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- #define ENABLE_LOG
- using o0.Geometry2D.Float;
- using o0.Num;
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Linq;
- using System.Threading.Tasks;
- using UnityEngine;
- using ZIM;
- using ZIM.Unity;
- namespace o0.Project
- {
- public partial class ScreenIdentification
- {
- private const string TAG = "ScreenIdentification#";
- //static Rect[][] LocateAreaData = new Rect[][] {
- // new Rect[] { new Rect(0f, 0f, 0.3f, 0.3f), new Rect(0f, 0f, 0.4f, 0.4f), new Rect(0f, 0f, 0.5f, 0.5f), new Rect(0f, 0f, 0.6f, 0.6f) },
- // new Rect[] { new Rect(0.7f, 0f, 0.3f, 0.3f), new Rect(0.6f, 0f, 0.4f, 0.4f), new Rect(0.5f, 0f, 0.5f, 0.5f), new Rect(0.4f, 0f, 0.6f, 0.6f) },
- // new Rect[] { new Rect(0f, 0.7f, 0.3f, 0.3f), new Rect(0f, 0.6f, 0.4f, 0.4f), new Rect(0f, 0.5f, 0.5f, 0.5f), new Rect(0f, 0.4f, 0.6f, 0.6f) },
- // new Rect[] { new Rect(0.7f, 0.7f, 0.3f, 0.3f), new Rect(0.6f, 0.6f, 0.4f, 0.4f), new Rect(0.5f, 0.5f, 0.5f, 0.5f), new Rect(0.4f, 0.4f, 0.6f, 0.6f) }
- //};
- static Rect[][] LocateAreaData = new Rect[][] {
- new Rect[] { new Rect(0f, 0f, 0.3f, 0.3f), new Rect(0f, 0f, 0.4f, 0.4f), new Rect(0f, 0f, 0.5f, 0.5f) },
- new Rect[] { new Rect(0.7f, 0f, 0.3f, 0.3f), new Rect(0.6f, 0f, 0.4f, 0.4f), new Rect(0.5f, 0f, 0.5f, 0.5f) },
- new Rect[] { new Rect(0f, 0.7f, 0.3f, 0.3f), new Rect(0f, 0.6f, 0.4f, 0.4f), new Rect(0f, 0.5f, 0.5f, 0.5f) },
- new Rect[] { new Rect(0.7f, 0.7f, 0.3f, 0.3f), new Rect(0.6f, 0.6f, 0.4f, 0.4f), new Rect(0.5f, 0.5f, 0.5f, 0.5f) }
- };
- //static bool LocateDebug = false;
- static bool LocateDebug = true;
- public Geometry2D.Vector<int> Size => ScreenLocate.Main.CameraSize;
- public ScreenMap Screen; // 识别到的屏幕,用于执行透视变换
- int capture = 0;
- int delay = 0;
- int maxCapture;
- int maxDelay;
- Geometry.Vector<float>[] ScreenBlackTexture;
- Geometry.Vector<float>[] ScreenWhiteTexture;
- int locateIndex = -1;
- List<Rect> locateArea = new List<Rect> {
- new Rect(0f, 0f, 0.5f, 0.5f), new Rect(0.5f, 0f, 0.5f, 0.5f), new Rect(0f, 0.5f, 0.5f, 0.5f), new Rect(0.5f, 0.5f, 0.5f, 0.5f)
- }; // 屏幕显示白色的区域大小
- float areaPercent => locateArea[locateIndex].size.x; // 当前白色区域的占比
- int areaSelected = -1; // 选择哪个区域,顺序与Quadrilateral对应
- List<float> sumTemp = new List<float>();
- List<OrdinalQuadrilateral> quadTemp = new List<OrdinalQuadrilateral>();
- //public ScreenIdentification(WebCamTexture texture)
- //{
- // Size = new Geometry2D.Vector<int>(texture.width, texture.height);
- // Screen = new ScreenMap();
- //}
- public static UnityEngine.Color FloatValueToColor(float i)
- {
- switch (i)
- {
- case 1:
- return UnityEngine.Color.green;
- case 2:
- return UnityEngine.Color.red;
- case 3:
- return UnityEngine.Color.yellow;
- default:
- return UnityEngine.Color.black;
- }
- }
- public ScreenIdentification()
- {
- Screen = new ScreenMap();
- OnLocateScreenEnter += () => Application.targetFrameRate = 30; // 固定识别的帧率,确保摄像机拍到正确的画面
- OnLocateScreenEnd += () => Application.targetFrameRate = 60;
- }
- public void SetScreenQuad(QuadrilateralInCamera quad) => Screen.QuadInCamera = quad;
- public event Action OnLocateScreenEnter;
- public event Action OnLocateScreenEnd;
- public bool bStartLocateScreen { get; set; } = false;//是否进行捕获
- // 自动识别开始的入口
- public void LocateScreen(int Capture = 30, int Delay = 30) //数值单位是frame
- {
- if (ScreenLocate.Main.DebugScreenImages.Count != 0 && ScreenLocate.Main.DebugOnZIMDemo) // 这段仅用于测试图片
- {
- ScreenLocate.Main.CameraSize = new Geometry2D.Vector<int>(ScreenLocate.Main.DebugScreenImages[0].width, ScreenLocate.Main.DebugScreenImages[0].height);
- DebugImage(ScreenLocate.Main.DebugScreenImages);
- Screen.QuadInCamera = new QuadrilateralInCamera(quadTemp[0], new Vector(ScreenLocate.Main.DebugScreenImages[0].width, ScreenLocate.Main.DebugScreenImages[0].height));
- ScreenLocate.SetScreen(null);
- ScreenLocate.Main.ShowScreen(ScreenLocate.Main.ScreenQuad, Screen.QuadInCamera);
- delay = 0;
- capture = 0;
- ScreenWhiteTexture = null;
- ScreenBlackTexture = null;
- locateIndex = -1;
- areaSelected = -1;
- quadTemp.Clear();
- sumTemp.Clear();
- ScreenLocate.Main.DebugScreenImages.Clear();
- return;
- }
- delay = Math.Max(Delay, 5);
- capture = Math.Max(Capture, 5);
- maxDelay = Delay;
- maxCapture = Capture;
- ScreenLocate.SetScreen(new Rect(0f, 0f, 1f, 1f), UnityEngine.Color.black);
- //ScreenLocate.SetScreen(new Rect(0f, 0f, 0.6f, 0.6f), UnityEngine.Color.white);
- //bStartLocateScreen = false;
- OnLocateScreenEnter?.Invoke();
- }
- /// <summary>
- /// 开始进行捕获
- /// 初始化了两个数据 capture 和 delay
- /// </summary>
- /// <returns></returns>
- public bool isInitLocateScreen() {
- return capture != 0 && delay != 0;
- }
- void DebugImage(List<Texture2D> images)
- {
- QuadrilateralFit(images, 5);
- //var watch = new System.Diagnostics.Stopwatch();
- //watch.Start();
- //var times = new List<double>() { 0.0 };
- #if (!NDEBUG && DEBUG && ENABLE_LOG)
- Console.WriteLine($"{TAG} quadTemp.Count:{quadTemp.Count}");
- #endif
- if (quadTemp.Count > 0)
- {
- var quad = quadTemp[0];
- ScreenLocate.Main.ShowScreen(ScreenLocate.Main.outputRawImages[4].transform.GetChild(0) as RectTransform,
- new QuadrilateralInCamera(quad, images[0].Size().o0Vector()));
- // 透视变换
- // var srcWidth = LocateLightedRedTex.width;
- // var transformWidth = (int)((quad.B.x - quad.A.x + quad.D.x - quad.C.x) / 2);
- // var transformHeight = (int)((quad.C.y - quad.A.y + quad.D.y - quad.B.y) / 2);
- // var transformTex = new Texture2D(transformWidth, transformHeight);
- // var pt = new ZIMPerspectiveTransform(new OrdinalQuadrilateral(new Vector(0, 0), new Vector(transformWidth, 0), new Vector(0, transformHeight), new Vector(transformWidth, transformHeight)), quad);
- // var dstPixel = new UnityEngine.Color[transformWidth * transformHeight];
- // var srcPixel = LocateLightedRedTex.GetPixels();
- // Parallel.For(0, transformWidth, (x) =>
- // {
- // for (int y = 0; y < transformHeight; y++)
- // {
- // var index = y * transformWidth + x;
- // var sampleCoord = pt.TransformRound(x, y);
- // dstPixel[index] = srcPixel[sampleCoord.y * srcWidth + sampleCoord.x];
- // }
- // });
- // transformTex.SetPixels(dstPixel);
- // transformTex.Apply();
- // //ScreenLocate.DebugTexture(1, transformTex);
- //#if (!NDEBUG && DEBUG && ENABLE_LOG)
- // Console.WriteLine($"{TAG} ScreenLocate.DebugTexture 1:{transformTex.GetNativeTexturePtr()}");
- //#endif
- }
- //times.Add(watch.ElapsedMilliseconds);
- //UnityEngine.Debug.Log("time: " + (times[times.Count - 1] - times[times.Count - 2]));
- }
- public void NextScreen()
- {
- // 测试用
- if (LocateDebug && areaSelected == -1)
- {
- LocateAreaData = new Rect[][] { new Rect[] { new Rect(0, 0, 1f, 1f) } };
- locateIndex = 3;
- areaSelected = 0;
- locateArea.AddRange(LocateAreaData[0]);
- }
- // index从-1开始
- locateIndex++;
- if (locateIndex < locateArea.Count) // 依次点亮屏幕区域
- {
- ScreenLocate.SetScreen(locateArea[locateIndex], UnityEngine.Color.white);
- delay = maxDelay;
- capture = maxCapture;
- }
- else // 退出屏幕黑白控制
- {
- ScreenLocate.SetScreen(null);
- ScreenLocate.Main.ShowScreen(ScreenLocate.Main.ScreenQuad, Screen.QuadInCamera);
- Reset();
- }
- }
- void Reset()
- {
- // bStartLocateScreen = false;
- delay = 0;
- capture = 0;
- ScreenWhiteTexture = null;
- ScreenBlackTexture = null;
- locateIndex = -1;
- areaSelected = -1;
- locateArea.RemoveRange(4, LocateAreaData[0].Length);
- quadTemp.Clear();
- sumTemp.Clear();
- }
- public void CaptureBlack(Texture2D cam)
- {
- if (ScreenBlackTexture == null)
- ScreenBlackTexture = new Geometry.Vector<float>[Size.x * Size.y];
- var pixel = cam.GetPixels();
- Parallel.For(0, Size.x * Size.y, i =>
- {
- var ip = pixel[i];
- ScreenBlackTexture[i] += new Geometry.Vector<float>(ip.r / maxCapture, ip.g / maxCapture, ip.b / maxCapture);
- });
- }
- public void CaptureWhite(Texture2D cam)
- {
- if (ScreenWhiteTexture == null)
- ScreenWhiteTexture = new Geometry.Vector<float>[Size.x * Size.y];
- var pixel = cam.GetPixels();
- Parallel.For(0, Size.x * Size.y, i =>
- {
- var ip = pixel[i];
- ScreenWhiteTexture[i] += new Geometry.Vector<float>(ip.r / maxCapture, ip.g / maxCapture, ip.b / maxCapture);
- });
- }
- public void CaptureStay(Texture2D cam)
- {
- if (locateIndex == -1) // 屏幕黑色
- {
- CaptureBlack(cam);
- }
- else // 屏幕部分为白色
- {
- CaptureWhite(cam);
- }
- }
- public void CaptureEnd()
- {
- //Debug.Log("locateIndex: " + locateIndex + ", quad: " + quadTemp.Count);
- if (locateIndex == -1)
- return;
- if (locateIndex < 4)
- {
- sumTemp.Add(GetBrightness());
- ScreenWhiteTexture = null;
- // 选择亮度差最大的区域
- if (locateIndex == 3)
- {
- areaSelected = sumTemp.MaxIndex();
- locateArea.AddRange(LocateAreaData[areaSelected]);
- }
- }
- else if (locateIndex >= 4 && locateIndex < locateArea.Count - 1)
- {
- QuadrilateralFit();
- ScreenWhiteTexture = null;
- }
- else
- {
- QuadrilateralFit();
- if (quadTemp.Count != LocateAreaData[0].Length)
- {
- Debug.Log($"<color=yellow>[ScreenIdentification] 拟合四边形失败, quadTemp.Count: {quadTemp.Count}</color>");
- }
- else if (quadTemp.Count == 1)
- {
- Screen.QuadInCamera = new QuadrilateralInCamera(quadTemp[0], new Vector(Size.x, Size.y));
- Debug.Log($"<color=aqua>[ScreenIdentification] 拟合成功,Quad: {Screen.QuadInCamera.QuadString}____{Screen.QuadInCamera.SizeString}</color>");
- }
- else
- {
- // Debug.Log($"拟合四边形 2 , quadTemp.Count: {quadTemp.Count}");
- // 线性拟合
- var xValue = new List<float>() { 0 };
- var predicts = new List<Vector>();
- foreach (var i in LocateAreaData[0])
- xValue.Add(i.size.x);
- Vector baseVertex = Vector.Zero; // x==0 时的点
- {
- foreach (var q in quadTemp)
- {
- baseVertex += q[areaSelected];
- }
- baseVertex /= quadTemp.Count;
- }
- double rs = 0.0;
- for (int i = 0; i < 4; i++)
- {
- if (i == areaSelected)
- {
- predicts.Add(baseVertex);
- }
- else
- {
- var yValue = new List<Vector>() { baseVertex };
- foreach (var q in quadTemp)
- {
- yValue.Add(q[i]);
- }
- var lr = LinerRegression1D.Fit(2, xValue.ToArray(), yValue.ToArray());
- rs += lr.RSquared / 3;
- predicts.Add(lr.Predict<Vector>(1));
- }
- }
- Screen.QuadInCamera = new QuadrilateralInCamera(predicts, new Vector(Size.x, Size.y));
- Debug.Log($"<color=aqua>[ScreenIdentification] 拟合成功,RSquared: {rs}, Quad: {Screen.QuadInCamera.QuadString}____{Screen.QuadInCamera.SizeString}</color>");
- //if (rs < 0.8) Screen.Quad = null;
- }
- OnLocateScreenEnd?.Invoke();
- }
- }
- public bool Update(Texture2D cam)
- {
- //if (!bStartLocateScreen) return false;
- if (delay != 0)
- {
- //ScreenLocate.Main.CreateUVCTexture2DFocusSizeIfNeeded(1280, 720);
- delay--;
- if (delay == 0)
- {
- ScreenLocate.Main.CameraSize = new Geometry2D.Vector<int>(cam.width, cam.height); // 记录当前的分辨率
- Debug.Log("[ScreenIdentification] 采样纹理,分辨率: [" + Size.x + ", " + Size.y + "]");
- }
- return true;
- }
- if (capture != 0)
- {
- //ScreenLocate.Main.CreateUVCTexture2DFocusSizeIfNeeded(1280, 720);
- CaptureStay(cam);
- capture--;
- if (capture == 0)
- {
- CaptureEnd();
- NextScreen();
- }
- return true;
- }
- return false;
- #region Old
- /*
- if (delay != 0)
- {
- delay--;
- return true;
- }
- if (capture != 0)
- {
- capture--;
- if (ScreenBlackTexture == null)
- ScreenBlackTexture = new Geometry.Vector<float>[Size.x * Size.y];
- var pixel = cam.GetPixels();
- Parallel.For(0, Size.x * Size.y, i =>
- {
- var ip = pixel[i];
- ScreenBlackTexture[i] += new Geometry.Vector<float>(ip.r, ip.g, ip.b);
- });
- if (capture == 0)
- ScreenLocate.SetScreen(UnityEngine.Color.black);
- return true;
- }
- if (delay != 0)
- {
- delay--;
- return true;
- }
- if (capture != 0)
- {
- capture--;
- if (ScreenWhiteTexture == null)
- ScreenWhiteTexture = new Geometry.Vector<float>[Size.x * Size.y];
- var pixel = cam.GetPixels();
- Parallel.For(0, Size.x * Size.y, i =>
- {
- var ip = pixel[i];
- ScreenWhiteTexture[i] += new Geometry.Vector<float>(ip.r, ip.g, ip.b);
- });
- if (capture == 0)
- ScreenLocate.SetScreen(UnityEngine.Color.black);
- return true;
- }
- if (delay != 0)
- {
- delay--;
- return true;
- }
- if (capture != 0)
- {
- capture--;
- var pixel = cam.GetPixels();
- Parallel.For(0, Size.x * Size.y, i =>
- {
- var ip = pixel[i];
- ScreenWhiteTexture[i] -= new Geometry.Vector<float>(ip.r, ip.g, ip.b);
- });
- if (capture == 0)
- {
- ScreenLocate.SetScreen(null);
- UnityEngine.Color[] newPixel = new UnityEngine.Color[Size.x * Size.y];
- Parallel.For(0, Size.x * Size.y, i => {
- var pi = ScreenWhiteTexture[i] /= capture;
- newPixel[i] = new UnityEngine.Color(pi.x, pi.y, pi.z);
- });
- //读取数据
- //{
- // var fileName = "3.bin";
- // ScreenLocateTexture = $"2023 04 16 厦门测试数据/{fileName}".FileReadByte<Vector<float>[]>();
- // Debug.Log($"Read {fileName}");
- // Parallel.For(0, Size.x * Size.y, i =>
- // {
- // var pi = ScreenLocateTexture[i];
- // newPixel[i] = new UnityEngine.Color(pi.x, pi.y, pi.z);
- // });
- //}
- var ScreenLocateTex = new Texture2D(Size.x, Size.y);
- ScreenLocateTex.SetPixels(newPixel);
- ScreenLocateTex.Apply();
- //ScreenLocate.DebugTexture(2, ScreenLocateTex);
- var ScreenLocateTexLighted = ScreenLocateTex.AutoLight(10);
- //ScreenLocate.DebugTexture(2, ScreenLocateTexLighted);
- //var FileSavePath = Application.persistentDataPath + "/ScreenLocateTexture.bin";
- bool Save = ScreenLocate.Main.SaveToggle.isOn;
- string time;
- if (Save)
- {
- time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
- var FileSavePath = $"屏幕定位数据{time}.bin";
- FileSavePath.FileWriteByte(ScreenWhiteTexture);
- var bytes = ScreenLocateTexLighted.EncodeToPNG();
- File.WriteAllBytes($"屏幕定位数据{time}.png", bytes);
- Debug.Log("ScreenLocateTexture Saved To: " + FileSavePath);
- }
- var ScreenLocateTexR = ScreenLocateTexLighted.ToRGB(ColorChannel.Red);
- var ScreenLocateTexG = ScreenLocateTexLighted.ToRGB(ColorChannel.Green);
- var ScreenLocateTexB = ScreenLocateTexLighted.ToRGB(ColorChannel.Blue);
- ScreenLocate.DebugTexture(2, ScreenLocateTexR);
- //ScreenLocate.DebugTexture(4, ScreenLocateTexG);
- //ScreenLocate.DebugTexture(5, ScreenLocateTexB);
- var watch = new System.Diagnostics.Stopwatch();
- watch.Start();
- var times = new List<double>() { 0.0 };
- var ScreenLocateTexLightedMat = ScreenLocateTexLighted.Too0Mat();
- //var ScreenLocateTexLightedMat = texture.Too0Mat();
- //var (edge, edgeDir) = ScreenLocateTexLightedMat.IdentifyEdge();
- var (edge, edgeDir) = ScreenLocateTexLightedMat.zimIdentifyEdgeGradientAny(15);
- //ScreenLocate.DebugTexture(4, ScreenLocateTexLighted.Too0Mat().IdentifyEdgeGradient().ToTex());
- //ScreenLocate.DebugTexture(4, edge.ToTex());
- var quadLines = ScreenLocateTexLightedMat.IdentifyQuadLSD(edge, edgeDir, out List<Line> lightLines, 30);
- var drawLineMap = new MatrixF2D(edge..Size.x, edge.Size.y);
- int lineCount = 0;
- foreach (var l in quadLines)
- {
- if (l != null)
- {
- o0Extension.DrawLine(drawLineMap.DrawLine(l, (x, y) => 1, new Geometry2D.Float.Vector(0, 10));
- lineCount++;
- }
- }
- if (lineCount == 4)
- {
- var a = quadLines[0].Intersect(quadLines[3], false).Value;
- var b = quadLines[0].Intersect(quadLines[1], false).Value;
- var c = quadLines[2].Intersect(quadLines[3], false).Value;
- var d = quadLines[1].Intersect(quadLines[2], false).Value;
- Quad = new Quadrilateral(a, b, c, d);
- if (!Quad.IsInScreen(ScreenLocate.Main.WebCamera.Size))
- Quad = null;
- }
- ScreenLocate.Main.ShowScreen(Quad);
- //var lines = edge.IdentifyLineLSD(edgeDir, 100);
- ////var lines = ScreenLocateTexLightedMat.IdentifyLineLSD();
- //var drawLineMap = new MatrixF2D(edge..Size.x, edge.Size.y);
- //var returnMaxLines = lines.Sub(0, 10);
- //foreach (var (line, sum, gradient) in returnMaxLines)
- // o0Extension.DrawLine(drawLineMap.DrawLine(line, (x, y) => 1, new Geometry2D.Float.Vector(0, 10));
- ScreenLocate.DebugTexture(3, drawLineMap.ToTex());
- //{
- // var bytes = drawLineMap.ToTex().EncodeToPNG();
- // File.WriteAllBytes($"屏幕定位数据DrawLineMap.png", bytes);
- //}
- times.Add(watch.ElapsedMilliseconds);
- UnityEngine.Debug.Log("time: " + (times[times.Count - 1] - times[times.Count - 2]));
- //ScreenLocate.DebugTexture(5, edge.IdentifyLine(edgeDir).ToTex());
- //ScreenLocate.DebugTexture(4, ScreenLocateTexLighted.Too0Mat().IdentifyEdgeGradientX().ToTex());
- //ScreenLocate.DebugTexture(5, ScreenLocateTexLighted.Too0Mat().IdentifyEdgeGradientY().ToTex());
- //var convolutionLighted2 = ScreenLocateTexLighted.Too0Mat().IdentifyEdgeVariance().ToTex();
- // opecncv处理
- // zim
- {
- //var cvLines = edge.cvHoughLinesP();
- //ScreenLocate.DebugTexture(5, cvLines);
- //var myLines = Hough.Transform(edgeMat);
- //var cvLines = edge.cvLine(myLines);
- //ScreenLocate.DebugTexture(5, cvLines);
- }
- UnityEngine.Object.Destroy(ScreenLocateTex);
- //ScreenLocate.DebugTexture(4, convolutionLighted2);
- }
- return true;
- }
- /*
- var avg = new Geometry4D.Vector<float>();
- var pixel = texture.GetPixels();
- foreach(var i in pixel.Index())
- {
- var iP = pixel[i];
- avg += new Geometry4D.Vector<float>(iP.r, iP.g, iP.b, iP.a);
- }
- avg /= pixel.Count();
- /*
- var (texLightedR, texLightedG, texLightedB) = ToRGB(newTex);
- ScreenLocate.DebugTexture(3, texLightedR);
- ScreenLocate.DebugTexture(4, texLightedG);
- ScreenLocate.DebugTexture(5, texLightedB);
- //Debug.Log(avg);
- return false;
- /**/
- #endregion
- }
- float GetBrightness()
- {
- UnityEngine.Color[] differPixel = new UnityEngine.Color[Size.x * Size.y];
- Parallel.For(0, Size.x * Size.y, i =>
- {
- var pi = ScreenWhiteTexture[i] - ScreenBlackTexture[i];
- differPixel[i] = new UnityEngine.Color(pi.x, pi.y, pi.z);
- });
- var sum = 0f;
- foreach (var i in differPixel)
- {
- sum += i.Brightness();
- }
- sum /= differPixel.Length;
- //Debug.Log(sum);
- return sum;
- }
- // 转换成屏幕定位所需的纹理图像
- Texture2D ToLocateTex(UnityEngine.Color[] pixels)
- {
- var ScreenLocateTex = new Texture2D(Size.x, Size.y);
- ScreenLocateTex.SetPixels(pixels);
- ScreenLocateTex.Apply();
- //ScreenLocate.DebugTexture(2, ScreenLocateTex);
- return ScreenLocateTex.AutoLight(10);
- //ScreenLocate.DebugTexture(2, ScreenLocateTexLighted);
- //var ScreenLocateTexR = ToLocateTex.ToRGB(ColorChannel.Red);
- //var ScreenLocateTexG = ToLocateTex.ToRGB(ColorChannel.Green);
- //var ScreenLocateTexB = ToLocateTex.ToRGB(ColorChannel.Blue);
- //LocateLightedRedTex = ScreenLocateTexR;
- //ScreenLocate.DebugTexture(2, ScreenLocateTexR);
- //ScreenLocate.DebugTexture(4, ScreenLocateTexG);
- //ScreenLocate.DebugTexture(5, ScreenLocateTexB);
- //var watch = new System.Diagnostics.Stopwatch();
- //watch.Start();
- //var times = new List<double>() { 0.0 };
- //var ScreenLocateTexLightedMat = texture.Too0Mat();
- }
- /// <param name="lineWidth">识别的最小线段长度</param>
- /// <param name="debugImages">这个参数如果不为null且数量大于0,则执行debug操作</param>
- void QuadrilateralFit(List<Texture2D> debugImages = null, float lineWidth = 10)
- {
- // 屏幕黑白差值,存放多批次的图像用于识别, 该List数量不能等于 0
- List<UnityEngine.Color[]> PixelsMultipleBatches = new List<UnityEngine.Color[]>();
- //读取数据
- if (debugImages != null && debugImages.Count != 0)
- {
- foreach (var i in debugImages)
- {
- Debug.Log($"<color=aqua>Debug {i.name}</color>");
- PixelsMultipleBatches.Add(i.GetPixels());
- }
- }
- else // 获得屏幕差值
- {
- var maxWhite = 0f;
- foreach (var i in ScreenWhiteTexture)
- {
- var m = i.x > i.y ? (i.x > i.z ? i.x : i.z) : (i.y > i.z ? i.y : i.z);
- if (maxWhite < m)
- maxWhite = m;
- }
- var scale = 1.0f / maxWhite; // 放大对比度
- var differPixel = new UnityEngine.Color[Size.x * Size.y];
- Parallel.For(0, Size.x * Size.y, i =>
- {
- var pi = ScreenWhiteTexture[i] - ScreenBlackTexture[i];
- differPixel[i] = new UnityEngine.Color(pi.x, pi.y, pi.z) * scale;
- });
- PixelsMultipleBatches.Add(differPixel);
- PixelsMultipleBatches.Add(ScreenWhiteTexture.Select((i) => new UnityEngine.Color(i.x, i.y, i.z) * scale).ToArray());
- }
- int conSize = (int)Math.Ceiling(0.007f * Size.y) * 2 + 1;
- conSize = Math.Max(conSize, 7); // 设置最小为7
- float minLength = conSize * 7.7f;
- minLength = locateIndex == -1 ? minLength : minLength * areaPercent; // minLength需要按比例缩小
- string log = $"[ScreenLocate Auto] Size: ({Size.x},{Size.y}), 卷积核Size: {conSize}, 最小线段长度: {minLength}";
- var allLines = new List<LineIdentified>();
- List<Texture2D> LocateTexTemp = new List<Texture2D>();
- List<Matrix> ScreenLocateMatList = new List<Matrix>();
- foreach (var batch in PixelsMultipleBatches.Index())
- {
- var locateTex = ToLocateTex(PixelsMultipleBatches[batch]);
- LocateTexTemp.Add(locateTex);
- var ScreenLocateMat = locateTex.Too0Mat(); // 用于获取Lines的Matrix
- var lineCount = ZIMIdentifyQuadLSD(ref allLines, batch, ScreenLocateMat.zimIdentifyEdgeGradientAny(conSize), minLength);
- log += $"\r\n识别图片{batch}, 识别到的线段数量为: {lineCount}";
- ScreenLocateMatList.Add(ScreenLocateMat);
- }
- Texture2D ScreenLocateTexture = LocateTexTemp[0]; // for output
- // 过滤得到四边形的四条边, ScreenLocateMatList[0]默认是屏幕的黑白色差
- var quadLines = FilterLines(ScreenLocateMatList, allLines, GetAvgPoint(ScreenLocateMatList[0]),
- out Line[] oldLines, out List<Line> possibleLines,
- Screen, conSize, conSize, minLength);
- // 将 allLines 输出一张图片
- var allLinesMap = new Matrix(Size, Tiling: true);
- foreach (var l in allLines)
- {
- if (l.Line != null)
- o0Extension.DrawLine(allLinesMap, l.Line, (x, y) => 3, new Geometry2D.Float.Vector(0, 2), true);
- }
- var allLinesTex = allLinesMap.ToTexRGBA(FloatValueToColor);
- ScreenLocate.DebugTexture(1, allLinesTex);
- // 将识别到的边画出来,并判断能否拼成屏幕,能拼成则设置ScreenMap
- // 线段顺序: 下、右、上、左
- List<Line> LineIdentified = new List<Line>();
- for (int i = 0; i < 4; i++)
- {
- if (quadLines[i] != null)
- LineIdentified.Add(quadLines[i]);
- else if (oldLines != null)
- LineIdentified.Add(oldLines[i]);
- }
- var drawScreenMap = new Matrix(Size, Tiling: true);
- foreach (var l in LineIdentified)
- o0Extension.DrawLine(drawScreenMap, l, (x, y) => 1, new Geometry2D.Float.Vector(0, lineWidth));
- Texture2D ScreenQuadTex = drawScreenMap.ToTex(); // out ScreenQuadTex
- QuadrilateralInCamera screenQuad = null;
- if (LineIdentified.Count == 4)
- {
- var a = LineIdentified[0].Intersect(LineIdentified[3], false).Value;
- var b = LineIdentified[0].Intersect(LineIdentified[1], false).Value;
- var c = LineIdentified[2].Intersect(LineIdentified[3], false).Value;
- var d = LineIdentified[1].Intersect(LineIdentified[2], false).Value;
- screenQuad = new QuadrilateralInCamera(a, b, c, d, new Vector(Size.x, Size.y));
- if (!screenQuad.IsQuadComplete())
- screenQuad = null;
- }
- if (screenQuad == null && Screen.QuadInCamera != null) // 如果可能,回退到上一个screen
- {
- Debug.Log("<color=aqua>[ScreenIdentification] 本次识别失败,回退到上次的识别结果</color>");
- quadTemp.Add(Screen.QuadInCamera.Quad);
- }
- else if (screenQuad != null)
- {
- Debug.Log("<color=aqua>[ScreenIdentification] 识别到四边形</color>");
- quadTemp.Add(screenQuad.Quad);
- }
- // 还需要输出一张识别结果图,包含干扰线段
- var LSDLineMap = new Matrix(Size, Tiling: true);
- foreach (var l in possibleLines)
- {
- if (l != null && !quadLines.Contains(l))
- o0Extension.DrawLine(LSDLineMap, l, (x, y) => 3, new Geometry2D.Float.Vector(0, 2), true); // 其他的备选线段
- }
- foreach (var l in quadLines)
- {
- if (l != null)
- o0Extension.DrawLine(LSDLineMap, l, (x, y) => 2, new Geometry2D.Float.Vector(0, 4)); // 这次识别到的线段
- }
- if (oldLines != null)
- {
- foreach (var l in oldLines)
- o0Extension.DrawLine(LSDLineMap, l, (x, y) => 1, new Geometry2D.Float.Vector(0, 2), true); // 旧的屏幕线段(例如上次手动识别的)
- }
- Texture2D ChoosableLineTex = LSDLineMap.ToTexRGBA(FloatValueToColor);
- Debug.Log(log);
- // 是否将图片保存到本地
- if (ScreenLocate.Main.SaveToggle.isOn && ScreenLocate.Main.DebugOnZIMDemo)
- {
- var FileDirectory = $"Debug_屏幕定位/";
- SaveImages(FileDirectory, log, ScreenLocateTexture, allLinesTex, ChoosableLineTex, ScreenQuadTex);
- }
- //times.Add(watch.ElapsedMilliseconds);
- //UnityEngine.Debug.Log("time: " + (times[times.Count - 1] - times[times.Count - 2]));
- // opecncv处理, zim
- {
- //var cvLines = edge.cvHoughLinesP();
- //ScreenLocate.DebugTexture(5, cvLines);
- //var myLines = Hough.Transform(edgeMat);
- //var cvLines = edge.cvLine(myLines);
- //ScreenLocate.DebugTexture(5, cvLines);
- }
- {
- ScreenLocate.DebugTexture(2, ScreenLocateTexture);
- ScreenLocate.DebugTexture(3, ScreenQuadTex);
- // 融合线段和原图
- ScreenLocate.DebugTexture(4, ScreenLocateTexture.Merge(ScreenQuadTex));
- ScreenLocate.DebugTexture(5, ChoosableLineTex);
- }
- foreach (var i in LocateTexTemp)
- {
- if (i != ScreenLocateTexture) // ScreenLocateTexture 由 ScreenLocate.DebugTexture 释放
- GameObject.Destroy(i);
- }
- }
- Vector GetAvgPoint(Matrix screenLocateMat)
- {
- // 加权平均
- Vector[] avgPointsColumn = new Vector[screenLocateMat.Size.x];
- float[] valueSumsColumn = new float[screenLocateMat.Size.x];
- Parallel.For(0, screenLocateMat.Size.x, i =>
- {
- for (int j = 0; j < screenLocateMat.Size.y; j++)
- {
- var value = screenLocateMat[i, j];
- valueSumsColumn[i] += value;
- avgPointsColumn[i] += new Vector(i, j) * value;
- }
- });
- Vector avgPoint = Vector.Zero;
- var valueSum = 0f;
- for (int i = 0; i < screenLocateMat.Size.x; i++)
- {
- avgPoint += avgPointsColumn[i];
- valueSum += valueSumsColumn[i];
- }
- avgPoint /= valueSum;
- return avgPoint;
- }
- // 返回查找到的线段数量,0是查找失败
- int ZIMIdentifyQuadLSD(ref List<LineIdentified> allLines, int batch, (Matrix edgeMat, Matrix edgeDirMat) edgeGradient,
- float minLength = 100)
- {
- var l = edgeGradient.edgeMat.IdentifyLineLSD(edgeGradient.edgeDirMat, minLength, 50, LineCaptureSize: new Vector(10, 6));
- if (l == null || l.Count == 0)
- return 0;
- allLines.AddRange(l.Select((i) => new LineIdentified(batch, i)));
- return l.Count;
- }
- // 返回四边形的四条边,List长度一定是4 (如果没有识别到就是null),且线段顺序是: 下、右、上、左
- List<Line> FilterLines(List<Matrix> screenLocateMatList, List<LineIdentified> allLines, Vector avgPoint,
- out Line[] oldLines, out List<Line> possibleLines,
- ScreenMap screen, float conSize, float gradientLength, float minLength = 100)
- {
- //Debug.Log("[IdentifyLineLSD] lines.Count: " + lines.Count);
- // LSD计算得到的矩阵尺寸较小(因为卷积),这里必须进行位移
- var offset = new Vector((conSize - 1) / 2, (conSize - 1) / 2);
- for (int i = 0; i < allLines.Count; i++)
- allLines[i].Offset(offset);
- // 沿直线计算综合梯度(梯度乘以长度系数,再乘以距离系数), distanceRatio是实际距离除以最大距离
- float estimateGradient(LineIdentified line, float distanceRatio)
- {
- var dir = (line.Line.B - line.Line.A).Normalized;
- var vertical = new Vector(-dir.y, dir.x) * (gradientLength / 2);
- var step = 2;
- var ll = line.Line.Length;
- var lg = new List<float>();
- for (int i = 0; i <= ll; i += step)
- {
- var point = line.Line.A + dir * i;
- var ga = point + vertical;
- var gb = point - vertical;
- lg.Add(screenLocateMatList[line.Batch][(int)ga.x, (int)ga.y] - screenLocateMatList[line.Batch][(int)gb.x, (int)gb.y]);
- }
- float e = (float)Math.Pow(Math.Ceiling(line.Line.Length / minLength), 0.2f); // 长度系数,筛选时梯度更大、长度更长的线段更优
- float d = (3 - distanceRatio) / 2; // 距离系数,距离越近,系数越大
- return e * d * Math.Abs(lg.Mean());
- }
- // 下、右、上、左
- var quadLines = new List<(float, Line)>[4] { new List<(float, Line)>(), new List<(float, Line)>(), new List<(float, Line)>(), new List<(float, Line)>() };
- possibleLines = new List<Line>();
- oldLines = null;
- // 如果已有定位数据,根据现有数据筛选线条
- if (screen.QuadInCamera != null)
- {
- Debug.Log("[IdentifyLineLSD] 根据已有定位数据做筛选");
- screen.RefreshCameraSize(new Vector2(Size.x, Size.y));
- var calibration = ScreenLocate.Main.ReDoLocateCalibrationRatio * Size.y;
- oldLines = screen.QuadInCamera.GetLines();
- var pedals = oldLines.Select((i) => o0Extension.PointPedal(i, avgPoint, out _)).ToArray(); // 当前定位的垂足,下、右、上、左
- foreach (var i in allLines)
- {
- float minDistance = float.MaxValue;
- int index = -1;
- foreach (var j in pedals.Index())
- {
- var d = (o0Extension.PointPedal(i.Line, avgPoint, out _) - pedals[j]).Length;
- if (d < minDistance)
- {
- minDistance = d;
- index = j;
- }
- }
- //Debug.Log(minDistance +", -----------"+ calibration);
- if (minDistance < calibration) // 垂足的距离足够近
- {
- // 另外满足,新的线段的中点,到旧线段的垂足,要在旧线段内
- var middleToOldLine = o0Extension.PointPedal(oldLines[index], (i.Line.A + i.Line.B) / 2, out bool inLineSegment);
- if (inLineSegment)
- {
- quadLines[index].Add((estimateGradient(i, minDistance / calibration), i.Line));
- possibleLines.Add(i.Line);
- }
- }
- }
- }
- else
- {
- var avaAngleHalf = 75f;
- foreach (var line in allLines)
- {
- possibleLines.Add(line.Line);
- var a = (avgPoint - (line.Line.A + line.Line.B) / 2).DegreeToXAxis();
- //Debug.Log(a + ", " + gradient + ", " + sum);
- int index = -1;
- if (Math.Abs(a - line.GradientDegree) < avaAngleHalf || Math.Abs(a - 360 - line.GradientDegree) < avaAngleHalf || Math.Abs(a + 360 - line.GradientDegree) < avaAngleHalf)
- {
- if (line.GradientDegree > 45 && line.GradientDegree < 135) // 下
- index = 0;
- else if (line.GradientDegree > 135 && line.GradientDegree < 225) // 右
- index = 1;
- else if (line.GradientDegree > 225 && line.GradientDegree < 315) // 上
- index = 2;
- else
- index = 3;
- //var g = Math.Abs(lg.Mean());
- //Debug.Log(gradient + ", " + g);
- //List<float> lp1 = new List<float>(), lp2 = new List<float>(); // 线两侧的值
- //for (float i = 0; i <= ll; i += step)
- //{
- // var point = line.A + dir * i;
- // var ga = point + vertical;
- // var gb = point - vertical;
- // lp1.Add(screenLocateMat[(int)ga.x, (int)ga.y]);
- // lp2.Add(screenLocateMat[(int)gb.x, (int)gb.y]);
- //}
- //var avg1 = lp1.Mean();
- //var avg2 = lp2.Mean();
- //var v1 = lp1.Variance();
- //var v2 = lp2.Variance();
- //var lineGradient = Math.Abs(avg1 - avg2) / (v1 + v2 + 0.2f); // 方差越小,梯度的价值越高
- ////var g = Math.Abs(lg.Mean());
- ////Debug.Log(gradient + ", " + g);
- //Debug.Log(v1 + ", " + v2 + ", " + lineGradient);
- //quadLines[index].Add((lineGradient, line));
- quadLines[index].Add((estimateGradient(line, 1), line.Line));
- }
- }
- }
- var result = new Line[4];
- for (int i = 0; i < 4; i++)
- {
- if (quadLines[i].Count > 0)
- result[i] = quadLines[i].Max((a, b) => a.Item1.CompareTo(b.Item1)).Item2;
- }
- return result.ToList();
- }
- void SaveImages(string FileDirectory, string log, Texture2D ScreenLocateTex, Texture2D allLinesTex, Texture2D ChoosableLineTex, Texture2D ScreenQuadTex)
- {
- if (!Directory.Exists(FileDirectory))
- Directory.CreateDirectory(FileDirectory);
- var time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
- var pngData = (ScreenLocate.Main.outputTexture2D[7] as Texture2D)?.EncodeToPNG();
- if (pngData != null)
- File.WriteAllBytes($"{FileDirectory}{time}A屏幕原图.png", pngData);
- var pngData1 = ScreenLocateTex.EncodeToPNG();
- if (pngData1 != null)
- File.WriteAllBytes($"{FileDirectory}{time}B黑白色差.png", pngData1);
- var pngData2 = allLinesTex.EncodeToPNG();
- if (pngData2 != null)
- File.WriteAllBytes($"{FileDirectory}{time}C全部识别线段.png", pngData2);
- var pngData3 = ChoosableLineTex.EncodeToPNG();
- if (pngData3 != null)
- File.WriteAllBytes($"{FileDirectory}{time}D备选线段.png", pngData3);
- var pngData4 = ScreenQuadTex.EncodeToPNG();
- if (pngData4 != null)
- File.WriteAllBytes($"{FileDirectory}{time}E识别结果.png", pngData4);
- Debug.Log($"<color=aqua>({time}) 屏幕识别图片保存至:程序根目录/{FileDirectory}</color>");
- log +=
- $"\r\n屏幕原图保存{pngData != null}, " +
- $"\r\n黑白色差保存{pngData1 != null}, " +
- $"\r\n全部识别线段保存{pngData2 != null}, " +
- $"\r\n备选线段保存{pngData3 != null}, " +
- $"\r\n识别结果保存{pngData4 != null}, ";
- File.WriteAllText($"{FileDirectory}{time}屏幕自动定位_日志.log", log);
- }
- }
- }
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