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- using UnityEngine;
- using UnityEngine.UI;
- using LightGlue.Unity.Game;
- using LightGlue.Unity.Networking;
- using LightGlue.Unity.Config;
- namespace LightGlue.Unity.UI
- {
- /// <summary>
- /// 相机位置准心渲染器
- /// - 将Python算法返回的相机坐标映射到Unity屏幕/Canvas坐标
- /// - 在屏幕上渲染准心指示器
- /// </summary>
- public class CameraPositionCrosshair : MonoBehaviour
- {
- [Header("结果来源")]
- [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。")]
- public LightGlueManager manager;
- [Header("参考图像尺寸")]
- [Tooltip("参考图像的宽度(像素),用于坐标映射")]
- public int referenceImageWidth = 640;
- [Tooltip("参考图像的高度(像素),用于坐标映射")]
- public int referenceImageHeight = 480;
- private void OnEnable()
- {
- ReferenceImageResizeService.EnsureInitialized();
- SetReferenceImageSize(ReferenceImageResizeService.Width, ReferenceImageResizeService.Height);
- ReferenceImageResizeService.OnResizeChanged += SetReferenceImageSize;
- }
- private void OnDisable()
- {
- ReferenceImageResizeService.OnResizeChanged -= SetReferenceImageSize;
- }
- [Header("准心渲染方式")]
- [Tooltip("渲染模式:ScreenSpace(屏幕空间)或 Canvas(Canvas空间)")]
- public RenderMode renderMode = RenderMode.Canvas;
- [Header("ScreenSpace模式设置")]
- [Tooltip("ScreenSpace模式:是否使用Camera(如果为false,使用屏幕坐标)")]
- public bool useCamera = false;
- [Tooltip("ScreenSpace模式:使用的Camera(如果useCamera=true)")]
- public Camera targetCamera;
- [Header("Canvas模式设置")]
- [Tooltip("Canvas模式:目标Canvas(如果为null,自动查找)")]
- public Canvas targetCanvas;
- [Header("准心外观")]
- [Tooltip("准心颜色")]
- public Color crosshairColor = Color.red;
- [Tooltip("准心大小(像素)")]
- public float crosshairSize = 20f;
- [Tooltip("准心线宽度(像素)")]
- public float lineWidth = 2f;
- [Tooltip("是否显示准心(可以通过代码控制)")]
- public bool showCrosshair = true;
- [Header("坐标映射设置")]
- [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)")]
- public bool autoFitCanvas = true;
- [Tooltip("手动设置的目标显示区域宽度(像素,如果autoFitCanvas=false)")]
- public float targetDisplayWidth = 640f;
- [Tooltip("手动设置的目标显示区域高度(像素,如果autoFitCanvas=false)")]
- public float targetDisplayHeight = 480f;
- [Tooltip("显示区域偏移X(像素,用于调整准心位置)")]
- public float offsetX = 0f;
- [Tooltip("显示区域偏移Y(像素,用于调整准心位置)")]
- public float offsetY = 0f;
- [Header("更新设置")]
- [Tooltip("更新频率(每秒更新次数,默认30次/秒)")]
- [Range(1, 60)]
- public int updateRate = 30;
- private RectTransform _canvasRect;
- private Canvas _canvas;
- private GameObject _crosshairObject;
- private RectTransform _crosshairRect;
- private Image _crosshairImageH; // 水平线
- private Image _crosshairImageV; // 垂直线
- private float _updateInterval;
- private float _lastUpdateTime;
- private Vector2 _currentScreenPosition;
- private bool _hasValidPosition = false;
- // 由 LightGlueManager 统一分发的最新结果缓存
- private LightGlueResult _latestResult;
- private bool _hasLatestResult;
- public enum RenderMode
- {
- ScreenSpace, // 屏幕空间(使用Screen坐标或Camera.WorldToScreenPoint)
- Canvas // Canvas空间(使用RectTransform)
- }
- private void Start()
- {
- _updateInterval = 1.0f / updateRate;
- _lastUpdateTime = Time.time;
- // 结果来源:强制通过全局 LightGlueManager 获取
- if (manager == null)
- {
- manager = LightGlueManager.Instance;
- }
- if (manager == null)
- {
- 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。");
- }
- else
- {
- // 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)
- manager.OnResultUpdated += OnResultUpdated;
- // 如果 Manager 已经有缓存的最新结果,立即用一次,避免等下一帧
- if (manager.HasLatestResult)
- {
- OnResultUpdated(manager.LatestResult);
- }
- }
- // 初始化渲染方式
- InitializeRenderMode();
- }
- private void InitializeRenderMode()
- {
- if (renderMode == RenderMode.Canvas)
- {
- // Canvas模式:创建准心UI元素
- if (targetCanvas == null)
- {
- targetCanvas = FindObjectOfType<Canvas>();
- if (targetCanvas == null)
- {
- Debug.LogError("[CameraPositionCrosshair] Canvas模式需要Canvas组件,请确保场景中存在Canvas");
- return;
- }
- }
- _canvas = targetCanvas;
- _canvasRect = targetCanvas.GetComponent<RectTransform>();
- // 创建准心GameObject
- CreateCrosshairUI();
- }
- else
- {
- // ScreenSpace模式:使用OnGUI或LineRenderer
- if (useCamera && targetCamera == null)
- {
- targetCamera = Camera.main;
- if (targetCamera == null)
- {
- Debug.LogWarning("[CameraPositionCrosshair] ScreenSpace模式需要Camera,将使用屏幕坐标");
- useCamera = false;
- }
- }
- }
- }
- private void CreateCrosshairUI()
- {
- // 创建准心容器
- _crosshairObject = new GameObject("CameraCrosshair");
- _crosshairObject.transform.SetParent(_canvas.transform, false);
- _crosshairRect = _crosshairObject.AddComponent<RectTransform>();
- _crosshairRect.anchorMin = Vector2.zero;
- _crosshairRect.anchorMax = Vector2.zero;
- _crosshairRect.pivot = new Vector2(0.5f, 0.5f);
- _crosshairRect.sizeDelta = new Vector2(crosshairSize * 2, crosshairSize * 2);
- // 创建水平线
- GameObject lineH = new GameObject("LineH");
- lineH.transform.SetParent(_crosshairObject.transform, false);
- RectTransform rectH = lineH.AddComponent<RectTransform>();
- rectH.anchorMin = new Vector2(0.5f, 0.5f);
- rectH.anchorMax = new Vector2(0.5f, 0.5f);
- rectH.pivot = new Vector2(0.5f, 0.5f);
- rectH.sizeDelta = new Vector2(crosshairSize * 2, lineWidth);
- rectH.anchoredPosition = Vector2.zero;
- _crosshairImageH = lineH.AddComponent<Image>();
- _crosshairImageH.color = crosshairColor;
- // 创建垂直线
- GameObject lineV = new GameObject("LineV");
- lineV.transform.SetParent(_crosshairObject.transform, false);
- RectTransform rectV = lineV.AddComponent<RectTransform>();
- rectV.anchorMin = new Vector2(0.5f, 0.5f);
- rectV.anchorMax = new Vector2(0.5f, 0.5f);
- rectV.pivot = new Vector2(0.5f, 0.5f);
- rectV.sizeDelta = new Vector2(lineWidth, crosshairSize * 2);
- rectV.anchoredPosition = Vector2.zero;
- _crosshairImageV = lineV.AddComponent<Image>();
- _crosshairImageV.color = crosshairColor;
- // 初始隐藏
- _crosshairObject.SetActive(false);
- }
- private void Update()
- {
- // 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)
- if (Time.time - _lastUpdateTime < _updateInterval)
- return;
- _lastUpdateTime = Time.time;
- // 强制使用 Manager 分发的结果
- if (manager == null)
- {
- return;
- }
- if (!_hasLatestResult)
- {
- _hasValidPosition = false;
- HideCrosshair();
- return;
- }
- var result = _latestResult;
- if (result.IsValid)
- {
- // 将参考图像坐标转换为屏幕坐标
- Vector2 screenPos = MapReferenceToScreen(result.CameraPosition);
- _currentScreenPosition = screenPos;
- _hasValidPosition = true;
- // 更新准心位置
- UpdateCrosshairPosition(screenPos);
- }
- else
- {
- _hasValidPosition = false;
- HideCrosshair();
- }
- }
- /// <summary>
- /// 将参考图像坐标映射到屏幕/Canvas坐标
- /// </summary>
- private Vector2 MapReferenceToScreen(Vector2 referencePos)
- {
- // 计算缩放比例
- float scaleX, scaleY;
- float targetWidth, targetHeight;
- if (renderMode == RenderMode.Canvas && autoFitCanvas && _canvasRect != null)
- {
- // 自动适配Canvas尺寸
- targetWidth = _canvasRect.rect.width;
- targetHeight = _canvasRect.rect.height;
- }
- else
- {
- // 使用手动设置的尺寸
- targetWidth = targetDisplayWidth;
- targetHeight = targetDisplayHeight;
- }
- scaleX = targetWidth / referenceImageWidth;
- scaleY = targetHeight / referenceImageHeight;
- // 坐标转换
- // 参考图像坐标系:原点在左上角,X向右,Y向下
- // Unity UI坐标系:原点在左下角,X向右,Y向上
- float screenX = referencePos.x * scaleX + offsetX;
- float screenY = targetHeight - (referencePos.y * scaleY) + offsetY; // Y轴翻转
- return new Vector2(screenX, screenY);
- }
- /// <summary>
- /// 更新准心位置
- /// </summary>
- private void UpdateCrosshairPosition(Vector2 screenPos)
- {
- if (!showCrosshair) return;
- if (renderMode == RenderMode.Canvas)
- {
- // Canvas模式:直接设置RectTransform位置
- if (_crosshairRect != null)
- {
- _crosshairRect.anchoredPosition = screenPos;
- if (_crosshairObject != null && !_crosshairObject.activeSelf)
- {
- _crosshairObject.SetActive(true);
- }
- }
- }
- else
- {
- // ScreenSpace模式:使用OnGUI或LineRenderer
- // 这里需要在OnGUI中绘制,或者使用3D LineRenderer
- // 暂时使用OnGUI方式
- }
- }
- /// <summary>
- /// 隐藏准心
- /// </summary>
- private void HideCrosshair()
- {
- if (_crosshairObject != null)
- {
- _crosshairObject.SetActive(false);
- }
- }
- /// <summary>
- /// 由 LightGlueManager 触发的结果更新回调。
- /// 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。
- /// </summary>
- /// <param name="result">最新算法结果(已经过 Manager 的丢包平滑处理)。</param>
- private void OnResultUpdated(LightGlueResult result)
- {
- _latestResult = result;
- _hasLatestResult = true;
- }
- private void OnGUI()
- {
- // ScreenSpace模式:使用OnGUI绘制准心
- if (renderMode == RenderMode.ScreenSpace && showCrosshair && _hasValidPosition)
- {
- Vector2 screenPos = _currentScreenPosition;
- if (useCamera && targetCamera != null)
- {
- // 如果使用Camera,需要将世界坐标转换为屏幕坐标
- // 这里假设screenPos已经是屏幕坐标
- }
- // 绘制准心(十字线)
- float halfSize = crosshairSize * 0.5f;
- Color oldColor = GUI.color;
- GUI.color = crosshairColor;
- // 水平线
- GUI.DrawTexture(
- new Rect(screenPos.x - halfSize, screenPos.y - lineWidth * 0.5f, crosshairSize, lineWidth),
- Texture2D.whiteTexture
- );
- // 垂直线
- GUI.DrawTexture(
- new Rect(screenPos.x - lineWidth * 0.5f, screenPos.y - halfSize, lineWidth, crosshairSize),
- Texture2D.whiteTexture
- );
- GUI.color = oldColor;
- }
- }
- /// <summary>
- /// 设置参考图像尺寸(供外部调用,例如从实际图像获取)
- /// </summary>
- public void SetReferenceImageSize(int width, int height)
- {
- referenceImageWidth = width;
- referenceImageHeight = height;
- }
- /// <summary>
- /// 设置准心显示状态
- /// </summary>
- public void SetCrosshairVisible(bool visible)
- {
- showCrosshair = visible;
- if (!visible)
- {
- HideCrosshair();
- }
- }
- /// <summary>
- /// 设置准心颜色
- /// </summary>
- public void SetCrosshairColor(Color color)
- {
- crosshairColor = color;
- if (_crosshairImageH != null)
- _crosshairImageH.color = color;
- if (_crosshairImageV != null)
- _crosshairImageV.color = color;
- }
- private void OnDestroy()
- {
- ReferenceImageResizeService.OnResizeChanged -= SetReferenceImageSize;
- if (manager != null)
- {
- manager.OnResultUpdated -= OnResultUpdated;
- }
- if (_crosshairObject != null)
- {
- Destroy(_crosshairObject);
- }
- }
- }
- }
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