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- using o0;
- using o0.Num;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Threading.Tasks;
- using UnityEngine;
- using ZIM.Unity;
- using Color = UnityEngine.Color;
- namespace ZIM
- {
- // 亮区的点用来定位(计算center),泛光区域的点用来计算radius
- public class PixelSpotArea
- {
- //public static float gridRatio0 = 6f / 1280;
- //public static float gridRatio1 = 20f / 720;
- public static int gridLength0 = 2; // 亮区
- public static int gridLength1 = 10; // 边缘泛光
- public static (int x, int y) GetGrid0(Vector2 v)
- {
- var m = (int)(v.x / gridLength0);
- var n = (int)(v.y / gridLength0);
- return (m, n);
- }
- public static (int x, int y) GetGrid1(Vector2 v)
- {
- var m = (int)(v.x / gridLength1);
- var n = (int)(v.y / gridLength1);
- return (m, n);
- }
- // 亮点聚类到区域
- public static List<PixelSpotArea> Cluster(List<Vector2> spotPoint, List<Vector2> brightPoint, Func<Vector2, bool> PointFilter = null)
- {
- var spotArea = new List<PixelSpotArea>();
- for (int i = 0; i < spotPoint.Count; i++)
- {
- var p = spotPoint[i];
- if (PointFilter != null && !PointFilter(p)) // 筛选是否在屏幕内
- continue;
- var grid = PixelSpotArea.GetGrid0(p);
- var join = new SortedList<int, PixelSpotArea>();
- for (int j = 0; j < spotArea.Count; j++)
- {
- var area = spotArea[j];
- if (area.Include0(grid))
- join.Add(j, area);
- }
- if (join.Count == 0)
- spotArea.Add(new PixelSpotArea(p, grid, PixelSpotArea.GetGrid1(p)));
- else if (join.Count == 1)
- join.First().Value.Join(p, grid, PixelSpotArea.GetGrid1(p));
- else
- {
- var combine = new PixelSpotArea(join.Values);
- combine.Join(p, grid, PixelSpotArea.GetGrid1(p));
- spotArea.Add(combine);
- for (int j = join.Count - 1; j >= 0; j--)
- spotArea.RemoveAt(join.ElementAt(j).Key);
- }
- }
- if (spotArea.Count != 0)
- {
- // brightPoint合并到区域中
- for (int i = 0; i < brightPoint.Count; i++)
- {
- var p = brightPoint[i];
- var grid = PixelSpotArea.GetGrid1(p);
- for (int j = 0; j < spotArea.Count; j++)
- {
- var area = spotArea[j];
- if (area.Include1(grid))
- area.Add(p);
- }
- }
- }
- return spotArea;
- }
- Vector2 centroid = default; // 该项目里center不可能等于0,0
- public Vector2 Centroid
- {
- get
- {
- if (centroid != default)
- return centroid;
- foreach (var p in Pixels0)
- {
- centroid += p;
- }
- return centroid /= Pixels0.Count;
- }
- }
- float radius = 0;
- public float Radius
- {
- set
- {
- radius = value;
- }
- get
- {
- if (radius != 0)
- return radius;
- //var radiusDic = new Dictionary<int, float>() { { 0, 0 }, { 45, 0 }, { 90, 0 }, { 135, 0 }, { 180, 0 }, { 225, 0 }, { 270, 0 }, { 315, 0 } };
- var radiusDic = new float[8];
- foreach (var p in Pixels0)
- {
- var dir = p - Centroid;
- var radius = dir.magnitude;
- var degreeI = radius < 0.00001f ? 0 : (int)(dir.DegreeToXAxis() / 45);
- if (degreeI > 7) degreeI = 0; // 防止正好360度
- if (radius > radiusDic[degreeI])
- radiusDic[degreeI] = radius;
- }
- foreach (var p in Pixels1)
- {
- var dir = p - Centroid;
- var radius = dir.magnitude;
- var degreeI = radius < 0.00001f ? 0 : (int)(dir.DegreeToXAxis() / 45);
- if (degreeI > 7) degreeI = 0;
- if (radius > radiusDic[degreeI])
- radiusDic[degreeI] = radius;
- }
- return radius = radiusDic.Mean();
- }
- }
- public List<Vector2> Pixels0;
- public List<Vector2> Pixels1;
- HashSet<(int, int)> grids0;
- HashSet<(int, int)> grids1;
- public PixelSpotArea(Vector2 location, (int, int) grid0, (int, int) grid1)
- {
- Pixels0 = new List<Vector2>(1000); // 预估的初始容量
- Pixels1 = new List<Vector2>(5000);
- this.grids0 = new HashSet<(int, int)>(); // hashset如果设置了太大的容量会降低效率
- this.grids1 = new HashSet<(int, int)>();
- Join(location, grid0, grid1);
- }
- public PixelSpotArea(IList<PixelSpotArea> areas)
- {
- Pixels0 = new List<Vector2>(1000);
- Pixels1 = new List<Vector2>(5000);
- grids0 = new HashSet<(int, int)>();
- grids1 = new HashSet<(int, int)>();
- foreach (var a in areas)
- {
- Pixels0.AddRange(a.Pixels0);
- grids0.AddRange(a.grids0);
- grids1.AddRange(a.grids1);
- //Center += a.Center * a.SpotPointCount;
- //SpotPointCount += a.SpotPointCount;
- }
- //Center /= SpotPointCount;
- }
- public bool Include0((int, int) grid) => grids0.Contains(grid);
- public bool Include1((int, int) grid) => grids1.Contains(grid);
- public void Join(Vector2 point) => Join(point, GetGrid0(point), GetGrid1(point));
- public void Join(Vector2 point, (int x, int y) grid0, (int x, int y) grid1)
- {
- Pixels0.Add(point);
- //SpotPointCount++;
- //Center += (point - Center) / SpotPointCount;
- grids0.AddRange(new (int, int)[]
- {
- (grid0.x + -1, grid0.y + 0) , (grid0.x + 1 , grid0.y + 0),
- (grid0.x + 1, grid0.y + -1) , (grid0.x + -1, grid0.y + 1),
- (grid0.x + 0, grid0.y + -1) , (grid0.x + 0 , grid0.y + 1),
- (grid0.x + -1, grid0.y + -1) , (grid0.x + 1 , grid0.y + 1),
- grid0
- });
- grids1.AddRange(new (int, int)[]
- {
- (grid1.x + -1, grid1.y + 0) , (grid1.x + 1 , grid1.y + 0),
- (grid1.x + 1, grid1.y + -1) , (grid1.x + -1, grid1.y + 1),
- (grid1.x + 0, grid1.y + -1) , (grid1.x + 0 , grid1.y + 1),
- (grid1.x + -1, grid1.y + -1) , (grid1.x + 1 , grid1.y + 1),
- grid1
- });
- }
- // 不再join之后,才可以用add添加周围泛光
- public void Add(Vector2 point)
- {
- //var radius = (point - Center).LengthManhattan();
- //if (radius > MaxRadius)
- // MaxRadius = radius;
- Pixels1.Add(point);
- //var radius = (point - Center).LengthManhattan();
- //if (radius > MaxRadius)
- // MaxRadius = radius;
- }
- public float TotalBrightness(Color[] pixels, Func<int, int, int> Vector2ToIndex, int outer_size = 3)
- {
- (int x, int y) rectMin = ((int)(Centroid.x - Radius - outer_size), (int)(Centroid.y - Radius - outer_size));
- (int x, int y) rectMax = ((int)(Centroid.x + Radius + outer_size), (int)(Centroid.y + Radius + outer_size));
- var total = 0f;
- Parallel.For(rectMin.x, rectMax.x, (i) =>
- {
- var t = 0;
- for (int j = rectMin.y; j < rectMax.y; j++)
- {
- var index = Vector2ToIndex(i, j);
- var b = pixels[index].Brightness(64);
- t += b;
- }
- lock (InfraredLocate.locker)
- {
- total += t;
- }
- });
- //total /= (rectMax.y - rectMin.y) * (rectMax.x - rectMin.x);
- return total;
- }
- }
- }
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