ScreenLocate.cs 4.0 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using ZIM.Unity;
  4. using o0InfraredLocate.ZIM;
  5. /// <summary>
  6. /// JC-补充接口
  7. /// </summary>
  8. public partial class ScreenLocate
  9. {
  10. public bool IsScreenLoateOK()
  11. {
  12. return screenIdentification != null &&
  13. screenIdentification.Screen != null &&
  14. screenIdentification.Screen.Active;
  15. }
  16. public bool IsScreenLocateManualDoing()
  17. {
  18. return mode == Mode.ScreenLocateManual;
  19. }
  20. public Texture2D EnterScreenLocateManual()
  21. {
  22. CreateUVCTexture2DIfNeeded();
  23. Texture2D texture = mUVCTexture2D.zimAutoLight(0);
  24. mode = Mode.ScreenLocateManual;
  25. return texture;
  26. }
  27. /// <summary>
  28. /// 屏幕定位时候的实际点转换成算法里面的点
  29. /// 左下、右下、右上、左上 => 左下,右下,左上,右上 (算法)
  30. /// </summary>
  31. /// <param name="points"></param>
  32. public void QuitScreenLocateManual(List<Vector2> points)
  33. {
  34. if (points != null && points.Count == 4)
  35. {
  36. var size = getUVCCameraInfoSize;
  37. Debug.Log("QuitScreenLocateManual Size:" + size);
  38. var quad = new QuadrilateralInCamera(
  39. new o0.Geometry2D.Float.Vector(points[0].x * size.x, points[0].y * size.y),
  40. new o0.Geometry2D.Float.Vector(points[1].x * size.x, points[1].y * size.y),
  41. new o0.Geometry2D.Float.Vector(points[3].x * size.x, points[3].y * size.y),
  42. new o0.Geometry2D.Float.Vector(points[2].x * size.x, points[2].y * size.y),
  43. size.o0Vector());
  44. screenIdentification?.SetScreenQuad(quad);
  45. }
  46. ToMode(Mode.InfraredLocate);
  47. }
  48. /// <summary>
  49. /// 传入算法对应的点来设置算法屏幕四边形
  50. /// </summary>
  51. /// <param name="points"></param>
  52. public void QuadUnityVectorListToScreenQuad(List<Vector2> points)
  53. {
  54. if (points != null && points.Count == 4)
  55. {
  56. var size = getUVCCameraInfoSize;
  57. screenIdentification?.SetScreenQuad(
  58. new QuadrilateralInCamera(
  59. new o0.Geometry2D.Float.Vector(points[0].x * size.x, points[0].y * size.y),
  60. new o0.Geometry2D.Float.Vector(points[1].x * size.x, points[1].y * size.y),
  61. new o0.Geometry2D.Float.Vector(points[2].x * size.x, points[2].y * size.y),
  62. new o0.Geometry2D.Float.Vector(points[3].x * size.x, points[3].y * size.y),
  63. size.o0Vector()
  64. )
  65. );
  66. }
  67. ToMode(Mode.InfraredLocate);
  68. }
  69. /// <summary>
  70. /// 自动校准
  71. /// </summary>
  72. public void EnterScreenLocateManualAuto()
  73. {
  74. //自动定位时候,清除一下记录的点
  75. //quadUnityVectorList.Clear();
  76. //InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  77. BtnScreenLocate();
  78. }
  79. /// <summary>
  80. /// 设置Capture值,测试用
  81. /// </summary>
  82. /// <param name="value"></param>
  83. public void SetCapture(int value)
  84. {
  85. Capture = value;
  86. }
  87. /// <summary>
  88. /// 设置Delay值,测试用
  89. /// </summary>
  90. /// <param name="value"></param>
  91. public void SetDelay(int value)
  92. {
  93. Delay = value;
  94. }
  95. /// <summary>
  96. /// 校准点位置同步到[调试面板]
  97. /// </summary>
  98. public void SyncInfraredDemo()
  99. {
  100. if (quadUnityVectorList.Count == 0) return;
  101. // Vector2 texSize = getUVCCameraInfoSize;
  102. Debug.Log("[ScreenLocate] SyncInfraredDemo : " + PrintVector2List(quadUnityVectorList));
  103. //同步到infaredDemo
  104. FindObjectOfType<InfraredDemo>()?.SetLocatePointsToCameraRender(
  105. quadUnityVectorList,
  106. 1,
  107. 1);
  108. }
  109. /// <summary>
  110. /// 校准点位置同步到[手动校准页面]
  111. /// </summary>
  112. public void SyncInfraredScreenPositioningView()
  113. {
  114. if (quadUnityVectorList.Count == 0) return;
  115. //同步位置
  116. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  117. }
  118. }