ScreenLocate.cs 51 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339
  1. #define ENABLE_LOG
  2. using InfraredManager;
  3. using o0;
  4. using o0.Geometry2D.Float;
  5. using o0InfraredLocate.ZIM;
  6. using SixLabors.ImageSharp.PixelFormats;
  7. using SLAMUVC;
  8. using System;
  9. using System.Collections;
  10. using System.Collections.Generic;
  11. using System.Linq;
  12. using UnityEngine;
  13. using UnityEngine.Experimental.AI;
  14. using UnityEngine.UI;
  15. using ZIM;
  16. using ZIM.Unity;
  17. using static SLAMUVC.UVCManager;
  18. using Color = UnityEngine.Color;
  19. using Time = UnityEngine.Time;
  20. [RequireComponent(typeof(Canvas))]
  21. public partial class ScreenLocate : o0InfraredCameraHandler
  22. {
  23. public InfraredCameraHelper InfraredCameraHelper;
  24. private const string TAG = "ScreenLocate#";
  25. enum Mode
  26. {
  27. InfraredLocate,
  28. ScreenMap,
  29. ScreenLocateManual
  30. }
  31. enum Platform
  32. {
  33. Window,
  34. Android
  35. }
  36. Platform mPlatform = Platform.Android;
  37. public enum ScreenIdentificationTag
  38. {
  39. // 屏幕定位的方式,手动、半自动、自动
  40. Manual,
  41. SemiAuto,
  42. Auto
  43. }
  44. // 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
  45. public InfraredSpot[] InfraredSpots
  46. {
  47. get
  48. {
  49. return infraredSpotBuffer;
  50. }
  51. }
  52. // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
  53. public InfraredSpot InfraredSpotSingle
  54. {
  55. get
  56. {
  57. return infraredSpotBuffer[0];
  58. }
  59. }
  60. public InfraredSpot[] infraredSpotBuffer => infraredLocate.InfraredSpotBuffer;
  61. // 当前 应用/生效 的屏幕四边形数据(QuadrilateralInCamera类)
  62. public QuadrilateralInCamera CurrentScreenQuad => screenIdentification.Screen.QuadInCamera;
  63. /// <summary>
  64. /// 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。
  65. /// 如果选择的是null,即没有识别到屏幕,则返回false,否则返回true
  66. /// </summary>
  67. public bool SelectScreenAfterLocate(ScreenIdentificationTag tag) => ScreenIdentification.SelectScreenAfterLocate(tag);
  68. /// <summary>
  69. /// 定位之后,获取定位数据,返回null代表没有数据
  70. /// </summary>
  71. public QuadrilateralInCamera GetScreenAfterLocate(ScreenIdentificationTag tag) => ScreenIdentification.GetScreenAfterLocate(tag);
  72. /// 上一次屏幕定位的情况, 还未识别(或识别失败)的时候返回值是null
  73. public QuadrilateralInCamera LastQuadState(ScreenIdentificationTag tag)
  74. {
  75. QuadrilateralInCamera target = tag switch
  76. {
  77. ScreenLocate.ScreenIdentificationTag.Manual => ScreenIdentification.QuadManual,
  78. ScreenLocate.ScreenIdentificationTag.SemiAuto => ScreenIdentification.QuadSemiAuto,
  79. ScreenLocate.ScreenIdentificationTag.Auto => ScreenIdentification.QuadAuto,
  80. _ => null
  81. };
  82. return target;
  83. }
  84. /// <summary>
  85. /// 上一次半自动识别的情况, 还未识别的时候数组是null
  86. /// 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
  87. /// </summary>
  88. public bool[] LastQuadSemiAutoState() => screenIdentification.LastQuadSemiAutoState;
  89. /// <summary>
  90. /// 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
  91. /// </summary>
  92. public Texture2D[] OutputTextures => outputTexture2D;
  93. /// <summary>
  94. /// CameraLocation 的偏移量
  95. /// </summary>
  96. public Vector2 CameraLocationOffset => infraredLocate.CameraLocationOffset;
  97. public Vector2 UVOffset => infraredLocate.UVOffset;
  98. //是否单点显示
  99. public bool bSinglePoint => infraredLocate.bSinglePoint;
  100. // public InfraredDemo InfraredDemoMain => FindObjectOfType<InfraredDemo>();
  101. #region UVC 处理的对象
  102. //public UVCManager mUVCManager;
  103. public CameraInfo mUVCCameraInfo;
  104. public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false;
  105. public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(320, 240);
  106. private Texture mUVCTexture;
  107. public Texture getUVCTexture => mUVCTexture;
  108. public Texture setUVCTexture
  109. {
  110. set
  111. {
  112. mUVCTexture = value;
  113. }
  114. }
  115. private Texture2D mUVCTexture2D;
  116. // [SerializeField] Texture2DArray mUVCOutArray;
  117. #endregion
  118. public Text Info;
  119. public List<RectTransform> CrosshairInCamera;
  120. public List<RectTransform> CrosshairInScreen;
  121. public RectTransform ScreenQuad;
  122. public Toggle SaveToggle;
  123. public Toggle FullScreenToggle;
  124. public Toggle SingleToggle;
  125. public LineGenerator UILineGenerator;
  126. public bool ShowScreenQuad = false;
  127. // 显示在demo上的rawImage
  128. public List<RawImage> outputRawImages;
  129. readonly Texture2D[] outputTexture2D = new Texture2D[8];
  130. public RawImage FullScreenImage;
  131. public PixelCheaker ScreenPixelCheaker;
  132. public List<Texture2D> DebugScreenImages = new List<Texture2D>();
  133. public bool DebugOnZIMDemo = false;
  134. // private SynchronizationContext mainContext;
  135. 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
  136. public void SetCameraSize(Vector size) => cameraSize = size;
  137. public override Vector CameraSize => cameraSize;
  138. // 记录算法中的CameraSize,红外识别和屏幕识别都会使用到
  139. Vector cameraSize;
  140. bool bIdentifyRed = true;//默认设备红色
  141. bool bIdentifyGreen = true;
  142. #region 性能检测相关
  143. public Text m_UITime;
  144. const float m_UIUpdateInterval = 0.1f;
  145. float m_UIUpdateTimer = 0.0f;
  146. List<float> m_History = new List<float>(100);
  147. int m_ValidHistoryFrames = 0;
  148. float m_AverageTime = float.NaN;
  149. float m_MedianTime = float.NaN;
  150. float m_MinTime = float.NaN;
  151. float m_MaxTime = float.NaN;
  152. public float updateInterval = 0.5F;
  153. private double lastInterval;
  154. private int frames = 0;
  155. private float fps;
  156. public Text m_FPS;
  157. #endregion
  158. #region PC部分参数
  159. //亮度
  160. public float pcBrightness { get; set; } = 0.0f;
  161. //对比度
  162. public float pcContrast { get; set; } = 0.0f;
  163. #endregion
  164. // 红外灯识别算法
  165. InfraredLocate infraredLocate;
  166. // 屏幕识别算法
  167. o0.Project.ScreenIdentification screenIdentification;
  168. public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification;
  169. RectTransform canvas;
  170. Mode mode;
  171. //List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>();
  172. //o0.Project.WebCam o0WebCam = null;
  173. /// <summary>
  174. /// 正在识别的状态,自动识别时候记录
  175. /// </summary>
  176. bool bAutomaticRecognition { get; set; } = false;//进行捕获时
  177. bool bAutomaticRecognitionStart { get; set; } = false;//是否进行捕获
  178. bool bAutomaticRecognitionEnd { get; set; } = false;//是否结束捕获
  179. [NonSerialized] public RectTransform BackQuad = null;
  180. static public ScreenLocate Main { get; private set; }
  181. static public void AutoLightPixels(Color[] pixels, int width, int height)
  182. {
  183. if (Main.DebugOnZIMDemo)
  184. {
  185. var newTex = pixels.zimAutoLightSimple(width, height);
  186. DebugTexture(7, newTex);
  187. try
  188. {
  189. Main.FullScreenImage.texture = newTex;
  190. }
  191. catch { }
  192. }
  193. }
  194. static public void DebugTexture(int index, Texture2D texture)
  195. {
  196. LateDestory(Main.outputTexture2D[index]);
  197. Main.outputTexture2D[index] = texture;
  198. try
  199. {
  200. Main.outputRawImages[index].texture = texture;
  201. }
  202. catch { }
  203. }
  204. static void LateDestory(UnityEngine.Object o) => Main.StartCoroutine(Main.LateDestoryIEnum(o));
  205. static public void SetScreen(UnityEngine.Color? color = null)
  206. {
  207. if (Main.BackQuad == null)
  208. {
  209. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  210. var background = canvas.Find("Background");
  211. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  212. }
  213. Main.BackQuad.parent.gameObject.SetActive(color != null);
  214. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  215. //Debug.Log("Set Screen " + color.GetColorName());
  216. }
  217. static public void SetScreen(Rect rect, UnityEngine.Color? color = null)
  218. {
  219. if (Main.BackQuad == null)
  220. {
  221. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  222. var background = canvas.Find("Background");
  223. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  224. }
  225. Main.BackQuad.parent.gameObject.SetActive(color != null);
  226. Main.BackQuad.anchorMin = rect.min;
  227. Main.BackQuad.anchorMax = rect.max;
  228. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  229. //Debug.Log("Set Screen " + color.GetColorName());
  230. }
  231. static void DebugBackQuad(Rect? rect = null)
  232. {
  233. if (Main.BackQuad)
  234. {
  235. Main.BackQuad.parent.GetComponent<RawImage>().enabled = false;
  236. Main.BackQuad.GetComponent<RawImage>().color = Color.white;
  237. Main.BackQuad.parent.gameObject.SetActive(!Main.BackQuad.parent.gameObject.activeSelf);
  238. if (rect.HasValue)
  239. {
  240. Main.BackQuad.anchorMin = rect.Value.min;
  241. Main.BackQuad.anchorMax = rect.Value.max;
  242. }
  243. }
  244. }
  245. //public void ReSizeTexture(int width, int height)
  246. //{
  247. // Debug.Log("Cur mUVCTexture Size: [" + mUVCTexture.width + "," + mUVCTexture.height + "]");
  248. // if (mUVCTexture.width < width || mUVCTexture.height < height) // 如果当前分辨率太小,则重新new一个texture
  249. // {
  250. // Texture2D tex = new Texture2D(
  251. // width, height,
  252. // TextureFormat.ARGB32,
  253. // false, /* mipmap */
  254. // true /* linear */);
  255. // tex.filterMode = FilterMode.Point;
  256. // tex.Apply();
  257. // mUVCTexture = tex;
  258. // mUVCCameraInfo.previewTexture = tex;
  259. // var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr();
  260. // }
  261. //}
  262. void Awake()
  263. {
  264. if (Main != null)
  265. throw new Exception("[ScreenLocaer] 不允许多个实例");
  266. Main = this;
  267. #if !UNITY_EDITOR_WIN
  268. DebugOnZIMDemo = false;
  269. #endif
  270. //if (mUVCDrawer)
  271. // mUVCDrawer.StartPreviewAction += UVCIsReady;
  272. }
  273. void OnDestroy()
  274. {
  275. //if (mUVCDrawer)
  276. // mUVCDrawer.StartPreviewAction -= UVCIsReady;
  277. }
  278. void Start()
  279. {
  280. //mainContext = SynchronizationContext.Current;
  281. canvas = transform.GetComponent<RectTransform>();
  282. mode = Mode.InfraredLocate;
  283. if (DebugScreenImages.Count != 0 && DebugOnZIMDemo)
  284. {
  285. screenIdentification = new o0.Project.ScreenIdentification(this);
  286. screenIdentification.LocateScreen();
  287. }
  288. ReDoLocateCalibrationRatio = 0.125f;
  289. #region 性能检测相关
  290. for (var i = 0; i < m_History.Capacity; ++i)
  291. {
  292. m_History.Add(0.0f);
  293. }
  294. lastInterval = Time.realtimeSinceStartup;
  295. frames = 0;
  296. #endregion
  297. }
  298. // 初始化算法
  299. void AlgorithmInit()
  300. {
  301. if (screenIdentification == null)
  302. {
  303. screenIdentification = new o0.Project.ScreenIdentification(this);
  304. Debug.Log("[ScreenLocate] 初始化屏幕识别");
  305. //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
  306. screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
  307. }
  308. if (infraredLocate == null)
  309. {
  310. infraredLocate = new InfraredLocate(this, screenIdentification.Screen);
  311. cameraSize = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
  312. InfraredSpot.RefreshMinVerifyLength(new o0.Geometry2D.Float.Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y));
  313. 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}");
  314. //InfraredDemo 初始化
  315. //float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f);
  316. //Debug.Log("Init Red filterValue:" + redfilterValue);
  317. //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
  318. // UI相关
  319. infraredLocate.SetSinglePoint(SingleToggle.isOn);
  320. SingleToggle.onValueChanged.AddListener((i) =>
  321. {
  322. infraredLocate.SetSinglePoint(i);
  323. });
  324. }
  325. }
  326. IEnumerator LateDestoryIEnum(UnityEngine.Object o)
  327. {
  328. if (o)
  329. {
  330. yield return new WaitForEndOfFrame();
  331. Destroy(o);
  332. }
  333. }
  334. //ZIMWebCamera场景使用
  335. public void WebCamIsReady(Texture texture)
  336. {
  337. mPlatform = Platform.Window;
  338. mUVCTexture = texture;
  339. mUVCCameraInfo = new CameraInfo(mUVCTexture);
  340. brightness = 0;
  341. //UVC准备好
  342. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  343. }
  344. /// <summary>
  345. /// UVCManager 创建初始化时候,更新此函数
  346. /// </summary>
  347. /// <param name="cameraInfo"></param>
  348. public void UVCIsReady(CameraInfo cameraInfo)
  349. {
  350. mPlatform = Platform.Android;
  351. mUVCTexture = cameraInfo.previewTexture;
  352. mUVCCameraInfo = cameraInfo;
  353. Debug.Log("UVCIsReady:" + mUVCCameraInfo);
  354. //UVC准备好
  355. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  356. }
  357. /// <summary>
  358. /// 获取新的 previewTexture
  359. /// </summary>
  360. public void UVCUpdate(bool bChange)
  361. {
  362. mUVCTexture = mUVCCameraInfo.previewTexture;
  363. Debug.Log("[ScreenLocate] UVCUpdate:" + mUVCCameraInfo + ",bChange:" + bChange);
  364. InfraredCameraHelper?.InvokeOnUVCIsUpdate();
  365. //这里判断是否进入自动识别?
  366. if (bAutomaticRecognitionStart)
  367. {
  368. bAutomaticRecognitionStart = false;
  369. Debug.Log("[ScreenLocate] UVCUpdate 开始自动识别 Capture:" + Capture + " ,Delay: " + Delay);
  370. screenIdentification.LocateScreen(Capture, Delay);
  371. }
  372. if (bAutomaticRecognitionEnd)
  373. {
  374. bAutomaticRecognitionEnd = false;
  375. Debug.Log("[ScreenLocate] UVCUpdate 结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size);
  376. bAutomaticRecognition = false;
  377. }
  378. }
  379. /// <summary>
  380. /// 选择模式后更新 quadUnityVectorList
  381. /// </summary>
  382. public void UpdateQuadUnityVectorList()
  383. {
  384. quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
  385. SaveScreenLocateVectorList();
  386. }
  387. int brightness = 0;
  388. /// <summary>
  389. /// 设置算法红外灯的亮度值
  390. /// </summary>
  391. /// <param name="value"></param>
  392. public void SetInfraredLocateBrightnessThreshold(float value)
  393. {
  394. if (infraredLocate != null)
  395. 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
  396. }
  397. void Update()
  398. {
  399. //++frames;
  400. //float timeNow = Time.realtimeSinceStartup;
  401. //if (timeNow > lastInterval + updateInterval)
  402. //{
  403. // fps = (float)(frames / (timeNow - lastInterval));
  404. // frames = 0;
  405. // lastInterval = timeNow;
  406. //}
  407. //if (m_FPS != null)
  408. // m_FPS.text = "FPS:" + fps.ToString("f2");
  409. if (mUVCCameraInfo == null) return;
  410. AlgorithmInit();
  411. /* New*/
  412. //Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active);
  413. if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing)
  414. {
  415. //if (bAutomaticRecognition)
  416. //{
  417. // //识别的过程使用的分辨率
  418. // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  419. // if (log1)
  420. // {
  421. // log1 = false;
  422. // Debug.Log("[ScreenLocate] log1:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
  423. // }
  424. //}
  425. //else
  426. //{
  427. // //自动识别完成后使用相机分辨率大小 getUVCCameraInfoSize
  428. // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  429. // if (log2)
  430. // {
  431. // log2 = false;
  432. // Debug.Log("[ScreenLocate] log2:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
  433. // }
  434. //}
  435. //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
  436. if (BluetoothAim.ins?.status == BluetoothStatusEnum.ConnectSuccess && AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  437. //根据getUVCCameraInfoSize 分辨率渲染
  438. CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  439. if (!screenIdentification.Update(mUVCTexture2D))
  440. {
  441. // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
  442. if (RefreshCameraSize())
  443. {
  444. if (screenIdentification.Screen.QuadInCamera != null)
  445. {
  446. quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
  447. if (!ContainsNaN(quadUnityVectorList))
  448. {
  449. SaveScreenLocateVectorList();
  450. //SyncInfraredDemo();
  451. //SyncInfraredScreenPositioningView();
  452. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  453. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变:[" + (int)getUVCCameraInfoSize.x + "," + (int)getUVCCameraInfoSize.y + "]");
  454. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变,刷新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  455. }
  456. else
  457. {
  458. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  459. }
  460. }
  461. if (DebugOnZIMDemo)
  462. Main.ShowScreen(screenIdentification.Screen.QuadInCamera);
  463. }
  464. if (CameraSize.x != mUVCTexture2D.width || CameraSize.y != mUVCTexture2D.height)
  465. {
  466. 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>");
  467. return;
  468. }
  469. // 获取像素,用于后续操作
  470. var pixels = mUVCTexture2D.GetPixels(); // 从左往右、从下往上
  471. AutoLightPixels(pixels, CameraWidth, CameraHeight);
  472. InfraredUpdate(pixels);
  473. if (mode == Mode.ScreenLocateManual)
  474. {
  475. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  476. {
  477. if (infraredSpotBuffer[i].CameraLocation != null)
  478. {
  479. // 检测到光点
  480. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, FullScreenImage.rectTransform.rect);
  481. CrosshairInCamera[i].gameObject.SetActive(true);
  482. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  483. }
  484. else
  485. CrosshairInCamera[i].gameObject.SetActive(false);
  486. }
  487. }
  488. else if(mode == Mode.InfraredLocate)
  489. {
  490. if (mPlatform == Platform.Window) //渲染ui上面的点。进入游戏可以隐藏
  491. {
  492. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  493. {
  494. if (infraredSpotBuffer[i].CameraLocation != null)
  495. {
  496. // 检测到光点
  497. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, outputRawImages[0].rectTransform.rect);
  498. CrosshairInCamera[i].gameObject.SetActive(true);
  499. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  500. }
  501. else
  502. CrosshairInCamera[i].gameObject.SetActive(false);
  503. }
  504. }
  505. //手机端使用 mPlatform == Platform.Android &&
  506. //通用,手机 和 PC
  507. if (infraredSpotBuffer.Length > 0)
  508. {
  509. int redIndex = 0;
  510. int greenIndex = 1;
  511. //仅仅第一个点显示(如果最大点出界了会闪烁)
  512. if (bSinglePoint)
  513. {
  514. redIndex = 0; //单点识别是,可以选择切换颜色
  515. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  516. {
  517. string str = "Single:";
  518. Info.text = str + 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. onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value);
  521. }
  522. }
  523. else
  524. {
  525. //雙點模式下選擇第一個點
  526. if (bIdentifyRed && !bIdentifyGreen)
  527. {
  528. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  529. {
  530. Info.text = "Red" + redIndex + ":" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  531. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  532. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  533. }
  534. else
  535. {
  536. Info.text = "未检测到红色最大点!";
  537. }
  538. }
  539. else if (!bIdentifyRed && bIdentifyGreen)
  540. {
  541. if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  542. {
  543. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  544. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  545. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  546. }
  547. else
  548. {
  549. Info.text = "未检测到绿色点!";
  550. }
  551. }
  552. else
  553. {
  554. //两个不选择和两个全选都跑识别两个点
  555. //自動切換 检测到光点
  556. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  557. {
  558. Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  559. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  560. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  561. }
  562. else if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  563. {
  564. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  565. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  566. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  567. }
  568. else
  569. {
  570. Info.text = "未检测到点!";
  571. }
  572. }
  573. }
  574. }
  575. }
  576. else if (mode == Mode.ScreenMap && DebugOnZIMDemo)
  577. {
  578. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  579. {
  580. if (infraredSpotBuffer[i].ScreenUV != null)
  581. {
  582. // 检测到光点
  583. var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect);
  584. CrosshairInScreen[i].gameObject.SetActive(true);
  585. CrosshairInScreen[i].anchoredPosition = posInCanvas;
  586. }
  587. else
  588. CrosshairInScreen[i].gameObject.SetActive(false);
  589. }
  590. if (Input.GetKeyDown(KeyCode.Escape))
  591. ToMode(Mode.InfraredLocate);
  592. }
  593. }
  594. }
  595. //var t1 = Time.realtimeSinceStartup;
  596. //var dt = t1 - t0;
  597. //m_History[m_ValidHistoryFrames % m_History.Count] = dt;
  598. //++m_ValidHistoryFrames;
  599. //m_UIUpdateTimer += Time.deltaTime;
  600. //if (m_UIUpdateTimer >= m_UIUpdateInterval)
  601. //{
  602. // m_UIUpdateTimer = 0.0f;
  603. // if (m_ValidHistoryFrames >= m_History.Count)
  604. // {
  605. // m_ValidHistoryFrames = 0;
  606. // m_AverageTime = 0.0f;
  607. // m_MinTime = float.PositiveInfinity;
  608. // m_MaxTime = float.NegativeInfinity;
  609. // {
  610. // for (var i = 0; i < m_History.Count; i++)
  611. // {
  612. // var time = m_History[i];
  613. // m_AverageTime += time;
  614. // m_MinTime = Mathf.Min(m_MinTime, time);
  615. // m_MaxTime = Mathf.Max(m_MaxTime, time);
  616. // }
  617. // m_AverageTime /= m_History.Count;
  618. // }
  619. // {
  620. // m_History.Sort();
  621. // // Odd-length history?
  622. // if ((m_History.Count & 1) != 0)
  623. // {
  624. // m_MedianTime = m_History[m_History.Count / 2];
  625. // }
  626. // else
  627. // {
  628. // m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f;
  629. // }
  630. // }
  631. // }
  632. // 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";
  633. // //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} |
  634. // if (m_UITime != null)
  635. // m_UITime.text = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}";
  636. //}
  637. //UpdateInputs();
  638. if (DebugOnZIMDemo)
  639. {
  640. if (Input.GetKeyDown(KeyCode.Z))
  641. SelectScreenAfterLocate(ScreenIdentificationTag.Manual);
  642. if (Input.GetKeyDown(KeyCode.X))
  643. SelectScreenAfterLocate(ScreenIdentificationTag.SemiAuto);
  644. if (Input.GetKeyDown(KeyCode.C))
  645. SelectScreenAfterLocate(ScreenIdentificationTag.Auto);
  646. }
  647. }
  648. public void InfraredUpdate(Color[] cameraPixels)
  649. {
  650. infraredLocate.InfraredUpdate(cameraPixels);
  651. if (DebugOnZIMDemo)
  652. DebugPixelSpotArea(infraredLocate.DebugAreas);
  653. }
  654. private bool RefreshCameraSize()
  655. {
  656. var sizeNew = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
  657. var sizeNewFloat = getUVCCameraInfoSize.o0Vector();
  658. if (sizeNew != CameraSize || (screenIdentification?.Screen?.QuadInCamera != null && sizeNewFloat != screenIdentification.Screen.QuadInCamera.CameraSize))
  659. {
  660. Debug.Log($"<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>");
  661. // 同步相机分辨率
  662. cameraSize = sizeNew;
  663. screenIdentification.Screen.RefreshCameraSize(sizeNewFloat);
  664. screenIdentification.QuadAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  665. screenIdentification.QuadManual?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  666. screenIdentification.QuadSemiAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
  667. InfraredSpot.RefreshMinVerifyLength(sizeNewFloat);
  668. return true;
  669. }
  670. return false;
  671. }
  672. Vector2 targetPos = Vector2.zero;
  673. Vector2 movePos = Vector2.zero;
  674. int moveSpeed = 20;
  675. public float filterDis = 3.0f;
  676. void onFilterPos(Vector2 _vector2Pos)
  677. {
  678. //主要用于模拟九轴时候的
  679. //添加一个偏移量,使得最后输出的准心是指向正中心
  680. 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);
  681. if (Vector2.Distance(np, targetPos) >= filterDis)
  682. {
  683. targetPos = np;
  684. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0));
  685. //Vector2 np = new Vector2(uvCenterOffset.x * Screen.width, uvCenterOffset.y * Screen.height);
  686. //point -= np;
  687. InfraredCameraHelper?.InvokeOnPositionUpdate(targetPos);
  688. }
  689. //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed);
  690. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0));
  691. }
  692. Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero };
  693. void onFilterPos2(Vector2 _vector2Pos, int index)
  694. {
  695. Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height);
  696. if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis)
  697. {
  698. _targetPoints2[index] = np;
  699. InfraredCameraHelper?.InvokeOnPositionUpdate2(_targetPoints2[index], index);
  700. }
  701. }
  702. public void DebugPixelSpotArea(List<PixelSpotArea> areas)
  703. {
  704. if (areas!=null)
  705. {
  706. Info.transform.GetChild(0).GetComponent<Text>().text = $"areas.Count: {areas.Count}";
  707. PixelSpotArea a0 = null; // 表示最大半径的区域
  708. PixelSpotArea a1 = null; // 表示第二大半径的区域
  709. foreach (var a in areas)
  710. {
  711. if (a0 == null || a.Radius > a0.Radius)
  712. {
  713. a1 = a0; // 更新第二大为之前最大
  714. a0 = a; // 更新最大为当前的
  715. }
  716. else if (a1 == null || a.Radius > a1.Radius)
  717. {
  718. a1 = a; // 更新第二大
  719. }
  720. }
  721. Texture2D texture = new Texture2D(CameraWidth, CameraHeight);
  722. Color[] blackPixels = new Color[texture.width * texture.height];
  723. for (int i = 0; i < blackPixels.Length; i++)
  724. blackPixels[i] = Color.black;
  725. texture.SetPixels(blackPixels);
  726. if (a0 != null)
  727. {
  728. foreach (var p in a0.Pixels0)
  729. texture.SetPixel((int)p.x, (int)p.y, Color.yellow);
  730. foreach (var p in a0.Pixels1)
  731. texture.SetPixel((int)p.x, (int)p.y, Color.white);
  732. }
  733. if (a1 != null)
  734. {
  735. foreach (var p in a1.Pixels0)
  736. texture.SetPixel((int)p.x, (int)p.y, Color.green);
  737. foreach (var p in a1.Pixels1)
  738. texture.SetPixel((int)p.x, (int)p.y, Color.blue);
  739. }
  740. texture.Apply();
  741. DebugTexture(6, texture);
  742. }
  743. }
  744. #region 自动识别
  745. int Capture = 30;
  746. int Delay = 30;
  747. Vector2 EnterResolution;
  748. // int DefaultResolutionIndex;
  749. // 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 )
  750. public void BtnScreenLocate()
  751. {
  752. if (DebugScreenImages.Count != 0)
  753. {
  754. //screenIdentification = new o0.Project.ScreenIdentification();
  755. cameraSize = new Vector(DebugScreenImages[0].width, DebugScreenImages[0].height);
  756. WebCamIsReady(DebugScreenImages[0]);
  757. CreateUVCTexture2DIfNeeded();
  758. }
  759. //Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay);
  760. //screenIdentification.LocateScreen(Capture, Delay);
  761. OnLocateScreenEnter();
  762. }
  763. // bool log1 = false, log2 = false;
  764. public void OnLocateScreenEnter()
  765. {
  766. bAutomaticRecognition = true;
  767. bAutomaticRecognitionStart = true;
  768. ResetScreenIdentification();
  769. //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)
  770. //HighScreenLocateResolutionIndex = InfraredDemoMain.getTextureToResolutionNewIndex(); // index = 0
  771. // Debug.Log("[ScreenLocate] 开始捕获 DefaultResolutionIndex:" + DefaultResolutionIndex + " ,HighScreenLocateResolutionIndex:" + HighScreenLocateResolutionIndex);
  772. // InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex);
  773. 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)
  774. Vector2 _HighResolution = mUVCCameraInfo.CurrentCalibrationResolution; //最高的分辨率
  775. Resize((int)_HighResolution.x, (int)_HighResolution.y);
  776. //CreateUVCTexture2DIfNeeded();
  777. // log1 = true;
  778. // log2 = true;
  779. screenIdentification.LocateScreen(); // 自动识别开始的入口
  780. if (DebugOnZIMDemo)
  781. {
  782. var webCam = GetComponent<ZIMWebCamera>();
  783. webCam.AdjustResolution(1920, 1080);
  784. mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
  785. }
  786. }
  787. public void OnLocateScreenEnd()
  788. {
  789. bAutomaticRecognitionEnd = true;
  790. // 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)
  791. //InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex);
  792. Resize((int)EnterResolution.x, (int)EnterResolution.y);
  793. if (DebugOnZIMDemo)
  794. {
  795. var webCam = GetComponent<ZIMWebCamera>();
  796. GetComponent<ZIMWebCamera>().AdjustResolution((int)EnterResolution.x, (int)EnterResolution.y);
  797. mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
  798. }
  799. }
  800. /**
  801. * 修改相机的实际分辨率
  802. */
  803. public void Resize(int width, int height)
  804. {
  805. if (mUVCCameraInfo == null) return;
  806. #if UNITY_ANDROID
  807. //发送修改指令给相机实际分辨率
  808. mUVCCameraInfo.SetCameraSize(width, height);
  809. #endif
  810. #if UNITY_STANDALONE_WIN
  811. // pc todo 看看怎么处理
  812. // ResizePC(width, height);
  813. #endif
  814. //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
  815. Debug.Log($"[ScreenLocate] 开始修改分辨率 mUVCCameraInfo origin:[{mUVCCameraInfo.CurrentWidth},{mUVCCameraInfo.CurrentHeight}]=>target:[{width},{height}]");
  816. // if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  817. }
  818. /// <summary>
  819. /// pc修改分辨率
  820. /// </summary>
  821. /// <param name="width"></param>
  822. /// <param name="height"></param>
  823. public void ResizePC(int width, int height)
  824. {
  825. if (mUVCCameraInfo == null) return;
  826. //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  827. // PcWebCamera pcWebCamera = GetComponent<PcWebCamera>();
  828. // if(pcWebCamera.webCamTexture == null || !pcWebCamera.webCamTexture.isPlaying) return;
  829. //StartCoroutine(ResetWebCam(pcWebCamera, width, height));
  830. 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
  831. Debug.Log("[ScreenLocate] Resize mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  832. }
  833. private System.Collections.IEnumerator ResetWebCam(PcWebCamera pcWebCamera, int newWidth, int newHeight)
  834. {
  835. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  836. // Stop the current WebCamTexture
  837. _webCamTexture.Stop();
  838. // Trigger OnWebCamStopped event
  839. // OnWebCamStopped?.Invoke();
  840. // Wait for a short time to ensure resources are released
  841. yield return new WaitForSeconds(0.5f);
  842. // Create a new WebCamTexture with the new dimensions
  843. _webCamTexture = new WebCamTexture(newWidth, newHeight);
  844. pcWebCamera.webCamTexture = _webCamTexture;
  845. mUVCTexture = _webCamTexture;
  846. // Restart the camera
  847. yield return StartCoroutine(StartWebCam(pcWebCamera));
  848. }
  849. private System.Collections.IEnumerator StartWebCam(PcWebCamera pcWebCamera)
  850. {
  851. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  852. _webCamTexture.Play();
  853. // Wait until the WebCamTexture is playing
  854. while (!_webCamTexture.isPlaying)
  855. {
  856. yield return null;
  857. }
  858. // Trigger OnWebCamStarted event
  859. //OnWebCamStarted?.Invoke();
  860. 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
  861. Debug.Log("[ScreenLocate] ResizePc mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  862. // if(screenIdentification.isInitLocateScreen())screenIdentification.bStartLocateScreen = true;
  863. }
  864. #endregion
  865. public void BtnScreenMap()
  866. {
  867. ToMode(Mode.ScreenMap);
  868. }
  869. //进入手动定位屏幕
  870. public void BtnScreenLocateManual()
  871. {
  872. ToMode(Mode.ScreenLocateManual);
  873. }
  874. // 重置屏幕识别的数据
  875. public void ResetScreenIdentification()
  876. {
  877. screenIdentification.Screen.Active = false;
  878. }
  879. // threshold 的值是0-1,0代表最近,1代表最远
  880. public void SetReDoLocateCalibrationRatio(float threshold)
  881. {
  882. const float MIN = 0.02f;
  883. const float MAX = 0.32f;
  884. ReDoLocateCalibrationRatio = MIN + (MAX - MIN) * threshold;
  885. }
  886. /// <summary>
  887. /// 固定的顶点顺序: 左下,右下,左上,右上
  888. /// </summary>
  889. public static List<Vector2> quadUnityVectorList = new();
  890. /// <summary>
  891. /// 打印信息
  892. /// </summary>
  893. /// <param name="list">左下,右下,左上,右上</param>
  894. /// <returns></returns>
  895. public string PrintVector2List(List<Vector2> list)
  896. {
  897. if (screenIdentification == null || !screenIdentification.Screen.Active) return "[]";
  898. string result = "";
  899. if (list.Count == 4)
  900. {
  901. result = "左下" + list[0].ToString() + ",右下" + list[1].ToString() + ",左上" + list[2].ToString() + ",右上" + list[3].ToString();
  902. }
  903. else
  904. {
  905. result = "count != 4 error";
  906. }
  907. //foreach (Vector2 vector in list)
  908. //{
  909. // result += vector.ToString() + " ";
  910. //}
  911. //Debug.Log(result);
  912. return result;
  913. }
  914. /// <summary>
  915. /// 判断是否存在NaN
  916. /// </summary>
  917. /// <param name="vectors"></param>
  918. /// <returns></returns>
  919. public bool ContainsNaN(List<Vector2> vectors)
  920. {
  921. foreach (var v in vectors)
  922. {
  923. if (float.IsNaN(v.x) || float.IsNaN(v.y))
  924. {
  925. return true;
  926. }
  927. }
  928. return false;
  929. }
  930. // 标记屏幕的四个角, ScreenQuadObject 下挂了4个子节点用于标记
  931. public void ShowScreen(RectTransform ScreenQuadObject, QuadrilateralInCamera screen)
  932. {
  933. if (screen == null)
  934. {
  935. Info.text = "识别屏幕失败";
  936. return;
  937. }
  938. Info.text = "已识别到屏幕";
  939. //if (ScreenQuadObject && ScreenQuadObject.childCount >= 4)
  940. //{
  941. // ScreenQuadObject.gameObject.SetActive(true);
  942. // for (int i = 0; i < 4; i++)
  943. // {
  944. // if (DebugOnZIMDemo)
  945. // {
  946. // RectTransform t = ScreenQuadObject.GetChild(i) as RectTransform;
  947. // t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuadObject.rect);
  948. // }
  949. // }
  950. //}
  951. quadUnityVectorList = screen.GetUnityVertexNormalizedList(); // 记录四个点
  952. if (!ContainsNaN(quadUnityVectorList))
  953. {
  954. SaveScreenLocateVectorList();
  955. //SyncInfraredDemo();
  956. if (DebugOnZIMDemo)
  957. SyncInfraredScreenPositioningView();
  958. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  959. Debug.Log("[ScreenLocate] ShowScreen 已识别到屏幕,更新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  960. }
  961. else
  962. {
  963. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  964. }
  965. }
  966. public void ShowScreen(QuadrilateralInCamera screen) => ShowScreen(ScreenQuad, screen);
  967. /// <summary>
  968. /// 校准点位置存储到本地
  969. /// </summary>
  970. static public void SaveScreenLocateVectorList()
  971. {
  972. string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z}
  973. Debug.Log("SaveScreenLocateVectorList: " + saveStr);
  974. PlayerPrefs.SetString("ScreenLocateVectorList", saveStr);
  975. }
  976. /// <summary>
  977. /// 获取本地存储校准点位置
  978. /// </summary>
  979. static public bool GetScreenLocateVectorList()
  980. {
  981. string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", "");
  982. Debug.Log("GetScreenLocateVectorList:" + posListStr);
  983. if (!string.IsNullOrWhiteSpace(posListStr))
  984. {
  985. quadUnityVectorList.Clear();
  986. quadUnityVectorList = posListStr.Split(';')
  987. .Select(s =>
  988. {
  989. string[] parts = s.Split(',');
  990. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  991. })
  992. .ToList();
  993. return true;
  994. }
  995. else return false;
  996. }
  997. public void SetSinglePoint(bool value)=> infraredLocate.SetSinglePoint(value);
  998. public bool IsSinglePoint() => infraredLocate.IsSinglePoint();
  999. public Vector2 AdjustPointsOffset(Vector2 inputPoint, string type = "CameraLocation") => infraredLocate.GetCenterOffset(inputPoint, type);
  1000. /// <summary>
  1001. /// 重置偏移量
  1002. /// </summary>
  1003. public void ResetPointsOffest() => infraredLocate.ResetCenterOffset();
  1004. /// <summary>
  1005. /// 这里计算一个偏移后的cameraLocatoin位置
  1006. /// </summary>
  1007. /// <param name="cameraLocatoin"></param>
  1008. /// <returns></returns>
  1009. public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin)
  1010. {
  1011. return cameraLocatoin - CameraLocationOffset;
  1012. }
  1013. void ToMode(Mode mode)
  1014. {
  1015. if (this.mode == mode)
  1016. return;
  1017. if (mode == Mode.ScreenMap)
  1018. {
  1019. if (!screenIdentification.Screen.Active)
  1020. {
  1021. Info.text = "先定位屏幕";
  1022. return;
  1023. }
  1024. Info.text = "按ESC退出";
  1025. SetScreen(Color.black);
  1026. //Info.transform.SetAsLastSibling();
  1027. this.mode = Mode.ScreenMap;
  1028. }
  1029. else if (mode == Mode.InfraredLocate)
  1030. {
  1031. Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败";
  1032. //Info.text = "已识别到屏幕";
  1033. SetScreen(null);
  1034. foreach (var i in CrosshairInScreen)
  1035. i.gameObject.SetActive(false);
  1036. FullScreenImage.gameObject.SetActive(false);
  1037. ScreenPixelCheaker?.HideImage();
  1038. //Info.transform.SetSiblingIndex(transform.childCount - 4);
  1039. this.mode = Mode.InfraredLocate;
  1040. #if (!NDEBUG && DEBUG && ENABLE_LOG)
  1041. Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{screenIdentification.Screen.Active}");
  1042. #endif
  1043. }
  1044. else if (mode == Mode.ScreenLocateManual)
  1045. {
  1046. Info.text = "左键单击屏幕 左下角";
  1047. FullScreenImage.gameObject.SetActive(true);
  1048. ScreenPixelCheaker?.ShowImage();
  1049. //Info.transform.SetSiblingIndex(transform.childCount - 1);
  1050. // var newTex = WebCamera.webCamTexture.AutoLight(10);
  1051. //DebugTexture(1, TextureToTexture2D(rawImage.texture));
  1052. CreateUVCTexture2DIfNeeded();
  1053. DebugTexture(7, mUVCTexture2D.zimAutoLight(brightness));
  1054. //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture);
  1055. //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness));
  1056. this.mode = Mode.ScreenLocateManual;
  1057. }
  1058. }
  1059. private Texture2D TextureToTexture2D(Texture texture, int width = 0, int height = 0)
  1060. {
  1061. if (width == 0)
  1062. width = texture.width;
  1063. if (height == 0)
  1064. height = texture.height;
  1065. Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true);
  1066. RenderTexture currentRT = RenderTexture.active;
  1067. RenderTexture renderTexture = RenderTexture.GetTemporary(
  1068. width,
  1069. height,
  1070. 0,
  1071. RenderTextureFormat.ARGB32,
  1072. RenderTextureReadWrite.Linear);
  1073. Graphics.Blit(texture, renderTexture);
  1074. RenderTexture.active = renderTexture;
  1075. _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
  1076. _texture2D.Apply();
  1077. RenderTexture.active = currentRT;
  1078. RenderTexture.ReleaseTemporary(renderTexture);
  1079. return _texture2D;
  1080. }
  1081. //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height)
  1082. //{
  1083. // if (mUVCTexture2D != null)
  1084. // Destroy(mUVCTexture2D);
  1085. // mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  1086. //}
  1087. /// <summary>
  1088. /// 使用默认的mUVCTexture宽高
  1089. /// </summary>
  1090. private void CreateUVCTexture2DIfNeeded()
  1091. {
  1092. if (mUVCTexture2D != null)
  1093. Destroy(mUVCTexture2D);
  1094. mUVCTexture2D = TextureToTexture2D(mUVCTexture);
  1095. }
  1096. /// <summary>
  1097. /// 根据宽高调整mUVCTexture2D
  1098. /// </summary>
  1099. /// <param name="width"></param>
  1100. /// <param name="height"></param>
  1101. private void CreateUVCTexture2DIfNeeded(int width = 0, int height = 0)
  1102. {
  1103. if (mUVCTexture2D != null)
  1104. Destroy(mUVCTexture2D);
  1105. mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  1106. }
  1107. #region DoubleButton
  1108. private DateTime m_firstTime;
  1109. private DateTime m_secondTime;
  1110. private void Press()
  1111. {
  1112. Debug.Log("进入手动定位");
  1113. BtnScreenLocateManual();
  1114. resetTime();
  1115. }
  1116. public void OnDoubleClick()
  1117. {
  1118. //超时重置
  1119. if (!m_firstTime.Equals(default(DateTime)))
  1120. {
  1121. var intervalTime = DateTime.Now - m_firstTime;
  1122. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  1123. if (milliSeconds >= 400)
  1124. resetTime();
  1125. }
  1126. // 按下按钮时对两次的时间进行记录
  1127. if (m_firstTime.Equals(default(DateTime)))
  1128. m_firstTime = DateTime.Now;
  1129. else
  1130. m_secondTime = DateTime.Now;
  1131. // 在第二次点击触发,时差小于400ms触发
  1132. if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime)))
  1133. {
  1134. var intervalTime = m_secondTime - m_firstTime;
  1135. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  1136. if (milliSeconds < 400)
  1137. Press();
  1138. else
  1139. resetTime();
  1140. }
  1141. }
  1142. private void resetTime()
  1143. {
  1144. m_firstTime = default(DateTime);
  1145. m_secondTime = default(DateTime);
  1146. }
  1147. #endregion
  1148. #region 性能检测相关
  1149. void InvalidateTimings()
  1150. {
  1151. m_ValidHistoryFrames = 0;
  1152. m_AverageTime = float.NaN;
  1153. m_MedianTime = float.NaN;
  1154. m_MinTime = float.NaN;
  1155. m_MaxTime = float.NaN;
  1156. }
  1157. void UpdateInputs()
  1158. {
  1159. //重置
  1160. if (Input.GetKeyDown(KeyCode.UpArrow))
  1161. {
  1162. InvalidateTimings();
  1163. }
  1164. }
  1165. #endregion
  1166. }