323. InfraredSpot.RefreshMinVerifyLength(new o0.Geometry2D.Float.Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y));
  324. 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}");
  325. //InfraredDemo 初始化
  326. //float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f);
  327. //Debug.Log("Init Red filterValue:" + redfilterValue);
  328. //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
  329. // UI相关
  330. if (SingleToggle != null)
  331. {
  332. infraredLocate.SetSinglePoint(SingleToggle.isOn);
  333. SingleToggle.onValueChanged.AddListener((i) =>
  334. {
  335. infraredLocate.SetSinglePoint(i);
  336. });
  337. }
  338. }
  339. }
  340. IEnumerator LateDestoryIEnum(UnityEngine.Object o)
  341. {
  342. if (o)
  343. {
  344. yield return new WaitForEndOfFrame();
  345. Destroy(o);
  346. }
  347. }
  348. //ZIMWebCamera场景使用
  349. public void WebCamIsReady(Texture texture)
  350. {
  351. mPlatform = Platform.Window;
  352. mUVCTexture = texture;
  353. mUVCCameraInfo = new CameraInfo(mUVCTexture);
  354. brightness = 0;
  355. //UVC准备好
  356. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  357. }
  358. /// <summary>
  359. /// UVCManager 创建初始化时候,更新此函数
  360. /// </summary>
  361. /// <param name="cameraInfo"></param>
  362. public void UVCIsReady(CameraInfo cameraInfo)
  363. {
  364. mPlatform = Platform.Android;
  365. mUVCTexture = cameraInfo.previewTexture;
  366. mUVCCameraInfo = cameraInfo;
  367. Debug.Log("UVCIsReady:" + mUVCCameraInfo);
  368. //UVC准备好
  369. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  370. }
  371. /// <summary>
  372. /// 获取新的 previewTexture
  373. /// </summary>
  374. public void UVCUpdate(bool bChange)
  375. {
  376. mUVCTexture = mUVCCameraInfo.previewTexture;
  377. Debug.Log("[ScreenLocate] UVCUpdate:" + mUVCCameraInfo + ",bChange:" + bChange);
  378. InfraredCameraHelper?.InvokeOnUVCIsUpdate();
  379. //这里判断是否进入自动识别?
  380. if (bAutomaticRecognitionStart)
  381. {
  382. bAutomaticRecognitionStart = false;
  383. Debug.Log("[ScreenLocate] UVCUpdate 开始自动识别 Capture:" + Capture + " ,Delay: " + Delay);
  384. screenIdentification.LocateScreen(Capture, Delay);
  385. }
  386. if (bAutomaticRecognitionEnd)
  387. {
  388. bAutomaticRecognitionEnd = false;
  389. Debug.Log("[ScreenLocate] UVCUpdate 结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size);
  390. bAutomaticRecognition = false;
  391. }
  392. }
  393. /// <summary>
  394. /// 选择模式后更新 quadUnityVectorList
  395. /// </summary>
  396. public void UpdateQuadUnityVectorList()
  397. {
  398. quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
  399. SaveScreenLocateVectorList();
  400. }
  401. int brightness = 0;
  402. /// <summary>
  403. /// 设置算法红外灯的亮度值
  404. /// </summary>
  405. /// <param name="value"></param>
  406. public void SetInfraredLocateBrightnessThreshold(float value)
  407. {
  408. if (infraredLocate != null)
  409. 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
  410. }
  411. void Update()
  412. {
  413. //++frames;
  414. //float timeNow = Time.realtimeSinceStartup;
  415. //if (timeNow > lastInterval + updateInterval)
  416. //{
  417. // fps = (float)(frames / (timeNow - lastInterval));
  418. // frames = 0;
  419. // lastInterval = timeNow;
  420. //}
  421. //if (m_FPS != null)
  422. // m_FPS.text = "FPS:" + fps.ToString("f2");
  423. if (mUVCCameraInfo == null) return;
  424. AlgorithmInit();
  425. if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing)
  426. {
  427. //根据getUVCCameraInfoSize 分辨率渲染
  428. CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  429. if (!screenIdentification.Update(mUVCTexture2D))
  430. {
  431. // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
  432. if (RefreshCameraSize())
  433. {
  434. if (screenIdentification.Screen.QuadInCamera != null)
  435. {
  436. quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
  437. if (!ContainsNaN(quadUnityVectorList))
  438. {
  439. SaveScreenLocateVectorList();
  440. //SyncInfraredDemo();
  441. //SyncInfraredScreenPositioningView();
  442. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  443. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变:[" + (int)getUVCCameraInfoSize.x + "," + (int)getUVCCameraInfoSize.y + "]");
  444. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变,刷新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  445. }
  446. else
  447. {
  448. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  449. }
  450. }
  451. if (DebugOnZIMDemo)
  452. Main.ShowScreen(screenIdentification.Screen.QuadInCamera);
  453. }
  454. if (CameraSize.x != mUVCTexture2D.width || CameraSize.y != mUVCTexture2D.height)
  455. {
  456. 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>");
  457. return;
  458. }
  459. // 获取像素,用于后续操作
  460. var pixels = mUVCTexture2D.GetPixels(); // 从左往右、从下往上
  461. AutoLightPixels(pixels, CameraWidth, CameraHeight);
  462. InfraredUpdate(pixels);
  463. if (mode == Mode.ScreenLocateManual)
  464. {
  465. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  466. {
  467. if (infraredSpotBuffer[i].CameraLocation != null)
  468. {
  469. // 检测到光点
  470. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, FullScreenImage.rectTransform.rect);
  471. CrosshairInCamera[i].gameObject.SetActive(true);
  472. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  473. }
  474. else
  475. CrosshairInCamera[i].gameObject.SetActive(false);
  476. }
  477. }
  478. else if (mode == Mode.InfraredLocate)
  479. {
  480. if (mPlatform == Platform.Window) //渲染ui上面的点。进入游戏可以隐藏
  481. {
  482. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  483. {
  484. if (infraredSpotBuffer[i].CameraLocation != null)
  485. {
  486. // 检测到光点
  487. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, outputRawImages[0].rectTransform.rect);
  488. CrosshairInCamera[i].gameObject.SetActive(true);
  489. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  490. }
  491. else
  492. CrosshairInCamera[i].gameObject.SetActive(false);
  493. }
  494. }
  495. //手机端使用 mPlatform == Platform.Android &&
  496. //通用,手机 和 PC
  497. if (infraredSpotBuffer.Length > 0)
  498. {
  499. int redIndex = 0;
  500. int greenIndex = 1;
  501. //仅仅第一个点显示(如果最大点出界了会闪烁)
  502. if (bSinglePoint)
  503. {
  504. redIndex = 0; //单点识别是,可以选择切换颜色
  505. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  506. {
  507. string str = "Single:";
  508. Info.text = str + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  509. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  510. onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value);
  511. }
  512. }
  513. else
  514. {
  515. //雙點模式下選擇第一個點
  516. if (bIdentifyRed && !bIdentifyGreen)
  517. {
  518. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  519. {
  520. Info.text = "Red" + redIndex + ":" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  521. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  522. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  523. }
  524. else
  525. {
  526. Info.text = "未检测到红色最大点!";
  527. }
  528. }
  529. else if (!bIdentifyRed && bIdentifyGreen)
  530. {
  531. if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  532. {
  533. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  534. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  535. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  536. }
  537. else
  538. {
  539. Info.text = "未检测到绿色点!";
  540. }
  541. }
  542. else
  543. {
  544. //两个不选择和两个全选都跑识别两个点
  545. //自動切換 检测到光点
  546. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  547. {
  548. Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  549. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  550. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  551. }
  552. else if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  553. {
  554. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  555. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  556. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  557. }
  558. else
  559. {
  560. Info.text = "未检测到点!";
  561. }
  562. }
  563. }
  564. }
  565. }
  566. else if (mode == Mode.ScreenMap && DebugOnZIMDemo)
  567. {
  568. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  569. {
  570. if (infraredSpotBuffer[i].ScreenUV != null)
  571. {
  572. // 检测到光点
  573. var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect);
  574. CrosshairInScreen[i].gameObject.SetActive(true);
  575. CrosshairInScreen[i].anchoredPosition = posInCanvas;
  576. }
  577. else
  578. CrosshairInScreen[i].gameObject.SetActive(false);
  579. }
  580. if (Input.GetKeyDown(KeyCode.Escape))
  581. ToMode(Mode.InfraredLocate);
  582. }
  583. }
  584. }
  585. //var t1 = Time.realtimeSinceStartup;
  586. //var dt = t1 - t0;
  587. //m_History[m_ValidHistoryFrames % m_History.Count] = dt;
  588. //++m_ValidHistoryFrames;
  589. //m_UIUpdateTimer += Time.deltaTime;
  590. //if (m_UIUpdateTimer >= m_UIUpdateInterval)
  591. //{
  592. // m_UIUpdateTimer = 0.0f;
  593. // if (m_ValidHistoryFrames >= m_History.Count)
  594. // {
  595. // m_ValidHistoryFrames = 0;
  596. // m_AverageTime = 0.0f;
  597. // m_MinTime = float.PositiveInfinity;
  598. // m_MaxTime = float.NegativeInfinity;
  599. // {
  600. // for (var i = 0; i < m_History.Count; i++)
  601. // {
  602. // var time = m_History[i];
  603. // m_AverageTime += time;
  604. // m_MinTime = Mathf.Min(m_MinTime, time);
  605. // m_MaxTime = Mathf.Max(m_MaxTime, time);
  606. // }
  607. // m_AverageTime /= m_History.Count;
  608. // }
  609. // {
  610. // m_History.Sort();
  611. // // Odd-length history?
  612. // if ((m_History.Count & 1) != 0)
  613. // {
  614. // m_MedianTime = m_History[m_History.Count / 2];
  615. // }
  616. // else
  617. // {
  618. // m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f;
  619. // }
  620. // }
  621. // }
  622. // 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";
  623. // //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} |
  624. // if (m_UITime != null)
  625. // m_UITime.text = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}";
  626. //}
  627. //UpdateInputs();
  628. if (DebugOnZIMDemo)
  629. {
  630. if (Input.GetKeyDown(KeyCode.Z))
  631. SelectScreenAfterLocate(ScreenIdentificationTag.Manual);
  632. if (Input.GetKeyDown(KeyCode.X))
  633. SelectScreenAfterLocate(ScreenIdentificationTag.SemiAuto);
  634. if (Input.GetKeyDown(KeyCode.C))
  635. SelectScreenAfterLocate(ScreenIdentificationTag.Auto);
  636. }
  637. }
  638. public void InfraredUpdate(Color[] cameraPixels)
  639. {
  640. infraredLocate.InfraredUpdate(cameraPixels);
  641. if (DebugOnZIMDemo)
  642. DebugPixelSpotArea(infraredLocate.DebugAreas);
  643. }
  644. private bool RefreshCameraSize()
  645. {
  646. var sizeNew = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
  647. var sizeNewFloat = getUVCCameraInfoSize.o0Vector();
  648. if (sizeNew != CameraSize || (screenIdentification?.Screen?.QuadInCamera != null && sizeNewFloat != screenIdentification.Screen.QuadInCamera.CameraSize))
  649. {
  650. Debug.Log($"<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>");
  651. // 同步相机分辨率
  652. cameraSize = sizeNew;
  653. screenIdentification.Screen.RefreshCameraSize(sizeNewFloat);
  654. screenIdentification.QuadAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  655. screenIdentification.QuadManual?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  656. screenIdentification.QuadSemiAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  657. InfraredSpot.RefreshMinVerifyLength(sizeNewFloat);
  658. return true;
  659. }
  660. return false;
  661. }
  662. Vector2 targetPos = Vector2.zero;
  663. Vector2 movePos = Vector2.zero;
  664. int moveSpeed = 20;
  665. public float filterDis = 3.0f;
  666. void onFilterPos(Vector2 _vector2Pos)
  667. {
  668. //主要用于模拟九轴时候的
  669. //添加一个偏移量,使得最后输出的准心是指向正中心
  670. 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);
  671. if (Vector2.Distance(np, targetPos) >= filterDis)
  672. {
  673. targetPos = np;
  674. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0));
  675. //Vector2 np = new Vector2(uvCenterOffset.x * Screen.width, uvCenterOffset.y * Screen.height);
  676. //point -= np;
  677. InfraredCameraHelper?.InvokeOnPositionUpdate(targetPos);
  678. }
  679. //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed);
  680. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0));
  681. }
  682. Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero };
  683. void onFilterPos2(Vector2 _vector2Pos, int index)
  684. {
  685. Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height);
  686. if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis)
  687. {
  688. _targetPoints2[index] = np;
  689. InfraredCameraHelper?.InvokeOnPositionUpdate2(_targetPoints2[index], index);
  690. }
  691. }
  692. public void DebugPixelSpotArea(List<PixelSpotArea> areas)
  693. {
  694. if (areas!=null)
  695. {
  696. Info.transform.GetChild(0).GetComponent<Text>().text = $"areas.Count: {areas.Count}";
  697. PixelSpotArea a0 = null; // 表示最大半径的区域
  698. PixelSpotArea a1 = null; // 表示第二大半径的区域
  699. foreach (var a in areas)
  700. {
  701. if (a0 == null || a.Radius > a0.Radius)
  702. {
  703. a1 = a0; // 更新第二大为之前最大
  704. a0 = a; // 更新最大为当前的
  705. }
  706. else if (a1 == null || a.Radius > a1.Radius)
  707. {
  708. a1 = a; // 更新第二大
  709. }
  710. }
  711. Texture2D texture = new Texture2D(CameraWidth, CameraHeight);
  712. Color[] blackPixels = new Color[texture.width * texture.height];
  713. for (int i = 0; i < blackPixels.Length; i++)
  714. blackPixels[i] = Color.black;
  715. texture.SetPixels(blackPixels);
  716. if (a0 != null)
  717. {
  718. foreach (var p in a0.Pixels0)
  719. texture.SetPixel((int)p.x, (int)p.y, Color.yellow);
  720. foreach (var p in a0.Pixels1)
  721. texture.SetPixel((int)p.x, (int)p.y, Color.white);
  722. }
  723. if (a1 != null)
  724. {
  725. foreach (var p in a1.Pixels0)
  726. texture.SetPixel((int)p.x, (int)p.y, Color.green);
  727. foreach (var p in a1.Pixels1)
  728. texture.SetPixel((int)p.x, (int)p.y, Color.blue);
  729. }
  730. texture.Apply();
  731. DebugTexture(6, texture);
  732. }
  733. }
  734. #region 自动识别
  735. int Capture = 30;
  736. int Delay = 30;
  737. Vector2 EnterResolution;
  738. // int DefaultResolutionIndex;
  739. // 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 )
  740. public void BtnScreenLocate()
  741. {
  742. if (DebugScreenImages.Count != 0)
  743. {
  744. //screenIdentification = new o0.Project.ScreenIdentification();
  745. cameraSize = new Vector(DebugScreenImages[0].width, DebugScreenImages[0].height);
  746. WebCamIsReady(DebugScreenImages[0]);
  747. CreateUVCTexture2DIfNeeded();
  748. }
  749. //Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay);
  750. //screenIdentification.LocateScreen(Capture, Delay);
  751. OnLocateScreenEnter();
  752. }
  753. // bool log1 = false, log2 = false;
  754. public void OnLocateScreenEnter()
  755. {
  756. bAutomaticRecognition = true;
  757. bAutomaticRecognitionStart = true;
  758. ResetScreenIdentification();
  759. //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)
  760. //HighScreenLocateResolutionIndex = InfraredDemoMain.getTextureToResolutionNewIndex(); // index = 0
  761. // Debug.Log("[ScreenLocate] 开始捕获 DefaultResolutionIndex:" + DefaultResolutionIndex + " ,HighScreenLocateResolutionIndex:" + HighScreenLocateResolutionIndex);
  762. // InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex);
  763. 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)
  764. Vector2 _HighResolution = mUVCCameraInfo.CurrentCalibrationResolution; //最高的分辨率
  765. Resize((int)_HighResolution.x, (int)_HighResolution.y);
  766. //CreateUVCTexture2DIfNeeded();
  767. // log1 = true;
  768. // log2 = true;
  769. screenIdentification.LocateScreen(); // 自动识别开始的入口
  770. if (DebugOnZIMDemo)
  771. {
  772. var webCam = GetComponent<ZIMWebCamera>();
  773. webCam.AdjustResolution(1920, 1080);
  774. mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
  775. }
  776. }
  777. /// <summary>
  778. /// 屏幕识别结束
  779. /// </summary>
  780. public void OnLocateScreenEnd()
  781. {
  782. bAutomaticRecognitionEnd = true;
  783. // 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)
  784. //InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex);
  785. Resize((int)EnterResolution.x, (int)EnterResolution.y);
  786. if (DebugOnZIMDemo)
  787. {
  788. var webCam = GetComponent<ZIMWebCamera>();
  789. GetComponent<ZIMWebCamera>().AdjustResolution((int)EnterResolution.x, (int)EnterResolution.y);
  790. mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
  791. }
  792. // 前面的数据ContainsNaN(quadUnityVectorList) 如果没处理到,这里再进行判断一次
  793. // 识别结束后,也要判断半自动数据,即P5?
  794. if (screenIdentification.QuadAuto == null && screenIdentification.QuadSemiAuto == null)
  795. {
  796. InfraredCameraHelper?.InvokeOnUVCPosUpdate(new List<Vector2>());
  797. Debug.LogError("[ScreenLocate] OnLocateScreenEnd 屏幕未识别");
  798. }
  799. }
  800. /**
  801. * 修改相机的实际分辨率
  802. */
  803. public void Resize(int width, int height)
  804. {
  805. if (mUVCCameraInfo == null) return;
  806. #if UNITY_ANDROID
  807. //发送修改指令给相机实际分辨率
  808. mUVCCameraInfo.SetCameraSize(width, height);
  809. #endif
  810. #if UNITY_STANDALONE_WIN
  811. // pc todo 看看怎么处理
  812. // ResizePC(width, height);
  813. #endif
  814. //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
  815. Debug.Log($"[ScreenLocate] 开始修改分辨率 mUVCCameraInfo origin:[{mUVCCameraInfo.CurrentWidth},{mUVCCameraInfo.CurrentHeight}]=>target:[{width},{height}]");
  816. // if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  817. }
  818. /// <summary>
  819. /// pc修改分辨率
  820. /// </summary>
  821. /// <param name="width"></param>
  822. /// <param name="height"></param>
  823. public void ResizePC(int width, int height)
  824. {
  825. if (mUVCCameraInfo == null) return;
  826. //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  827. // PcWebCamera pcWebCamera = GetComponent<PcWebCamera>();
  828. // if(pcWebCamera.webCamTexture == null || !pcWebCamera.webCamTexture.isPlaying) return;
  829. //StartCoroutine(ResetWebCam(pcWebCamera, width, height));
  830. 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
  831. Debug.Log("[ScreenLocate] Resize mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  832. }
  833. private System.Collections.IEnumerator ResetWebCam(PcWebCamera pcWebCamera, int newWidth, int newHeight)
  834. {
  835. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  836. // Stop the current WebCamTexture
  837. _webCamTexture.Stop();
  838. // Trigger OnWebCamStopped event
  839. // OnWebCamStopped?.Invoke();
  840. // Wait for a short time to ensure resources are released
  841. yield return new WaitForSeconds(0.5f);
  842. // Create a new WebCamTexture with the new dimensions
  843. _webCamTexture = new WebCamTexture(newWidth, newHeight);
  844. pcWebCamera.webCamTexture = _webCamTexture;
  845. mUVCTexture = _webCamTexture;
  846. // Restart the camera
  847. yield return StartCoroutine(StartWebCam(pcWebCamera));
  848. }
  849. private System.Collections.IEnumerator StartWebCam(PcWebCamera pcWebCamera)
  850. {
  851. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  852. _webCamTexture.Play();
  853. // Wait until the WebCamTexture is playing
  854. while (!_webCamTexture.isPlaying)
  855. {
  856. yield return null;
  857. }
  858. // Trigger OnWebCamStarted event
  859. //OnWebCamStarted?.Invoke();
  860. 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
  861. Debug.Log("[ScreenLocate] ResizePc mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  862. // if(screenIdentification.isInitLocateScreen())screenIdentification.bStartLocateScreen = true;
  863. }
  864. #endregion
  865. public void BtnScreenMap()
  866. {
  867. ToMode(Mode.ScreenMap);
  868. }
  869. //进入手动定位屏幕
  870. public void BtnScreenLocateManual()
  871. {
  872. ToMode(Mode.ScreenLocateManual);
  873. }
  874. // 重置屏幕识别的数据
  875. public void ResetScreenIdentification()
  876. {
  877. screenIdentification.Screen.Active = false;
  878. }
  879. // threshold 的值是0-1,0代表最近,1代表最远
  880. public void SetReDoLocateCalibrationRatio(float threshold)
  881. {
  882. const float MIN = 0.02f;
  883. const float MAX = 0.32f;
  884. ReDoLocateCalibrationRatio = MIN + (MAX - MIN) * threshold;
  885. }
  886. /// <summary>
  887. /// 固定的顶点顺序: 左下,右下,左上,右上
  888. /// </summary>
  889. public static List<Vector2> quadUnityVectorList = new();
  890. /// <summary>
  891. /// 打印信息
  892. /// </summary>
  893. /// <param name="list">左下,右下,左上,右上</param>
  894. /// <returns></returns>
  895. public string PrintVector2List(List<Vector2> list)
  896. {
  897. if (screenIdentification == null || !screenIdentification.Screen.Active) return "[]";
  898. string result = "";
  899. if (list.Count == 4)
  900. {
  901. result = "左下" + list[0].ToString() + ",右下" + list[1].ToString() + ",左上" + list[2].ToString() + ",右上" + list[3].ToString();
  902. }
  903. else
  904. {
  905. result = "count != 4 error";
  906. }
  907. //foreach (Vector2 vector in list)
  908. //{
  909. // result += vector.ToString() + " ";
  910. //}
  911. //Debug.Log(result);
  912. return result;
  913. }
  914. /// <summary>
  915. /// 判断是否存在NaN
  916. /// </summary>
  917. /// <param name="vectors"></param>
  918. /// <returns></returns>
  919. public bool ContainsNaN(List<Vector2> vectors)
  920. {
  921. foreach (var v in vectors)
  922. {
  923. if (float.IsNaN(v.x) || float.IsNaN(v.y))
  924. {
  925. return true;
  926. }
  927. }
  928. return false;
  929. }
  930. // 标记屏幕的四个角, ScreenQuadObject 下挂了4个子节点用于标记
  931. public void ShowScreen(RectTransform ScreenQuadObject, QuadrilateralInCamera screen)
  932. {
  933. if (screen == null)
  934. {
  935. Info.text = "识别屏幕失败";
  936. return;
  937. }
  938. Info.text = "已识别到屏幕";
  939. //if (ScreenQuadObject && ScreenQuadObject.childCount >= 4)
  940. //{
  941. // ScreenQuadObject.gameObject.SetActive(true);
  942. // for (int i = 0; i < 4; i++)
  943. // {
  944. // if (DebugOnZIMDemo)
  945. // {
  946. // RectTransform t = ScreenQuadObject.GetChild(i) as RectTransform;
  947. // t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuadObject.rect);
  948. // }
  949. // }
  950. //}
  951. quadUnityVectorList = screen.GetUnityVertexNormalizedList(); // 记录四个点
  952. if (!ContainsNaN(quadUnityVectorList))
  953. {
  954. SaveScreenLocateVectorList();
  955. //SyncInfraredDemo();
  956. if (DebugOnZIMDemo)
  957. SyncInfraredScreenPositioningView();
  958. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  959. Debug.Log("[ScreenLocate] ShowScreen 已识别到屏幕,更新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  960. }
  961. else
  962. {
  963. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  964. }
  965. }
  966. public void ShowScreen(QuadrilateralInCamera screen) => ShowScreen(ScreenQuad, screen);
  967. /// <summary>
  968. /// 校准点位置存储到本地
  969. /// </summary>
  970. static public void SaveScreenLocateVectorList()
  971. {
  972. //string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z}
  973. // 如果列表为空,保存空字符串或自定义标记
  974. string saveStr = quadUnityVectorList.Count > 0 ? string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")) : "";
  975. Debug.Log("SaveScreenLocateVectorList: " + saveStr);
  976. PlayerPrefs.SetString("ScreenLocateVectorList", saveStr);
  977. }
  978. /// <summary>
  979. /// 获取本地存储校准点位置
  980. /// </summary>
  981. static public bool GetScreenLocateVectorList()
  982. {
  983. string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", "");
  984. Debug.Log("GetScreenLocateVectorList:" + posListStr);
  985. if (!string.IsNullOrWhiteSpace(posListStr))
  986. {
  987. quadUnityVectorList.Clear();
  988. quadUnityVectorList = posListStr.Split(';')
  989. .Select(s =>
  990. {
  991. string[] parts = s.Split(',');
  992. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  993. })
  994. .ToList();
  995. return true;
  996. }
  997. else return false;
  998. }
  999. public void SetSinglePoint(bool value)=> infraredLocate.SetSinglePoint(value);
  1000. public bool IsSinglePoint() => infraredLocate.IsSinglePoint();
  1001. public Vector2 AdjustPointsOffset(Vector2 inputPoint, string type = "CameraLocation") => infraredLocate.GetCenterOffset(inputPoint, type);
  1002. /// <summary>
  1003. /// 重置偏移量
  1004. /// </summary>
  1005. public void ResetPointsOffest() => infraredLocate.ResetCenterOffset();
  1006. /// <summary>
  1007. /// 初始化记录值
  1008. /// </summary>
  1009. /// <param name="inputPointOffset"></param>
  1010. /// <param name="type"></param>
  1011. /// <returns></returns>
  1012. public Vector2 SetPointsOffset(Vector2 inputPointOffset, string type = "CameraLocation")
  1013. {
  1014. // 计算从原始中心到输入点的偏移量
  1015. if (type == "CameraLocation")
  1016. {
  1017. OldCameraLocationOffset = CameraLocationOffset = inputPointOffset;
  1018. return CameraLocationOffset;
  1019. }
  1020. else
  1021. {
  1022. //ScreenUV
  1023. OldUVOffset = UVOffset = inputPointOffset;
  1024. return UVOffset;
  1025. }
  1026. }
  1027. /// <summary>
  1028. /// 撤销操作,
  1029. /// </summary>
  1030. public void RevokePointsOffest() {
  1031. CameraLocationOffset = OldCameraLocationOffset;
  1032. UVOffset = OldUVOffset;
  1033. }
  1034. /// <summary>
  1035. /// 这里计算一个偏移后的cameraLocatoin位置
  1036. /// </summary>
  1037. /// <param name="cameraLocatoin"></param>
  1038. /// <returns></returns>
  1039. public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin)
  1040. {
  1041. return cameraLocatoin - CameraLocationOffset;
  1042. }
  1043. void ToMode(Mode mode)
  1044. {
  1045. if (this.mode == mode)
  1046. return;
  1047. if (mode == Mode.ScreenMap)
  1048. {
  1049. if (!screenIdentification.Screen.Active)
  1050. {
  1051. Info.text = "先定位屏幕";
  1052. return;
  1053. }
  1054. Info.text = "按ESC退出";
  1055. SetScreen(Color.black);
  1056. //Info.transform.SetAsLastSibling();
  1057. this.mode = Mode.ScreenMap;
  1058. }
  1059. else if (mode == Mode.InfraredLocate)
  1060. {
  1061. Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败";
  1062. //Info.text = "已识别到屏幕";
  1063. SetScreen(null);
  1064. foreach (var i in CrosshairInScreen)
  1065. i.gameObject.SetActive(false);
  1066. FullScreenImage.gameObject.SetActive(false);
  1067. ScreenPixelCheaker?.HideImage();
  1068. //Info.transform.SetSiblingIndex(transform.childCount - 4);
  1069. this.mode = Mode.InfraredLocate;
  1070. #if (!NDEBUG && DEBUG && ENABLE_LOG)
  1071. Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{screenIdentification.Screen.Active}");
  1072. #endif
  1073. }
  1074. else if (mode == Mode.ScreenLocateManual)
  1075. {
  1076. Info.text = "左键单击屏幕 左下角";
  1077. FullScreenImage.gameObject.SetActive(true);
  1078. ScreenPixelCheaker?.ShowImage();
  1079. //Info.transform.SetSiblingIndex(transform.childCount - 1);
  1080. // var newTex = WebCamera.webCamTexture.AutoLight(10);
  1081. //DebugTexture(1, TextureToTexture2D(rawImage.texture));
  1082. CreateUVCTexture2DIfNeeded();
  1083. DebugTexture(7, mUVCTexture2D.zimAutoLight(brightness));
  1084. //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture);
  1085. //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness));
  1086. this.mode = Mode.ScreenLocateManual;
  1087. }
  1088. }
  1089. private Texture2D TextureToTexture2D(Texture texture, int width = 0, int height = 0)
  1090. {
  1091. if (width == 0)
  1092. width = texture.width;
  1093. if (height == 0)
  1094. height = texture.height;
  1095. Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true);
  1096. RenderTexture currentRT = RenderTexture.active;
  1097. RenderTexture renderTexture = RenderTexture.GetTemporary(
  1098. width,
  1099. height,
  1100. 0,
  1101. RenderTextureFormat.ARGB32,
  1102. RenderTextureReadWrite.Linear);
  1103. Graphics.Blit(texture, renderTexture);
  1104. RenderTexture.active = renderTexture;
  1105. _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
  1106. _texture2D.Apply();
  1107. RenderTexture.active = currentRT;
  1108. RenderTexture.ReleaseTemporary(renderTexture);
  1109. return _texture2D;
  1110. }
  1111. //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height)
  1112. //{
  1113. // if (mUVCTexture2D != null)
  1114. // Destroy(mUVCTexture2D);
  1115. // mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  1116. //}
  1117. /// <summary>
  1118. /// 使用默认的mUVCTexture宽高
  1119. /// </summary>
  1120. private void CreateUVCTexture2DIfNeeded()
  1121. {
  1122. if (mUVCTexture2D != null)
  1123. Destroy(mUVCTexture2D);
  1124. mUVCTexture2D = TextureToTexture2D(mUVCTexture);
  1125. }
  1126. /// <summary>
  1127. /// 根据宽高调整mUVCTexture2D
  1128. /// </summary>
  1129. /// <param name="width"></param>
  1130. /// <param name="height"></param>
  1131. private void CreateUVCTexture2DIfNeeded(int width = 0, int height = 0)
  1132. {
  1133. if (mUVCTexture2D != null)
  1134. Destroy(mUVCTexture2D);
  1135. mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  1136. }
  1137. #region DoubleButton
  1138. private DateTime m_firstTime;
  1139. private DateTime m_secondTime;
  1140. private void Press()
  1141. {
  1142. Debug.Log("进入手动定位");
  1143. BtnScreenLocateManual();
  1144. resetTime();
  1145. }
  1146. public void OnDoubleClick()
  1147. {
  1148. //超时重置
  1149. if (!m_firstTime.Equals(default(DateTime)))
  1150. {
  1151. var intervalTime = DateTime.Now - m_firstTime;
  1152. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  1153. if (milliSeconds >= 400)
  1154. resetTime();
  1155. }
  1156. // 按下按钮时对两次的时间进行记录
  1157. if (m_firstTime.Equals(default(DateTime)))
  1158. m_firstTime = DateTime.Now;
  1159. else
  1160. m_secondTime = DateTime.Now;
  1161. // 在第二次点击触发,时差小于400ms触发
  1162. if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime)))
  1163. {
  1164. var intervalTime = m_secondTime - m_firstTime;
  1165. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  1166. if (milliSeconds < 400)
  1167. Press();
  1168. else
  1169. resetTime();
  1170. }
  1171. }
  1172. private void resetTime()
  1173. {
  1174. m_firstTime = default(DateTime);
  1175. m_secondTime = default(DateTime);
  1176. }
  1177. #endregion
  1178. #region 性能检测相关
  1179. void InvalidateTimings()
  1180. {
  1181. m_ValidHistoryFrames = 0;
  1182. m_AverageTime = float.NaN;
  1183. m_MedianTime = float.NaN;
  1184. m_MinTime = float.NaN;
  1185. m_MaxTime = float.NaN;
  1186. }
  1187. void UpdateInputs()
  1188. {
  1189. //重置
  1190. if (Input.GetKeyDown(KeyCode.UpArrow))
  1191. {
  1192. InvalidateTimings();
  1193. }
  1194. }
  1195. #endregion
  1196. }