ScreenMap.cs 3.5 KB

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  1. using o0.Geometry2D.Float;
  2. using System;
  3. using UnityEngine;
  4. namespace ZIM.Unity
  5. {
  6. // 摄像机的取景画面的纵横比设置(取景画面纵横比是否会根据分辨率变化)
  7. public enum AspectRatioSetting
  8. {
  9. FixedAll, // 高度和宽度都不变
  10. FixedHeight, // 高度固定
  11. FixedWidth, // 宽度固定
  12. }
  13. // 记录屏幕的位置,QuadInCamera表示屏幕4个点在摄像机画面中的坐标
  14. // TransformToScreen可将摄像机空间的点映射到屏幕空间,反之用TransformToCamera
  15. public class ScreenMap
  16. {
  17. public static AspectRatioSetting ViewAspectRatioSetting = AspectRatioSetting.FixedHeight;// 默认取景画面的高度保持不变,宽度随着分辨率变化
  18. public Rect QuadRect { get; private set; }
  19. public Vector2 UVSize { get; private set; } // UV代表屏幕空间的坐标,UVSize代表屏幕坐标的取值范围
  20. public bool Active => QuadInCamera != null;
  21. QuadrilateralInCamera quadInCamera; // 记录的分辨率和识别时的分辨率可能不同
  22. public QuadrilateralInCamera QuadInCamera
  23. {
  24. get => quadInCamera;
  25. set
  26. {
  27. quadInCamera = value;
  28. InitByQuad();
  29. Debug.Log("QuadRect:"+QuadRect);
  30. }
  31. }
  32. // 当分辨率不同时,刷新分辨率并返回true,否则返回false
  33. public bool RefreshCameraSize(Vector2 curSize)
  34. {
  35. var sizeNew = curSize.o0Vector();
  36. if (QuadInCamera != null && QuadInCamera.CameraSize != sizeNew)
  37. {
  38. UnityEngine.Debug.Log("[ScreenMap]根据分辨率映射: from " + QuadInCamera.SizeString + " to " + curSize);
  39. QuadInCamera.ReSize(sizeNew, ViewAspectRatioSetting);
  40. InitByQuad();
  41. return true;
  42. }
  43. return false;
  44. }
  45. private void InitByQuad()
  46. {
  47. if (QuadInCamera != null)
  48. {
  49. var quad = QuadInCamera.Quad;
  50. var x = Math.Min((quad.A - quad.B).Length, (quad.C - quad.D).Length);
  51. var y = Math.Min((quad.A - quad.C).Length, (quad.B - quad.D).Length);
  52. UVSize = new Vector2(x, y);
  53. perspective = new ZIMPerspectiveTransform(quad, new OrdinalQuadrilateral(new Vector(0, 0), new Vector(x, 0), new Vector(0, y), new Vector(x, y)));
  54. var aabb = quad.AABBRect();
  55. QuadRect = new Rect(aabb.Item1.x, aabb.Item1.y, aabb.Item2.x - aabb.Item1.x, aabb.Item2.y - aabb.Item1.y);
  56. }
  57. }
  58. private ZIMPerspectiveTransform perspective;
  59. public ScreenMap()
  60. {
  61. }
  62. public ScreenMap(QuadrilateralInCamera quad)
  63. {
  64. QuadInCamera = quad;
  65. }
  66. public bool UVInScreen(Vector2 v)
  67. {
  68. return v.x > 0 && v.x < UVSize.x && v.y > 0 && v.y < UVSize.y;
  69. }
  70. // UV归一化到[0, 1]范围,仅用于输出最终结果
  71. public Vector2 UVNormalized(Vector2 location)
  72. {
  73. return new Vector2(location.x / UVSize.x, location.y / UVSize.y);
  74. }
  75. public Vector2 TransformToScreen(Vector2 vIn)
  76. {
  77. var v = perspective.Transform(vIn.x, vIn.y);
  78. return new Vector2(v.x, v.y);
  79. }
  80. public Vector2 TransformToCamera(Vector2 vIn)
  81. {
  82. var v = perspective.TransformInverse(vIn.x, vIn.y);
  83. return new Vector2(v.x, v.y);
  84. }
  85. }
  86. }