InfraredLocate.cs 33 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. //var watch = new System.Diagnostics.Stopwatch();
  111. //watch.Start();
  112. //var times = new List<double>() { 0.0 };
  113. (int x, int y) rectMin = ((int)rect.min.x / samplingScale, (int)rect.min.y / samplingScale);
  114. (int x, int y) rectMax = ((int)rect.max.x / samplingScale, (int)rect.max.y / samplingScale);
  115. var spotPoint = new List<Vector2>(200); // 预估的初始容量
  116. var brightPoint = new List<Vector2>(1000);
  117. Parallel.For(rectMin.x, rectMax.x, (i) =>
  118. {
  119. var points0 = new List<Vector2>(rectMax.y - rectMin.y);
  120. var points1 = new List<Vector2>(rectMax.y - rectMin.y);
  121. for (int j = rectMin.y; j < rectMax.y; j++)
  122. {
  123. int ip = i * samplingScale;
  124. int jp = j * samplingScale;
  125. if (!screenIdentification.Screen.Active && ScreenPixelCheaker.OutArea2D(new Vector2(ip, jp), screenIdentification.Size))
  126. continue;
  127. var index = mCameraInfo.CoordToIndex(ip, jp);
  128. //var b = brightness[index];
  129. //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
  130. var b = pixels[index].Brightness();
  131. if (b > spotBrightness[0])
  132. {
  133. points0.Add(new Vector2(ip, jp));
  134. }
  135. else if (b > spotBrightness[1])
  136. {
  137. points1.Add(new Vector2(ip, jp));
  138. }
  139. }
  140. lock (spotPoint)
  141. {
  142. spotPoint.AddRange(points0);
  143. brightPoint.AddRange(points1);
  144. }
  145. });
  146. //if (ScreenLocate.Main.DebugOnZIMDemo)
  147. //{
  148. // if (spotPoint.Count > 400) // 如果亮点太多,控制亮点数量在200左右
  149. // {
  150. // samplingScale = (int)Math.Ceiling(samplingScale * Math.Sqrt(spotPoint.Count / 400.0));
  151. // return new List<PixelSpotArea>();
  152. // }
  153. // else if (samplingScale > 1 && spotPoint.Count < 100)
  154. // {
  155. // samplingScale = Math.Max((int)Math.Ceiling(samplingScale * Math.Sqrt(spotPoint.Count / 200.0)), 1);
  156. // return new List<PixelSpotArea>();
  157. // }
  158. //}
  159. //times.Add(watch.ElapsedMilliseconds);
  160. //UnityEngine.Debug.Log("time1: " + (times[times.Count - 1] - times[times.Count - 2]));
  161. // 所有点映射到屏幕空间
  162. Parallel.For(0, spotPoint.Count, (i) => spotPoint[i] = screenIdentification.Screen.TransformToScreen(spotPoint[i]));
  163. Parallel.For(0, brightPoint.Count, (i) => brightPoint[i] = screenIdentification.Screen.TransformToScreen(brightPoint[i]));
  164. // 筛掉屏幕外的点
  165. var temp0 = new List<Vector2>(spotPoint.Count);
  166. var temp1 = new List<Vector2>(spotPoint.Count);
  167. foreach (var p in spotPoint)
  168. {
  169. if (screenIdentification.Screen.UVInScreen(p))
  170. temp0.Add(p);
  171. }
  172. foreach (var p in brightPoint)
  173. {
  174. if (screenIdentification.Screen.UVInScreen(p))
  175. temp1.Add(p);
  176. }
  177. spotPoint = temp0;
  178. brightPoint = temp1;
  179. if (spotPoint.Count > 0)
  180. {
  181. //times.Add(watch.ElapsedMilliseconds);
  182. //UnityEngine.Debug.Log("time2: " + (times[times.Count - 1] - times[times.Count - 2]));
  183. //var db = Dbscan.Run(spotPoint, ZIM.Unity.ZIMMath.LengthManhattan, samplingScale * 2, 3);
  184. //var spotArea = DbscanToSpotAreas(db, brightPoint);
  185. var spotArea = PixelSpotArea.Cluster(spotPoint, brightPoint, screenIdentification.Screen.UVInScreen);
  186. //Debug.Log("db: " + db.Clusters.Count);
  187. //Debug.Log("db noise: " + db.Noise.Count);
  188. //foreach (var i in spotArea)
  189. //{
  190. // Debug.Log("i.Radius" + i.Radius);
  191. //}
  192. //times.Add(watch.ElapsedMilliseconds);
  193. //UnityEngine.Debug.Log("time3: " + (times[times.Count - 1] - times[times.Count - 2]));
  194. return spotArea;
  195. //半径再按透视修正一遍,降低一点常规角度下反射的影响
  196. foreach (var i in spotArea)
  197. {
  198. var r0 = i.Radius / 2 / mCameraInfo.CurrentWidth;
  199. var center = i.Centroid;
  200. var offset1 = center + new Vector2(i.Radius / 2, 0);
  201. var offset2 = center - new Vector2(i.Radius / 2, 0);
  202. var offset3 = center + new Vector2(0, i.Radius / 2);
  203. var offset4 = center - new Vector2(0, i.Radius / 2);
  204. var transR = ((screenIdentification.Screen.TransformToScreen(offset1) - screenIdentification.Screen.TransformToScreen(offset2)).magnitude +
  205. (screenIdentification.Screen.TransformToScreen(offset3) - screenIdentification.Screen.TransformToScreen(offset4)).magnitude) / 4;
  206. var r1 = transR / screenIdentification.Screen.UVSize.x;
  207. //Debug.Log(r1 / r0);
  208. i.Radius *= (float)Math.Pow(r1 / r0, 2); // 摄像机位置不同参数也可能不同
  209. }
  210. //if (spotArea.Count == 1)
  211. //Debug.Log($"{spotArea[0].MaxRadius}");
  212. return spotArea;
  213. //// 排序亮区
  214. //spotArea.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
  215. ////var areas = new SortedList<float, PixelSpotArea>(new DescendingComparer<float>());
  216. ////foreach (var i in spotArea)
  217. //// areas.Add(i.MaxRadius, i);
  218. //var result = new Vector2[spotArea.Count];
  219. //foreach (var i in spotArea.Index())
  220. // result[i] = spotArea[i].Center;
  221. //times.Add(watch.ElapsedMilliseconds);
  222. //UnityEngine.Debug.Log("time6: " + (times[times.Count - 1] - times[times.Count - 2]));
  223. //return result;
  224. }
  225. return new List<PixelSpotArea>();
  226. }
  227. private List<PixelSpotArea_DbScan> DbscanToSpotAreas(DbscanResult<Vector2> db, List<Vector2> brightPoint)
  228. {
  229. if (db.Clusters.Count == 0)
  230. return new List<PixelSpotArea_DbScan>();
  231. // 用dbscan的结果创建SpotArea,先用高亮区算一遍半径
  232. var clusters = new List<PixelSpotArea_DbScan>();
  233. var areaIncludeRadius = new List<(Vector2, float)>();
  234. foreach (var i in db.Clusters.Values)
  235. {
  236. var area = new PixelSpotArea_DbScan(i);
  237. areaIncludeRadius.Add((area.Centroid, area.Radius));
  238. clusters.Add(area);
  239. }
  240. foreach (var i in db.Noise)
  241. areaIncludeRadius.Add((i.Feature, 0));
  242. // 将泛光点添加到最近的area
  243. foreach (var i in brightPoint)
  244. {
  245. var index = FindNearestAreaIndex(i, areaIncludeRadius);
  246. if (index < clusters.Count)
  247. clusters[index].Add1(i);
  248. }
  249. // 添加了泛光点后,重新计算半径
  250. foreach (var i in clusters)
  251. i.Radius = i.CalculateRadius();
  252. return clusters;
  253. }
  254. private int FindNearestAreaIndex(Vector2 a, List<(Vector2, float)> areas)
  255. {
  256. if (areas == null || areas.Count == 0)
  257. return -1;
  258. int nearestIndex = 0;
  259. float nearestDistance = Vector2.Distance(a, areas[0].Item1) - areas[0].Item2;
  260. for (int i = 1; i < areas.Count; i++)
  261. {
  262. float distance = Vector2.Distance(a, areas[i].Item1) - areas[i].Item2;
  263. if (distance < nearestDistance)
  264. {
  265. nearestDistance = distance;
  266. nearestIndex = i;
  267. }
  268. }
  269. return nearestIndex;
  270. }
  271. InfraredSpot[] MatchInfraredRaySingle(List<PixelSpotArea> spotArea)
  272. {
  273. var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null } };
  274. var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
  275. if (v0)
  276. {
  277. // 每隔20帧检查异常
  278. //if (++cheakCounter >= CheakFrame)
  279. //{
  280. // var maxArea = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
  281. // cheakCounter = 0;
  282. // if (matchedArea[InfraredMatch.Match0] != maxArea)
  283. // {
  284. // InfraredSpots[0].Reset(); // 防止异常
  285. // }
  286. //}
  287. }
  288. else
  289. {
  290. if (spotArea.Count > 0)
  291. {
  292. matchedArea[InfraredMatch.Match0] = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
  293. }
  294. }
  295. foreach (var i in matchedArea)
  296. GetSpot(i.Key).Update(i.Value);
  297. return InfraredSpots;
  298. }
  299. InfraredSpot[] MatchInfraredRay(List<PixelSpotArea> spotArea)
  300. {
  301. var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null }, { InfraredMatch.Match1, null } };
  302. var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
  303. var v1 = InfraredSpots[1].Verify(spotArea, matchedArea);
  304. if (!Infrared12Overlap)
  305. {
  306. if (!v0 && !v1)
  307. {
  308. //Application.targetFrameRate = 1;
  309. //Debug.Log($"{Time.time}全失败 spotArea {spotArea.Count}");
  310. if (spotArea.Count == 0)
  311. {
  312. //InfraredSpots[0].UpdateByPredict();
  313. //InfraredSpots[1].UpdateByPredict();
  314. }
  315. else if (spotArea.Count == 1)
  316. {
  317. if (InfraredSpots[0].Predict != null && InfraredSpots[1].Predict == null)
  318. {
  319. matchedArea[InfraredMatch.Match0] = spotArea[0];
  320. //InfraredSpots[0].Update(spotArea[0]);
  321. //InfraredSpots[1].UpdateByPredict();
  322. }
  323. else if (InfraredSpots[1].Predict != null && InfraredSpots[0].Predict == null)
  324. {
  325. matchedArea[InfraredMatch.Match1] = spotArea[0];
  326. }
  327. else
  328. {
  329. if (spotArea[0].Radius > infraredSpotSettings.RadiusThreshold)
  330. {
  331. matchedArea[InfraredMatch.Match0] = spotArea[0];
  332. }
  333. else
  334. {
  335. matchedArea[InfraredMatch.Match1] = spotArea[0];
  336. }
  337. }
  338. }
  339. else
  340. {
  341. spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  342. matchedArea[InfraredMatch.Match0] = spotArea[0];
  343. matchedArea[InfraredMatch.Match1] = spotArea[1];
  344. }
  345. }
  346. else
  347. {
  348. PixelSpotArea select = null;
  349. PixelSpotArea selectOther = null;
  350. InfraredMatch oneFailed = InfraredMatch.Nomatch;
  351. if (!v0)
  352. {
  353. select = matchedArea[InfraredMatch.Match1];
  354. //InfraredSpots[1].Update(select);
  355. oneFailed = InfraredMatch.Match0;
  356. }
  357. else if (!v1)
  358. {
  359. select = matchedArea[InfraredMatch.Match0];
  360. //InfraredSpots[0].Update(select);
  361. oneFailed = InfraredMatch.Match1;
  362. }
  363. if (oneFailed != InfraredMatch.Nomatch)
  364. {
  365. //Debug.LogWarning($"{Time.time}成功1个 {oneFailed}");
  366. spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  367. foreach (var i in spotArea)
  368. {
  369. if (i != select)
  370. {
  371. selectOther = i;
  372. break;
  373. }
  374. }
  375. matchedArea[oneFailed] = selectOther;
  376. //if (selectOther == null)
  377. //{
  378. // GetSpot(oneFailed).UpdateByPredict();
  379. //}
  380. //else
  381. //{
  382. // GetSpot(oneFailed).Update(selectOther);
  383. //}
  384. }
  385. else
  386. {
  387. //Debug.LogWarning($"{Time.time}成功2个");
  388. if (matchedArea[InfraredMatch.Match0] == matchedArea[InfraredMatch.Match1])
  389. {
  390. // 重叠
  391. Infrared12Overlap = true;
  392. //if (spotArea.Count == 1)
  393. //{
  394. // Infrared12Overlap = true;
  395. // InfraredSpots[0].Update(spotArea[0]);
  396. // InfraredSpots[1].UpdateByPredict();
  397. // return InfraredSpots;
  398. //}
  399. //else
  400. //{
  401. // Infrared12Overlap = false;
  402. // spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius)); // 排序亮区
  403. // InfraredSpots[0].Update(spotArea[0]);
  404. // InfraredSpots[1].Update(spotArea[1]);
  405. //}
  406. }
  407. else //if (matchedArea[InfraredMatch.Match1] != matchedArea[InfraredMatch.Match2])
  408. {
  409. //Infrared12Overlap = false;
  410. //InfraredSpots[0].Update(matchedArea[InfraredMatch.Match0]);
  411. //InfraredSpots[1].Update(matchedArea[InfraredMatch.Match1]);
  412. // 每隔20帧更新阈值
  413. if (++cheakCounter >= CheakFrame)
  414. {
  415. //Debug.Log($"{Time.time}更新阈值2个");
  416. var middle = (matchedArea[InfraredMatch.Match0].Radius + matchedArea[InfraredMatch.Match1].Radius) / 2;
  417. infraredSpotSettings.UpdateThreshold(middle);
  418. cheakCounter = 0;
  419. if (matchedArea[InfraredMatch.Match0].Radius < middle)
  420. {
  421. //Debug.Log($"{Time.time}大小异常");
  422. InfraredSpots[0].Reset(); // 防止异常
  423. InfraredSpots[1].Reset();
  424. }
  425. }
  426. }
  427. }
  428. }
  429. }
  430. if (Infrared12Overlap)
  431. {
  432. if (v0)
  433. {
  434. var overlapAera = matchedArea[InfraredMatch.Match0];
  435. (PixelSpotArea, float) split = (null, float.MaxValue);
  436. foreach (var i in spotArea)
  437. {
  438. if (i != overlapAera)
  439. {
  440. var distance = (i.Centroid - overlapAera.Centroid).magnitude;
  441. if (distance < overlapAera.Radius * 2 && distance < split.Item2)
  442. {
  443. split = (i, distance);
  444. }
  445. }
  446. }
  447. if (split.Item1 != null)
  448. {
  449. //InfraredSpots[0].Update(overlapAera);
  450. //InfraredSpots[1].Update(split.Item1);
  451. matchedArea[InfraredMatch.Match1] = split.Item1;
  452. InfraredSpots[1].Disappear = false;
  453. Infrared12Overlap = false;
  454. }
  455. else
  456. {
  457. if ((InfraredSpots[1].Predict.Value - overlapAera.Centroid).magnitude > overlapAera.Radius / 2)
  458. InfraredSpots[1].Disappear = true;
  459. //InfraredSpots[0].Update(overlapAera);
  460. if (InfraredSpots[1].Predict == null || InfraredSpots[1].Disappear)
  461. {
  462. //InfraredSpots[1].Update(overlapAera);
  463. matchedArea[InfraredMatch.Match1] = overlapAera;
  464. InfraredSpots[1].Predict = null;
  465. }
  466. else
  467. {
  468. matchedArea[InfraredMatch.Match1] = null;
  469. //InfraredSpots[1].UpdateByPredict();
  470. }
  471. //if (++cheakCounter >= 20 * cheakFrame)
  472. //{
  473. // cheakCounter = 0;
  474. // InfraredSpots[1].Reset();
  475. // Infrared12Overlap = false;
  476. //}
  477. }
  478. }
  479. else
  480. {
  481. //InfraredSpots[0].UpdateByPredict();
  482. //InfraredSpots[1].UpdateByPredict();
  483. matchedArea[InfraredMatch.Match1] = null;
  484. }
  485. }
  486. foreach (var i in matchedArea)
  487. GetSpot(i.Key).Update(i.Value);
  488. return InfraredSpots;
  489. }
  490. // 亮度图是64位整形,返回卷积后的均值是float
  491. float ConvBrightness(int[] pixels, (int x, int y) point, int kernel_size = 3)
  492. {
  493. var sum = 0f;
  494. for (int i = point.x - kernel_size / 2; i <= point.x + kernel_size / 2; i++)
  495. {
  496. for (int j = point.y - kernel_size / 2; j <= point.y + kernel_size / 2; j++)
  497. {
  498. var index = mCameraInfo.CoordToIndex(i, j);
  499. if (index > 0 && index < pixels.Length) // 超出边缘不计算
  500. sum += pixels[index];
  501. }
  502. }
  503. return sum / (kernel_size * kernel_size);
  504. }
  505. public List<Vector2> GetOld(int[] brightness) // 取整后的亮度图
  506. {
  507. return LocateOld(brightness, new Rect(0, 0, mCameraInfo.CurrentWidth, mCameraInfo.CurrentHeight));
  508. }
  509. public List<Vector2> LocateOld(int[] brightness, Rect rect)
  510. {
  511. var brightPixelDic = new Dictionary<float, List<Vector2>>();
  512. (int x, int y) origin = ((int)rect.min.x + 1, (int)rect.min.y + 1);
  513. Parallel.For(origin.x / samplingScale, (origin.x + (int)rect.width) / samplingScale, (i) =>
  514. {
  515. for (int j = origin.y / samplingScale; j < (origin.y + rect.height) / samplingScale; j++)
  516. {
  517. int ip = i * samplingScale;
  518. int jp = j * samplingScale;
  519. var index = mCameraInfo.CoordToIndex(ip, jp);
  520. //var b = brightness[index];
  521. //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
  522. var b = ConvBrightness(brightness, (ip, jp), 3);
  523. if (b > 32)
  524. {
  525. lock (brightPixelDic)
  526. {
  527. if (brightPixelDic.TryGetValue(b, out List<Vector2> list))
  528. list.Add(new Vector2(ip, jp));
  529. else
  530. brightPixelDic.Add(b, new List<Vector2> { new Vector2(ip, jp) });
  531. }
  532. }
  533. }
  534. });
  535. //Parallel.For(0, pixels.Length / 7, (i) =>
  536. //{
  537. // i = i * 7;
  538. // var b = getBrightness(pixels[i]);
  539. // if (b >= maxBrightness)
  540. // {
  541. // lock (brightSpots)
  542. // {
  543. // if (b != maxBrightness)
  544. // brightSpots.Clear();
  545. // brightSpots.Add(indexToVector2(i));
  546. // }
  547. // maxBrightness = b;
  548. // }
  549. //});
  550. if (brightPixelDic.Count > 0)
  551. {
  552. // 取亮度最高的像素
  553. var keys = brightPixelDic.Keys.ToList();
  554. var maxIndex = o0.o0.MaxIndex(keys);
  555. //keys.Sort((a, b) => -a.CompareTo(b));
  556. var brightPixels = new List<Vector2>();
  557. for (int i = 0; i < Math.Min(1, keys.Count); i++)
  558. brightPixels.AddRange(brightPixelDic[keys[maxIndex]]);
  559. //Debug.Log("max brightness: " + keys[maxIndex]);
  560. //Debug.Log("brightPixels.Count: " + brightPixels.Count);
  561. //var testTexture = new Texture2D((int)_textureSize.x, (int)_textureSize.y);
  562. //testTexture.wrapMode = TextureWrapMode.Clamp;
  563. //testTexture.filterMode = FilterMode.Point;
  564. //foreach (var i in brightPixels)
  565. // testTexture.SetPixel((int)i.x, (int)i.y, Color.black);
  566. //testTexture.Apply();
  567. //testImage.texture = testTexture;
  568. var brightArea = new List<PixelCircleArea>() { new PixelCircleArea(brightPixels.First()) };
  569. for (int i = 1; i < brightPixels.Count; i++)
  570. {
  571. var p = brightPixels[i];
  572. var grid = PixelArea.GetGrid(p);
  573. var join = new SortedList<int, PixelCircleArea>();
  574. for (int j = 0; j < brightArea.Count; j++)
  575. {
  576. var area = brightArea[j];
  577. if (area.Include(grid))
  578. join.Add(j, area);
  579. }
  580. if (join.Count == 0)
  581. brightArea.Add(new PixelCircleArea(p));
  582. else if (join.Count == 1)
  583. join.First().Value.Add(p, grid);
  584. else
  585. {
  586. var combine = new PixelCircleArea(join.Values);
  587. combine.Add(p, grid);
  588. brightArea.Add(combine);
  589. for (int j = join.Count - 1; j >= 0; j--)
  590. brightArea.RemoveAt(join.ElementAt(j).Key);
  591. }
  592. //foreach (var j in brightArea)
  593. //{
  594. // var offset = (p - j.Center);
  595. // if (offset.magnitude < brightAreaRadius) // 距离近的并入该区域
  596. // {
  597. // j.Pixels.Add(p);
  598. // j.Center += offset / j.Pixels.Count;
  599. // join = true;
  600. // break;
  601. // }
  602. //}
  603. //if (!join)
  604. // brightArea.Add(new PixelArea(p));
  605. }
  606. //var sum = new Vector2(0, 0);
  607. //foreach (var i in brightPixels)
  608. //{
  609. // sum += i;
  610. //}
  611. //var middle = sum/brightPixels.Count;
  612. //Debug.Log("brightArea.Count: " + brightArea.Count);
  613. //if (brightArea.Count <= 1)
  614. // return brightArea.FirstOrDefault().Center;
  615. //PixelArea maxBrightArea = brightArea.First();
  616. //float maxCircleBrightness = 10000f;
  617. var CircleAreas = new List<PixelCircleArea>();
  618. for (int i = 0; i < brightArea.Count; i++)
  619. {
  620. var area = brightArea[i];
  621. var value = area.CircleBrightness(out float variance, brightness, ConvBrightness, 3);
  622. //Debug.Log(counter + "Variance: " + variance);
  623. //Debug.Log(counter + "CircleBrightness: " + value);
  624. //Debug.Log(counter + "CircleRadius: " + area.MaxRadius);
  625. if (variance < 30)
  626. {
  627. CircleAreas.Add(area);
  628. }
  629. //if (maxCircleBrightness == 10000f)
  630. //{
  631. // maxCircleBrightness = value;
  632. // maxBrightArea = area;
  633. //}
  634. //else if (maxCircleBrightness < value || (maxCircleBrightness == value && area.Pixels.Count > maxBrightArea.Pixels.Count))
  635. //{
  636. // maxCircleBrightness = value;
  637. // maxBrightArea = area;
  638. //}
  639. }
  640. //Debug.Log("CricleBrightness: " + maxCircleBrightness);
  641. //Debug.Log(counter + "CircleAreas: " + CircleAreas.Count);
  642. //counter++;
  643. if (CircleAreas.Count == 0)
  644. return null;
  645. if (CircleAreas.Count == 1)
  646. return new List<Vector2> { CircleAreas[0].Center };
  647. CircleAreas.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
  648. return new List<Vector2> { CircleAreas[0].Center, CircleAreas[1].Center };
  649. }
  650. return null;
  651. }
  652. //(int max, int second) MaxAreaIndex(Color[] pixels, List<PixelArea> list)
  653. //{
  654. // var maxValue = float.MinValue;
  655. // var secondValue = float.MinValue;
  656. // var max = 0;
  657. // var second = 0;
  658. // foreach (var i in list.Index())
  659. // {
  660. // var value = list[i].TotalBrightness(pixels, camera.Vector2ToIndex, samplingScale * 2);
  661. // if (value > maxValue)
  662. // {
  663. // maxValue = value;
  664. // max = i;
  665. // }
  666. // else if (maxValue > secondValue)
  667. // {
  668. // secondValue = value;
  669. // second = i;
  670. // }
  671. // }
  672. // return (max, second);
  673. //}
  674. //float CricleVariance(int[] pixels, PixelArea area, int kernel_size = 3)
  675. //{
  676. // var hash = new HashSet<(int, int)>();
  677. // foreach (var (cos,sin) in angleMathList)
  678. // {
  679. // var x = (int)Math.Round(area.Center.x + (area.MaxRadius + PixelArea.gridLength * 4) * cos);
  680. // var y = (int)Math.Round(area.Center.y + (area.MaxRadius + PixelArea.gridLength * 4) * sin);
  681. // hash.Add((x, y));
  682. // }
  683. // var avg = 0f;
  684. // foreach (var p in hash)
  685. // {
  686. // var value = ConvBrightness(pixels, p, kernel_size);
  687. // avg += value;
  688. // }
  689. // return avg / hash.Count;
  690. //}
  691. //class PixelArea
  692. //{
  693. // public static int gridLength;
  694. // public static (int x, int y) gridSize;
  695. // public static (int x, int y) GetGrid(Vector2 v)
  696. // {
  697. // var m = (int)(v.x / gridLength);
  698. // var n = (int)(v.y / gridLength);
  699. // return (m, n);
  700. // }
  701. // public Vector2 Center;
  702. // public List<Vector2> Pixels;
  703. // public PixelArea(Vector2 location)
  704. // {
  705. // this.Center = location;
  706. // this.Pixels = new List<Vector2> { location };
  707. // }
  708. //}
  709. }
  710. }