CameraPositionCrosshair.cs 15 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using LightGlue.Unity.Game;
  4. using LightGlue.Unity.Networking;
  5. using LightGlue.Unity.Config;
  6. namespace LightGlue.Unity.UI
  7. {
  8. /// <summary>
  9. /// 相机位置准心渲染器
  10. /// - 将Python算法返回的相机坐标映射到Unity屏幕/Canvas坐标
  11. /// - 在屏幕上渲染准心指示器
  12. /// </summary>
  13. public class CameraPositionCrosshair : MonoBehaviour
  14. {
  15. [Header("结果来源")]
  16. [Tooltip("必须指定 LightGlueManager,由其统一分发算法结果。禁止直接从 Bridge 获取结果。")]
  17. public LightGlueManager manager;
  18. [Header("参考图像尺寸")]
  19. [Tooltip("参考图像的宽度(像素),用于坐标映射")]
  20. public int referenceImageWidth = 640;
  21. [Tooltip("参考图像的高度(像素),用于坐标映射")]
  22. public int referenceImageHeight = 480;
  23. private void OnEnable()
  24. {
  25. ReferenceImageResizeService.EnsureInitialized();
  26. SetReferenceImageSize(ReferenceImageResizeService.Width, ReferenceImageResizeService.Height);
  27. ReferenceImageResizeService.OnResizeChanged += SetReferenceImageSize;
  28. }
  29. private void OnDisable()
  30. {
  31. ReferenceImageResizeService.OnResizeChanged -= SetReferenceImageSize;
  32. }
  33. [Header("准心渲染方式")]
  34. [Tooltip("渲染模式:ScreenSpace(屏幕空间)或 Canvas(Canvas空间)")]
  35. public RenderMode renderMode = RenderMode.Canvas;
  36. [Header("ScreenSpace模式设置")]
  37. [Tooltip("ScreenSpace模式:是否使用Camera(如果为false,使用屏幕坐标)")]
  38. public bool useCamera = false;
  39. [Tooltip("ScreenSpace模式:使用的Camera(如果useCamera=true)")]
  40. public Camera targetCamera;
  41. [Header("Canvas模式设置")]
  42. [Tooltip("Canvas模式:目标Canvas(如果为null,自动查找)")]
  43. public Canvas targetCanvas;
  44. [Header("准心外观")]
  45. [Tooltip("准心颜色")]
  46. public Color crosshairColor = Color.red;
  47. [Tooltip("准心大小(像素)")]
  48. public float crosshairSize = 20f;
  49. [Tooltip("准心线宽度(像素)")]
  50. public float lineWidth = 2f;
  51. [Tooltip("是否显示准心(可以通过代码控制)")]
  52. public bool showCrosshair = true;
  53. [Header("坐标映射设置")]
  54. [Tooltip("是否自动适配Canvas尺寸(如果为true,会根据Canvas尺寸自动计算映射)")]
  55. public bool autoFitCanvas = true;
  56. [Tooltip("手动设置的目标显示区域宽度(像素,如果autoFitCanvas=false)")]
  57. public float targetDisplayWidth = 640f;
  58. [Tooltip("手动设置的目标显示区域高度(像素,如果autoFitCanvas=false)")]
  59. public float targetDisplayHeight = 480f;
  60. [Tooltip("显示区域偏移X(像素,用于调整准心位置)")]
  61. public float offsetX = 0f;
  62. [Tooltip("显示区域偏移Y(像素,用于调整准心位置)")]
  63. public float offsetY = 0f;
  64. [Header("更新设置")]
  65. [Tooltip("更新频率(每秒更新次数,默认30次/秒)")]
  66. [Range(1, 60)]
  67. public int updateRate = 30;
  68. private RectTransform _canvasRect;
  69. private Canvas _canvas;
  70. private GameObject _crosshairObject;
  71. private RectTransform _crosshairRect;
  72. private Image _crosshairImageH; // 水平线
  73. private Image _crosshairImageV; // 垂直线
  74. private float _updateInterval;
  75. private float _lastUpdateTime;
  76. private Vector2 _currentScreenPosition;
  77. private bool _hasValidPosition = false;
  78. // 由 LightGlueManager 统一分发的最新结果缓存
  79. private LightGlueResult _latestResult;
  80. private bool _hasLatestResult;
  81. public enum RenderMode
  82. {
  83. ScreenSpace, // 屏幕空间(使用Screen坐标或Camera.WorldToScreenPoint)
  84. Canvas // Canvas空间(使用RectTransform)
  85. }
  86. private void Start()
  87. {
  88. _updateInterval = 1.0f / updateRate;
  89. _lastUpdateTime = Time.time;
  90. // 结果来源:强制通过全局 LightGlueManager 获取
  91. if (manager == null)
  92. {
  93. manager = LightGlueManager.Instance;
  94. }
  95. if (manager == null)
  96. {
  97. Debug.LogError("[CameraPositionCrosshair] 未找到 LightGlueManager,无法获取算法结果。请在场景中放置 LightGlueSystem 预制并确保 LightGlueManager 存在。");
  98. }
  99. else
  100. {
  101. // 订阅 Manager 的结果事件(由 Manager 统一从 Bridge 拉取一次,再分发给所有订阅者)
  102. manager.OnResultUpdated += OnResultUpdated;
  103. // 如果 Manager 已经有缓存的最新结果,立即用一次,避免等下一帧
  104. if (manager.HasLatestResult)
  105. {
  106. OnResultUpdated(manager.LatestResult);
  107. }
  108. }
  109. // 初始化渲染方式
  110. InitializeRenderMode();
  111. }
  112. private void InitializeRenderMode()
  113. {
  114. if (renderMode == RenderMode.Canvas)
  115. {
  116. // Canvas模式:创建准心UI元素
  117. if (targetCanvas == null)
  118. {
  119. targetCanvas = FindObjectOfType<Canvas>();
  120. if (targetCanvas == null)
  121. {
  122. Debug.LogError("[CameraPositionCrosshair] Canvas模式需要Canvas组件,请确保场景中存在Canvas");
  123. return;
  124. }
  125. }
  126. _canvas = targetCanvas;
  127. _canvasRect = targetCanvas.GetComponent<RectTransform>();
  128. // 创建准心GameObject
  129. CreateCrosshairUI();
  130. }
  131. else
  132. {
  133. // ScreenSpace模式:使用OnGUI或LineRenderer
  134. if (useCamera && targetCamera == null)
  135. {
  136. targetCamera = Camera.main;
  137. if (targetCamera == null)
  138. {
  139. Debug.LogWarning("[CameraPositionCrosshair] ScreenSpace模式需要Camera,将使用屏幕坐标");
  140. useCamera = false;
  141. }
  142. }
  143. }
  144. }
  145. private void CreateCrosshairUI()
  146. {
  147. // 创建准心容器
  148. _crosshairObject = new GameObject("CameraCrosshair");
  149. _crosshairObject.transform.SetParent(_canvas.transform, false);
  150. _crosshairRect = _crosshairObject.AddComponent<RectTransform>();
  151. _crosshairRect.anchorMin = Vector2.zero;
  152. _crosshairRect.anchorMax = Vector2.zero;
  153. _crosshairRect.pivot = new Vector2(0.5f, 0.5f);
  154. _crosshairRect.sizeDelta = new Vector2(crosshairSize * 2, crosshairSize * 2);
  155. // 创建水平线
  156. GameObject lineH = new GameObject("LineH");
  157. lineH.transform.SetParent(_crosshairObject.transform, false);
  158. RectTransform rectH = lineH.AddComponent<RectTransform>();
  159. rectH.anchorMin = new Vector2(0.5f, 0.5f);
  160. rectH.anchorMax = new Vector2(0.5f, 0.5f);
  161. rectH.pivot = new Vector2(0.5f, 0.5f);
  162. rectH.sizeDelta = new Vector2(crosshairSize * 2, lineWidth);
  163. rectH.anchoredPosition = Vector2.zero;
  164. _crosshairImageH = lineH.AddComponent<Image>();
  165. _crosshairImageH.color = crosshairColor;
  166. // 创建垂直线
  167. GameObject lineV = new GameObject("LineV");
  168. lineV.transform.SetParent(_crosshairObject.transform, false);
  169. RectTransform rectV = lineV.AddComponent<RectTransform>();
  170. rectV.anchorMin = new Vector2(0.5f, 0.5f);
  171. rectV.anchorMax = new Vector2(0.5f, 0.5f);
  172. rectV.pivot = new Vector2(0.5f, 0.5f);
  173. rectV.sizeDelta = new Vector2(lineWidth, crosshairSize * 2);
  174. rectV.anchoredPosition = Vector2.zero;
  175. _crosshairImageV = lineV.AddComponent<Image>();
  176. _crosshairImageV.color = crosshairColor;
  177. // 初始隐藏
  178. _crosshairObject.SetActive(false);
  179. }
  180. private void Update()
  181. {
  182. // 按指定频率刷新准心位置(事件可能一帧触发多次,这里按频率消费最新结果)
  183. if (Time.time - _lastUpdateTime < _updateInterval)
  184. return;
  185. _lastUpdateTime = Time.time;
  186. // 强制使用 Manager 分发的结果
  187. if (manager == null)
  188. {
  189. return;
  190. }
  191. if (!_hasLatestResult)
  192. {
  193. _hasValidPosition = false;
  194. HideCrosshair();
  195. return;
  196. }
  197. var result = _latestResult;
  198. if (result.IsValid)
  199. {
  200. // 将参考图像坐标转换为屏幕坐标
  201. Vector2 screenPos = MapReferenceToScreen(result.CameraPosition);
  202. _currentScreenPosition = screenPos;
  203. _hasValidPosition = true;
  204. // 更新准心位置
  205. UpdateCrosshairPosition(screenPos);
  206. }
  207. else
  208. {
  209. _hasValidPosition = false;
  210. HideCrosshair();
  211. }
  212. }
  213. /// <summary>
  214. /// 将参考图像坐标映射到屏幕/Canvas坐标
  215. /// </summary>
  216. private Vector2 MapReferenceToScreen(Vector2 referencePos)
  217. {
  218. // 计算缩放比例
  219. float scaleX, scaleY;
  220. float targetWidth, targetHeight;
  221. if (renderMode == RenderMode.Canvas && autoFitCanvas && _canvasRect != null)
  222. {
  223. // 自动适配Canvas尺寸
  224. targetWidth = _canvasRect.rect.width;
  225. targetHeight = _canvasRect.rect.height;
  226. }
  227. else
  228. {
  229. // 使用手动设置的尺寸
  230. targetWidth = targetDisplayWidth;
  231. targetHeight = targetDisplayHeight;
  232. }
  233. scaleX = targetWidth / referenceImageWidth;
  234. scaleY = targetHeight / referenceImageHeight;
  235. // 坐标转换
  236. // 参考图像坐标系:原点在左上角,X向右,Y向下
  237. // Unity UI坐标系:原点在左下角,X向右,Y向上
  238. float screenX = referencePos.x * scaleX + offsetX;
  239. float screenY = targetHeight - (referencePos.y * scaleY) + offsetY; // Y轴翻转
  240. return new Vector2(screenX, screenY);
  241. }
  242. /// <summary>
  243. /// 更新准心位置
  244. /// </summary>
  245. private void UpdateCrosshairPosition(Vector2 screenPos)
  246. {
  247. if (!showCrosshair) return;
  248. if (renderMode == RenderMode.Canvas)
  249. {
  250. // Canvas模式:直接设置RectTransform位置
  251. if (_crosshairRect != null)
  252. {
  253. _crosshairRect.anchoredPosition = screenPos;
  254. if (_crosshairObject != null && !_crosshairObject.activeSelf)
  255. {
  256. _crosshairObject.SetActive(true);
  257. }
  258. }
  259. }
  260. else
  261. {
  262. // ScreenSpace模式:使用OnGUI或LineRenderer
  263. // 这里需要在OnGUI中绘制,或者使用3D LineRenderer
  264. // 暂时使用OnGUI方式
  265. }
  266. }
  267. /// <summary>
  268. /// 隐藏准心
  269. /// </summary>
  270. private void HideCrosshair()
  271. {
  272. if (_crosshairObject != null)
  273. {
  274. _crosshairObject.SetActive(false);
  275. }
  276. }
  277. /// <summary>
  278. /// 由 LightGlueManager 触发的结果更新回调。
  279. /// 这里只做简单缓存,真正的坐标映射和 UI 更新仍在 Update 中按频率执行。
  280. /// </summary>
  281. /// <param name="result">最新算法结果(已经过 Manager 的丢包平滑处理)。</param>
  282. private void OnResultUpdated(LightGlueResult result)
  283. {
  284. _latestResult = result;
  285. _hasLatestResult = true;
  286. }
  287. private void OnGUI()
  288. {
  289. // ScreenSpace模式:使用OnGUI绘制准心
  290. if (renderMode == RenderMode.ScreenSpace && showCrosshair && _hasValidPosition)
  291. {
  292. Vector2 screenPos = _currentScreenPosition;
  293. if (useCamera && targetCamera != null)
  294. {
  295. // 如果使用Camera,需要将世界坐标转换为屏幕坐标
  296. // 这里假设screenPos已经是屏幕坐标
  297. }
  298. // 绘制准心(十字线)
  299. float halfSize = crosshairSize * 0.5f;
  300. Color oldColor = GUI.color;
  301. GUI.color = crosshairColor;
  302. // 水平线
  303. GUI.DrawTexture(
  304. new Rect(screenPos.x - halfSize, screenPos.y - lineWidth * 0.5f, crosshairSize, lineWidth),
  305. Texture2D.whiteTexture
  306. );
  307. // 垂直线
  308. GUI.DrawTexture(
  309. new Rect(screenPos.x - lineWidth * 0.5f, screenPos.y - halfSize, lineWidth, crosshairSize),
  310. Texture2D.whiteTexture
  311. );
  312. GUI.color = oldColor;
  313. }
  314. }
  315. /// <summary>
  316. /// 设置参考图像尺寸(供外部调用,例如从实际图像获取)
  317. /// </summary>
  318. public void SetReferenceImageSize(int width, int height)
  319. {
  320. referenceImageWidth = width;
  321. referenceImageHeight = height;
  322. }
  323. /// <summary>
  324. /// 设置准心显示状态
  325. /// </summary>
  326. public void SetCrosshairVisible(bool visible)
  327. {
  328. showCrosshair = visible;
  329. if (!visible)
  330. {
  331. HideCrosshair();
  332. }
  333. }
  334. /// <summary>
  335. /// 设置准心颜色
  336. /// </summary>
  337. public void SetCrosshairColor(Color color)
  338. {
  339. crosshairColor = color;
  340. if (_crosshairImageH != null)
  341. _crosshairImageH.color = color;
  342. if (_crosshairImageV != null)
  343. _crosshairImageV.color = color;
  344. }
  345. private void OnDestroy()
  346. {
  347. ReferenceImageResizeService.OnResizeChanged -= SetReferenceImageSize;
  348. if (manager != null)
  349. {
  350. manager.OnResultUpdated -= OnResultUpdated;
  351. }
  352. if (_crosshairObject != null)
  353. {
  354. Destroy(_crosshairObject);
  355. }
  356. }
  357. }
  358. }