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- using o0.Geometry2D.Float;
- using System;
- using System.Linq;
- using System.Threading.Tasks;
- using Unity.VisualScripting;
- using UnityEngine;
- using UnityEngine.Internal;
- namespace ZIM
- {
- public static partial class Extension
- {
- public static Vector2 UnityVector(this Vector v)
- {
- return new Vector2(v.x, v.y);
- }
- public static Vector o0Vector(this Vector2 v)
- {
- return new Vector(v.x, v.y);
- }
- public static UnityEngine.Color UnityColor(this o0.Color c)
- {
- return new UnityEngine.Color(c.r, c.g, c.b, c.a);
- }
- public static o0.Color o0Color(this UnityEngine.Color c)
- {
- return new o0.Color(c.r, c.g, c.b, c.a);
- }
- public static float LengthManhattan(this Vector2 v)
- {
- return Math.Abs(v.x) + Math.Abs(v.y);
- }
- public static float Brightness(this Color c)
- {
- return 0.59f * c.r + 0.3f * c.r + 0.11f * c.r; // 红色为主
- }
- // 转换为整数再计算
- public static int Brightness(this Color c, int colorBits)
- {
- int r = (int)(c.r * colorBits);
- int g = (int)(c.g * colorBits);
- int b = (int)(c.b * colorBits);
- return (int)(0.59f * r + 0.3f * g + 0.11f * b); // 红色为主
- }
- // 像素坐标映射到Unity局部坐标
- public static Vector2 pixelToLocalPosition_AnchorCenter(this Vector2 pixel, Vector2 size, Rect dstRect)
- {
- var xp = pixel.x / size.x - 0.5f;
- var yp = pixel.y / size.y - 0.5f;
- //var origin = rawImage.anchoredPosition;
- return new Vector2(dstRect.width * xp, dstRect.height * yp);
- }
- // 像素坐标映射到Unity局部坐标
- public static Vector2 pixelToLocalPosition_AnchorCenter(this Vector2 pixel, o0.Geometry2D.Vector<int> size, Rect dstRect)
- {
- var xp = pixel.x / size.x - 0.5f;
- var yp = pixel.y / size.y - 0.5f;
- //var origin = rawImage.anchoredPosition;
- return new Vector2(dstRect.width * xp, dstRect.height * yp);
- }
- public static bool IsInScreen(this OrdinalQuadrilateral Quad, Vector2 size)
- {
- if (Quad.A.x < Quad.B.x && Quad.A.y < Quad.C.y && Quad.B.y < Quad.D.y && Quad.C.x < Quad.D.x && Quad.A.x > 0 && Quad.A.y > 0 &&
- Quad.B.x < size.x && Quad.B.y > 0 && Quad.C.x > 0 && Quad.C.y < size.y && Quad.D.x < size.x && Quad.D.y < size.y)
- return true;
- return false;
- }
- public static float DegreeToXAxis(this Vector2 v)
- {
- var a = v.x > 0 ? Math.Atan(v.y / v.x) * 180 / Math.PI : 180 + Math.Atan(v.y / v.x) * 180 / Math.PI;
- a = a < 0 ? 360 + a : a;
- return (float)a;
- }
- public static Texture2D zimAutoLightSimple(this WebCamTexture texture)
- {
- var pixel = texture.GetPixels();
- return zimAutoLightSimple(pixel,texture.width,texture.height);
- }
- public static Texture2D zimAutoLightSimple(this Texture2D texture)
- {
- var pixel = texture.GetPixels();
- return zimAutoLightSimple(pixel, texture.width, texture.height);
- }
- public static Vector2 Size(this Texture2D texture)
- {
- return new Vector2(texture.width, texture.height);
- }
-
- // 效果不太好
- public static Texture2D zimAutoLightSimple(this Color[] pixel, int width, int height)
- {
- Color[] p = new Color[pixel.Length];
- var brightness16 = new int[256];
- for (int i = 0; i < width / 7; i++)
- {
- for (int j = 0; j < height / 7; j++)
- {
- var index = j * 7 * width + i * 7;
- var b = pixel[index].Brightness(256);
- brightness16[b]++;
- }
- }
- var limit = (int)(width * height / 49 * 0.001f); // 取亮度大约在前0.1%的值(不取最大的因为可能会被个别亮点影响)
- int select = 255;
- for (; select >= 0; select--)
- {
- limit -= brightness16[select];
- if (limit <= 0)
- break;
- }
- var scale = 0.85f / (select / 256f);
- //var avgBrightness = 0f;
- //Parallel.For(0, pixel.Length / 256, (i) => avgBrightness += pixel[i * 256].Brightness());
- //avgBrightness /= pixel.Length / 256;
- //var scale = 1 / avgBrightness / 2f;
- if (float.IsInfinity(scale))
- return null;
- Parallel.For(0, p.Length, (i) => p[i] = pixel[i] * scale);
- var tex = new Texture2D(width, height);
- tex.SetPixels(p);
- tex.Apply();
- return tex;
- }
- public static Texture2D zimAutoLight(this WebCamTexture texture)
- {
- var pixel = texture.GetPixels();
- return zimAutoLight(pixel, texture.width, texture.height,0);
- }
- public static Texture2D zimAutoLight(this Texture2D texture,int brightness)
- {
- var pixel = texture.GetPixels();
- return zimAutoLight(pixel, texture.width, texture.height, brightness);
- }
- public static Texture2D zimAutoLight(this Color[] pixel, int width, int height, [DefaultValue("0")] int brightness)
- {
- float[] p = new float[pixel.Length];
- Parallel.For(0, pixel.Length, (i) => p[i] = pixel[i].Brightness());
- var scale = 1 / Enumerable.Max(p) * (2 + brightness);
- if (float.IsInfinity(scale))
- return null;
- Parallel.For(0, p.Length, (i) => pixel[i] *= scale); // 归一化
- var tex = new Texture2D(width, height);
- tex.SetPixels(pixel);
- tex.Apply();
- return tex;
- }
- public static Texture2D zimAutoLevelEqualization(this WebCamTexture texture, int bit = 256)
- {
- var pixel = texture.GetPixels();
- float[] p = new float[pixel.Length];
- Parallel.For(0, pixel.Length, (i) => p[i] = pixel[i].r); // 红通道
- bit -= 1;
- var scale = 1 / Enumerable.Max(p);
- if (float.IsInfinity(scale))
- return null;
- Parallel.For(0, p.Length, (i) => p[i] *= scale); // 归一化
- int[] pint = new int[p.Length];
- Parallel.For(0, p.Length, i => pint[i] = (int)(p[i] * bit)); // 映射到256色彩
- //Debug.Log(Enumerable.Max(pint) + ", " + scale);
- int[] H = new int[bit + 1];
- for (int i = 0; i < p.Length; i++)
- H[pint[i]]++;
- float[] HF = new float[bit + 1];
- for (int i = 0; i <= bit; i++)
- HF[i] = H[i] / (float)p.Length; // 概率
- float[] D = new float[bit + 1];
- float temp = 0;
- for (int i = 1; i <= bit; i++) // 不取颜色为0的概率
- {
- temp += HF[i];
- D[i] = temp; // 累计密度
- }
- Parallel.For(0, p.Length, i => p[i] = D[pint[i]] / D.Last()); // 取密度为颜色,并归一化
- UnityEngine.Color[] pixelLighted = new UnityEngine.Color[pixel.Length];
- Parallel.For(0, pixel.Length, (i) => pixelLighted[i] = new UnityEngine.Color(p[i], 0, 0));
- var tex = new Texture2D(texture.width, texture.height);
- tex.SetPixels(pixelLighted);
- tex.Apply();
- return tex;
- }
- public static void CopyTo(this RenderTexture src, Texture2D dst)
- {
- var pre = RenderTexture.active;
- RenderTexture.active = src;
- dst.ReadPixels(new Rect(0, 0, src.width, src.height), 0, 0);
- dst.Apply();
- RenderTexture.active = pre;
- }
- }
- }
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