#define ENABLE_LOG using InfraredManager; using o0; using Serenegiant.UVC; using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using ZIM; using ZIM.Unity; using static Serenegiant.UVC.UVCManager; using Color = UnityEngine.Color; [RequireComponent(typeof(Canvas))] public partial class ScreenLocate : MonoBehaviour { public InfraredCameraHelper InfraredCameraHelper; 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]; } } public InfraredSpot[] infraredSpotBuffer; InfraredCount infraredCount; public string GetInfraredCount() { return infraredCount.ToString(); } public InfraredDemo InfraredDemoMain => FindObjectOfType(); #region UVC 处理的对象 public UVCManager mUVCManager; public UVCDrawer mUVCDrawer; public CameraInfo mUVCCameraInfo; public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false; public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(256, 256); private Texture mUVCTexture; public Texture getUVCTexture => mUVCTexture; private Texture2D mUVCTexture2D; // [SerializeField] Texture2DArray mUVCOutArray; #endregion public Text Info; public List CrosshairInCamera; public List CrosshairInScreen; public RectTransform ScreenQuad; public Toggle SaveToggle; public Vector2 ScreenLocateCameraSize; // 屏幕识别需要的目标分辨率,摄像机分辨率变化时该分辨率也会跟着调整 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 ZIMWebCamera zimWebCamera => GetComponent(); public Texture2D DebugScreenImage; public bool DebugOnEditorWin = false; // private SynchronizationContext mainContext; //是否单点显示 public bool bSinglePoint = true;//默认单点识别 bool bIdentifyRed = true;//默认设备红色 bool bIdentifyGreen = true; #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; public o0.Project.ScreenIdentification getScreenIdentification => 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; Debug.Log("Set Screen " + color.GetColorName()); } 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; Debug.Log("Set Screen " + color.GetColorName()); } 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; } } } public void ReSizeTexture(int width, int height) { Debug.Log("Cur mUVCTexture Size: " + mUVCTexture); return; if (mUVCTexture.width < width || mUVCTexture.height < height) // 如果当前分辨率太小,则重新new一个texture { Texture2D tex = new Texture2D( width, height, TextureFormat.ARGB32, false, /* mipmap */ true /* linear */); tex.filterMode = FilterMode.Point; tex.Apply(); mUVCTexture = tex; mUVCCameraInfo.previewTexture = tex; var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr(); } } void Awake() { Main = this; #if !UNITY_EDITOR_WIN DebugOnEditorWin = false; #endif //if (mUVCDrawer) // mUVCDrawer.StartPreviewAction += UVCIsReady; } void OnDestroy() { //if (mUVCDrawer) // mUVCDrawer.StartPreviewAction -= UVCIsReady; } void Start() { //mainContext = SynchronizationContext.Current; 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; //if (DebugScreenImage) //{ // screenIdentification = new o0.Project.ScreenIdentification(new o0.Geometry2D.Vector(DebugScreenImage.width, DebugScreenImage.height)); // WebCamIsReady(DebugScreenImage); // screenIdentification.LocateScreen(); //} infraredCount = InfraredCount.Single; #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; //UVC准备好 InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo); } //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]; Debug.Log("mUVCCameraInfo InvokeOnUVCIsReady:" + mUVCCameraInfo); //UVC准备好 InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo); } 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) + ""; //} public void SetInfraredLocateBrightnessThreshold(float value) { if (infraredLocate != null) { if (value >= 0 && value <= 1) infraredLocate.SetBrightnessThreshold(value); // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93 } } 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(); screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter; screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd; } if (infraredLocate == null) { infraredLocate = new InfraredLocate(mUVCCameraInfo, screenIdentification, InfraredSpotSettings); float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f); Debug.Log("Init Red filterValue:" + redfilterValue); infraredLocate.SetBrightnessThreshold(redfilterValue); // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93 } if (screenIdentification.Screen.RefreshCameraSize(getUVCCameraInfoSize)) // 同步分辨率, 分辨率变化后还需同步到InfraredDemo { ScreenLocate.quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexList(); SyncInfraredDemo(); } 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*/ //Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active); if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing) // 成功定位屏幕后才做红外识别 { CreateUVCTexture2DIfNeeded(); if (!screenIdentification.Update(mUVCTexture2D)) { if (!screenIdentification.Screen.Active) { //DebugTexture(1, mUVCTexture2D.zimAutoLightSimple()); return; } //if (mUVCCameraInfo.Size != ScreenLocateCameraSize) // 摄像机分辨率发生改变时执行 //{ // RefreshScreenQuad(mUVCCameraInfo.Size); // return; //} 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) //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)); onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value); } } else { //雙點模式下選擇第一個點 if (bIdentifyRed && !bIdentifyGreen) { if (infraredSpotBuffer[redIndex].ScreenUV != null) { Info.text = "Red" + redIndex + ":" + 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)); onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex); } else { Info.text = "未检测到红色最大点!"; } } else if (!bIdentifyRed && bIdentifyGreen) { 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)); onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex); } else { Info.text = "未检测到绿色点!"; } } else { //两个不选择和两个全选都跑识别两个点 //自動切換 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)); onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex); } 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)); onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex); } else { Info.text = "未检测到点!"; } } } } } else if (mode == Mode.ScreenMap && DebugOnEditorWin) { var pixels = mUVCTexture2D.GetPixels(); if (infraredCount == InfraredCount.Single) infraredSpotBuffer = infraredLocate.UpdateSingle(pixels); else if (infraredCount == InfraredCount.Double) infraredSpotBuffer = infraredLocate.Update(pixels); for (int i = 0; i < infraredSpotBuffer.Length; i++) { if (infraredSpotBuffer[i].ScreenUV != null) { // 检测到光点 var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect); CrosshairInScreen[i].gameObject.SetActive(true); CrosshairInScreen[i].anchoredPosition = posInCanvas; } else CrosshairInScreen[i].gameObject.SetActive(false); } if (Input.GetKeyDown(KeyCode.Escape)) ToMode(Mode.InfraredLocate); } } } //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(); } Vector2 targetPos = Vector2.zero; Vector2 movePos = Vector2.zero; int moveSpeed = 20; public float filterDis = 3.0f; void onFilterPos(Vector2 _vector2Pos) { Vector2 np = new Vector2(_vector2Pos.x * Screen.width, _vector2Pos.y * Screen.height); //_vector2Pos.pixelToLocalPosition_AnchorCenter(Vector2.one, (transform as RectTransform).rect); if (Vector2.Distance(np, targetPos) >= filterDis) { targetPos = np; //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0)); InfraredCameraHelper.InvokeOnPositionUpdate(targetPos); } //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed); //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0)); } Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero }; void onFilterPos2(Vector2 _vector2Pos, int index) { Vector2 np = new Vector2(_vector2Pos.x * Screen.width, _vector2Pos.y * Screen.height); if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis) { _targetPoints2[index] = np; InfraredCameraHelper.InvokeOnPositionUpdate2(_targetPoints2[index], index); } } #region 自动识别 int Capture = 30; int Delay = 30; int DefaultResolutionIndex; readonly int HighScreenLocateResolutionIndex = 2; // 自动识别时,摄像机分辨率固定为1280 * 720 ( 对应索引是2 ),数值可以根据需要修改 public void BtnScreenLocate() { if (DebugScreenImage) { screenIdentification = new o0.Project.ScreenIdentification(); WebCamIsReady(DebugScreenImage); CreateUVCTexture2DIfNeeded(); } Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay); screenIdentification.LocateScreen(Capture, Delay); } public void OnLocateScreenEnter() { screenIdentification.Screen.QuadInCamera = null; DefaultResolutionIndex = InfraredDemoMain?.ResolutionIndex ?? 0; // 记录一下进入前的分辨率(游戏场景的分辨率,比识别时更低) InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex); CreateUVCTexture2DIfNeeded(); } public void OnLocateScreenEnd() { Debug.Log("结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size); ScreenLocateCameraSize = mUVCCameraInfo.Size; // 记录本次屏幕识别的分辨率(目前采用高分辨率做识别,识别结束后调回低分辨率) InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex); } /** * 与UVC设备协商时 * H.264是否优先协商 * 仅安卓实机有效 * true: H.264 > MJPEG > YUV * false: MJPEG > H.264 > YUV */ public bool PreferH264 = false; private const int FRAME_TYPE_MJPEG = 0x000007; private const int FRAME_TYPE_H264 = 0x000014; public void Resize(int width, int height) { if (mUVCCameraInfo == null) return; bool PreferH264 = mUVCManager.PreferH264; int[] frameTypes = { PreferH264 ? FRAME_TYPE_H264 : FRAME_TYPE_MJPEG, PreferH264 ? FRAME_TYPE_MJPEG : FRAME_TYPE_H264, }; foreach (var frameType in frameTypes) { Debug.Log("Resize frameType:" + frameType + " = " + width + " : " + height); if (UVCManager.onResize(mUVCCameraInfo.device.id, frameType, width, height) == 0) { Debug.Log("frameType:" + frameType); break; } } ReSizeTexture(width, height); mUVCCameraInfo.SetSize(width, height); // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率 } #endregion public void BtnScreenMap() { ToMode(Mode.ScreenMap); } //进入手动定位屏幕 public void BtnScreenLocateManual() { ToMode(Mode.ScreenLocateManual); } public static List quadUnityVectorList = new(); // 标记屏幕的四个角 public void ShowScreen(QuadrilateralInCamera screen) { if (screen == null) { Info.text = "识别屏幕失败"; return; } Info.text = "已识别到屏幕"; if (ShowScreenQuad) { ScreenQuad.gameObject.SetActive(true); //quadUnityVectorList.Clear(); for (int i = 0; i < 4; i++) { if (DebugOnEditorWin) { RectTransform t = ScreenQuad.GetChild(i) as RectTransform; t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuad.rect); } //mUVCCameraInfo.Size //自动识别时候,记录四个点 //quadUnityVectorList.Add(quad[i].UnityVector()); } quadUnityVectorList = screen.GetUnityVertexList(); // 记录四个点 SaveScreenLocateVectorList(); SyncInfraredDemo(); SyncInfraredScreenPositioningView(); } } static public void SaveScreenLocateVectorList() { string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z} Debug.Log("SaveScreenLocateVectorList: " + saveStr); PlayerPrefs.SetString("ScreenLocateVectorList", saveStr); } static public void GetScreenLocateVectorList() { string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", ""); if (!string.IsNullOrWhiteSpace(posListStr)) { quadUnityVectorList.Clear(); quadUnityVectorList = posListStr.Split(';') .Select(s => { string[] parts = s.Split(','); return new Vector2(float.Parse(parts[0]), float.Parse(parts[1])); }) .ToList(); } } public void SyncInfraredDemo() { if (quadUnityVectorList.Count == 0) return; Vector2 texSize = getUVCCameraInfoSize; Debug.Log("[SyncInfraredDemo] quadUnityVectorList Count: " + quadUnityVectorList.Count); //同步到infaredDemo FindObjectOfType()?.SetLocatePointsToCameraRender( quadUnityVectorList, 1, 1); } public void SyncInfraredScreenPositioningView() { if (quadUnityVectorList.Count == 0) return; //同步位置 FindObjectOfType()?.SyncScreenPosition(); } void ToMode(Mode mode) { if (this.mode == mode) return; if (mode == Mode.ScreenMap) { if (!screenIdentification.Screen.Active) { Info.text = "先定位屏幕"; return; } Info.text = "按ESC退出"; SetScreen(Color.black); Info.transform.SetAsLastSibling(); this.mode = Mode.ScreenMap; } else if (mode == Mode.InfraredLocate) { Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败"; //Info.text = "已识别到屏幕"; SetScreen(null); foreach (var i in CrosshairInScreen) i.gameObject.SetActive(false); FullScreenImage.gameObject.SetActive(false); Info.transform.SetSiblingIndex(transform.childCount - 4); this.mode = Mode.InfraredLocate; DebugTexture(6, null); //DebugTexture(1, null); //null // rawImage1.texture = null; #if (!NDEBUG && DEBUG && ENABLE_LOG) Console.WriteLine($"{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, int width = 0, int height = 0) { if (width == 0) width = texture.width; if (height == 0) height = texture.height; Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true); RenderTexture currentRT = RenderTexture.active; RenderTexture renderTexture = RenderTexture.GetTemporary( width, height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); Graphics.Blit(texture, renderTexture); RenderTexture.active = renderTexture; _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0); _texture2D.Apply(); RenderTexture.active = currentRT; RenderTexture.ReleaseTemporary(renderTexture); return _texture2D; } //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height) //{ // if (mUVCTexture2D != null) // Destroy(mUVCTexture2D); // mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height); //} 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 }