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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using System;
 
- using SLAMUVC;
 
- using UnityEngine.UI;
 
- using SmartBowSDK;
 
- using o0InfraredLocate.ZIM;
 
- namespace InfraredManager
 
- {
 
-     public class InfraredCameraHelper
 
-     {
 
-         #region 单例
 
-         private static InfraredCameraHelper _Instance;
 
-         public static InfraredCameraHelper GetInstance()
 
-         {
 
-             if (_Instance == null) _Instance = new();
 
-             return _Instance;
 
-         }
 
-         #endregion
 
-         #region 创建销毁
 
-         private GameObject _managerObject;
 
-         private ScreenLocate _screenLocate;
 
-         private UVCManager _uvcManager;
 
-         public static List<RawImage> InfraredCameraHelperRawImageList = new();
 
-         public void Create(int defWidth = 320, int defHeight = 240)
 
-         {
 
-             if (_managerObject) return;
 
-             string prefabName = "WebCameraView";
 
-             var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
 
-             UnityEngine.Object.DontDestroyOnLoad(o);
 
-             o.name = prefabName;
 
-             _screenLocate = o.GetComponent<ScreenLocate>();
 
-             _screenLocate.InfraredCameraHelper = this;
 
-             _uvcManager = o.GetComponent<UVCManager>();
 
-             _uvcManager.startUVCManager.AddListener(_screenLocate.UVCIsReady);
 
-             _uvcManager.updateUVCManager.AddListener(_screenLocate.UVCUpdate);
 
-             _uvcManager.DefaultWidth = defWidth;
 
-             _uvcManager.DefaultHeight = defHeight;
 
-             Debug.Log("InitUVCManagerCamera 初始化相机,size:[" + _uvcManager.DefaultWidth + "," + _uvcManager.DefaultHeight + "]");
 
-             _managerObject = o;
 
-             if (Application.platform == RuntimePlatform.Android) Application.targetFrameRate = 60;
 
-         }
 
-         /// <summary>
 
-         /// 在pc里面创建此预制
 
-         /// </summary>
 
-         public void CreateToPc()
 
-         {
 
-             if (_managerObject) return;
 
-             string prefabName = "WebCameraView_Pc";
 
-             var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
 
-             UnityEngine.Object.DontDestroyOnLoad(o);
 
-             o.name = "WebCameraView";
 
-             _screenLocate = o.GetComponent<ScreenLocate>();
 
-             _screenLocate.InfraredCameraHelper = this;
 
-             _uvcManager = o.GetComponent<UVCManager>();
 
-             _managerObject = o;
 
-         }
 
-         public void Dispose()
 
-         {
 
-             if (_managerObject) UnityEngine.Object.DestroyImmediate(_managerObject);
 
-             if (_Instance == this) _Instance = null;
 
-         }
 
-         #endregion
 
-         #region 画面接口
 
-         public void onStartPreview()
 
-         {
 
-             _uvcManager.onStartPreview();
 
-         }
 
-         public void onStopPreview()
 
-         {
 
-             _uvcManager.onStopPreview();
 
-         }
 
-         /// <summary>
 
-         /// 获取摄像机对象CameraInfo
 
-         /// </summary>
 
-         public UVCManager.CameraInfo GetUVCCameraInfo()
 
-         {
 
-             return _screenLocate.mUVCCameraInfo;
 
-         }
 
-         /// <summary>
 
-         /// 获取相机画面贴图
 
-         /// </summary>
 
-         public Texture GetCameraTexture()
 
-         {
 
-             return _screenLocate.getUVCTexture; //_screenLocate.rawImage.texture;
 
-         }
 
-         /// <summary>
 
-         /// 获取相机画面材质
 
-         /// </summary>
 
-         public Material GetCameraMaterial()
 
-         {
 
-             return null;//_screenLocate.rawImage.material;
 
-         }
 
-         /// <summary>
 
-         /// 设置亮度(-1~1)
 
-         /// </summary>
 
-         public void SetBrightness(float value)
 
-         {
 
-             //_screenLocate.rawImage.material.SetFloat("_Brightness", value);
 
-             _screenLocate.pcBrightness = value;
 
-         }
 
-         /// <summary>
 
-         /// 获取亮度(-1~1)
 
-         /// </summary>
 
-         public float GetBrightness()
 
-         {
 
-             return _screenLocate.pcBrightness;// _screenLocate.rawImage.material.GetFloat("_Brightness");
 
-         }
 
-         /// <summary>
 
-         /// 设置对比度(-1~1)
 
-         /// </summary>
 
-         public void SetContrast(float value)
 
-         {
 
-             // _screenLocate.rawImage.material.SetFloat("_Contrast", value);
 
-             _screenLocate.pcContrast = value;
 
-         }
 
-         /// <summary>
 
-         /// 获取对比度(-1~1)
 
-         /// </summary>
 
-         public float GetContrast()
 
-         {
 
-             return _screenLocate.pcContrast;//_screenLocate.rawImage.material.GetFloat("_Contrast");
 
-         }
 
-         /// <summary>
 
-         /// 设置相机画面分辨率
 
-         /// </summary>
 
-         public void SetCameraResolution(int width, int height)
 
-         {
 
-             if (_uvcManager)
 
-             {
 
-                 _uvcManager.DefaultWidth = width;
 
-                 _uvcManager.DefaultHeight = height;
 
-             }
 
-             Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolution,width:" + width + " ,height:" + height);
 
-         }
 
-         /// <summary>
 
-         /// 设置相机画面分辨率
 
-         /// </summary>
 
-         public void SetCameraResolutionNew(int width, int height)
 
-         {
 
-             Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolutionNew,width:" + width + " ,height:" + height);
 
-             _screenLocate.Resize(width, height);
 
-         }
 
-         /// <summary>
 
-         /// 设置default分辨率
 
-         /// </summary>
 
-         public void SetHighCameraResolution()
 
-         {
 
-             Vector2 _highResolution = _screenLocate.mUVCCameraInfo.CurrentHighResolution;
 
-             _screenLocate.Resize((int)_highResolution.x, (int)_highResolution.y);
 
-         }
 
-         /// <summary>
 
-         /// 设置Low分辨率
 
-         /// </summary>
 
-         public void SetLowCameraResolution()
 
-         {
 
-             Vector2 _lowResolution = _screenLocate.mUVCCameraInfo.CurrentLowResolution;
 
-             _screenLocate.Resize((int)_lowResolution.x, (int)_lowResolution.y);
 
-         }
 
-         #endregion
 
-         #region 操作接口
 
-         /// <summary>
 
-         /// 单点模式开关
 
-         /// </summary>
 
-         public void SetSinglePoint(bool value) => _screenLocate.SetSinglePoint(value);
 
-         /// <summary>
 
-         /// 是否为单点模式
 
-         /// </summary>
 
-         public bool IsSinglePoint() => _screenLocate.IsSinglePoint();
 
-         /// <summary>
 
-         /// 设置抖动过滤值
 
-         /// </summary>
 
-         public void SetShakeFilterValue(float value)
 
-         {
 
-             _screenLocate.filterDis = value;
 
-         }
 
-         /// <summary>
 
-         /// 获取抖动过滤值
 
-         /// </summary>
 
-         public float GetShakeFilterValue()
 
-         {
 
-             return _screenLocate.filterDis;
 
-         }
 
-         /// <summary>
 
-         /// 设置亮度过滤阈值
 
-         /// </summary>
 
-         public void SetInfraredLocateBrightnessThreshold(float value)
 
-         {
 
-             _screenLocate.SetInfraredLocateBrightnessThreshold(value);
 
-         }
 
-         /// <summary>
 
-         /// 是否已经定位
 
-         /// </summary>
 
-         public bool IsScreenLoateOK()
 
-         {
 
-             return _screenLocate.IsScreenLoateOK();
 
-         }
 
-         /// <summary>
 
-         /// 是否正在手动定位
 
-         /// </summary>
 
-         public bool IsScreenLocateManualDoing()
 
-         {
 
-             return _screenLocate.IsScreenLocateManualDoing();
 
-         }
 
-         /// <summary>
 
-         /// 进入手动定位
 
-         /// </summary>
 
-         /// <returns>相机画面截图</returns>
 
-         public Texture2D EnterScreenLocateManual()
 
-         {
 
-             return _screenLocate.EnterScreenLocateManual();
 
-         }
 
-         /// <summary>
 
-         /// 退出/完成手动定位
 
-         /// </summary>
 
-         /// <param name="points">定位点(左下、右下、右上、左上)</param>
 
-         public void QuitScreenLocateManual(List<Vector2> points)
 
-         {
 
-             _screenLocate.QuitScreenLocateManual(points);
 
-         }
 
-         /// <summary>
 
-         /// 获取中心点偏移量
 
-         /// </summary>
 
-         /// <param name="inputPoint"></param>
 
-         /// <param name="type"> CameraLocation , ScreenUV</param>
 
-         /// <returns></returns>
 
-         public Vector2 GetCenterOffset(Vector2 inputPoint, string type = "CameraLocation")
 
-         {
 
-             // 获取偏移量
 
-             return _screenLocate.AdjustPointsOffset(inputPoint, type);
 
-         }
 
-         /// <summary>
 
-         /// 重置中心点的偏移量
 
-         /// </summary>
 
-         public void ResetCenterOffset() {
 
-             _screenLocate.ResetPointsOffest();
 
-         }
 
-         /// <summary>
 
-         /// 初始化一次本地的记录点
 
-         /// </summary>
 
-         public void InitScreenLocateManual()
 
-         {
 
-             //获取本地记录的点
 
-             if (ScreenLocate.GetScreenLocateVectorList())
 
-             {
 
-                 Debug.Log("[初始化本地坐标]:" + _screenLocate.PrintVector2List(ScreenLocate.quadUnityVectorList));
 
-                 //使用算法顺序点来设置屏幕四边形,定位点(左下,右下,左上,右上)
 
-                 _screenLocate.QuadUnityVectorListToScreenQuad(ScreenLocate.quadUnityVectorList);
 
-                // _screenLocate.SyncInfraredDemo();
 
-                 InvokeOnUVCPosUpdate(ScreenLocate.quadUnityVectorList);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 进入自动定位
 
-         /// </summary>
 
-         public void EnterScreenLocateManualAuto()
 
-         {
 
-             _screenLocate.EnterScreenLocateManualAuto();
 
-         }
 
-         /// <summary>
 
-         /// 修改 Capture ,建议值30
 
-         /// </summary>
 
-         public void SetCapture(int value)
 
-         {
 
-             _screenLocate.SetCapture(value);
 
-         }
 
-         /// <summary>
 
-         /// 修改delay,建议值30
 
-         /// </summary>
 
-         public void SetDelay(int value)
 
-         {
 
-             _screenLocate.SetDelay(value);
 
-         }
 
-         #endregion
 
-         #region 监听事件
 
-         /// <summary>
 
-         /// UVC 相机准备事件
 
-         /// </summary>
 
-         public OnUVCIsReadyEvent OnUVCIsReady;
 
-         public delegate void OnUVCIsReadyEvent(UVCManager.CameraInfo camera);
 
-         public void InvokeOnUVCIsReady(UVCManager.CameraInfo camera)
 
-         {
 
-             try
 
-             {
 
-                 OnUVCIsReady?.Invoke(camera);
 
-             }
 
-             catch (Exception e)
 
-             {
 
-                 Debug.LogError(e);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// UVC 相机更新事件
 
-         /// </summary>
 
-         public OnUVCIsUpdateEvent OnUVCIsUpdate;
 
-         public delegate void OnUVCIsUpdateEvent();
 
-         public void InvokeOnUVCIsUpdate()
 
-         {
 
-             try
 
-             {
 
-                 OnUVCIsUpdate?.Invoke();
 
-             }
 
-             catch (Exception e)
 
-             {
 
-                 Debug.LogError(e);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// UVC 定位点更新事件
 
-         /// </summary>
 
-         public OnUVCPosUpdateEvent OnUVCPosUpdate;
 
-         public delegate void OnUVCPosUpdateEvent(List<Vector2> list);
 
-         public void InvokeOnUVCPosUpdate(List<Vector2> list)
 
-         {
 
-             try
 
-             {
 
-                 OnUVCPosUpdate?.Invoke(list);
 
-             }
 
-             catch (Exception e)
 
-             {
 
-                 Debug.LogError(e);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 单点更新事件
 
-         /// </summary>
 
-         public OnPositionUpdateEvent OnPositionUpdate;
 
-         public delegate void OnPositionUpdateEvent(Vector2 position);
 
-         public void InvokeOnPositionUpdate(Vector2 position)
 
-         {
 
-             try
 
-             {
 
-                 OnPositionUpdate?.Invoke(position);
 
-             }
 
-             catch (Exception e)
 
-             {
 
-                 Debug.LogError(e);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 双点更新事件
 
-         /// </summary>
 
-         public OnPositionUpdate2Event OnPositionUpdate2;
 
-         public delegate void OnPositionUpdate2Event(Vector2 position, int index);
 
-         public void InvokeOnPositionUpdate2(Vector2 position, int index)
 
-         {
 
-             try
 
-             {
 
-                 OnPositionUpdate2?.Invoke(position, index);
 
-             }
 
-             catch (Exception e)
 
-             {
 
-                 Debug.LogError(e);
 
-             }
 
-         }
 
-         #endregion
 
-     }
 
- }
 
 
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