QuadrilateralInCamera.cs 5.5 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using o0.Geometry2D;
  4. using o0.Geometry2D.Float;
  5. using UnityEngine;
  6. namespace ZIM.Unity
  7. {
  8. // 屏幕识别使用,记录摄像机画面内的四边形
  9. public class QuadrilateralInCamera
  10. {
  11. public Vector CameraSize;
  12. public OrdinalQuadrilateral Quad;
  13. // 固定的顶点顺序: 左下,右下,左上,右上
  14. public QuadrilateralInCamera(Vector2 a, Vector2 b, Vector2 c, Vector2 d, Vector2 cameraSize)
  15. {
  16. CameraSize = cameraSize.o0Vector();
  17. Quad = new OrdinalQuadrilateral(a.o0Vector(), b.o0Vector(), c.o0Vector(), d.o0Vector());
  18. }
  19. // 固定的顶点顺序: 左下,右下,左上,右上
  20. public QuadrilateralInCamera(Vector a, Vector b, Vector c, Vector d, Vector cameraSize)
  21. {
  22. CameraSize = cameraSize;
  23. Quad = new OrdinalQuadrilateral(a, b, c, d);
  24. }
  25. // 固定的顶点顺序: 左下,右下,左上,右上
  26. public QuadrilateralInCamera(IEnumerable<Vector> enumable, Vector cameraSize)
  27. {
  28. CameraSize = cameraSize;
  29. Quad = new OrdinalQuadrilateral(enumable);
  30. }
  31. public QuadrilateralInCamera(OrdinalQuadrilateral quad, Vector cameraSize)
  32. {
  33. CameraSize = cameraSize;
  34. Quad = quad;
  35. }
  36. public string SizeString => $"({CameraSize.x}, {CameraSize.y})";
  37. public string QuadString => $"[({Quad.A.x}, {Quad.A.y}), ({Quad.B.x}, {Quad.B.y}), ({Quad.C.x}, {Quad.C.y}), ({Quad.D.x}, {Quad.D.y})]";
  38. // 需要标准化的坐标(即数值范围0-1)时使用,会自动根据当前的CameraSize转换
  39. private List<Vector> ScreenVertexListNormalized
  40. {
  41. get
  42. {
  43. return new List<Vector> {
  44. Quad.A / CameraSize,
  45. Quad.B / CameraSize,
  46. Quad.C / CameraSize,
  47. Quad.D / CameraSize
  48. };
  49. }
  50. set
  51. {
  52. for (int i = 0; i < Quad.Count; i++)
  53. Quad[i] = value[i] * CameraSize;
  54. }
  55. }
  56. // 这里是标准化坐标(即数值范围0-1)
  57. public List<Vector2> GetUnityVertexNormalizedList()
  58. {
  59. return new List<Vector2>() {
  60. new Vector2(Quad.A.x / CameraSize.x, Quad.A.y / CameraSize.y),
  61. new Vector2(Quad.B.x / CameraSize.x, Quad.B.y / CameraSize.y),
  62. new Vector2(Quad.C.x / CameraSize.x, Quad.C.y / CameraSize.y),
  63. new Vector2(Quad.D.x / CameraSize.x, Quad.D.y / CameraSize.y)
  64. };
  65. }
  66. // 线段顺序: 下、右、上、左
  67. public Line[] GetLines() => new Line[4]
  68. {
  69. new Line(Quad.A, Quad.B),
  70. new Line(Quad.B, Quad.D),
  71. new Line(Quad.C, Quad.D),
  72. new Line(Quad.A, Quad.C)
  73. };
  74. // 摄像机分辨率变化时调用
  75. public void ReSize(Vector sizeNew, AspectRatioSetting viewAspectRatioSetting)
  76. {
  77. float ratio;
  78. Func<Vector, Vector> Translate;
  79. List<Vector> vertices;
  80. switch (viewAspectRatioSetting)
  81. {
  82. case AspectRatioSetting.FixedAll:
  83. var scale = new Vector(sizeNew.x / CameraSize.x, sizeNew.y / CameraSize.y);
  84. CameraSize = sizeNew;
  85. for (int i = 0; i < Quad.Count; i++)
  86. Quad[i] *= scale;
  87. break;
  88. case AspectRatioSetting.FixedHeight:
  89. var wOld = CameraSize.x / CameraSize.y; // 宽度比高度
  90. var wNew = sizeNew.x / sizeNew.y;
  91. ratio = wOld / wNew;
  92. Translate = (v) =>
  93. {
  94. var x = v.x - 0.5f;
  95. return new Vector(x * ratio + 0.5f, v.y);
  96. };
  97. vertices = ScreenVertexListNormalized;
  98. for (int i = 0; i < vertices.Count; i++)
  99. vertices[i] = Translate(vertices[i]);
  100. CameraSize = sizeNew; // 这里要先设置Size
  101. ScreenVertexListNormalized = vertices;
  102. break;
  103. case AspectRatioSetting.FixedWidth:
  104. var hOld = CameraSize.y / CameraSize.x; // 高度比宽度
  105. var hNew = sizeNew.y / sizeNew.x;
  106. ratio = hOld / hNew;
  107. Translate = (v) =>
  108. {
  109. var y = v.y - 0.5f;
  110. return new Vector(v.x, y * ratio + 0.5f);
  111. };
  112. vertices = ScreenVertexListNormalized;
  113. for (int i = 0; i < vertices.Count; i++)
  114. vertices[i] = Translate(vertices[i]);
  115. CameraSize = sizeNew;
  116. ScreenVertexListNormalized = vertices;
  117. break;
  118. }
  119. }
  120. // 四边形是否完整的在屏幕内
  121. public bool IsQuadComplete()
  122. {
  123. if (Quad.A.x < Quad.B.x && Quad.A.y < Quad.C.y && Quad.B.y < Quad.D.y && Quad.C.x < Quad.D.x && Quad.A.x > 0 && Quad.A.y > 0 &&
  124. Quad.B.x < CameraSize.x && Quad.B.y > 0 && Quad.C.x > 0 && Quad.C.y < CameraSize.y && Quad.D.x < CameraSize.x && Quad.D.y < CameraSize.y)
  125. return true;
  126. return false;
  127. }
  128. }
  129. }