ScreenMap.cs 3.6 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. //Debug.Log(QuadRect);
  31. }
  32. }
  33. // 当分辨率不同时,刷新分辨率并返回true,否则返回false
  34. public bool RefreshCameraSize(Vector2 curSize)
  35. {
  36. var sizeNew = curSize.o0Vector();
  37. if (QuadInCamera != null && QuadInCamera.CameraSize != sizeNew)
  38. {
  39. UnityEngine.Debug.Log("[ScreenMap]根据分辨率映射: from " + QuadInCamera.SizeString + " to " + curSize);
  40. QuadInCamera.ReSize(sizeNew, ViewAspectRatioSetting);
  41. InitByQuad();
  42. return true;
  43. }
  44. return false;
  45. }
  46. private void InitByQuad()
  47. {
  48. if (QuadInCamera != null)
  49. {
  50. var quad = QuadInCamera.Quad;
  51. var x = Math.Min((quad.A - quad.B).Length, (quad.C - quad.D).Length);
  52. var y = Math.Min((quad.A - quad.C).Length, (quad.B - quad.D).Length);
  53. UVSize = new Vector2(x, y);
  54. perspective = new ZIMPerspectiveTransform(quad, new OrdinalQuadrilateral(new Vector(0, 0), new Vector(x, 0), new Vector(0, y), new Vector(x, y)));
  55. var aabb = quad.AABBRect();
  56. QuadRect = new Rect(aabb.Item1.x, aabb.Item1.y, aabb.Item2.x - aabb.Item1.x, aabb.Item2.y - aabb.Item1.y);
  57. }
  58. }
  59. private ZIMPerspectiveTransform perspective;
  60. public ScreenMap()
  61. {
  62. }
  63. public ScreenMap(QuadrilateralInCamera quad)
  64. {
  65. QuadInCamera = quad;
  66. }
  67. public bool UVInScreen(Vector2 v)
  68. {
  69. return v.x > 0 && v.x < UVSize.x && v.y > 0 && v.y < UVSize.y;
  70. }
  71. // UV归一化到[0, 1]范围,仅用于输出最终结果
  72. public Vector2 UVNormalized(Vector2 location)
  73. {
  74. return new Vector2(location.x / UVSize.x, location.y / UVSize.y);
  75. }
  76. public Vector2 TransformToScreen(Vector2 vIn)
  77. {
  78. var v = perspective.Transform(vIn.x, vIn.y);
  79. return new Vector2(v.x, v.y);
  80. }
  81. public Vector2 TransformToCamera(Vector2 vIn)
  82. {
  83. var v = perspective.TransformInverse(vIn.x, vIn.y);
  84. return new Vector2(v.x, v.y);
  85. }
  86. }
  87. }