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- using o0.Geometry;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using UnityEngine;
- using UnityEngine.UI;
- using o0.Geometry2D.Float;
- using ZIM;
- using o0.Num;
- namespace o0.Project
- {
- public static partial class Extension
- { // (垂直方向,水平方向)
- public static (Vector, float) ZIMLineSegGradient(Matrix mat, Matrix dir, float gradient, Vector start, Vector end, (int, int) range, bool reverseXY)
- {
- int startX, endX;
- if (start.x < end.x)
- {
- startX = Mathf.RoundToInt(start.x) + 1;
- endX = Mathf.RoundToInt(end.x) + 1;
- }
- else
- {
- startX = Mathf.RoundToInt(start.x) - 1;
- endX = Mathf.RoundToInt(end.x) - 1;
- }
- if (startX == endX)
- return (new Vector(start.x, start.y), 0);
- var xDiff = end.x - start.x;
- var xToYRate = (float)(end.y - start.y) / xDiff;
- Func<float, float> xToYFunc = (x) => (x - start.x) * xToYRate + start.y;
- var B1 = Mathf.RoundToInt(start.x);
- var B1V = mat[B1, Mathf.RoundToInt(start.y)];
- var Sum1 = B1V;
- foreach (var Bx in startX.Range(endX))
- {
- int[,] CIArray = new int[range.Item1, range.Item2];
- float[] CAArray = new float[range.Item1 * range.Item2];
- float[] CMArray = new float[range.Item1 * range.Item2];
- for (int j = 0; j < range.Item2; j++)
- {
- var x = xDiff > 0 ? Bx + j : Bx - j;
- var y = xToYFunc(x);
- var m1 = range.Item1 / 2 - 1;
- var m2 = range.Item1 / 2;
- var y1 = Mathf.FloorToInt(y);
- var y2 = Mathf.CeilToInt(y);
- for (int i = 0; i < range.Item1 / 2; i++)
- {
- if (reverseXY)
- CIArray[i, j] = mat.Index(y1 + i - m1, x);
- else
- CIArray[i, j] = mat.Index(x, y1 + i - m1);
- CAArray[i + j * range.Item1] = dir.Element[CIArray[i, j]];
- CMArray[i + j * range.Item1] = mat.Element[CIArray[i, j]];
- }
- for (int i = range.Item1 / 2; i < range.Item1; i++)
- {
- if (reverseXY)
- CIArray[i, j] = mat.Index(y2 + i - m2, x);
- else
- CIArray[i, j] = mat.Index(x, y2 + i - m2);
- CAArray[i + j * range.Item1] = dir.Element[CIArray[i, j]];
- CMArray[i + j * range.Item1] = mat.Element[CIArray[i, j]];
- }
- }
- var CV = o0.Max(CMArray);
- var avaAngle = 60;
- var halfAvaAngle = avaAngle / 2;
- var breakFlag = true;
- foreach (var ca in CAArray)
- {
- if (MathF.Abs(ca - gradient) <= halfAvaAngle || MathF.Abs(ca - 360 - gradient) <= halfAvaAngle || MathF.Abs(ca + 360 - gradient) <= halfAvaAngle)
- {
- breakFlag = false;
- break;
- }
- }
- if (breakFlag)
- break;
- B1 = Bx;
- Sum1 += CV;
- }
- return (new Vector(B1, xToYFunc(B1)), Sum1);
- }
- // 线段顺序: 下、右、上、左
- public static List<Line> ZIMIdentifyQuadLSD(this Matrix screenLocateMat, Matrix edgeMat, Matrix edgeDirMat,out List<Line> lightLines,
- float gradientLength, float minLength = 100)
- {
- // 加权平均
- Vector[] avgPointsColumn = new Vector[screenLocateMat.Size.x];
- float[] valueSumsColumn = new float[screenLocateMat.Size.x];
- Parallel.For(0, screenLocateMat.Size.x, i =>
- {
- for (int j = 0; j < screenLocateMat.Size.y; j++)
- {
- var value = screenLocateMat[i, j];
- valueSumsColumn[i] += value;
- avgPointsColumn[i] += new Vector(i, j) * value;
- }
- });
- Vector avgPoint = Vector.Zero;
- var valueSum = 0f;
- for (int i = 0; i < screenLocateMat.Size.x; i++)
- {
- avgPoint += avgPointsColumn[i];
- valueSum += valueSumsColumn[i];
- }
- avgPoint /= valueSum;
- var lines = edgeMat.IdentifyLineLSD(edgeDirMat, minLength, 20);
- //Debug.Log("[IdentifyLineLSD] lines.Count: " + lines.Count);
- // 下、右、上、左
- var quadLines = new List<(float, Line)>[4] {new List<(float, Line)>(), new List<(float, Line)>(), new List<(float, Line)>(), new List<(float, Line)>() };
- var avaAngleHalf = 75f;
- lightLines = new List<Line>();
- foreach (var (line, sum, gradient) in lines)
- {
- lightLines.Add(line);
- var a = (avgPoint - (line.A + line.B) / 2).DegreeToXAxis();
- //Debug.Log(a + ", " + gradient + ", " + sum);
- int index = -1;
- if (Math.Abs(a - gradient) < avaAngleHalf || Math.Abs(a - 360 - gradient) < avaAngleHalf || Math.Abs(a + 360 - gradient) < avaAngleHalf)
- {
- if (gradient > 45 && gradient < 135) // 下
- index = 0;
- else if (gradient > 135 && gradient < 225) // 右
- index = 1;
- else if (gradient > 225 && gradient < 315) // 上
- index = 2;
- else
- index = 3;
- // 沿直线计算平均梯度
- var dir = (line.B - line.A).Normalized;
- var vertical = new Vector(-dir.y, dir.x) * (gradientLength / 2);
- var step = 2;
- var ll = line.Length;
- var lg = new List<float>();
- for (int i = 0; i <= ll; i += step)
- {
- var point = line.A + dir * i;
- var ga = point + vertical;
- var gb = point - vertical;
- lg.Add(screenLocateMat[(int)ga.x, (int)ga.y] - screenLocateMat[(int)gb.x, (int)gb.y]);
- //Debug.Log(lg.Last());
- }
- //var g = Math.Abs(lg.Mean());
- //Debug.Log(gradient + ", " + g);
- //List<float> lp1 = new List<float>(), lp2 = new List<float>(); // 线两侧的值
- //for (float i = 0; i <= ll; i += step)
- //{
- // var point = line.A + dir * i;
- // var ga = point + vertical;
- // var gb = point - vertical;
- // lp1.Add(screenLocateMat[(int)ga.x, (int)ga.y]);
- // lp2.Add(screenLocateMat[(int)gb.x, (int)gb.y]);
- //}
- //var avg1 = lp1.Mean();
- //var avg2 = lp2.Mean();
- //var v1 = lp1.Variance();
- //var v2 = lp2.Variance();
- //var lineGradient = Math.Abs(avg1 - avg2) / (v1 + v2 + 0.2f); // 方差越小,梯度的价值越高
- ////var g = Math.Abs(lg.Mean());
- ////Debug.Log(gradient + ", " + g);
- //Debug.Log(v1 + ", " + v2 + ", " + lineGradient);
- //quadLines[index].Add((lineGradient, line));
- quadLines[index].Add((Math.Abs(lg.Mean()), line));
- }
- }
- var result = new List<Line>();
- foreach (var list in quadLines)
- result.Add(list.Max((a, b) => a.Item1.CompareTo(b.Item1)).Item2);
- return result;
- }
- }
- }
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