InfraredCameraHelper.cs 11 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System;
  5. using Serenegiant.UVC;
  6. using UnityEngine.UI;
  7. using SmartBowSDK;
  8. namespace InfraredManager
  9. {
  10. public class InfraredCameraHelper
  11. {
  12. #region 单例
  13. private static InfraredCameraHelper _Instance;
  14. public static InfraredCameraHelper GetInstance()
  15. {
  16. if (_Instance == null) _Instance = new();
  17. return _Instance;
  18. }
  19. #endregion
  20. #region 创建销毁
  21. private GameObject _managerObject;
  22. private ScreenLocate _screenLocate;
  23. public static List<RawImage> InfraredCameraHelperRawImageList = new();
  24. public void Create()
  25. {
  26. if (_managerObject) return;
  27. string prefabName = "WebCameraView";
  28. var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
  29. UnityEngine.Object.DontDestroyOnLoad(o);
  30. o.name = prefabName;
  31. _screenLocate = o.GetComponent<ScreenLocate>();
  32. _screenLocate.InfraredCameraHelper = this;
  33. _managerObject = o;
  34. if (Application.platform == RuntimePlatform.Android) Application.targetFrameRate = 60;
  35. //for (int i = 0; i < InfraredCameraHelperRawImageList.Count; i++)
  36. //{
  37. // //添加目标
  38. // _screenLocate.mUVCDrawer.RenderTargets.Add(InfraredCameraHelperRawImageList[i].gameObject);
  39. //}
  40. //初始化UVCManager
  41. _screenLocate.mUVCManager.onStartUVCManager();
  42. }
  43. /// <summary>
  44. /// 在pc里面创建此预制
  45. /// </summary>
  46. public void CreateToPc() {
  47. if (_managerObject) return;
  48. string prefabName = "WebCameraView_Pc";
  49. var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
  50. UnityEngine.Object.DontDestroyOnLoad(o);
  51. o.name = "WebCameraView";
  52. _screenLocate = o.GetComponent<ScreenLocate>();
  53. _screenLocate.InfraredCameraHelper = this;
  54. _managerObject = o;
  55. }
  56. public void Dispose()
  57. {
  58. if (_managerObject) UnityEngine.Object.DestroyImmediate(_managerObject);
  59. if (_Instance == this) _Instance = null;
  60. }
  61. #endregion
  62. #region 画面接口
  63. public void onStartPreview()
  64. {
  65. Debug.Log("onStartPreview_screenLocate.mUVCCameraInfo.device:" + _screenLocate.mUVCCameraInfo.device);
  66. _screenLocate.mUVCManager.onStartPreview(_screenLocate.mUVCCameraInfo.device);
  67. }
  68. public void onStopPreview()
  69. {
  70. Debug.Log("onStopPreview_screenLocate.mUVCCameraInfo.device:" + _screenLocate.mUVCCameraInfo.device);
  71. _screenLocate.mUVCManager.onStopPreview(_screenLocate.mUVCCameraInfo.device);
  72. }
  73. /// <summary>
  74. /// 获取摄像机对象CameraInfo
  75. /// </summary>
  76. public UVCManager.CameraInfo GetUVCCameraInfo()
  77. {
  78. return _screenLocate.mUVCCameraInfo;
  79. }
  80. /// <summary>
  81. /// 获取相机画面贴图
  82. /// </summary>
  83. public Texture GetCameraTexture()
  84. {
  85. return _screenLocate.getUVCTexture; //_screenLocate.rawImage.texture;
  86. }
  87. /// <summary>
  88. /// 获取相机画面材质
  89. /// </summary>
  90. public Material GetCameraMaterial()
  91. {
  92. return null;//_screenLocate.rawImage.material;
  93. }
  94. /// <summary>
  95. /// 设置亮度(0~10)
  96. /// </summary>
  97. public void SetBrightness(float value)
  98. {
  99. _screenLocate.rawImage.material.SetFloat("_Brightness", value);
  100. }
  101. /// <summary>
  102. /// 获取亮度(0~10)
  103. /// </summary>
  104. public float GetBrightness()
  105. {
  106. return _screenLocate.rawImage.material.GetFloat("_Brightness");
  107. }
  108. /// <summary>
  109. /// 设置饱和度(0~10)
  110. /// </summary>
  111. public void SetSaturation(float value)
  112. {
  113. _screenLocate.rawImage.material.SetFloat("_Saturation", value);
  114. }
  115. /// <summary>
  116. /// 获取饱和度(0~10)
  117. /// </summary>
  118. public float GetSaturation()
  119. {
  120. return _screenLocate.rawImage.material.GetFloat("_Saturation");
  121. }
  122. /// <summary>
  123. /// 设置对比度(0~10)
  124. /// </summary>
  125. public void SetContrast(float value)
  126. {
  127. _screenLocate.rawImage.material.SetFloat("_Contrast", value);
  128. }
  129. /// <summary>
  130. /// 获取对比度(0~10)
  131. /// </summary>
  132. public float GetContrast()
  133. {
  134. return _screenLocate.rawImage.material.GetFloat("_Contrast");
  135. }
  136. /// <summary>
  137. /// 设置相机画面分辨率
  138. /// </summary>
  139. public void SetCameraResolution(int width, int height)
  140. {
  141. if (_screenLocate.mUVCManager)
  142. {
  143. _screenLocate.mUVCManager.DefaultWidth = width;
  144. _screenLocate.mUVCManager.DefaultHeight = height;
  145. _screenLocate.mUVCDrawer.DefaultWidth = width;
  146. _screenLocate.mUVCDrawer.DefaultHeight = height;
  147. }
  148. Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolution,width:" + width + " ,height:" + height);
  149. }
  150. /// <summary>
  151. /// 设置相机画面分辨率
  152. /// </summary>
  153. public void SetCameraResolutionNew(int width, int height)
  154. {
  155. Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolutionNew,width:" + width + " ,height:" + height);
  156. if (BluetoothWindows.IsWindows())
  157. {
  158. _screenLocate.ResizePC(width, height);
  159. }
  160. else {
  161. _screenLocate.Resize(width, height);
  162. }
  163. }
  164. /// <summary>
  165. /// 获取相机画面分辨率
  166. /// </summary>
  167. public Vector2 GetCameraResolution()
  168. {
  169. return new Vector2(
  170. _screenLocate.mUVCDrawer.DefaultWidth,
  171. _screenLocate.mUVCDrawer.DefaultHeight
  172. );
  173. }
  174. #endregion
  175. #region 操作接口
  176. /// <summary>
  177. /// 单点模式开关
  178. /// </summary>
  179. public void SetSinglePoint(bool value)
  180. {
  181. _screenLocate.bSinglePoint = value;
  182. }
  183. /// <summary>
  184. /// 是否为单点模式
  185. /// </summary>
  186. public bool IsSinglePoint()
  187. {
  188. return _screenLocate.bSinglePoint;
  189. }
  190. /// <summary>
  191. /// 设置抖动过滤值
  192. /// </summary>
  193. public void SetShakeFilterValue(float value)
  194. {
  195. _screenLocate.filterDis = value;
  196. }
  197. /// <summary>
  198. /// 获取抖动过滤值
  199. /// </summary>
  200. public float GetShakeFilterValue()
  201. {
  202. return _screenLocate.filterDis;
  203. }
  204. /// <summary>
  205. /// 设置亮度过滤阈值
  206. /// </summary>
  207. public void SetInfraredLocateBrightnessThreshold(float value)
  208. {
  209. _screenLocate.SetInfraredLocateBrightnessThreshold(value);
  210. }
  211. /// <summary>
  212. /// 是否已经定位
  213. /// </summary>
  214. public bool IsScreenLoateOK()
  215. {
  216. return _screenLocate.IsScreenLoateOK();
  217. }
  218. /// <summary>
  219. /// 是否正在手动定位
  220. /// </summary>
  221. public bool IsScreenLocateManualDoing()
  222. {
  223. return _screenLocate.IsScreenLocateManualDoing();
  224. }
  225. /// <summary>
  226. /// 进入手动定位
  227. /// </summary>
  228. /// <returns>相机画面截图</returns>
  229. public Texture2D EnterScreenLocateManual()
  230. {
  231. return _screenLocate.EnterScreenLocateManual();
  232. }
  233. /// <summary>
  234. /// 退出/完成手动定位
  235. /// </summary>
  236. /// <param name="points">定位点(左下、右下、右上、左上)</param>
  237. public void QuitScreenLocateManual(List<Vector2> points)
  238. {
  239. _screenLocate.QuitScreenLocateManual(points);
  240. }
  241. /// <summary>
  242. /// 初始化一次本地的记录点
  243. /// </summary>
  244. public void InitScreenLocateManual() {
  245. //获取本地记录的点
  246. if (ScreenLocate.GetScreenLocateVectorList())
  247. {
  248. Debug.Log("[初始化本地坐标]:"+ _screenLocate.PrintVector2List(ScreenLocate.quadUnityVectorList));
  249. //使用算法顺序点来设置屏幕四边形,定位点(左下,右下,左上,右上)
  250. _screenLocate.QuadUnityVectorListToScreenQuad(ScreenLocate.quadUnityVectorList);
  251. _screenLocate.SyncInfraredDemo();
  252. }
  253. }
  254. /// <summary>
  255. /// 进入自动定位
  256. /// </summary>
  257. public void EnterScreenLocateManualAuto()
  258. {
  259. _screenLocate.EnterScreenLocateManualAuto();
  260. }
  261. /// <summary>
  262. /// 修改 Capture ,建议值30
  263. /// </summary>
  264. public void SetCapture(int value)
  265. {
  266. _screenLocate.SetCapture(value);
  267. }
  268. /// <summary>
  269. /// 修改delay,建议值30
  270. /// </summary>
  271. public void SetDelay(int value)
  272. {
  273. _screenLocate.SetDelay(value);
  274. }
  275. #endregion
  276. #region 监听事件
  277. /// <summary>
  278. /// UVC 相机准备事件
  279. /// </summary>
  280. public OnUVCIsReadyEvent OnUVCIsReady;
  281. public delegate void OnUVCIsReadyEvent(UVCManager.CameraInfo camera);
  282. public void InvokeOnUVCIsReady(UVCManager.CameraInfo camera)
  283. {
  284. try
  285. {
  286. OnUVCIsReady?.Invoke(camera);
  287. }
  288. catch (Exception e)
  289. {
  290. Debug.LogError(e);
  291. }
  292. }
  293. /// <summary>
  294. /// 单点更新事件
  295. /// </summary>
  296. public OnPositionUpdateEvent OnPositionUpdate;
  297. public delegate void OnPositionUpdateEvent(Vector2 position);
  298. public void InvokeOnPositionUpdate(Vector2 position)
  299. {
  300. try
  301. {
  302. OnPositionUpdate?.Invoke(position);
  303. }
  304. catch (Exception e)
  305. {
  306. Debug.LogError(e);
  307. }
  308. }
  309. /// <summary>
  310. /// 双点更新事件
  311. /// </summary>
  312. public OnPositionUpdate2Event OnPositionUpdate2;
  313. public delegate void OnPositionUpdate2Event(Vector2 position, int index);
  314. public void InvokeOnPositionUpdate2(Vector2 position, int index)
  315. {
  316. try
  317. {
  318. OnPositionUpdate2?.Invoke(position, index);
  319. }
  320. catch (Exception e)
  321. {
  322. Debug.LogError(e);
  323. }
  324. }
  325. #endregion
  326. }
  327. }