#define ENABLE_LOG using Serenegiant.UVC; using System; using System.Collections.Generic; using System.Threading; using UnityEngine; using UnityEngine.UI; using ZIM; using static Serenegiant.UVC.UVCManager; using Color = UnityEngine.Color; [RequireComponent(typeof(Canvas))] public class ScreenLocate : MonoBehaviour { private const string TAG = "ScreenLocate#"; enum Mode { InfraredLocate, ScreenMap, ScreenLocateManual } enum InfraredCount { Single, Double } enum Platform { Window, Android } Platform mPlatform = Platform.Android; // 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 public InfraredSpot[] InfraredSpots { get { infraredCount = InfraredCount.Double; return infraredSpotBuffer; } } // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得 public InfraredSpot InfraredSpotSingle { get { infraredCount = InfraredCount.Single; return infraredSpotBuffer[0]; } } InfraredSpot[] infraredSpotBuffer; InfraredCount infraredCount; #region UVC 处理的对象 public UVCManager mUVCManager; public UVCDrawer mUVCDrawer; public CameraInfo mUVCCameraInfo; private Texture mUVCTexture; private Texture2D mUVCTexture2D; // [SerializeField] Texture2DArray mUVCOutArray; #endregion public Text Info; public List CrosshairInCamera; public List CrosshairInScreen; public RectTransform ScreenQuad; public Toggle SaveToggle; public bool ShowScreenQuad = false; public RawImage rawImage; public RawImage rawImage1; public RawImage rawImage2; public RawImage rawImage3; public RawImage rawImage4; public RawImage rawImage5; public RawImage FullScreenImage; public InfraredSpotSettings InfraredSpotSettings; public Texture2D DebugScreenImage; public Button startUVCBtn; public Button manualDebugBtn; public InfraredManager.UIManagerSingle mUIManagerSingle; // private SynchronizationContext mainContext; //是否单点显示 bool bSinglePoint = true;//默认单点识别 public Toggle SinglePointToggle; bool bIdentifyRed = true;//默认设备红色 public Toggle SinglePointToggleColor; #region 性能检测相关 public Text m_UITime; const float m_UIUpdateInterval = 0.1f; float m_UIUpdateTimer = 0.0f; List m_History = new List(100); int m_ValidHistoryFrames = 0; float m_AverageTime = float.NaN; float m_MedianTime = float.NaN; float m_MinTime = float.NaN; float m_MaxTime = float.NaN; public float updateInterval = 0.5F; private double lastInterval; private int frames = 0; private float fps; public Text m_FPS; #endregion InfraredLocate infraredLocate; RectTransform canvas; Mode mode; List pointManual = new List(); //o0.Project.WebCam o0WebCam = null; o0.Project.ScreenIdentification screenIdentification; static public ScreenLocate Main; static public List DebugImage = new List(); static public RectTransform BackQuad = null; static public void DebugTexture(int index, Texture texture) { Destroy(DebugImage[index].texture); DebugImage[index].texture = texture; } static public void SetScreen(UnityEngine.Color? color = null) { if (BackQuad == null) { var canvas = GameObject.Find("WebCameraView").GetComponent(); var background = canvas.Find("Background"); BackQuad = background.GetChild(0).GetComponent(); } BackQuad.parent.gameObject.SetActive(color != null); BackQuad.GetComponent().color = color ?? Color.black; } static public void SetScreen(Rect rect, UnityEngine.Color? color = null) { if (BackQuad == null) { var canvas = GameObject.Find("WebCameraView").GetComponent(); var background = canvas.Find("Background"); BackQuad = background.GetChild(0).GetComponent(); } BackQuad.parent.gameObject.SetActive(color != null); BackQuad.anchorMin = rect.min; BackQuad.anchorMax = rect.max; BackQuad.GetComponent().color = color ?? Color.black; } static void DebugBackQuad(Rect? rect = null) { if (BackQuad) { BackQuad.parent.GetComponent().enabled = false; BackQuad.GetComponent().color = Color.white; BackQuad.parent.gameObject.SetActive(!BackQuad.parent.gameObject.activeSelf); if (rect.HasValue) { BackQuad.anchorMin = rect.Value.min; BackQuad.anchorMax = rect.Value.max; } } } void Awake() { if (mUVCDrawer) mUVCDrawer.StartPreviewAction += UVCIsReady; } void OnDestroy() { if (mUVCDrawer) mUVCDrawer.StartPreviewAction -= UVCIsReady; } void Start() { //mainContext = SynchronizationContext.Current; Main = this; DebugImage.Add(rawImage); DebugImage.Add(rawImage1); DebugImage.Add(rawImage2); DebugImage.Add(rawImage3); DebugImage.Add(rawImage4); DebugImage.Add(rawImage5); DebugImage.Add(FullScreenImage); canvas = transform.GetComponent(); mode = Mode.InfraredLocate; infraredCount = InfraredCount.Single; if (SinglePointToggle) { //如果是单点显示 bSinglePoint = PlayerPrefs.GetInt("bSinglePoint", 1) == 1; SinglePointToggle.isOn = bSinglePoint; } if (SinglePointToggleColor) { bIdentifyRed = PlayerPrefs.GetInt("bIdentifyRed", 1) == 1; SinglePointToggleColor.isOn = bIdentifyRed; } #region 性能检测相关 for (var i = 0; i < m_History.Capacity; ++i) { m_History.Add(0.0f); } lastInterval = Time.realtimeSinceStartup; frames = 0; #endregion } //ZIMWebCamera场景使用 public void WebCamIsReady(Texture texture) { mPlatform = Platform.Window; mUVCTexture = texture; mUVCCameraInfo = new CameraInfo(mUVCTexture); brightness = 0; } //手机端UVCCamra使用 public void UVCIsReady(Texture texture) { mPlatform = Platform.Android; //this.startUVCBtn.interactable = true; mUVCTexture = texture; //ARGB32 //mUVCTexture2D = Texture2D.CreateExternalTexture(texture.width, texture.height, TextureFormat.ARGB32, false, true, texture.GetNativeTexturePtr()); //TextureToTexture2D(texture); //Debug.Log("mUVCTexture2D isReable:" + mUVCTexture2D.isReadable); //Debug.Log("mUVCTexture2D mipmapCount:" + (mUVCTexture2D.mipmapCount > 1)); List cameraInfos = mUVCManager.GetAttachedDevices(); mUVCCameraInfo = cameraInfos[cameraInfos.Count - 1]; manualDebugBtn.interactable = true; } public void OnChangeSinglePoint() { bSinglePoint = SinglePointToggle.isOn; PlayerPrefs.SetInt("bSinglePoint", bSinglePoint ? 1 : 0); } public void OnChangeSinglePointColor() { bIdentifyRed = SinglePointToggleColor.isOn; PlayerPrefs.SetInt("bIdentifyRed", bIdentifyRed ? 1 : 0); } public void startUVC() { } int brightness = 0; //public Text brightnessText; //public void SliderBrightness(Slider slider) //{ // var _value = slider.value; // brightness = (int)_value; // brightnessText.text = (2 + brightness) + ""; //} void Update() { ++frames; float timeNow = Time.realtimeSinceStartup; if (timeNow > lastInterval + updateInterval) { fps = (float)(frames / (timeNow - lastInterval)); frames = 0; lastInterval = timeNow; } if (m_FPS != null) m_FPS.text = "FPS:" + fps.ToString("f2"); if (mUVCCameraInfo == null) return; if (screenIdentification == null) screenIdentification = new o0.Project.ScreenIdentification(mUVCTexture); if (infraredLocate == null) infraredLocate = new InfraredLocate(mUVCCameraInfo, screenIdentification, InfraredSpotSettings); if (mode == Mode.ScreenLocateManual) { if (Input.GetMouseButtonDown(0)) { var mouse = Input.mousePosition; var u = mouse.x / Screen.width; var v = mouse.y / Screen.height; u = Math.Clamp(u, 0, 1); v = Math.Clamp(v, 0, 1); pointManual.Add(new Vector2(u * mUVCTexture.width, v * mUVCTexture.height)); var obj = Instantiate(Resources.Load("Point")) as GameObject; obj.transform.SetParent(FullScreenImage.transform); obj.transform.localPosition = new Vector2(u, v).pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), FullScreenImage.rectTransform.rect); if (pointManual.Count == 1) Info.text = "左键单击屏幕 右下角"; else if (pointManual.Count == 2) Info.text = "左键单击屏幕 右上角"; else if (pointManual.Count == 3) Info.text = "左键单击屏幕 左上角"; else if (pointManual.Count == 4) { screenIdentification.LocateScreenManual(new OrdinalQuadrilateral(pointManual[0].o0Vector(), pointManual[1].o0Vector(), pointManual[3].o0Vector(), pointManual[2].o0Vector())); pointManual.Clear(); ShowScreen(screenIdentification.Screen.Quad); foreach (Transform i in FullScreenImage.transform) Destroy(i.gameObject); ToMode(Mode.InfraredLocate); } } return; } var t0 = Time.realtimeSinceStartup; /* New*/ if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing && screenIdentification.Screen.Active) // 成功定位屏幕后才做红外识别 { CreateUVCTexture2DIfNeeded(); if (!screenIdentification.Update(mUVCTexture2D)) { if (mode == Mode.InfraredLocate) { //0,0, cameraTexture2D.width, cameraTexture2D.height,0 var pixels = mUVCTexture2D.GetPixels(); // 从左往右、从下往上 //InfraredSpots = infraredLocate.Update(pixels); if (bSinglePoint) infraredSpotBuffer = infraredLocate.UpdateSingle(pixels); else infraredSpotBuffer = infraredLocate.Update(pixels); if (mPlatform == Platform.Window || mUIManagerSingle.bGetPanelActive) //渲染ui上面的点。进入游戏可以隐藏 { for (int i = 0; i < infraredSpotBuffer.Length; i++) { if (infraredSpotBuffer[i].CameraLocation != null) { // 检测到光点 var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(mUVCCameraInfo.Size, rawImage.rectTransform.rect); CrosshairInCamera[i].gameObject.SetActive(true); CrosshairInCamera[i].anchoredPosition = posInCanvas; } else CrosshairInCamera[i].gameObject.SetActive(false); } } //手机端使用 if (mPlatform == Platform.Android && infraredSpotBuffer.Length > 0) { int redIndex = 0; int greenIndex = 1; //仅仅第一个点显示(如果最大点出界了会闪烁) if (bSinglePoint) { redIndex = 0; //单点识别是,可以选择切换颜色 if (infraredSpotBuffer[redIndex].ScreenUV != null) { string str = "Single:"; Info.text = str + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4"); InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0)); } } else { // 检测到光点 if (infraredSpotBuffer[redIndex].ScreenUV != null) { Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4"); InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0)); } else if (infraredSpotBuffer[greenIndex].ScreenUV != null) { Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4"); InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0)); } } } } } } var t1 = Time.realtimeSinceStartup; var dt = t1 - t0; m_History[m_ValidHistoryFrames % m_History.Count] = dt; ++m_ValidHistoryFrames; m_UIUpdateTimer += Time.deltaTime; if (m_UIUpdateTimer >= m_UIUpdateInterval) { m_UIUpdateTimer = 0.0f; if (m_ValidHistoryFrames >= m_History.Count) { m_ValidHistoryFrames = 0; m_AverageTime = 0.0f; m_MinTime = float.PositiveInfinity; m_MaxTime = float.NegativeInfinity; { for (var i = 0; i < m_History.Count; i++) { var time = m_History[i]; m_AverageTime += time; m_MinTime = Mathf.Min(m_MinTime, time); m_MaxTime = Mathf.Max(m_MaxTime, time); } m_AverageTime /= m_History.Count; } { m_History.Sort(); // Odd-length history? if ((m_History.Count & 1) != 0) { m_MedianTime = m_History[m_History.Count / 2]; } else { m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f; } } } 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"; //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} | if (m_UITime != null) m_UITime.text = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}"; } UpdateInputs(); } public void BtnScreenLocate() { screenIdentification.LocateScreen(); } public void BtnScreenMap() { ToMode(Mode.ScreenMap); } //进入手动定位屏幕 public void BtnScreenLocateManual() { ToMode(Mode.ScreenLocateManual); } // 标记屏幕的四个角 public void ShowScreen(OrdinalQuadrilateral quad) { if (quad == null) { Info.text = "识别屏幕失败"; return; } Info.text = "已识别到屏幕"; if (ShowScreenQuad) { ScreenQuad.gameObject.SetActive(true); for (int i = 0; i < 4; i++) { RectTransform t = ScreenQuad.GetChild(i) as RectTransform; //mUVCCameraInfo.Size t.anchoredPosition = quad[i].UnityVector().pixelToLocalPosition_AnchorCenter(mUVCCameraInfo.Size, ScreenQuad.rect); } } } void ToMode(Mode mode) { if (this.mode == mode) return; if (mode == Mode.ScreenMap) { if (!screenIdentification.Screen.Active) { Info.text = "先定位屏幕"; return; } Info.text = "按ESC退出"; SetScreen(Color.black); Info.transform.SetAsLastSibling(); this.mode = Mode.ScreenMap; } else if (mode == Mode.InfraredLocate) { Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败"; //Info.text = "已识别到屏幕"; SetScreen(null); foreach (var i in CrosshairInScreen) i.gameObject.SetActive(false); FullScreenImage.gameObject.SetActive(false); Info.transform.SetSiblingIndex(transform.childCount - 4); this.mode = Mode.InfraredLocate; DebugTexture(6, null); //DebugTexture(1, null); //null // rawImage1.texture = null; #if (!NDEBUG && DEBUG && ENABLE_LOG) Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{ screenIdentification.Screen.Active}"); #endif } else if (mode == Mode.ScreenLocateManual) { Info.text = "左键单击屏幕 左下角"; FullScreenImage.gameObject.SetActive(true); Info.transform.SetSiblingIndex(transform.childCount - 1); // var newTex = WebCamera.webCamTexture.AutoLight(10); //DebugTexture(1, TextureToTexture2D(rawImage.texture)); CreateUVCTexture2DIfNeeded(); DebugTexture(6, mUVCTexture2D.zimAutoLight(brightness)); //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture); //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness)); this.mode = Mode.ScreenLocateManual; } } private Texture2D TextureToTexture2D(Texture texture) { Texture2D _texture2D = new Texture2D(texture.width, texture.height, TextureFormat.ARGB32, false, true); RenderTexture currentRT = RenderTexture.active; RenderTexture renderTexture = RenderTexture.GetTemporary( texture.width, texture.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); Graphics.Blit(texture, renderTexture); RenderTexture.active = renderTexture; _texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0); _texture2D.Apply(); RenderTexture.active = currentRT; RenderTexture.ReleaseTemporary(renderTexture); return _texture2D; } private void CreateUVCTexture2DIfNeeded() { if (mUVCTexture2D != null) Destroy(mUVCTexture2D); mUVCTexture2D = TextureToTexture2D(mUVCTexture); } #region DoubleButton private DateTime m_firstTime; private DateTime m_secondTime; private void Press() { Debug.Log("进入手动定位"); BtnScreenLocateManual(); resetTime(); } public void OnDoubleClick() { //超时重置 if (!m_firstTime.Equals(default(DateTime))) { var intervalTime = DateTime.Now - m_firstTime; float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds; if (milliSeconds >= 400) resetTime(); } // 按下按钮时对两次的时间进行记录 if (m_firstTime.Equals(default(DateTime))) m_firstTime = DateTime.Now; else m_secondTime = DateTime.Now; // 在第二次点击触发,时差小于400ms触发 if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime))) { var intervalTime = m_secondTime - m_firstTime; float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds; if (milliSeconds < 400) Press(); else resetTime(); } } private void resetTime() { m_firstTime = default(DateTime); m_secondTime = default(DateTime); } #endregion #region 性能检测相关 void InvalidateTimings() { m_ValidHistoryFrames = 0; m_AverageTime = float.NaN; m_MedianTime = float.NaN; m_MinTime = float.NaN; m_MaxTime = float.NaN; } void UpdateInputs() { //重置 if (Input.GetKeyDown(KeyCode.UpArrow)) { InvalidateTimings(); } } #endregion }