QuadrilateralInCamera.cs 6.0 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using o0.Geometry2D;
  5. using o0.Geometry2D.Float;
  6. using UnityEngine;
  7. namespace ZIM.Unity
  8. {
  9. // 屏幕识别使用,记录摄像机画面内的四边形
  10. public class QuadrilateralInCamera
  11. {
  12. public Vector CameraSize;
  13. public OrdinalQuadrilateral Quad;
  14. // 固定的顶点顺序: 左下,右下,左上,右上
  15. public QuadrilateralInCamera(Vector2 a, Vector2 b, Vector2 c, Vector2 d, Vector2 cameraSize)
  16. {
  17. CameraSize = cameraSize.o0Vector();
  18. Quad = new OrdinalQuadrilateral(a.o0Vector(), b.o0Vector(), c.o0Vector(), d.o0Vector());
  19. }
  20. // 固定的顶点顺序: 左下,右下,左上,右上
  21. public QuadrilateralInCamera(Vector a, Vector b, Vector c, Vector d, Vector cameraSize)
  22. {
  23. CameraSize = cameraSize;
  24. Quad = new OrdinalQuadrilateral(a, b, c, d);
  25. }
  26. // 固定的顶点顺序: 左下,右下,左上,右上
  27. public QuadrilateralInCamera(IEnumerable<Vector> enumable, Vector cameraSize)
  28. {
  29. CameraSize = cameraSize;
  30. Quad = new OrdinalQuadrilateral(enumable);
  31. }
  32. // 固定的顶点顺序: 左下,右下,左上,右上
  33. public QuadrilateralInCamera(IEnumerable<Vector2> enumable, Vector cameraSize)
  34. {
  35. CameraSize = cameraSize;
  36. Quad = new OrdinalQuadrilateral(enumable.Select((i => i.o0Vector())));
  37. }
  38. public QuadrilateralInCamera(OrdinalQuadrilateral quad, Vector cameraSize)
  39. {
  40. CameraSize = cameraSize;
  41. Quad = quad;
  42. }
  43. public string SizeString => $"({CameraSize.x}, {CameraSize.y})";
  44. 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})]";
  45. // 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
  46. private List<Vector> ScreenVertexListNormalized
  47. {
  48. get
  49. {
  50. return new List<Vector> {
  51. Quad.A / CameraSize,
  52. Quad.B / CameraSize,
  53. Quad.C / CameraSize,
  54. Quad.D / CameraSize
  55. };
  56. }
  57. set
  58. {
  59. for (int i = 0; i < Quad.Count; i++)
  60. Quad[i] = value[i] * CameraSize;
  61. }
  62. }
  63. // 这里是标准化坐标(即数值范围0-1)
  64. public List<Vector2> GetUnityVertexNormalizedList()
  65. {
  66. return new List<Vector2>() {
  67. new Vector2(Quad.A.x / CameraSize.x, Quad.A.y / CameraSize.y),
  68. new Vector2(Quad.B.x / CameraSize.x, Quad.B.y / CameraSize.y),
  69. new Vector2(Quad.C.x / CameraSize.x, Quad.C.y / CameraSize.y),
  70. new Vector2(Quad.D.x / CameraSize.x, Quad.D.y / CameraSize.y)
  71. };
  72. }
  73. // 线段顺序: 下、右、上、左
  74. public Line[] GetLines() => new Line[4]
  75. {
  76. new Line(Quad.A, Quad.B),
  77. new Line(Quad.B, Quad.D),
  78. new Line(Quad.C, Quad.D),
  79. new Line(Quad.A, Quad.C)
  80. };
  81. // 摄像机分辨率变化时调用
  82. public void ReSize(Vector sizeNew, AspectRatioSetting viewAspectRatioSetting)
  83. {
  84. if (CameraSize != sizeNew)
  85. {
  86. float ratio;
  87. Func<Vector, Vector> Translate;
  88. List<Vector> vertices;
  89. switch (viewAspectRatioSetting)
  90. {
  91. case AspectRatioSetting.FixedAll:
  92. var scale = new Vector(sizeNew.x / CameraSize.x, sizeNew.y / CameraSize.y);
  93. CameraSize = sizeNew;
  94. for (int i = 0; i < Quad.Count; i++)
  95. Quad[i] *= scale;
  96. break;
  97. case AspectRatioSetting.FixedHeight:
  98. var wOld = CameraSize.x / CameraSize.y; // 宽度比高度
  99. var wNew = sizeNew.x / sizeNew.y;
  100. ratio = wOld / wNew;
  101. Translate = (v) =>
  102. {
  103. var x = v.x - 0.5f;
  104. return new Vector(x * ratio + 0.5f, v.y);
  105. };
  106. vertices = ScreenVertexListNormalized;
  107. for (int i = 0; i < vertices.Count; i++)
  108. vertices[i] = Translate(vertices[i]);
  109. CameraSize = sizeNew; // 这里要先设置Size
  110. ScreenVertexListNormalized = vertices;
  111. break;
  112. case AspectRatioSetting.FixedWidth:
  113. var hOld = CameraSize.y / CameraSize.x; // 高度比宽度
  114. var hNew = sizeNew.y / sizeNew.x;
  115. ratio = hOld / hNew;
  116. Translate = (v) =>
  117. {
  118. var y = v.y - 0.5f;
  119. return new Vector(v.x, y * ratio + 0.5f);
  120. };
  121. vertices = ScreenVertexListNormalized;
  122. for (int i = 0; i < vertices.Count; i++)
  123. vertices[i] = Translate(vertices[i]);
  124. CameraSize = sizeNew;
  125. ScreenVertexListNormalized = vertices;
  126. break;
  127. }
  128. }
  129. }
  130. // 四边形是否完整的在屏幕内
  131. public bool IsQuadComplete()
  132. {
  133. 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 &&
  134. 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)
  135. return true;
  136. return false;
  137. }
  138. }
  139. }