ScreenLocate.cs 50 KB

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  1. #define ENABLE_LOG
  2. using InfraredManager;
  3. using o0;
  4. using SLAMUVC;
  5. using System;
  6. using System.Collections;
  7. using System.Collections.Generic;
  8. using System.Linq;
  9. using UnityEngine;
  10. using UnityEngine.Experimental.AI;
  11. using UnityEngine.UI;
  12. using ZIM;
  13. using ZIM.Unity;
  14. using static SLAMUVC.UVCManager;
  15. using Color = UnityEngine.Color;
  16. using Time = UnityEngine.Time;
  17. [RequireComponent(typeof(Canvas))]
  18. public partial class ScreenLocate : MonoBehaviour
  19. {
  20. public InfraredCameraHelper InfraredCameraHelper;
  21. private const string TAG = "ScreenLocate#";
  22. public enum InfraredCount : int
  23. {
  24. Single = 1,
  25. Double = 2
  26. }
  27. enum Mode
  28. {
  29. InfraredLocate,
  30. ScreenMap,
  31. ScreenLocateManual
  32. }
  33. enum Platform
  34. {
  35. Window,
  36. Android
  37. }
  38. Platform mPlatform = Platform.Android;
  39. public enum ScreenIdentificationTag
  40. {
  41. // 屏幕定位的方式,手动、半自动、自动
  42. Manual,
  43. SemiAuto,
  44. Auto
  45. }
  46. // 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
  47. public InfraredSpot[] InfraredSpots
  48. {
  49. get
  50. {
  51. infraredCount = InfraredCount.Double;
  52. return infraredSpotBuffer;
  53. }
  54. }
  55. // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
  56. public InfraredSpot InfraredSpotSingle
  57. {
  58. get
  59. {
  60. infraredCount = InfraredCount.Single;
  61. return infraredSpotBuffer[0];
  62. }
  63. }
  64. public InfraredSpot[] infraredSpotBuffer;
  65. public string GetInfraredCount() { return infraredCount.ToString(); }
  66. /// <summary>
  67. /// 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。
  68. /// 如果选择的是null,即没有识别到屏幕,则返回false,否则返回true
  69. /// </summary>
  70. public bool SelectScreenAfterLocate(ScreenIdentificationTag tag) => ScreenIdentification.SelectScreenAfterLocate(tag);
  71. /// <summary>
  72. /// 上一次半自动识别的情况, 还未识别的时候数组是null
  73. /// 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
  74. /// </summary>
  75. public bool[] LastQuadSemiAutoState() => screenIdentification.LastQuadSemiAutoState;
  76. /// <summary>
  77. /// 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
  78. /// </summary>
  79. public Texture2D[] OutputTextures => outputTexture2D;
  80. /// <summary>
  81. /// CameraLocation 的偏移量
  82. /// </summary>
  83. public Vector2 CameraLocationOffset { get; set; } = new Vector2(0, 0);
  84. //用来记录最后一次更新的数据
  85. Vector2 OldCameraLocationOffset { get; set; } = new Vector2(0, 0);
  86. public Vector2 UVOffset { get; set; } = new Vector2(0, 0);
  87. //用来记录最后一次更新的数据
  88. Vector2 OldUVOffset { get; set; } = new Vector2(0, 0);
  89. // public InfraredDemo InfraredDemoMain => FindObjectOfType<InfraredDemo>();
  90. #region UVC 处理的对象
  91. //public UVCManager mUVCManager;
  92. public CameraInfo mUVCCameraInfo;
  93. public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false;
  94. public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(320, 240);
  95. private Texture mUVCTexture;
  96. public Texture getUVCTexture => mUVCTexture;
  97. public Texture setUVCTexture
  98. {
  99. set
  100. {
  101. mUVCTexture = value;
  102. }
  103. }
  104. private Texture2D mUVCTexture2D;
  105. // [SerializeField] Texture2DArray mUVCOutArray;
  106. #endregion
  107. public Text Info;
  108. public List<RectTransform> CrosshairInCamera;
  109. public List<RectTransform> CrosshairInScreen;
  110. public RectTransform ScreenQuad;
  111. public Toggle SaveToggle;
  112. public Toggle FullScreenToggle;
  113. public LineGenerator UILineGenerator;
  114. public bool ShowScreenQuad = false;
  115. // 显示在demo上的rawImage
  116. public List<RawImage> outputRawImages;
  117. readonly Texture2D[] outputTexture2D = new Texture2D[8];
  118. public RawImage FullScreenImage;
  119. public PixelCheaker ScreenPixelCheaker;
  120. public InfraredSpotSettings InfraredSpotSettings;
  121. // 全局记录当前算法中的CameraSize,红外识别和屏幕识别都会使用到
  122. public o0.Geometry2D.Vector<int> CameraSize { get; set; }
  123. public List<Texture2D> DebugScreenImages = new List<Texture2D>();
  124. public bool DebugOnZIMDemo = false;
  125. // private SynchronizationContext mainContext;
  126. //是否单点显示
  127. public bool bSinglePoint = true;//默认单点识别
  128. [NonSerialized] public InfraredCount infraredCount = InfraredCount.Single; // 识别红外灯的数量,1个或者2个
  129. 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
  130. bool bIdentifyRed = true;//默认设备红色
  131. bool bIdentifyGreen = true;
  132. #region 性能检测相关
  133. public Text m_UITime;
  134. const float m_UIUpdateInterval = 0.1f;
  135. float m_UIUpdateTimer = 0.0f;
  136. List<float> m_History = new List<float>(100);
  137. int m_ValidHistoryFrames = 0;
  138. float m_AverageTime = float.NaN;
  139. float m_MedianTime = float.NaN;
  140. float m_MinTime = float.NaN;
  141. float m_MaxTime = float.NaN;
  142. public float updateInterval = 0.5F;
  143. private double lastInterval;
  144. private int frames = 0;
  145. private float fps;
  146. public Text m_FPS;
  147. #endregion
  148. #region PC部分参数
  149. //亮度
  150. public float pcBrightness { get; set; } = 0.0f;
  151. //对比度
  152. public float pcContrast { get; set; } = 0.0f;
  153. #endregion
  154. // 红外灯识别算法
  155. InfraredLocate infraredLocate;
  156. // 屏幕识别算法
  157. o0.Project.ScreenIdentification screenIdentification;
  158. public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification;
  159. RectTransform canvas;
  160. Mode mode;
  161. //List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>();
  162. //o0.Project.WebCam o0WebCam = null;
  163. /// <summary>
  164. /// 正在识别的状态,自动识别时候记录
  165. /// </summary>
  166. bool bAutomaticRecognition { get; set; } = false;//进行捕获时
  167. bool bAutomaticRecognitionStart { get; set; } = false;//是否进行捕获
  168. bool bAutomaticRecognitionEnd { get; set; } = false;//是否结束捕获
  169. [NonSerialized] public RectTransform BackQuad = null;
  170. static public ScreenLocate Main { get; private set; }
  171. static public void AutoLightPixels(Color[] pixels, int width, int height)
  172. {
  173. if (Main.DebugOnZIMDemo)
  174. {
  175. var newTex = pixels.zimAutoLightSimple(width, height);
  176. DebugTexture(7, newTex);
  177. try
  178. {
  179. Main.FullScreenImage.texture = newTex;
  180. }
  181. catch { }
  182. }
  183. }
  184. static public void DebugTexture(int index, Texture2D texture)
  185. {
  186. LateDestory(Main.outputTexture2D[index]);
  187. Main.outputTexture2D[index] = texture;
  188. try
  189. {
  190. Main.outputRawImages[index].texture = texture;
  191. }
  192. catch { }
  193. }
  194. static void LateDestory(UnityEngine.Object o) => Main.StartCoroutine(Main.LateDestoryIEnum(o));
  195. static public void SetScreen(UnityEngine.Color? color = null)
  196. {
  197. if (Main.BackQuad == null)
  198. {
  199. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  200. var background = canvas.Find("Background");
  201. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  202. }
  203. Main.BackQuad.parent.gameObject.SetActive(color != null);
  204. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  205. //Debug.Log("Set Screen " + color.GetColorName());
  206. }
  207. static public void SetScreen(Rect rect, UnityEngine.Color? color = null)
  208. {
  209. if (Main.BackQuad == null)
  210. {
  211. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  212. var background = canvas.Find("Background");
  213. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  214. }
  215. Main.BackQuad.parent.gameObject.SetActive(color != null);
  216. Main.BackQuad.anchorMin = rect.min;
  217. Main.BackQuad.anchorMax = rect.max;
  218. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  219. //Debug.Log("Set Screen " + color.GetColorName());
  220. }
  221. static void DebugBackQuad(Rect? rect = null)
  222. {
  223. if (Main.BackQuad)
  224. {
  225. Main.BackQuad.parent.GetComponent<RawImage>().enabled = false;
  226. Main.BackQuad.GetComponent<RawImage>().color = Color.white;
  227. Main.BackQuad.parent.gameObject.SetActive(!Main.BackQuad.parent.gameObject.activeSelf);
  228. if (rect.HasValue)
  229. {
  230. Main.BackQuad.anchorMin = rect.Value.min;
  231. Main.BackQuad.anchorMax = rect.Value.max;
  232. }
  233. }
  234. }
  235. //public void ReSizeTexture(int width, int height)
  236. //{
  237. // Debug.Log("Cur mUVCTexture Size: [" + mUVCTexture.width + "," + mUVCTexture.height + "]");
  238. // if (mUVCTexture.width < width || mUVCTexture.height < height) // 如果当前分辨率太小,则重新new一个texture
  239. // {
  240. // Texture2D tex = new Texture2D(
  241. // width, height,
  242. // TextureFormat.ARGB32,
  243. // false, /* mipmap */
  244. // true /* linear */);
  245. // tex.filterMode = FilterMode.Point;
  246. // tex.Apply();
  247. // mUVCTexture = tex;
  248. // mUVCCameraInfo.previewTexture = tex;
  249. // var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr();
  250. // }
  251. //}
  252. void Awake()
  253. {
  254. if (Main != null)
  255. throw new Exception("[ScreenLocaer] 不允许多个实例");
  256. Main = this;
  257. #if !UNITY_EDITOR_WIN
  258. DebugOnZIMDemo = false;
  259. #endif
  260. //if (mUVCDrawer)
  261. // mUVCDrawer.StartPreviewAction += UVCIsReady;
  262. }
  263. void OnDestroy()
  264. {
  265. //if (mUVCDrawer)
  266. // mUVCDrawer.StartPreviewAction -= UVCIsReady;
  267. }
  268. void Start()
  269. {
  270. //mainContext = SynchronizationContext.Current;
  271. canvas = transform.GetComponent<RectTransform>();
  272. mode = Mode.InfraredLocate;
  273. if (DebugScreenImages.Count != 0 && DebugOnZIMDemo)
  274. {
  275. screenIdentification = new o0.Project.ScreenIdentification();
  276. screenIdentification.LocateScreen();
  277. }
  278. infraredCount = InfraredCount.Single;
  279. ReDoLocateCalibrationRatio = 0.125f;
  280. #region 性能检测相关
  281. for (var i = 0; i < m_History.Capacity; ++i)
  282. {
  283. m_History.Add(0.0f);
  284. }
  285. lastInterval = Time.realtimeSinceStartup;
  286. frames = 0;
  287. #endregion
  288. }
  289. IEnumerator LateDestoryIEnum(UnityEngine.Object o)
  290. {
  291. if (o)
  292. {
  293. yield return new WaitForEndOfFrame();
  294. Destroy(o);
  295. }
  296. }
  297. //ZIMWebCamera场景使用
  298. public void WebCamIsReady(Texture texture)
  299. {
  300. mPlatform = Platform.Window;
  301. mUVCTexture = texture;
  302. mUVCCameraInfo = new CameraInfo(mUVCTexture);
  303. brightness = 0;
  304. //UVC准备好
  305. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  306. }
  307. /// <summary>
  308. /// UVCManager 创建初始化时候,更新此函数
  309. /// </summary>
  310. /// <param name="cameraInfo"></param>
  311. public void UVCIsReady(CameraInfo cameraInfo)
  312. {
  313. mPlatform = Platform.Android;
  314. mUVCTexture = cameraInfo.previewTexture;
  315. mUVCCameraInfo = cameraInfo;
  316. Debug.Log("UVCIsReady:" + mUVCCameraInfo);
  317. //UVC准备好
  318. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  319. }
  320. /// <summary>
  321. /// 获取新的 previewTexture
  322. /// </summary>
  323. public void UVCUpdate(bool bChange)
  324. {
  325. mUVCTexture = mUVCCameraInfo.previewTexture;
  326. Debug.Log("[ScreenLocate] UVCUpdate:" + mUVCCameraInfo + ",bChange:" + bChange);
  327. InfraredCameraHelper?.InvokeOnUVCIsUpdate();
  328. //这里判断是否进入自动识别?
  329. if (bAutomaticRecognitionStart)
  330. {
  331. bAutomaticRecognitionStart = false;
  332. Debug.Log("[ScreenLocate] UVCUpdate 开始自动识别 Capture:" + Capture + " ,Delay: " + Delay);
  333. screenIdentification.LocateScreen(Capture, Delay);
  334. }
  335. if (bAutomaticRecognitionEnd)
  336. {
  337. bAutomaticRecognitionEnd = false;
  338. Debug.Log("[ScreenLocate] UVCUpdate 结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size);
  339. bAutomaticRecognition = false;
  340. }
  341. }
  342. /// <summary>
  343. /// 选择模式后更新 quadUnityVectorList
  344. /// </summary>
  345. public void UpdateQuadUnityVectorList()
  346. {
  347. quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
  348. SaveScreenLocateVectorList();
  349. }
  350. int brightness = 0;
  351. /// <summary>
  352. /// 设置算法红外灯的亮度值
  353. /// </summary>
  354. /// <param name="value"></param>
  355. public void SetInfraredLocateBrightnessThreshold(float value)
  356. {
  357. if (infraredLocate != null)
  358. {
  359. if (value >= 0 && value <= 1)
  360. 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
  361. }
  362. }
  363. void Update()
  364. {
  365. //++frames;
  366. //float timeNow = Time.realtimeSinceStartup;
  367. //if (timeNow > lastInterval + updateInterval)
  368. //{
  369. // fps = (float)(frames / (timeNow - lastInterval));
  370. // frames = 0;
  371. // lastInterval = timeNow;
  372. //}
  373. //if (m_FPS != null)
  374. // m_FPS.text = "FPS:" + fps.ToString("f2");
  375. if (mUVCCameraInfo == null) return;
  376. if (screenIdentification == null)
  377. {
  378. screenIdentification = new o0.Project.ScreenIdentification();
  379. Debug.Log("[ScreenLocate] 初始化屏幕识别");
  380. //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
  381. screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
  382. //初始化屏幕数据
  383. InfraredCameraHelper.InitScreenLocateManual();
  384. }
  385. if (infraredLocate == null)
  386. {
  387. infraredLocate = new InfraredLocate(mUVCCameraInfo, screenIdentification, InfraredSpotSettings, ScreenPixelCheaker);
  388. CameraSize = new o0.Geometry2D.Vector<int>((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  389. InfraredSpot.RefreshMinVerifyLength(new o0.Geometry2D.Float.Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y));
  390. 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}");
  391. //InfraredDemo 初始化
  392. //float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f);
  393. //Debug.Log("Init Red filterValue:" + redfilterValue);
  394. //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
  395. }
  396. /* New*/
  397. //Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active);
  398. if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing)
  399. {
  400. //if (bAutomaticRecognition)
  401. //{
  402. // //识别的过程使用的分辨率
  403. // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  404. // if (log1)
  405. // {
  406. // log1 = false;
  407. // Debug.Log("[ScreenLocate] log1:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
  408. // }
  409. //}
  410. //else
  411. //{
  412. // //自动识别完成后使用相机分辨率大小 getUVCCameraInfoSize
  413. // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  414. // if (log2)
  415. // {
  416. // log2 = false;
  417. // Debug.Log("[ScreenLocate] log2:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
  418. // }
  419. //}
  420. //如果是连接了蓝牙设备,并且不是9轴设备。不进行识别算法处理
  421. if (BluetoothAim.ins?.status == BluetoothStatusEnum.ConnectSuccess && AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  422. //根据getUVCCameraInfoSize 分辨率渲染
  423. CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  424. if (!screenIdentification.Update(mUVCTexture2D))
  425. {
  426. // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
  427. if (RefreshCameraSize())
  428. {
  429. if (screenIdentification.Screen.QuadInCamera != null)
  430. {
  431. quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
  432. if (!ContainsNaN(quadUnityVectorList))
  433. {
  434. SaveScreenLocateVectorList();
  435. //SyncInfraredDemo();
  436. //SyncInfraredScreenPositioningView();
  437. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  438. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变:[" + (int)getUVCCameraInfoSize.x + "," + (int)getUVCCameraInfoSize.y + "]");
  439. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变,刷新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  440. }
  441. else
  442. {
  443. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  444. }
  445. }
  446. if (DebugOnZIMDemo)
  447. Main.ShowScreen(screenIdentification.Screen.QuadInCamera);
  448. }
  449. if (CameraSize.x != mUVCTexture2D.width || CameraSize.y != mUVCTexture2D.height)
  450. {
  451. 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>");
  452. return;
  453. }
  454. // 获取像素,用于后续操作
  455. var pixels = mUVCTexture2D.GetPixels(); // 从左往右、从下往上
  456. AutoLightPixels(pixels, CameraSize.x, CameraSize.y);
  457. if (bSinglePoint)
  458. infraredSpotBuffer = infraredLocate.UpdateSingle(pixels);
  459. else
  460. infraredSpotBuffer = infraredLocate.Update(pixels);
  461. if (mode == Mode.ScreenLocateManual)
  462. {
  463. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  464. {
  465. if (infraredSpotBuffer[i].CameraLocation != null)
  466. {
  467. // 检测到光点
  468. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, FullScreenImage.rectTransform.rect);
  469. CrosshairInCamera[i].gameObject.SetActive(true);
  470. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  471. }
  472. else
  473. CrosshairInCamera[i].gameObject.SetActive(false);
  474. }
  475. }
  476. else if (mode == Mode.InfraredLocate)
  477. {
  478. if (mPlatform == Platform.Window) //渲染ui上面的点。进入游戏可以隐藏
  479. {
  480. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  481. {
  482. if (infraredSpotBuffer[i].CameraLocation != null)
  483. {
  484. // 检测到光点
  485. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, outputRawImages[0].rectTransform.rect);
  486. CrosshairInCamera[i].gameObject.SetActive(true);
  487. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  488. }
  489. else
  490. CrosshairInCamera[i].gameObject.SetActive(false);
  491. }
  492. }
  493. //手机端使用 mPlatform == Platform.Android &&
  494. //通用,手机 和 PC
  495. if (infraredSpotBuffer.Length > 0)
  496. {
  497. int redIndex = 0;
  498. int greenIndex = 1;
  499. //仅仅第一个点显示(如果最大点出界了会闪烁)
  500. if (bSinglePoint)
  501. {
  502. redIndex = 0; //单点识别是,可以选择切换颜色
  503. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  504. {
  505. string str = "Single:";
  506. Info.text = str + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  507. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  508. onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value);
  509. }
  510. }
  511. else
  512. {
  513. //雙點模式下選擇第一個點
  514. if (bIdentifyRed && !bIdentifyGreen)
  515. {
  516. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  517. {
  518. Info.text = "Red" + redIndex + ":" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  519. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  520. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  521. }
  522. else
  523. {
  524. Info.text = "未检测到红色最大点!";
  525. }
  526. }
  527. else if (!bIdentifyRed && bIdentifyGreen)
  528. {
  529. if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  530. {
  531. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  532. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  533. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  534. }
  535. else
  536. {
  537. Info.text = "未检测到绿色点!";
  538. }
  539. }
  540. else
  541. {
  542. //两个不选择和两个全选都跑识别两个点
  543. //自動切換 检测到光点
  544. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  545. {
  546. Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  547. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  548. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  549. }
  550. else if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  551. {
  552. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  553. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  554. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  555. }
  556. else
  557. {
  558. Info.text = "未检测到点!";
  559. }
  560. }
  561. }
  562. }
  563. }
  564. else if (mode == Mode.ScreenMap && DebugOnZIMDemo)
  565. {
  566. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  567. {
  568. if (infraredSpotBuffer[i].ScreenUV != null)
  569. {
  570. // 检测到光点
  571. var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect);
  572. CrosshairInScreen[i].gameObject.SetActive(true);
  573. CrosshairInScreen[i].anchoredPosition = posInCanvas;
  574. }
  575. else
  576. CrosshairInScreen[i].gameObject.SetActive(false);
  577. }
  578. if (Input.GetKeyDown(KeyCode.Escape))
  579. ToMode(Mode.InfraredLocate);
  580. }
  581. }
  582. }
  583. //var t1 = Time.realtimeSinceStartup;
  584. //var dt = t1 - t0;
  585. //m_History[m_ValidHistoryFrames % m_History.Count] = dt;
  586. //++m_ValidHistoryFrames;
  587. //m_UIUpdateTimer += Time.deltaTime;
  588. //if (m_UIUpdateTimer >= m_UIUpdateInterval)
  589. //{
  590. // m_UIUpdateTimer = 0.0f;
  591. // if (m_ValidHistoryFrames >= m_History.Count)
  592. // {
  593. // m_ValidHistoryFrames = 0;
  594. // m_AverageTime = 0.0f;
  595. // m_MinTime = float.PositiveInfinity;
  596. // m_MaxTime = float.NegativeInfinity;
  597. // {
  598. // for (var i = 0; i < m_History.Count; i++)
  599. // {
  600. // var time = m_History[i];
  601. // m_AverageTime += time;
  602. // m_MinTime = Mathf.Min(m_MinTime, time);
  603. // m_MaxTime = Mathf.Max(m_MaxTime, time);
  604. // }
  605. // m_AverageTime /= m_History.Count;
  606. // }
  607. // {
  608. // m_History.Sort();
  609. // // Odd-length history?
  610. // if ((m_History.Count & 1) != 0)
  611. // {
  612. // m_MedianTime = m_History[m_History.Count / 2];
  613. // }
  614. // else
  615. // {
  616. // m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f;
  617. // }
  618. // }
  619. // }
  620. // 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";
  621. // //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} |
  622. // if (m_UITime != null)
  623. // m_UITime.text = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}";
  624. //}
  625. //UpdateInputs();
  626. if (DebugOnZIMDemo)
  627. {
  628. if (Input.GetKeyDown(KeyCode.Z))
  629. SelectScreenAfterLocate(ScreenIdentificationTag.Manual);
  630. if (Input.GetKeyDown(KeyCode.X))
  631. SelectScreenAfterLocate(ScreenIdentificationTag.SemiAuto);
  632. if (Input.GetKeyDown(KeyCode.C))
  633. SelectScreenAfterLocate(ScreenIdentificationTag.Auto);
  634. }
  635. }
  636. private bool RefreshCameraSize()
  637. {
  638. var sizeNew = new o0.Geometry2D.Vector<int>((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  639. var sizeNewFloat = getUVCCameraInfoSize.o0Vector();
  640. if (sizeNew != CameraSize || (screenIdentification?.Screen?.QuadInCamera != null && sizeNewFloat != screenIdentification.Screen.QuadInCamera.CameraSize))
  641. {
  642. Debug.Log($"<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>");
  643. // 同步相机分辨率
  644. CameraSize = sizeNew;
  645. screenIdentification.Screen.RefreshCameraSize(sizeNewFloat);
  646. screenIdentification.QuadAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  647. screenIdentification.QuadManual?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  648. screenIdentification.QuadSemiAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  649. InfraredSpot.RefreshMinVerifyLength(sizeNewFloat);
  650. return true;
  651. }
  652. return false;
  653. }
  654. Vector2 targetPos = Vector2.zero;
  655. Vector2 movePos = Vector2.zero;
  656. int moveSpeed = 20;
  657. public float filterDis = 3.0f;
  658. void onFilterPos(Vector2 _vector2Pos)
  659. {
  660. //主要用于模拟九轴时候的
  661. //添加一个偏移量,使得最后输出的准心是指向正中心
  662. 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);
  663. if (Vector2.Distance(np, targetPos) >= filterDis)
  664. {
  665. targetPos = np;
  666. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0));
  667. //Vector2 np = new Vector2(uvCenterOffset.x * Screen.width, uvCenterOffset.y * Screen.height);
  668. //point -= np;
  669. InfraredCameraHelper?.InvokeOnPositionUpdate(targetPos);
  670. }
  671. //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed);
  672. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0));
  673. }
  674. Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero };
  675. void onFilterPos2(Vector2 _vector2Pos, int index)
  676. {
  677. Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height);
  678. if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis)
  679. {
  680. _targetPoints2[index] = np;
  681. InfraredCameraHelper.InvokeOnPositionUpdate2(_targetPoints2[index], index);
  682. }
  683. }
  684. #region 自动识别
  685. int Capture = 30;
  686. int Delay = 30;
  687. Vector2 EnterResolution;
  688. // int DefaultResolutionIndex;
  689. // 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 )
  690. public void BtnScreenLocate()
  691. {
  692. if (DebugScreenImages.Count != 0)
  693. {
  694. //screenIdentification = new o0.Project.ScreenIdentification();
  695. CameraSize = new o0.Geometry2D.Vector<int>(DebugScreenImages[0].width, DebugScreenImages[0].height);
  696. WebCamIsReady(DebugScreenImages[0]);
  697. CreateUVCTexture2DIfNeeded();
  698. }
  699. //Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay);
  700. //screenIdentification.LocateScreen(Capture, Delay);
  701. OnLocateScreenEnter();
  702. }
  703. // bool log1 = false, log2 = false;
  704. public void OnLocateScreenEnter()
  705. {
  706. bAutomaticRecognition = true;
  707. bAutomaticRecognitionStart = true;
  708. ResetScreenIdentification();
  709. //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)
  710. //HighScreenLocateResolutionIndex = InfraredDemoMain.getTextureToResolutionNewIndex(); // index = 0
  711. // Debug.Log("[ScreenLocate] 开始捕获 DefaultResolutionIndex:" + DefaultResolutionIndex + " ,HighScreenLocateResolutionIndex:" + HighScreenLocateResolutionIndex);
  712. // InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex);
  713. 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)
  714. Vector2 _HighResolution = mUVCCameraInfo.CurrentCalibrationResolution; //最高的分辨率
  715. Resize((int)_HighResolution.x, (int)_HighResolution.y);
  716. //CreateUVCTexture2DIfNeeded();
  717. // log1 = true;
  718. // log2 = true;
  719. screenIdentification.LocateScreen(); // 自动识别开始的入口
  720. if (DebugOnZIMDemo)
  721. {
  722. var webCam = GetComponent<ZIMWebCamera>();
  723. webCam.AdjustResolution(1920, 1080);
  724. mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
  725. }
  726. }
  727. /// <summary>
  728. /// 屏幕识别结束
  729. /// </summary>
  730. public void OnLocateScreenEnd()
  731. {
  732. bAutomaticRecognitionEnd = true;
  733. // 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)
  734. //InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex);
  735. Resize((int)EnterResolution.x, (int)EnterResolution.y);
  736. if (DebugOnZIMDemo)
  737. {
  738. var webCam = GetComponent<ZIMWebCamera>();
  739. GetComponent<ZIMWebCamera>().AdjustResolution((int)EnterResolution.x, (int)EnterResolution.y);
  740. mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
  741. }
  742. // 前面的数据ContainsNaN(quadUnityVectorList) 如果没处理到,这里再进行判断一次
  743. // 识别结束后,也要判断半自动数据,即P5?
  744. if (screenIdentification.QuadAuto == null && screenIdentification.QuadSemiAuto == null)
  745. {
  746. InfraredCameraHelper?.InvokeOnUVCPosUpdate(new List<Vector2>());
  747. Debug.LogError("[ScreenLocate] OnLocateScreenEnd 屏幕未识别");
  748. }
  749. }
  750. /**
  751. * 修改相机的实际分辨率
  752. */
  753. public void Resize(int width, int height)
  754. {
  755. if (mUVCCameraInfo == null) return;
  756. #if UNITY_ANDROID
  757. //发送修改指令给相机实际分辨率
  758. mUVCCameraInfo.SetCameraSize(width, height);
  759. #endif
  760. #if UNITY_STANDALONE_WIN
  761. // pc todo 看看怎么处理
  762. // ResizePC(width, height);
  763. #endif
  764. //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
  765. Debug.Log($"[ScreenLocate] 开始修改分辨率 mUVCCameraInfo origin:[{mUVCCameraInfo.CurrentWidth},{mUVCCameraInfo.CurrentHeight}]=>target:[{width},{height}]");
  766. // if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  767. }
  768. /// <summary>
  769. /// pc修改分辨率
  770. /// </summary>
  771. /// <param name="width"></param>
  772. /// <param name="height"></param>
  773. public void ResizePC(int width, int height)
  774. {
  775. if (mUVCCameraInfo == null) return;
  776. //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  777. // PcWebCamera pcWebCamera = GetComponent<PcWebCamera>();
  778. // if(pcWebCamera.webCamTexture == null || !pcWebCamera.webCamTexture.isPlaying) return;
  779. //StartCoroutine(ResetWebCam(pcWebCamera, width, height));
  780. 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
  781. Debug.Log("[ScreenLocate] Resize mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  782. }
  783. private System.Collections.IEnumerator ResetWebCam(PcWebCamera pcWebCamera, int newWidth, int newHeight)
  784. {
  785. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  786. // Stop the current WebCamTexture
  787. _webCamTexture.Stop();
  788. // Trigger OnWebCamStopped event
  789. // OnWebCamStopped?.Invoke();
  790. // Wait for a short time to ensure resources are released
  791. yield return new WaitForSeconds(0.5f);
  792. // Create a new WebCamTexture with the new dimensions
  793. _webCamTexture = new WebCamTexture(newWidth, newHeight);
  794. pcWebCamera.webCamTexture = _webCamTexture;
  795. mUVCTexture = _webCamTexture;
  796. // Restart the camera
  797. yield return StartCoroutine(StartWebCam(pcWebCamera));
  798. }
  799. private System.Collections.IEnumerator StartWebCam(PcWebCamera pcWebCamera)
  800. {
  801. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  802. _webCamTexture.Play();
  803. // Wait until the WebCamTexture is playing
  804. while (!_webCamTexture.isPlaying)
  805. {
  806. yield return null;
  807. }
  808. // Trigger OnWebCamStarted event
  809. //OnWebCamStarted?.Invoke();
  810. 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
  811. Debug.Log("[ScreenLocate] ResizePc mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  812. // if(screenIdentification.isInitLocateScreen())screenIdentification.bStartLocateScreen = true;
  813. }
  814. #endregion
  815. public void BtnScreenMap()
  816. {
  817. ToMode(Mode.ScreenMap);
  818. }
  819. //进入手动定位屏幕
  820. public void BtnScreenLocateManual()
  821. {
  822. ToMode(Mode.ScreenLocateManual);
  823. }
  824. // 重置屏幕识别的数据
  825. public void ResetScreenIdentification()
  826. {
  827. screenIdentification.Screen.Active = false;
  828. }
  829. // threshold 的值是0-1,0代表最近,1代表最远
  830. public void SetReDoLocateCalibrationRatio(float threshold)
  831. {
  832. const float MIN = 0.02f;
  833. const float MAX = 0.32f;
  834. ReDoLocateCalibrationRatio = MIN + (MAX - MIN) * threshold;
  835. }
  836. /// <summary>
  837. /// 固定的顶点顺序: 左下,右下,左上,右上
  838. /// </summary>
  839. public static List<Vector2> quadUnityVectorList = new();
  840. /// <summary>
  841. /// 打印信息
  842. /// </summary>
  843. /// <param name="list">左下,右下,左上,右上</param>
  844. /// <returns></returns>
  845. public string PrintVector2List(List<Vector2> list)
  846. {
  847. if (screenIdentification == null || !screenIdentification.Screen.Active) return "[]";
  848. string result = "";
  849. if (list.Count == 4)
  850. {
  851. result = "左下" + list[0].ToString() + ",右下" + list[1].ToString() + ",左上" + list[2].ToString() + ",右上" + list[3].ToString();
  852. }
  853. else
  854. {
  855. result = "count != 4 error";
  856. }
  857. //foreach (Vector2 vector in list)
  858. //{
  859. // result += vector.ToString() + " ";
  860. //}
  861. //Debug.Log(result);
  862. return result;
  863. }
  864. /// <summary>
  865. /// 判断是否存在NaN
  866. /// </summary>
  867. /// <param name="vectors"></param>
  868. /// <returns></returns>
  869. public bool ContainsNaN(List<Vector2> vectors)
  870. {
  871. foreach (var v in vectors)
  872. {
  873. if (float.IsNaN(v.x) || float.IsNaN(v.y))
  874. {
  875. return true;
  876. }
  877. }
  878. return false;
  879. }
  880. // 标记屏幕的四个角, ScreenQuadObject 下挂了4个子节点用于标记
  881. public void ShowScreen(RectTransform ScreenQuadObject, QuadrilateralInCamera screen)
  882. {
  883. if (screen == null)
  884. {
  885. Info.text = "识别屏幕失败";
  886. return;
  887. }
  888. Info.text = "已识别到屏幕";
  889. //if (ScreenQuadObject && ScreenQuadObject.childCount >= 4)
  890. //{
  891. // ScreenQuadObject.gameObject.SetActive(true);
  892. // for (int i = 0; i < 4; i++)
  893. // {
  894. // if (DebugOnZIMDemo)
  895. // {
  896. // RectTransform t = ScreenQuadObject.GetChild(i) as RectTransform;
  897. // t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuadObject.rect);
  898. // }
  899. // }
  900. //}
  901. quadUnityVectorList = screen.GetUnityVertexNormalizedList(); // 记录四个点
  902. if (!ContainsNaN(quadUnityVectorList))
  903. {
  904. SaveScreenLocateVectorList();
  905. //SyncInfraredDemo();
  906. if (DebugOnZIMDemo)
  907. SyncInfraredScreenPositioningView();
  908. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  909. Debug.Log("[ScreenLocate] ShowScreen 已识别到屏幕,更新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  910. }
  911. else
  912. {
  913. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  914. }
  915. }
  916. public void ShowScreen(QuadrilateralInCamera screen) => ShowScreen(ScreenQuad, screen);
  917. /// <summary>
  918. /// 校准点位置存储到本地
  919. /// </summary>
  920. static public void SaveScreenLocateVectorList()
  921. {
  922. //string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z}
  923. // 如果列表为空,保存空字符串或自定义标记
  924. string saveStr = quadUnityVectorList.Count > 0 ? string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")) : "";
  925. Debug.Log("SaveScreenLocateVectorList: " + saveStr);
  926. PlayerPrefs.SetString("ScreenLocateVectorList", saveStr);
  927. }
  928. /// <summary>
  929. /// 获取本地存储校准点位置
  930. /// </summary>
  931. static public bool GetScreenLocateVectorList()
  932. {
  933. string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", "");
  934. Debug.Log("GetScreenLocateVectorList:" + posListStr);
  935. if (!string.IsNullOrWhiteSpace(posListStr))
  936. {
  937. quadUnityVectorList.Clear();
  938. quadUnityVectorList = posListStr.Split(';')
  939. .Select(s =>
  940. {
  941. string[] parts = s.Split(',');
  942. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  943. })
  944. .ToList();
  945. return true;
  946. }
  947. else return false;
  948. }
  949. public Vector2 AdjustPointsOffset(Vector2 inputPoint, string type = "CameraLocation")
  950. {
  951. // 计算从原始中心到输入点的偏移量
  952. if (type == "CameraLocation")
  953. {
  954. OldCameraLocationOffset = CameraLocationOffset = inputPoint - screenIdentification.Screen.TransformToCamera(new Vector2(0.5f, 0.5f) * screenIdentification.Screen.UVSize);
  955. return CameraLocationOffset;
  956. }
  957. else
  958. {
  959. //ScreenUV
  960. OldUVOffset = UVOffset = inputPoint - new Vector2(0.5f, 0.5f);
  961. return UVOffset;
  962. }
  963. }
  964. /// <summary>
  965. /// 重置偏移量
  966. /// </summary>
  967. public void ResetPointsOffest()
  968. {
  969. CameraLocationOffset = Vector2.zero;
  970. UVOffset = Vector2.zero;
  971. }
  972. /// <summary>
  973. /// 撤销操作,
  974. /// </summary>
  975. public void RevokePointsOffest() {
  976. CameraLocationOffset = OldCameraLocationOffset;
  977. UVOffset = OldUVOffset;
  978. }
  979. /// <summary>
  980. /// 这里计算一个偏移后的cameraLocatoin位置
  981. /// </summary>
  982. /// <param name="cameraLocatoin"></param>
  983. /// <returns></returns>
  984. public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin)
  985. {
  986. return cameraLocatoin - CameraLocationOffset;
  987. }
  988. void ToMode(Mode mode)
  989. {
  990. if (this.mode == mode)
  991. return;
  992. if (mode == Mode.ScreenMap)
  993. {
  994. if (!screenIdentification.Screen.Active)
  995. {
  996. Info.text = "先定位屏幕";
  997. return;
  998. }
  999. Info.text = "按ESC退出";
  1000. SetScreen(Color.black);
  1001. //Info.transform.SetAsLastSibling();
  1002. this.mode = Mode.ScreenMap;
  1003. }
  1004. else if (mode == Mode.InfraredLocate)
  1005. {
  1006. Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败";
  1007. //Info.text = "已识别到屏幕";
  1008. SetScreen(null);
  1009. foreach (var i in CrosshairInScreen)
  1010. i.gameObject.SetActive(false);
  1011. FullScreenImage.gameObject.SetActive(false);
  1012. ScreenPixelCheaker.HideImage();
  1013. //Info.transform.SetSiblingIndex(transform.childCount - 4);
  1014. this.mode = Mode.InfraredLocate;
  1015. #if (!NDEBUG && DEBUG && ENABLE_LOG)
  1016. Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{screenIdentification.Screen.Active}");
  1017. #endif
  1018. }
  1019. else if (mode == Mode.ScreenLocateManual)
  1020. {
  1021. Info.text = "左键单击屏幕 左下角";
  1022. FullScreenImage.gameObject.SetActive(true);
  1023. ScreenPixelCheaker.ShowImage();
  1024. //Info.transform.SetSiblingIndex(transform.childCount - 1);
  1025. // var newTex = WebCamera.webCamTexture.AutoLight(10);
  1026. //DebugTexture(1, TextureToTexture2D(rawImage.texture));
  1027. CreateUVCTexture2DIfNeeded();
  1028. DebugTexture(7, mUVCTexture2D.zimAutoLight(brightness));
  1029. //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture);
  1030. //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness));
  1031. this.mode = Mode.ScreenLocateManual;
  1032. }
  1033. }
  1034. private Texture2D TextureToTexture2D(Texture texture, int width = 0, int height = 0)
  1035. {
  1036. if (width == 0)
  1037. width = texture.width;
  1038. if (height == 0)
  1039. height = texture.height;
  1040. Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true);
  1041. RenderTexture currentRT = RenderTexture.active;
  1042. RenderTexture renderTexture = RenderTexture.GetTemporary(
  1043. width,
  1044. height,
  1045. 0,
  1046. RenderTextureFormat.ARGB32,
  1047. RenderTextureReadWrite.Linear);
  1048. Graphics.Blit(texture, renderTexture);
  1049. RenderTexture.active = renderTexture;
  1050. _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
  1051. _texture2D.Apply();
  1052. RenderTexture.active = currentRT;
  1053. RenderTexture.ReleaseTemporary(renderTexture);
  1054. return _texture2D;
  1055. }
  1056. //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height)
  1057. //{
  1058. // if (mUVCTexture2D != null)
  1059. // Destroy(mUVCTexture2D);
  1060. // mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  1061. //}
  1062. /// <summary>
  1063. /// 使用默认的mUVCTexture宽高
  1064. /// </summary>
  1065. private void CreateUVCTexture2DIfNeeded()
  1066. {
  1067. if (mUVCTexture2D != null)
  1068. Destroy(mUVCTexture2D);
  1069. mUVCTexture2D = TextureToTexture2D(mUVCTexture);
  1070. }
  1071. /// <summary>
  1072. /// 根据宽高调整mUVCTexture2D
  1073. /// </summary>
  1074. /// <param name="width"></param>
  1075. /// <param name="height"></param>
  1076. private void CreateUVCTexture2DIfNeeded(int width = 0, int height = 0)
  1077. {
  1078. if (mUVCTexture2D != null)
  1079. Destroy(mUVCTexture2D);
  1080. mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  1081. }
  1082. #region DoubleButton
  1083. private DateTime m_firstTime;
  1084. private DateTime m_secondTime;
  1085. private void Press()
  1086. {
  1087. Debug.Log("进入手动定位");
  1088. BtnScreenLocateManual();
  1089. resetTime();
  1090. }
  1091. public void OnDoubleClick()
  1092. {
  1093. //超时重置
  1094. if (!m_firstTime.Equals(default(DateTime)))
  1095. {
  1096. var intervalTime = DateTime.Now - m_firstTime;
  1097. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  1098. if (milliSeconds >= 400)
  1099. resetTime();
  1100. }
  1101. // 按下按钮时对两次的时间进行记录
  1102. if (m_firstTime.Equals(default(DateTime)))
  1103. m_firstTime = DateTime.Now;
  1104. else
  1105. m_secondTime = DateTime.Now;
  1106. // 在第二次点击触发,时差小于400ms触发
  1107. if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime)))
  1108. {
  1109. var intervalTime = m_secondTime - m_firstTime;
  1110. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  1111. if (milliSeconds < 400)
  1112. Press();
  1113. else
  1114. resetTime();
  1115. }
  1116. }
  1117. private void resetTime()
  1118. {
  1119. m_firstTime = default(DateTime);
  1120. m_secondTime = default(DateTime);
  1121. }
  1122. #endregion
  1123. #region 性能检测相关
  1124. void InvalidateTimings()
  1125. {
  1126. m_ValidHistoryFrames = 0;
  1127. m_AverageTime = float.NaN;
  1128. m_MedianTime = float.NaN;
  1129. m_MinTime = float.NaN;
  1130. m_MaxTime = float.NaN;
  1131. }
  1132. void UpdateInputs()
  1133. {
  1134. //重置
  1135. if (Input.GetKeyDown(KeyCode.UpArrow))
  1136. {
  1137. InvalidateTimings();
  1138. }
  1139. }
  1140. #endregion
  1141. }