using o0.Geometry2D.Float; using System; using UnityEngine; namespace ZIM.Unity { // 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 // TransformToScreen可将摄像机空间的点映射到屏幕空间,反之用TransformToCamera public class ScreenMap { public Rect QuadRect { get; private set; } 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 public bool Active => quadInCamera != null; QuadrilateralInCamera quadInCamera; // 记录的分辨率和识别时的分辨率可能不同 public QuadrilateralInCamera QuadInCamera { get => quadInCamera; set { quadInCamera = value; if (value != null) { var quad = value.Quad; var x = Math.Min((quad.A - quad.B).Length, (quad.C - quad.D).Length); var y = Math.Min((quad.A - quad.C).Length, (quad.B - quad.D).Length); UVSize = new Vector2(x, y); perspective = new ZIMPerspectiveTransform(quad, new OrdinalQuadrilateral2(new Vector(0, 0), new Vector(x, 0), new Vector(0, y), new Vector(x, y))); var aabb = quad.AABBRect(); QuadRect = new Rect(aabb.Item1.x, aabb.Item1.y, aabb.Item2.x - aabb.Item1.x, aabb.Item2.y - aabb.Item1.y); //Debug.Log(QuadRect); } } } // 刷新分辨率 public Vector2 CurCameraSize { get => QuadInCamera.CameraSize; set { if (QuadInCamera != null && QuadInCamera.CameraSize != value) { UnityEngine.Debug.Log("[ScreenMap]根据分辨率映射: from " + QuadInCamera.CameraSize + " to " + value); var scale = new o0.Geometry2D.Float.Vector(value.x / QuadInCamera.CameraSize.x, value.y / QuadInCamera.CameraSize.y); var quad = QuadInCamera.Quad; quad.Scale(scale); QuadInCamera = new QuadrilateralInCamera(quad, value); } } } ZIMPerspectiveTransform perspective; public ScreenMap() { } public ScreenMap(QuadrilateralInCamera quad) { QuadInCamera = quad; } public bool UVInScreen(Vector2 v) { return v.x > 0 && v.x < UVSize.x && v.y > 0 && v.y < UVSize.y; } // UV归一化到[0, 1]范围,仅用于输出最终结果 public Vector2 UVNormalize(Vector2 location) { return new Vector2(location.x / UVSize.x, location.y / UVSize.y); } public Vector2 TransformToScreen(Vector2 vIn) { var v = perspective.Transform(vIn.x, vIn.y); return new Vector2(v.x, v.y); } public Vector2 TransformToCamera(Vector2 vIn) { var v = perspective.TransformInverse(vIn.x, vIn.y); return new Vector2(v.x, v.y); } } }