InfraredLocate.cs 34 KB

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  1. using DbscanImplementation;
  2. using o0;
  3. using o0.Project;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. using System.Runtime.Serialization.Formatters;
  8. using System.Threading.Tasks;
  9. using UnityEngine;
  10. using UnityEngine.UI;
  11. using ZIM.Unity;
  12. using Color = UnityEngine.Color;
  13. using Debug = UnityEngine.Debug;
  14. namespace ZIM
  15. {
  16. //class DescendingComparer<T> : IComparer<T>
  17. //{
  18. // public int Compare(T x, T y)
  19. // {
  20. // return Comparer<T>.Default.Compare(y, x);
  21. // }
  22. //}
  23. public enum InfraredMatch
  24. {
  25. Nomatch = 0,
  26. Match0 = 1,
  27. Match1 = 2
  28. }
  29. // 支持2个红外点的识别
  30. public class InfraredLocate
  31. {
  32. public static object locker = new object();
  33. public static List<InfraredMatch> GetMatches(InfraredMatch im)
  34. {
  35. List<InfraredMatch> positions = new List<InfraredMatch>();
  36. InfraredMatch bit = InfraredMatch.Match0;
  37. while (bit <= im)
  38. {
  39. if ((im & bit) != 0)
  40. {
  41. positions.Add(bit);
  42. }
  43. bit = (InfraredMatch)((int)bit << 1);
  44. }
  45. return positions;
  46. }
  47. readonly float[] spotBrightness = new float[] { 0.93f, 0.5f }; // 亮点阈值
  48. int samplingScale = 1;
  49. //const float circleVariance = 30f;
  50. //const int brightAreaRadius = 30;
  51. //const int LeastBrightPoint = 10000;
  52. SLAMUVC.UVCManager.CameraInfo mCameraInfo;
  53. ScreenIdentification screenIdentification;
  54. InfraredSpotSettings infraredSpotSettings;
  55. //KMeans kMeans;
  56. PixelCheaker ScreenPixelCheaker;
  57. InfraredSpot[] InfraredSpots;
  58. public InfraredSpot GetSpot(InfraredMatch match)
  59. {
  60. switch (match)
  61. {
  62. case InfraredMatch.Match0:
  63. return InfraredSpots[0];
  64. case InfraredMatch.Match1:
  65. return InfraredSpots[1];
  66. default:
  67. return null;
  68. }
  69. }
  70. // 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
  71. public void SetBrightnessThreshold(float brightnessThreshold = 0.93f)
  72. {
  73. spotBrightness[0] = brightnessThreshold; spotBrightness[1] = (float)Math.Min(Math.Exp(1.5 * brightnessThreshold - 1.8), brightnessThreshold); // 周围泛光的亮度用指数函数直接算
  74. }
  75. public InfraredLocate(SLAMUVC.UVCManager.CameraInfo cameraInfo, ScreenIdentification infraredIdentification, InfraredSpotSettings infraredSpotSettings, PixelCheaker screenPixelCheaker)
  76. {
  77. this.mCameraInfo = cameraInfo;
  78. this.screenIdentification = infraredIdentification;
  79. this.infraredSpotSettings = infraredSpotSettings;
  80. this.ScreenPixelCheaker = screenPixelCheaker;
  81. //this.kMeans = new KMeans();
  82. //samplingScale = 2;
  83. }
  84. readonly int CheakFrame = 10;
  85. bool Infrared12Overlap = false;
  86. int cheakCounter = 0;
  87. public InfraredSpot[] UpdateSingle(Color[] cameraPixels)
  88. {
  89. // Debug.Log(cameraPixels.Length + ", " + screenIdentification.Screen.QuadRect + " -----------------");
  90. var spotArea = LocateToScreen(cameraPixels, screenIdentification.Screen.QuadRect);
  91. return MatchInfraredRaySingle(spotArea);
  92. }
  93. // New, 通过透视映射计算红外点的相对位置, 返回的红外点根据半径 从大到小排序
  94. public InfraredSpot[] Update(Color[] cameraPixels)
  95. {
  96. var spotArea = LocateToScreen(cameraPixels, screenIdentification.Screen.QuadRect);
  97. return MatchInfraredRay(spotArea);
  98. }
  99. // New, 返回由大到小排序的点
  100. public List<PixelSpotArea> LocateToScreen(Color[] pixels, Rect rect)
  101. {
  102. if (!screenIdentification.Screen.Active)
  103. rect = new Rect(0, 0, screenIdentification.Size.x, screenIdentification.Size.y);
  104. if (InfraredSpots == null)
  105. {
  106. InfraredSpots = new InfraredSpot[2] {
  107. new InfraredSpot(screenIdentification.Screen, InfraredMatch.Match0),
  108. new InfraredSpot(screenIdentification.Screen, InfraredMatch.Match1) };
  109. }
  110. ScreenPixelCheaker.ImageSize = new Vector2(screenIdentification.Size.x, screenIdentification.Size.y);
  111. //var watch = new System.Diagnostics.Stopwatch();
  112. //watch.Start();
  113. //var times = new List<double>() { 0.0 };
  114. (int x, int y) rectMin = ((int)rect.min.x / samplingScale, (int)rect.min.y / samplingScale);
  115. (int x, int y) rectMax = ((int)rect.max.x / samplingScale, (int)rect.max.y / samplingScale);
  116. var spotPoint = new List<Vector2>(200); // 预估的初始容量
  117. var brightPoint = new List<Vector2>(1000);
  118. Parallel.For(rectMin.x, rectMax.x, (i) =>
  119. {
  120. var points0 = new List<Vector2>(rectMax.y - rectMin.y);
  121. var points1 = new List<Vector2>(rectMax.y - rectMin.y);
  122. for (int j = rectMin.y; j < rectMax.y; j++)
  123. {
  124. int ip = i * samplingScale;
  125. int jp = j * samplingScale;
  126. if (ScreenPixelCheaker.OutCollider2D(new Vector2(ip, jp)))
  127. continue;
  128. var index = mCameraInfo.CoordToIndex(ip, jp);
  129. //var b = brightness[index];
  130. //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
  131. var b = pixels[index].Brightness();
  132. if (b > spotBrightness[0])
  133. {
  134. points0.Add(new Vector2(ip, jp));
  135. }
  136. else if (b > spotBrightness[1])
  137. {
  138. points1.Add(new Vector2(ip, jp));
  139. }
  140. }
  141. lock (spotPoint)
  142. {
  143. spotPoint.AddRange(points0);
  144. brightPoint.AddRange(points1);
  145. }
  146. });
  147. if (ScreenLocate.Main.DebugOnZIMDemo)
  148. {
  149. if (spotPoint.Count > 400) // 如果亮点太多,控制亮点数量在200左右
  150. {
  151. samplingScale = (int)Math.Ceiling(samplingScale * Math.Sqrt(spotPoint.Count / 400.0));
  152. return new List<PixelSpotArea>();
  153. }
  154. else if (samplingScale > 1 && spotPoint.Count < 100)
  155. {
  156. samplingScale = Math.Max((int)Math.Ceiling(samplingScale * Math.Sqrt(spotPoint.Count / 200.0)), 1);
  157. return new List<PixelSpotArea>();
  158. }
  159. }
  160. //times.Add(watch.ElapsedMilliseconds);
  161. //UnityEngine.Debug.Log("time1: " + (times[times.Count - 1] - times[times.Count - 2]));
  162. // 所有点映射到屏幕空间
  163. Parallel.For(0, spotPoint.Count, (i) => spotPoint[i] = screenIdentification.Screen.TransformToScreen(spotPoint[i]));
  164. Parallel.For(0, brightPoint.Count, (i) => brightPoint[i] = screenIdentification.Screen.TransformToScreen(brightPoint[i]));
  165. // 筛掉屏幕外的点
  166. var temp0 = new List<Vector2>(spotPoint.Count);
  167. var temp1 = new List<Vector2>(spotPoint.Count);
  168. foreach (var p in spotPoint)
  169. {
  170. if (screenIdentification.Screen.UVInScreen(p))
  171. temp0.Add(p);
  172. }
  173. foreach (var p in brightPoint)
  174. {
  175. if (screenIdentification.Screen.UVInScreen(p))
  176. temp1.Add(p);
  177. }
  178. spotPoint = temp0;
  179. brightPoint = temp1;
  180. if (spotPoint.Count > 0)
  181. {
  182. //times.Add(watch.ElapsedMilliseconds);
  183. //UnityEngine.Debug.Log("time2: " + (times[times.Count - 1] - times[times.Count - 2]));
  184. //var db = Dbscan.Run(spotPoint, ZIM.Unity.ZIMMath.LengthManhattan, samplingScale * 2, 3);
  185. //var spotArea = DbscanToSpotAreas(db, brightPoint);
  186. var spotArea = PixelSpotArea.Cluster(spotPoint, brightPoint, screenIdentification.Screen.UVInScreen);
  187. if (ScreenLocate.Main.DebugOnZIMDemo)
  188. DebugAreas(spotArea);
  189. //Debug.Log("db: " + db.Clusters.Count);
  190. //Debug.Log("db noise: " + db.Noise.Count);
  191. //foreach (var i in spotArea)
  192. //{
  193. // Debug.Log("i.Radius" + i.Radius);
  194. //}
  195. //times.Add(watch.ElapsedMilliseconds);
  196. //UnityEngine.Debug.Log("time3: " + (times[times.Count - 1] - times[times.Count - 2]));
  197. return spotArea;
  198. //半径再按透视修正一遍,降低一点常规角度下反射的影响
  199. foreach (var i in spotArea)
  200. {
  201. var r0 = i.Radius / 2 / mCameraInfo.CurrentWidth;
  202. var center = i.Centroid;
  203. var offset1 = center + new Vector2(i.Radius / 2, 0);
  204. var offset2 = center - new Vector2(i.Radius / 2, 0);
  205. var offset3 = center + new Vector2(0, i.Radius / 2);
  206. var offset4 = center - new Vector2(0, i.Radius / 2);
  207. var transR = ((screenIdentification.Screen.TransformToScreen(offset1) - screenIdentification.Screen.TransformToScreen(offset2)).magnitude +
  208. (screenIdentification.Screen.TransformToScreen(offset3) - screenIdentification.Screen.TransformToScreen(offset4)).magnitude) / 4;
  209. var r1 = transR / screenIdentification.Screen.UVSize.x;
  210. //Debug.Log(r1 / r0);
  211. i.Radius *= (float)Math.Pow(r1 / r0, 2); // 摄像机位置不同参数也可能不同
  212. }
  213. //if (spotArea.Count == 1)
  214. //Debug.Log($"{spotArea[0].MaxRadius}");
  215. return spotArea;
  216. //// 排序亮区
  217. //spotArea.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
  218. ////var areas = new SortedList<float, PixelSpotArea>(new DescendingComparer<float>());
  219. ////foreach (var i in spotArea)
  220. //// areas.Add(i.MaxRadius, i);
  221. //var result = new Vector2[spotArea.Count];
  222. //foreach (var i in spotArea.Index())
  223. // result[i] = spotArea[i].Center;
  224. //times.Add(watch.ElapsedMilliseconds);
  225. //UnityEngine.Debug.Log("time6: " + (times[times.Count - 1] - times[times.Count - 2]));
  226. //return result;
  227. }
  228. return new List<PixelSpotArea>();
  229. }
  230. private void DebugAreas(List<PixelSpotArea> areas)
  231. {
  232. Texture2D texture = new Texture2D(ScreenLocate.Main.CameraSize.x, ScreenLocate.Main.CameraSize.y);
  233. Color[] blackPixels = new Color[texture.width * texture.height];
  234. for (int i = 0; i < blackPixels.Length; i++)
  235. blackPixels[i] = Color.black;
  236. texture.SetPixels(blackPixels);
  237. Color[] colors = new Color[4] { Color.yellow, Color.white, Color.green, Color.blue };
  238. int index = 0;
  239. foreach (var i in areas)
  240. {
  241. foreach (var p in i.Pixels0)
  242. texture.SetPixel((int)p.x, (int)p.y, colors[index]);
  243. index++;
  244. foreach (var p in i.Pixels1)
  245. texture.SetPixel((int)p.x, (int)p.y, colors[index]);
  246. index++;
  247. if (index >= 4)
  248. break;
  249. }
  250. texture.Apply();
  251. ScreenLocate.DebugTexture(6, texture);
  252. }
  253. private List<PixelSpotArea_DbScan> DbscanToSpotAreas(DbscanResult<Vector2> db, List<Vector2> brightPoint)
  254. {
  255. if (db.Clusters.Count == 0)
  256. return new List<PixelSpotArea_DbScan>();
  257. // 用dbscan的结果创建SpotArea,先用高亮区算一遍半径
  258. var clusters = new List<PixelSpotArea_DbScan>();
  259. var areaIncludeRadius = new List<(Vector2, float)>();
  260. foreach (var i in db.Clusters.Values)
  261. {
  262. var area = new PixelSpotArea_DbScan(i);
  263. areaIncludeRadius.Add((area.Centroid, area.Radius));
  264. clusters.Add(area);
  265. }
  266. foreach (var i in db.Noise)
  267. areaIncludeRadius.Add((i.Feature, 0));
  268. // 将泛光点添加到最近的area
  269. foreach (var i in brightPoint)
  270. {
  271. var index = FindNearestAreaIndex(i, areaIncludeRadius);
  272. if (index < clusters.Count)
  273. clusters[index].Add1(i);
  274. }
  275. // 添加了泛光点后,重新计算半径
  276. foreach (var i in clusters)
  277. i.Radius = i.CalculateRadius();
  278. return clusters;
  279. }
  280. private int FindNearestAreaIndex(Vector2 a, List<(Vector2, float)> areas)
  281. {
  282. if (areas == null || areas.Count == 0)
  283. return -1;
  284. int nearestIndex = 0;
  285. float nearestDistance = Vector2.Distance(a, areas[0].Item1) - areas[0].Item2;
  286. for (int i = 1; i < areas.Count; i++)
  287. {
  288. float distance = Vector2.Distance(a, areas[i].Item1) - areas[i].Item2;
  289. if (distance < nearestDistance)
  290. {
  291. nearestDistance = distance;
  292. nearestIndex = i;
  293. }
  294. }
  295. return nearestIndex;
  296. }
  297. InfraredSpot[] MatchInfraredRaySingle(List<PixelSpotArea> spotArea)
  298. {
  299. var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null } };
  300. var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
  301. if (v0)
  302. {
  303. // 每隔20帧检查异常
  304. //if (++cheakCounter >= CheakFrame)
  305. //{
  306. // var maxArea = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
  307. // cheakCounter = 0;
  308. // if (matchedArea[InfraredMatch.Match0] != maxArea)
  309. // {
  310. // InfraredSpots[0].Reset(); // 防止异常
  311. // }
  312. //}
  313. }
  314. else
  315. {
  316. if (spotArea.Count > 0)
  317. {
  318. matchedArea[InfraredMatch.Match0] = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
  319. }
  320. }
  321. foreach (var i in matchedArea)
  322. GetSpot(i.Key).Update(i.Value);
  323. return InfraredSpots;
  324. }
  325. InfraredSpot[] MatchInfraredRay(List<PixelSpotArea> spotArea)
  326. {
  327. var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null }, { InfraredMatch.Match1, null } };
  328. var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
  329. var v1 = InfraredSpots[1].Verify(spotArea, matchedArea);
  330. if (!Infrared12Overlap)
  331. {
  332. if (!v0 && !v1)
  333. {
  334. //Application.targetFrameRate = 1;
  335. //Debug.Log($"{Time.time}全失败 spotArea {spotArea.Count}");
  336. if (spotArea.Count == 0)
  337. {
  338. //InfraredSpots[0].UpdateByPredict();
  339. //InfraredSpots[1].UpdateByPredict();
  340. }
  341. else if (spotArea.Count == 1)
  342. {
  343. if (InfraredSpots[0].Predict != null && InfraredSpots[1].Predict == null)
  344. {
  345. matchedArea[InfraredMatch.Match0] = spotArea[0];
  346. //InfraredSpots[0].Update(spotArea[0]);
  347. //InfraredSpots[1].UpdateByPredict();
  348. }
  349. else if (InfraredSpots[1].Predict != null && InfraredSpots[0].Predict == null)
  350. {
  351. matchedArea[InfraredMatch.Match1] = spotArea[0];
  352. }
  353. else
  354. {
  355. if (spotArea[0].Radius > infraredSpotSettings.RadiusThreshold)
  356. {
  357. matchedArea[InfraredMatch.Match0] = spotArea[0];
  358. }
  359. else
  360. {
  361. matchedArea[InfraredMatch.Match1] = spotArea[0];
  362. }
  363. }
  364. }
  365. else
  366. {
  367. spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  368. matchedArea[InfraredMatch.Match0] = spotArea[0];
  369. matchedArea[InfraredMatch.Match1] = spotArea[1];
  370. }
  371. }
  372. else
  373. {
  374. PixelSpotArea select = null;
  375. PixelSpotArea selectOther = null;
  376. InfraredMatch oneFailed = InfraredMatch.Nomatch;
  377. if (!v0)
  378. {
  379. select = matchedArea[InfraredMatch.Match1];
  380. //InfraredSpots[1].Update(select);
  381. oneFailed = InfraredMatch.Match0;
  382. }
  383. else if (!v1)
  384. {
  385. select = matchedArea[InfraredMatch.Match0];
  386. //InfraredSpots[0].Update(select);
  387. oneFailed = InfraredMatch.Match1;
  388. }
  389. if (oneFailed != InfraredMatch.Nomatch)
  390. {
  391. //Debug.LogWarning($"{Time.time}成功1个 {oneFailed}");
  392. spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  393. foreach (var i in spotArea)
  394. {
  395. if (i != select)
  396. {
  397. selectOther = i;
  398. break;
  399. }
  400. }
  401. matchedArea[oneFailed] = selectOther;
  402. //if (selectOther == null)
  403. //{
  404. // GetSpot(oneFailed).UpdateByPredict();
  405. //}
  406. //else
  407. //{
  408. // GetSpot(oneFailed).Update(selectOther);
  409. //}
  410. }
  411. else
  412. {
  413. //Debug.LogWarning($"{Time.time}成功2个");
  414. if (matchedArea[InfraredMatch.Match0] == matchedArea[InfraredMatch.Match1])
  415. {
  416. // 重叠
  417. Infrared12Overlap = true;
  418. //if (spotArea.Count == 1)
  419. //{
  420. // Infrared12Overlap = true;
  421. // InfraredSpots[0].Update(spotArea[0]);
  422. // InfraredSpots[1].UpdateByPredict();
  423. // return InfraredSpots;
  424. //}
  425. //else
  426. //{
  427. // Infrared12Overlap = false;
  428. // spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  429. // InfraredSpots[0].Update(spotArea[0]);
  430. // InfraredSpots[1].Update(spotArea[1]);
  431. //}
  432. }
  433. else //if (matchedArea[InfraredMatch.Match1] != matchedArea[InfraredMatch.Match2])
  434. {
  435. //Infrared12Overlap = false;
  436. //InfraredSpots[0].Update(matchedArea[InfraredMatch.Match0]);
  437. //InfraredSpots[1].Update(matchedArea[InfraredMatch.Match1]);
  438. // 每隔20帧更新阈值
  439. if (++cheakCounter >= CheakFrame)
  440. {
  441. //Debug.Log($"{Time.time}更新阈值2个");
  442. var middle = (matchedArea[InfraredMatch.Match0].Radius + matchedArea[InfraredMatch.Match1].Radius) / 2;
  443. infraredSpotSettings.UpdateThreshold(middle);
  444. cheakCounter = 0;
  445. if (matchedArea[InfraredMatch.Match0].Radius < middle)
  446. {
  447. //Debug.Log($"{Time.time}大小异常");
  448. InfraredSpots[0].Reset(); // 防止异常
  449. InfraredSpots[1].Reset();
  450. }
  451. }
  452. }
  453. }
  454. }
  455. }
  456. if (Infrared12Overlap)
  457. {
  458. if (v0)
  459. {
  460. var overlapAera = matchedArea[InfraredMatch.Match0];
  461. (PixelSpotArea, float) split = (null, float.MaxValue);
  462. foreach (var i in spotArea)
  463. {
  464. if (i != overlapAera)
  465. {
  466. var distance = (i.Centroid - overlapAera.Centroid).magnitude;
  467. if (distance < overlapAera.Radius * 2 && distance < split.Item2)
  468. {
  469. split = (i, distance);
  470. }
  471. }
  472. }
  473. if (split.Item1 != null)
  474. {
  475. //InfraredSpots[0].Update(overlapAera);
  476. //InfraredSpots[1].Update(split.Item1);
  477. matchedArea[InfraredMatch.Match1] = split.Item1;
  478. InfraredSpots[1].Disappear = false;
  479. Infrared12Overlap = false;
  480. }
  481. else
  482. {
  483. if ((InfraredSpots[1].Predict.Value - overlapAera.Centroid).magnitude > overlapAera.Radius / 2)
  484. InfraredSpots[1].Disappear = true;
  485. //InfraredSpots[0].Update(overlapAera);
  486. if (InfraredSpots[1].Predict == null || InfraredSpots[1].Disappear)
  487. {
  488. //InfraredSpots[1].Update(overlapAera);
  489. matchedArea[InfraredMatch.Match1] = overlapAera;
  490. InfraredSpots[1].Predict = null;
  491. }
  492. else
  493. {
  494. matchedArea[InfraredMatch.Match1] = null;
  495. //InfraredSpots[1].UpdateByPredict();
  496. }
  497. //if (++cheakCounter >= 20 * cheakFrame)
  498. //{
  499. // cheakCounter = 0;
  500. // InfraredSpots[1].Reset();
  501. // Infrared12Overlap = false;
  502. //}
  503. }
  504. }
  505. else
  506. {
  507. //InfraredSpots[0].UpdateByPredict();
  508. //InfraredSpots[1].UpdateByPredict();
  509. matchedArea[InfraredMatch.Match1] = null;
  510. }
  511. }
  512. foreach (var i in matchedArea)
  513. GetSpot(i.Key).Update(i.Value);
  514. return InfraredSpots;
  515. }
  516. // 亮度图是64位整形,返回卷积后的均值是float
  517. float ConvBrightness(int[] pixels, (int x, int y) point, int kernel_size = 3)
  518. {
  519. var sum = 0f;
  520. for (int i = point.x - kernel_size / 2; i <= point.x + kernel_size / 2; i++)
  521. {
  522. for (int j = point.y - kernel_size / 2; j <= point.y + kernel_size / 2; j++)
  523. {
  524. var index = mCameraInfo.CoordToIndex(i, j);
  525. if (index > 0 && index < pixels.Length) // 超出边缘不计算
  526. sum += pixels[index];
  527. }
  528. }
  529. return sum / (kernel_size * kernel_size);
  530. }
  531. public List<Vector2> GetOld(int[] brightness) // 取整后的亮度图
  532. {
  533. return LocateOld(brightness, new Rect(0, 0, mCameraInfo.CurrentWidth, mCameraInfo.CurrentHeight));
  534. }
  535. public List<Vector2> LocateOld(int[] brightness, Rect rect)
  536. {
  537. var brightPixelDic = new Dictionary<float, List<Vector2>>();
  538. (int x, int y) origin = ((int)rect.min.x + 1, (int)rect.min.y + 1);
  539. Parallel.For(origin.x / samplingScale, (origin.x + (int)rect.width) / samplingScale, (i) =>
  540. {
  541. for (int j = origin.y / samplingScale; j < (origin.y + rect.height) / samplingScale; j++)
  542. {
  543. int ip = i * samplingScale;
  544. int jp = j * samplingScale;
  545. var index = mCameraInfo.CoordToIndex(ip, jp);
  546. //var b = brightness[index];
  547. //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
  548. var b = ConvBrightness(brightness, (ip, jp), 3);
  549. if (b > 32)
  550. {
  551. lock (brightPixelDic)
  552. {
  553. if (brightPixelDic.TryGetValue(b, out List<Vector2> list))
  554. list.Add(new Vector2(ip, jp));
  555. else
  556. brightPixelDic.Add(b, new List<Vector2> { new Vector2(ip, jp) });
  557. }
  558. }
  559. }
  560. });
  561. //Parallel.For(0, pixels.Length / 7, (i) =>
  562. //{
  563. // i = i * 7;
  564. // var b = getBrightness(pixels[i]);
  565. // if (b >= maxBrightness)
  566. // {
  567. // lock (brightSpots)
  568. // {
  569. // if (b != maxBrightness)
  570. // brightSpots.Clear();
  571. // brightSpots.Add(indexToVector2(i));
  572. // }
  573. // maxBrightness = b;
  574. // }
  575. //});
  576. if (brightPixelDic.Count > 0)
  577. {
  578. // 取亮度最高的像素
  579. var keys = brightPixelDic.Keys.ToList();
  580. var maxIndex = o0.o0.MaxIndex(keys);
  581. //keys.Sort((a, b) => -a.CompareTo(b));
  582. var brightPixels = new List<Vector2>();
  583. for (int i = 0; i < Math.Min(1, keys.Count); i++)
  584. brightPixels.AddRange(brightPixelDic[keys[maxIndex]]);
  585. //Debug.Log("max brightness: " + keys[maxIndex]);
  586. //Debug.Log("brightPixels.Count: " + brightPixels.Count);
  587. //var testTexture = new Texture2D((int)_textureSize.x, (int)_textureSize.y);
  588. //testTexture.wrapMode = TextureWrapMode.Clamp;
  589. //testTexture.filterMode = FilterMode.Point;
  590. //foreach (var i in brightPixels)
  591. // testTexture.SetPixel((int)i.x, (int)i.y, Color.black);
  592. //testTexture.Apply();
  593. //testImage.texture = testTexture;
  594. var brightArea = new List<PixelCircleArea>() { new PixelCircleArea(brightPixels.First()) };
  595. for (int i = 1; i < brightPixels.Count; i++)
  596. {
  597. var p = brightPixels[i];
  598. var grid = PixelArea.GetGrid(p);
  599. var join = new SortedList<int, PixelCircleArea>();
  600. for (int j = 0; j < brightArea.Count; j++)
  601. {
  602. var area = brightArea[j];
  603. if (area.Include(grid))
  604. join.Add(j, area);
  605. }
  606. if (join.Count == 0)
  607. brightArea.Add(new PixelCircleArea(p));
  608. else if (join.Count == 1)
  609. join.First().Value.Add(p, grid);
  610. else
  611. {
  612. var combine = new PixelCircleArea(join.Values);
  613. combine.Add(p, grid);
  614. brightArea.Add(combine);
  615. for (int j = join.Count - 1; j >= 0; j--)
  616. brightArea.RemoveAt(join.ElementAt(j).Key);
  617. }
  618. //foreach (var j in brightArea)
  619. //{
  620. // var offset = (p - j.Center);
  621. // if (offset.magnitude < brightAreaRadius) // 距离近的并入该区域
  622. // {
  623. // j.Pixels.Add(p);
  624. // j.Center += offset / j.Pixels.Count;
  625. // join = true;
  626. // break;
  627. // }
  628. //}
  629. //if (!join)
  630. // brightArea.Add(new PixelArea(p));
  631. }
  632. //var sum = new Vector2(0, 0);
  633. //foreach (var i in brightPixels)
  634. //{
  635. // sum += i;
  636. //}
  637. //var middle = sum/brightPixels.Count;
  638. //Debug.Log("brightArea.Count: " + brightArea.Count);
  639. //if (brightArea.Count <= 1)
  640. // return brightArea.FirstOrDefault().Center;
  641. //PixelArea maxBrightArea = brightArea.First();
  642. //float maxCircleBrightness = 10000f;
  643. var CircleAreas = new List<PixelCircleArea>();
  644. for (int i = 0; i < brightArea.Count; i++)
  645. {
  646. var area = brightArea[i];
  647. var value = area.CircleBrightness(out float variance, brightness, ConvBrightness, 3);
  648. //Debug.Log(counter + "Variance: " + variance);
  649. //Debug.Log(counter + "CircleBrightness: " + value);
  650. //Debug.Log(counter + "CircleRadius: " + area.MaxRadius);
  651. if (variance < 30)
  652. {
  653. CircleAreas.Add(area);
  654. }
  655. //if (maxCircleBrightness == 10000f)
  656. //{
  657. // maxCircleBrightness = value;
  658. // maxBrightArea = area;
  659. //}
  660. //else if (maxCircleBrightness < value || (maxCircleBrightness == value && area.Pixels.Count > maxBrightArea.Pixels.Count))
  661. //{
  662. // maxCircleBrightness = value;
  663. // maxBrightArea = area;
  664. //}
  665. }
  666. //Debug.Log("CricleBrightness: " + maxCircleBrightness);
  667. //Debug.Log(counter + "CircleAreas: " + CircleAreas.Count);
  668. //counter++;
  669. if (CircleAreas.Count == 0)
  670. return null;
  671. if (CircleAreas.Count == 1)
  672. return new List<Vector2> { CircleAreas[0].Center };
  673. CircleAreas.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
  674. return new List<Vector2> { CircleAreas[0].Center, CircleAreas[1].Center };
  675. }
  676. return null;
  677. }
  678. //(int max, int second) MaxAreaIndex(Color[] pixels, List<PixelArea> list)
  679. //{
  680. // var maxValue = float.MinValue;
  681. // var secondValue = float.MinValue;
  682. // var max = 0;
  683. // var second = 0;
  684. // foreach (var i in list.Index())
  685. // {
  686. // var value = list[i].TotalBrightness(pixels, camera.Vector2ToIndex, samplingScale * 2);
  687. // if (value > maxValue)
  688. // {
  689. // maxValue = value;
  690. // max = i;
  691. // }
  692. // else if (maxValue > secondValue)
  693. // {
  694. // secondValue = value;
  695. // second = i;
  696. // }
  697. // }
  698. // return (max, second);
  699. //}
  700. //float CricleVariance(int[] pixels, PixelArea area, int kernel_size = 3)
  701. //{
  702. // var hash = new HashSet<(int, int)>();
  703. // foreach (var (cos,sin) in angleMathList)
  704. // {
  705. // var x = (int)Math.Round(area.Center.x + (area.MaxRadius + PixelArea.gridLength * 4) * cos);
  706. // var y = (int)Math.Round(area.Center.y + (area.MaxRadius + PixelArea.gridLength * 4) * sin);
  707. // hash.Add((x, y));
  708. // }
  709. // var avg = 0f;
  710. // foreach (var p in hash)
  711. // {
  712. // var value = ConvBrightness(pixels, p, kernel_size);
  713. // avg += value;
  714. // }
  715. // return avg / hash.Count;
  716. //}
  717. //class PixelArea
  718. //{
  719. // public static int gridLength;
  720. // public static (int x, int y) gridSize;
  721. // public static (int x, int y) GetGrid(Vector2 v)
  722. // {
  723. // var m = (int)(v.x / gridLength);
  724. // var n = (int)(v.y / gridLength);
  725. // return (m, n);
  726. // }
  727. // public Vector2 Center;
  728. // public List<Vector2> Pixels;
  729. // public PixelArea(Vector2 location)
  730. // {
  731. // this.Center = location;
  732. // this.Pixels = new List<Vector2> { location };
  733. // }
  734. //}
  735. }
  736. }