ScreenLocate.cs 44 KB

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  1. #define ENABLE_LOG
  2. using InfraredManager;
  3. using o0;
  4. using SLAMUVC;
  5. using System;
  6. using System.Collections;
  7. using System.Collections.Generic;
  8. using System.Linq;
  9. using UnityEngine;
  10. using UnityEngine.Experimental.AI;
  11. using UnityEngine.UI;
  12. using ZIM;
  13. using ZIM.Unity;
  14. using static SLAMUVC.UVCManager;
  15. using Color = UnityEngine.Color;
  16. using Time = UnityEngine.Time;
  17. [RequireComponent(typeof(Canvas))]
  18. public partial class ScreenLocate : MonoBehaviour
  19. {
  20. public InfraredCameraHelper InfraredCameraHelper;
  21. private const string TAG = "ScreenLocate#";
  22. public enum InfraredCount : int
  23. {
  24. Single = 1,
  25. Double = 2
  26. }
  27. enum Mode
  28. {
  29. InfraredLocate,
  30. ScreenMap,
  31. ScreenLocateManual
  32. }
  33. enum Platform
  34. {
  35. Window,
  36. Android
  37. }
  38. Platform mPlatform = Platform.Android;
  39. // 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
  40. public InfraredSpot[] InfraredSpots
  41. {
  42. get
  43. {
  44. infraredCount = InfraredCount.Double;
  45. return infraredSpotBuffer;
  46. }
  47. }
  48. // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
  49. public InfraredSpot InfraredSpotSingle
  50. {
  51. get
  52. {
  53. infraredCount = InfraredCount.Single;
  54. return infraredSpotBuffer[0];
  55. }
  56. }
  57. public InfraredSpot[] infraredSpotBuffer;
  58. public string GetInfraredCount() { return infraredCount.ToString(); }
  59. /// <summary>
  60. /// CameraLocation 的偏移量
  61. /// </summary>
  62. public Vector2 CameraLocationOffset { get; set; } = new Vector2(0, 0);
  63. public Vector2 UVOffset { get; set; } = new Vector2(0, 0);
  64. // public InfraredDemo InfraredDemoMain => FindObjectOfType<InfraredDemo>();
  65. #region UVC 处理的对象
  66. //public UVCManager mUVCManager;
  67. public CameraInfo mUVCCameraInfo;
  68. public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false;
  69. public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(320, 240);
  70. private Texture mUVCTexture;
  71. public Texture getUVCTexture => mUVCTexture;
  72. public Texture setUVCTexture {
  73. set {
  74. mUVCTexture = value;
  75. }
  76. }
  77. private Texture2D mUVCTexture2D;
  78. // [SerializeField] Texture2DArray mUVCOutArray;
  79. #endregion
  80. public Text Info;
  81. public List<RectTransform> CrosshairInCamera;
  82. public List<RectTransform> CrosshairInScreen;
  83. public RectTransform ScreenQuad;
  84. public Toggle SaveToggle;
  85. public Toggle FullScreenToggle;
  86. public LineGenerator UILineGenerator;
  87. public bool ShowScreenQuad = false;
  88. // output的图像
  89. // 图0是摄像机原图,图1是屏幕识别的全部可选线段,图2是识别出的屏幕画面,图3是识别出的屏幕四条边,图4是图2和图3的叠加,图5显示3种不同颜色的算法识别线段
  90. public List<RawImage> outputRawImages;
  91. [NonSerialized] public Texture[] outputTexture2D = new Texture[8];
  92. public RawImage FullScreenImage;
  93. public PixelCheaker ScreenPixelCheaker;
  94. public InfraredSpotSettings InfraredSpotSettings;
  95. public o0.Geometry2D.Vector<int> CameraSize { get; set; }
  96. public Texture2D DebugScreenImage;
  97. public bool DebugOnZIMDemo = false;
  98. // private SynchronizationContext mainContext;
  99. //是否单点显示
  100. public bool bSinglePoint = true;//默认单点识别
  101. [NonSerialized] public float ReDoLocateCalibrationRatio = 0.04f; // 重复定位时校准的距离比例,例如先手动定位,再自动定位,会以手动的结果来校准
  102. [NonSerialized] public InfraredCount infraredCount = InfraredCount.Single;
  103. bool bIdentifyRed = true;//默认设备红色
  104. bool bIdentifyGreen = true;
  105. #region 性能检测相关
  106. public Text m_UITime;
  107. const float m_UIUpdateInterval = 0.1f;
  108. float m_UIUpdateTimer = 0.0f;
  109. List<float> m_History = new List<float>(100);
  110. int m_ValidHistoryFrames = 0;
  111. float m_AverageTime = float.NaN;
  112. float m_MedianTime = float.NaN;
  113. float m_MinTime = float.NaN;
  114. float m_MaxTime = float.NaN;
  115. public float updateInterval = 0.5F;
  116. private double lastInterval;
  117. private int frames = 0;
  118. private float fps;
  119. public Text m_FPS;
  120. #endregion
  121. #region PC部分参数
  122. //亮度
  123. public float pcBrightness { get; set; } = 0.0f;
  124. //对比度
  125. public float pcContrast { get; set; } = 0.0f;
  126. #endregion
  127. InfraredLocate infraredLocate;
  128. RectTransform canvas;
  129. Mode mode;
  130. List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>();
  131. //o0.Project.WebCam o0WebCam = null;
  132. o0.Project.ScreenIdentification screenIdentification;
  133. public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification;
  134. /// <summary>
  135. /// 正在识别的状态,自动识别时候记录
  136. /// </summary>
  137. bool bAutomaticRecognition { get; set; } = false;//进行捕获时
  138. bool bAutomaticRecognitionStart { get; set; } = false;//是否进行捕获
  139. bool bAutomaticRecognitionEnd { get; set; } = false;//是否结束捕获
  140. [NonSerialized] public RectTransform BackQuad = null;
  141. static public ScreenLocate Main;
  142. static public void AutoLightPixels(Color[] pixels, int width, int height)
  143. {
  144. var newTex = pixels.zimAutoLightSimple(width, height);
  145. DebugTexture(7, newTex);
  146. try
  147. {
  148. Main.FullScreenImage.texture = newTex;
  149. }
  150. catch { }
  151. }
  152. static public void DebugTexture(int index, Texture texture)
  153. {
  154. LateDestory(Main.outputTexture2D[index]);
  155. Main.outputTexture2D[index] = texture;
  156. try
  157. {
  158. Main.outputRawImages[index].texture = texture;
  159. }
  160. catch { }
  161. }
  162. static void LateDestory(UnityEngine.Object o) => Main.StartCoroutine(Main.LateDestoryIEnum(o));
  163. static public void SetScreen(UnityEngine.Color? color = null)
  164. {
  165. if (Main.BackQuad == null)
  166. {
  167. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  168. var background = canvas.Find("Background");
  169. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  170. }
  171. Main.BackQuad.parent.gameObject.SetActive(color != null);
  172. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  173. //Debug.Log("Set Screen " + color.GetColorName());
  174. }
  175. static public void SetScreen(Rect rect, UnityEngine.Color? color = null)
  176. {
  177. if (Main.BackQuad == null)
  178. {
  179. var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
  180. var background = canvas.Find("Background");
  181. Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
  182. }
  183. Main.BackQuad.parent.gameObject.SetActive(color != null);
  184. Main.BackQuad.anchorMin = rect.min;
  185. Main.BackQuad.anchorMax = rect.max;
  186. Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
  187. //Debug.Log("Set Screen " + color.GetColorName());
  188. }
  189. static void DebugBackQuad(Rect? rect = null)
  190. {
  191. if (Main.BackQuad)
  192. {
  193. Main.BackQuad.parent.GetComponent<RawImage>().enabled = false;
  194. Main.BackQuad.GetComponent<RawImage>().color = Color.white;
  195. Main.BackQuad.parent.gameObject.SetActive(!Main.BackQuad.parent.gameObject.activeSelf);
  196. if (rect.HasValue)
  197. {
  198. Main.BackQuad.anchorMin = rect.Value.min;
  199. Main.BackQuad.anchorMax = rect.Value.max;
  200. }
  201. }
  202. }
  203. public void ReSizeTexture(int width, int height)
  204. {
  205. Debug.Log("Cur mUVCTexture Size: [" + mUVCTexture.width + "," + mUVCTexture.height + "]");
  206. return;
  207. if (mUVCTexture.width < width || mUVCTexture.height < height) // 如果当前分辨率太小,则重新new一个texture
  208. {
  209. Texture2D tex = new Texture2D(
  210. width, height,
  211. TextureFormat.ARGB32,
  212. false, /* mipmap */
  213. true /* linear */);
  214. tex.filterMode = FilterMode.Point;
  215. tex.Apply();
  216. mUVCTexture = tex;
  217. mUVCCameraInfo.previewTexture = tex;
  218. var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr();
  219. }
  220. }
  221. void Awake()
  222. {
  223. Main = this;
  224. #if !UNITY_EDITOR_WIN
  225. DebugOnEditorWin = false;
  226. #endif
  227. //if (mUVCDrawer)
  228. // mUVCDrawer.StartPreviewAction += UVCIsReady;
  229. }
  230. void OnDestroy()
  231. {
  232. //if (mUVCDrawer)
  233. // mUVCDrawer.StartPreviewAction -= UVCIsReady;
  234. }
  235. void Start()
  236. {
  237. //mainContext = SynchronizationContext.Current;
  238. canvas = transform.GetComponent<RectTransform>();
  239. mode = Mode.InfraredLocate;
  240. if (DebugScreenImage && DebugOnZIMDemo)
  241. {
  242. screenIdentification = new o0.Project.ScreenIdentification();
  243. screenIdentification.LocateScreen();
  244. }
  245. FullScreenToggle.onValueChanged.AddListener((i) =>
  246. {
  247. Screen.fullScreen = i;
  248. });
  249. infraredCount = InfraredCount.Single;
  250. #region 性能检测相关
  251. for (var i = 0; i < m_History.Capacity; ++i)
  252. {
  253. m_History.Add(0.0f);
  254. }
  255. lastInterval = Time.realtimeSinceStartup;
  256. frames = 0;
  257. #endregion
  258. }
  259. IEnumerator LateDestoryIEnum(UnityEngine.Object o)
  260. {
  261. if (o)
  262. {
  263. yield return new WaitForEndOfFrame();
  264. Destroy(o);
  265. }
  266. }
  267. //ZIMWebCamera场景使用
  268. public void WebCamIsReady(Texture texture)
  269. {
  270. mPlatform = Platform.Window;
  271. mUVCTexture = texture;
  272. mUVCCameraInfo = new CameraInfo(mUVCTexture);
  273. brightness = 0;
  274. //UVC准备好
  275. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  276. }
  277. /// <summary>
  278. /// UVCManager 创建初始化时候,更新此函数
  279. /// </summary>
  280. /// <param name="cameraInfo"></param>
  281. public void UVCIsReady(CameraInfo cameraInfo)
  282. {
  283. mPlatform = Platform.Android;
  284. mUVCTexture = cameraInfo.previewTexture;
  285. mUVCCameraInfo = cameraInfo;
  286. Debug.Log("UVCIsReady:" + mUVCCameraInfo);
  287. //UVC准备好
  288. InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
  289. }
  290. /// <summary>
  291. /// 获取新的 previewTexture
  292. /// </summary>
  293. public void UVCUpdate(bool bChange)
  294. {
  295. mUVCTexture = mUVCCameraInfo.previewTexture;
  296. Debug.Log("[ScreenLocate] UVCUpdate:" + mUVCCameraInfo + ",bChange:"+bChange);
  297. InfraredCameraHelper?.InvokeOnUVCIsUpdate();
  298. //这里判断是否进入自动识别?
  299. if (bAutomaticRecognitionStart) {
  300. bAutomaticRecognitionStart = false;
  301. Debug.Log("[ScreenLocate] UVCUpdate 开始自动识别 Capture:" + Capture + " ,Delay: " + Delay);
  302. screenIdentification.LocateScreen(Capture, Delay);
  303. }
  304. if (bAutomaticRecognitionEnd) {
  305. bAutomaticRecognitionEnd = false;
  306. Debug.Log("[ScreenLocate] UVCUpdate 结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size);
  307. bAutomaticRecognition = false;
  308. }
  309. }
  310. int brightness = 0;
  311. /// <summary>
  312. /// 设置算法红外灯的亮度值
  313. /// </summary>
  314. /// <param name="value"></param>
  315. public void SetInfraredLocateBrightnessThreshold(float value)
  316. {
  317. if (infraredLocate != null)
  318. {
  319. if (value >= 0 && value <= 1)
  320. 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
  321. }
  322. }
  323. void Update()
  324. {
  325. //++frames;
  326. //float timeNow = Time.realtimeSinceStartup;
  327. //if (timeNow > lastInterval + updateInterval)
  328. //{
  329. // fps = (float)(frames / (timeNow - lastInterval));
  330. // frames = 0;
  331. // lastInterval = timeNow;
  332. //}
  333. //if (m_FPS != null)
  334. // m_FPS.text = "FPS:" + fps.ToString("f2");
  335. if (mUVCCameraInfo == null) return;
  336. if (screenIdentification == null)
  337. {
  338. screenIdentification = new o0.Project.ScreenIdentification();
  339. //pc 不切换分辨率了
  340. #if UNITY_ANDROID
  341. //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
  342. screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
  343. #endif
  344. }
  345. if (infraredLocate == null)
  346. {
  347. infraredLocate = new InfraredLocate(mUVCCameraInfo, screenIdentification, InfraredSpotSettings, ScreenPixelCheaker);
  348. //InfraredDemo 初始化
  349. //float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f);
  350. //Debug.Log("Init Red filterValue:" + redfilterValue);
  351. //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
  352. }
  353. if (screenIdentification.Screen.RefreshCameraSize(getUVCCameraInfoSize)) // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
  354. {
  355. quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
  356. if (!ContainsNaN(quadUnityVectorList))
  357. {
  358. SaveScreenLocateVectorList();
  359. //SyncInfraredDemo();
  360. //SyncInfraredScreenPositioningView();
  361. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  362. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变:[" + (int)getUVCCameraInfoSize.x + "," + (int)getUVCCameraInfoSize.y + "]");
  363. Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变,刷新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  364. }
  365. else {
  366. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  367. }
  368. if (DebugOnZIMDemo)
  369. Main.ShowScreen(Main.ScreenQuad, screenIdentification.Screen.QuadInCamera);
  370. }
  371. //var t0 = Time.realtimeSinceStartup;
  372. /* New*/
  373. //Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active);
  374. if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing) // 成功定位屏幕后才做红外识别
  375. {
  376. //if (bAutomaticRecognition)
  377. //{
  378. // //识别的过程使用的分辨率
  379. // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  380. // if (log1)
  381. // {
  382. // log1 = false;
  383. // Debug.Log("[ScreenLocate] log1:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
  384. // }
  385. //}
  386. //else
  387. //{
  388. // //自动识别完成后使用相机分辨率大小 getUVCCameraInfoSize
  389. // //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  390. // if (log2)
  391. // {
  392. // log2 = false;
  393. // Debug.Log("[ScreenLocate] log2:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
  394. // }
  395. //}
  396. //如果是连接了蓝牙设备,并且不是9轴设备。不进行识别算法处理
  397. if (BluetoothAim.ins?.status == BluetoothStatusEnum.ConnectSuccess && AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  398. //根据getUVCCameraInfoSize 分辨率渲染
  399. CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
  400. if (!screenIdentification.Update(mUVCTexture2D))
  401. {
  402. CameraSize = new o0.Geometry2D.Vector<int>(mUVCTexture2D.width, mUVCTexture2D.height);
  403. var pixels = mUVCTexture2D.GetPixels(); // 从左往右、从下往上
  404. AutoLightPixels(pixels, CameraSize.x, CameraSize.y);
  405. //return;
  406. //InfraredSpots = infraredLocate.Update(pixels);
  407. if (bSinglePoint)
  408. infraredSpotBuffer = infraredLocate.UpdateSingle(pixels);
  409. else
  410. infraredSpotBuffer = infraredLocate.Update(pixels);
  411. if (mode == Mode.ScreenLocateManual)
  412. {
  413. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  414. {
  415. if (infraredSpotBuffer[i].CameraLocation != null)
  416. {
  417. // 检测到光点
  418. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, FullScreenImage.rectTransform.rect);
  419. CrosshairInCamera[i].gameObject.SetActive(true);
  420. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  421. }
  422. else
  423. CrosshairInCamera[i].gameObject.SetActive(false);
  424. }
  425. }
  426. else if(mode == Mode.InfraredLocate)
  427. {
  428. if (mPlatform == Platform.Window) //渲染ui上面的点。进入游戏可以隐藏
  429. {
  430. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  431. {
  432. if (infraredSpotBuffer[i].CameraLocation != null)
  433. {
  434. // 检测到光点
  435. var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, outputRawImages[0].rectTransform.rect);
  436. CrosshairInCamera[i].gameObject.SetActive(true);
  437. CrosshairInCamera[i].anchoredPosition = posInCanvas;
  438. }
  439. else
  440. CrosshairInCamera[i].gameObject.SetActive(false);
  441. }
  442. }
  443. //手机端使用 mPlatform == Platform.Android &&
  444. //通用,手机 和 PC
  445. if (infraredSpotBuffer.Length > 0)
  446. {
  447. int redIndex = 0;
  448. int greenIndex = 1;
  449. //仅仅第一个点显示(如果最大点出界了会闪烁)
  450. if (bSinglePoint)
  451. {
  452. redIndex = 0; //单点识别是,可以选择切换颜色
  453. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  454. {
  455. string str = "Single:";
  456. Info.text = str + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  457. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  458. onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value);
  459. }
  460. }
  461. else
  462. {
  463. //雙點模式下選擇第一個點
  464. if (bIdentifyRed && !bIdentifyGreen)
  465. {
  466. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  467. {
  468. Info.text = "Red" + redIndex + ":" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  469. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  470. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  471. }
  472. else
  473. {
  474. Info.text = "未检测到红色最大点!";
  475. }
  476. }
  477. else if (!bIdentifyRed && bIdentifyGreen)
  478. {
  479. if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  480. {
  481. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  482. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  483. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  484. }
  485. else
  486. {
  487. Info.text = "未检测到绿色点!";
  488. }
  489. }
  490. else
  491. {
  492. //两个不选择和两个全选都跑识别两个点
  493. //自動切換 检测到光点
  494. if (infraredSpotBuffer[redIndex].ScreenUV != null)
  495. {
  496. Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
  497. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
  498. onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
  499. }
  500. else if (infraredSpotBuffer[greenIndex].ScreenUV != null)
  501. {
  502. Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
  503. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
  504. onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
  505. }
  506. else
  507. {
  508. Info.text = "未检测到点!";
  509. }
  510. }
  511. }
  512. }
  513. }
  514. else if (mode == Mode.ScreenMap && DebugOnZIMDemo)
  515. {
  516. for (int i = 0; i < infraredSpotBuffer.Length; i++)
  517. {
  518. if (infraredSpotBuffer[i].ScreenUV != null)
  519. {
  520. // 检测到光点
  521. var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect);
  522. CrosshairInScreen[i].gameObject.SetActive(true);
  523. CrosshairInScreen[i].anchoredPosition = posInCanvas;
  524. }
  525. else
  526. CrosshairInScreen[i].gameObject.SetActive(false);
  527. }
  528. if (Input.GetKeyDown(KeyCode.Escape))
  529. ToMode(Mode.InfraredLocate);
  530. }
  531. }
  532. }
  533. //var t1 = Time.realtimeSinceStartup;
  534. //var dt = t1 - t0;
  535. //m_History[m_ValidHistoryFrames % m_History.Count] = dt;
  536. //++m_ValidHistoryFrames;
  537. //m_UIUpdateTimer += Time.deltaTime;
  538. //if (m_UIUpdateTimer >= m_UIUpdateInterval)
  539. //{
  540. // m_UIUpdateTimer = 0.0f;
  541. // if (m_ValidHistoryFrames >= m_History.Count)
  542. // {
  543. // m_ValidHistoryFrames = 0;
  544. // m_AverageTime = 0.0f;
  545. // m_MinTime = float.PositiveInfinity;
  546. // m_MaxTime = float.NegativeInfinity;
  547. // {
  548. // for (var i = 0; i < m_History.Count; i++)
  549. // {
  550. // var time = m_History[i];
  551. // m_AverageTime += time;
  552. // m_MinTime = Mathf.Min(m_MinTime, time);
  553. // m_MaxTime = Mathf.Max(m_MaxTime, time);
  554. // }
  555. // m_AverageTime /= m_History.Count;
  556. // }
  557. // {
  558. // m_History.Sort();
  559. // // Odd-length history?
  560. // if ((m_History.Count & 1) != 0)
  561. // {
  562. // m_MedianTime = m_History[m_History.Count / 2];
  563. // }
  564. // else
  565. // {
  566. // m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f;
  567. // }
  568. // }
  569. // }
  570. // 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";
  571. // //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} |
  572. // if (m_UITime != null)
  573. // 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}";
  574. //}
  575. //UpdateInputs();
  576. }
  577. Vector2 targetPos = Vector2.zero;
  578. Vector2 movePos = Vector2.zero;
  579. int moveSpeed = 20;
  580. public float filterDis = 3.0f;
  581. void onFilterPos(Vector2 _vector2Pos)
  582. {
  583. //主要用于模拟九轴时候的
  584. //添加一个偏移量,使得最后输出的准心是指向正中心
  585. Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height); //_vector2Pos.pixelToLocalPosition_AnchorCenter(Vector2.one, (transform as RectTransform).rect);
  586. if (Vector2.Distance(np, targetPos) >= filterDis)
  587. {
  588. targetPos = np;
  589. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0));
  590. //Vector2 np = new Vector2(uvCenterOffset.x * Screen.width, uvCenterOffset.y * Screen.height);
  591. //point -= np;
  592. InfraredCameraHelper?.InvokeOnPositionUpdate(targetPos);
  593. }
  594. //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed);
  595. //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0));
  596. }
  597. Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero };
  598. void onFilterPos2(Vector2 _vector2Pos, int index)
  599. {
  600. Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height);
  601. if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis)
  602. {
  603. _targetPoints2[index] = np;
  604. InfraredCameraHelper.InvokeOnPositionUpdate2(_targetPoints2[index], index);
  605. }
  606. }
  607. #region 自动识别
  608. int Capture = 30;
  609. int Delay = 30;
  610. Vector2 EnterResolution;
  611. // int DefaultResolutionIndex;
  612. // readonly public 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 )
  613. public void BtnScreenLocate()
  614. {
  615. if (DebugScreenImage)
  616. {
  617. screenIdentification = new o0.Project.ScreenIdentification();
  618. CameraSize = new o0.Geometry2D.Vector<int>(DebugScreenImage.width, DebugScreenImage.height);
  619. WebCamIsReady(DebugScreenImage);
  620. CreateUVCTexture2DIfNeeded();
  621. }
  622. //Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay);
  623. //screenIdentification.LocateScreen(Capture, Delay);
  624. OnLocateScreenEnter();
  625. }
  626. // bool log1 = false, log2 = false;
  627. public void OnLocateScreenEnter()
  628. {
  629. bAutomaticRecognition = true;
  630. bAutomaticRecognitionStart = true;
  631. ResetScreenIdentification();
  632. //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)
  633. //HighScreenLocateResolutionIndex = InfraredDemoMain.getTextureToResolutionNewIndex(); // index = 0
  634. // Debug.Log("[ScreenLocate] 开始捕获 DefaultResolutionIndex:" + DefaultResolutionIndex + " ,HighScreenLocateResolutionIndex:" + HighScreenLocateResolutionIndex);
  635. // InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex);
  636. EnterResolution = mUVCCameraInfo.Size;// 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)
  637. Vector2 _HighResolution = mUVCCameraInfo.CurrentCalibrationResolution; //最高的分辨率
  638. Resize((int)_HighResolution.x, (int)_HighResolution.y);
  639. if (DebugOnZIMDemo)
  640. screenIdentification.LocateScreen();
  641. //CreateUVCTexture2DIfNeeded();
  642. // log1 = true;
  643. // log2 = true;
  644. }
  645. public void OnLocateScreenEnd()
  646. {
  647. bAutomaticRecognitionEnd = true;
  648. // 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)
  649. //InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex);
  650. Resize((int)EnterResolution.x, (int)EnterResolution.y);
  651. }
  652. /**
  653. * 修改相机的实际分辨率
  654. */
  655. public void Resize(int width, int height)
  656. {
  657. if (mUVCCameraInfo == null) return;
  658. #if UNITY_ANDROID
  659. //发送修改指令给相机实际分辨率
  660. mUVCCameraInfo.SetCameraSize(width, height);
  661. #endif
  662. #if UNITY_STANDALONE_WIN
  663. // pc todo 看看怎么处理
  664. // ResizePC(width, height);
  665. #endif
  666. //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
  667. Debug.Log($"[ScreenLocate] 开始修改分辨率 mUVCCameraInfo origin:[{ mUVCCameraInfo.CurrentWidth },{ mUVCCameraInfo.CurrentHeight }]=>target:[{ width },{ height }]");
  668. // if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  669. }
  670. /// <summary>
  671. /// pc修改分辨率
  672. /// </summary>
  673. /// <param name="width"></param>
  674. /// <param name="height"></param>
  675. public void ResizePC(int width, int height)
  676. {
  677. if (mUVCCameraInfo == null) return;
  678. //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
  679. // PcWebCamera pcWebCamera = GetComponent<PcWebCamera>();
  680. // if(pcWebCamera.webCamTexture == null || !pcWebCamera.webCamTexture.isPlaying) return;
  681. //StartCoroutine(ResetWebCam(pcWebCamera, width, height));
  682. 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
  683. Debug.Log("[ScreenLocate] Resize mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  684. }
  685. private System.Collections.IEnumerator ResetWebCam(PcWebCamera pcWebCamera, int newWidth, int newHeight)
  686. {
  687. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  688. // Stop the current WebCamTexture
  689. _webCamTexture.Stop();
  690. // Trigger OnWebCamStopped event
  691. // OnWebCamStopped?.Invoke();
  692. // Wait for a short time to ensure resources are released
  693. yield return new WaitForSeconds(0.5f);
  694. // Create a new WebCamTexture with the new dimensions
  695. _webCamTexture = new WebCamTexture(newWidth, newHeight);
  696. pcWebCamera.webCamTexture = _webCamTexture;
  697. mUVCTexture = _webCamTexture;
  698. // Restart the camera
  699. yield return StartCoroutine(StartWebCam(pcWebCamera));
  700. }
  701. private System.Collections.IEnumerator StartWebCam(PcWebCamera pcWebCamera)
  702. {
  703. WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
  704. _webCamTexture.Play();
  705. // Wait until the WebCamTexture is playing
  706. while (!_webCamTexture.isPlaying)
  707. {
  708. yield return null;
  709. }
  710. // Trigger OnWebCamStarted event
  711. //OnWebCamStarted?.Invoke();
  712. mUVCCameraInfo.SetSize(_webCamTexture.width, _webCamTexture.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
  713. Debug.Log("[ScreenLocate] ResizePc mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
  714. // if(screenIdentification.isInitLocateScreen())screenIdentification.bStartLocateScreen = true;
  715. }
  716. #endregion
  717. public void BtnScreenMap()
  718. {
  719. ToMode(Mode.ScreenMap);
  720. }
  721. //进入手动定位屏幕
  722. public void BtnScreenLocateManual()
  723. {
  724. ToMode(Mode.ScreenLocateManual);
  725. }
  726. // 重置屏幕识别的数据
  727. public void ResetScreenIdentification()
  728. {
  729. screenIdentification.Screen.Active = false;
  730. }
  731. /// <summary>
  732. /// 固定的顶点顺序: 左下,右下,左上,右上
  733. /// </summary>
  734. public static List<Vector2> quadUnityVectorList = new();
  735. /// <summary>
  736. /// 打印信息
  737. /// </summary>
  738. /// <param name="list">左下,右下,左上,右上</param>
  739. /// <returns></returns>
  740. public string PrintVector2List(List<Vector2> list)
  741. {
  742. if (screenIdentification == null || !screenIdentification.Screen.Active) return "[]";
  743. string result = "";
  744. if (list.Count == 4)
  745. {
  746. result = "左下" + list[0].ToString() + ",右下" + list[1].ToString() + ",左上" + list[2].ToString() + ",右上" + list[3].ToString();
  747. }
  748. else
  749. {
  750. result = "count != 4 error";
  751. }
  752. //foreach (Vector2 vector in list)
  753. //{
  754. // result += vector.ToString() + " ";
  755. //}
  756. //Debug.Log(result);
  757. return result;
  758. }
  759. /// <summary>
  760. /// 判断是否存在NaN
  761. /// </summary>
  762. /// <param name="vectors"></param>
  763. /// <returns></returns>
  764. public bool ContainsNaN(List<Vector2> vectors)
  765. {
  766. foreach (var v in vectors)
  767. {
  768. if (float.IsNaN(v.x) || float.IsNaN(v.y))
  769. {
  770. return true;
  771. }
  772. }
  773. return false;
  774. }
  775. // 标记屏幕的四个角, ScreenQuadObject 下挂了4个子节点用于标记
  776. public void ShowScreen(RectTransform ScreenQuadObject, QuadrilateralInCamera screen)
  777. {
  778. if (screen == null)
  779. {
  780. Info.text = "识别屏幕失败";
  781. return;
  782. }
  783. Info.text = "已识别到屏幕";
  784. if (ScreenQuadObject && ScreenQuadObject.childCount >= 4)
  785. {
  786. ScreenQuadObject.gameObject.SetActive(true);
  787. for (int i = 0; i < 4; i++)
  788. {
  789. if (DebugOnZIMDemo)
  790. {
  791. RectTransform t = ScreenQuadObject.GetChild(i) as RectTransform;
  792. t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuadObject.rect);
  793. }
  794. }
  795. }
  796. quadUnityVectorList = screen.GetUnityVertexNormalizedList(); // 记录四个点
  797. if (!ContainsNaN(quadUnityVectorList))
  798. {
  799. SaveScreenLocateVectorList();
  800. //SyncInfraredDemo();
  801. if (DebugOnZIMDemo)
  802. SyncInfraredScreenPositioningView();
  803. InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
  804. Debug.Log("[ScreenLocate] ShowScreen 已识别到屏幕,更新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
  805. }
  806. else
  807. {
  808. Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
  809. }
  810. }
  811. public void ShowScreen(QuadrilateralInCamera screen) => ShowScreen(ScreenQuad, screen);
  812. /// <summary>
  813. /// 校准点位置存储到本地
  814. /// </summary>
  815. static public void SaveScreenLocateVectorList()
  816. {
  817. string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z}
  818. Debug.Log("SaveScreenLocateVectorList: " + saveStr);
  819. PlayerPrefs.SetString("ScreenLocateVectorList", saveStr);
  820. }
  821. /// <summary>
  822. /// 获取本地存储校准点位置
  823. /// </summary>
  824. static public bool GetScreenLocateVectorList()
  825. {
  826. string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", "");
  827. Debug.Log("GetScreenLocateVectorList:"+ posListStr);
  828. if (!string.IsNullOrWhiteSpace(posListStr))
  829. {
  830. quadUnityVectorList.Clear();
  831. quadUnityVectorList = posListStr.Split(';')
  832. .Select(s =>
  833. {
  834. string[] parts = s.Split(',');
  835. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  836. })
  837. .ToList();
  838. return true;
  839. }
  840. else return false;
  841. }
  842. public Vector2 AdjustPointsOffset(Vector2 inputPoint,string type = "CameraLocation")
  843. {
  844. // 计算从原始中心到输入点的偏移量
  845. if (type == "CameraLocation")
  846. {
  847. CameraLocationOffset = inputPoint - screenIdentification.Screen.TransformToCamera(new Vector2(0.5f, 0.5f) * screenIdentification.Screen.UVSize);
  848. return CameraLocationOffset;
  849. }
  850. else {
  851. //ScreenUV
  852. UVOffset = inputPoint - new Vector2(0.5f, 0.5f);
  853. return UVOffset;
  854. }
  855. }
  856. /// <summary>
  857. /// 这里计算一个偏移后的cameraLocatoin位置
  858. /// </summary>
  859. /// <param name="cameraLocatoin"></param>
  860. /// <returns></returns>
  861. public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin) {
  862. return cameraLocatoin - CameraLocationOffset;
  863. }
  864. void ToMode(Mode mode)
  865. {
  866. if (this.mode == mode)
  867. return;
  868. if (mode == Mode.ScreenMap)
  869. {
  870. if (!screenIdentification.Screen.Active)
  871. {
  872. Info.text = "先定位屏幕";
  873. return;
  874. }
  875. Info.text = "按ESC退出";
  876. SetScreen(Color.black);
  877. //Info.transform.SetAsLastSibling();
  878. this.mode = Mode.ScreenMap;
  879. }
  880. else if (mode == Mode.InfraredLocate)
  881. {
  882. Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败";
  883. //Info.text = "已识别到屏幕";
  884. SetScreen(null);
  885. foreach (var i in CrosshairInScreen)
  886. i.gameObject.SetActive(false);
  887. FullScreenImage.gameObject.SetActive(false);
  888. ScreenPixelCheaker.HideImage();
  889. //Info.transform.SetSiblingIndex(transform.childCount - 4);
  890. this.mode = Mode.InfraredLocate;
  891. #if (!NDEBUG && DEBUG && ENABLE_LOG)
  892. Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{screenIdentification.Screen.Active}");
  893. #endif
  894. }
  895. else if (mode == Mode.ScreenLocateManual)
  896. {
  897. Info.text = "左键单击屏幕 左下角";
  898. FullScreenImage.gameObject.SetActive(true);
  899. ScreenPixelCheaker.ShowImage();
  900. //Info.transform.SetSiblingIndex(transform.childCount - 1);
  901. // var newTex = WebCamera.webCamTexture.AutoLight(10);
  902. //DebugTexture(1, TextureToTexture2D(rawImage.texture));
  903. CreateUVCTexture2DIfNeeded();
  904. DebugTexture(7, mUVCTexture2D.zimAutoLight(brightness));
  905. //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture);
  906. //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness));
  907. this.mode = Mode.ScreenLocateManual;
  908. }
  909. }
  910. private Texture2D TextureToTexture2D(Texture texture, int width = 0, int height = 0)
  911. {
  912. if (width == 0)
  913. width = texture.width;
  914. if (height == 0)
  915. height = texture.height;
  916. Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true);
  917. RenderTexture currentRT = RenderTexture.active;
  918. RenderTexture renderTexture = RenderTexture.GetTemporary(
  919. width,
  920. height,
  921. 0,
  922. RenderTextureFormat.ARGB32,
  923. RenderTextureReadWrite.Linear);
  924. Graphics.Blit(texture, renderTexture);
  925. RenderTexture.active = renderTexture;
  926. _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
  927. _texture2D.Apply();
  928. RenderTexture.active = currentRT;
  929. RenderTexture.ReleaseTemporary(renderTexture);
  930. return _texture2D;
  931. }
  932. //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height)
  933. //{
  934. // if (mUVCTexture2D != null)
  935. // Destroy(mUVCTexture2D);
  936. // mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  937. //}
  938. /// <summary>
  939. /// 使用默认的mUVCTexture宽高
  940. /// </summary>
  941. private void CreateUVCTexture2DIfNeeded()
  942. {
  943. if (mUVCTexture2D != null)
  944. Destroy(mUVCTexture2D);
  945. mUVCTexture2D = TextureToTexture2D(mUVCTexture);
  946. }
  947. /// <summary>
  948. /// 根据宽高调整mUVCTexture2D
  949. /// </summary>
  950. /// <param name="width"></param>
  951. /// <param name="height"></param>
  952. private void CreateUVCTexture2DIfNeeded(int width = 0, int height = 0)
  953. {
  954. if (mUVCTexture2D != null)
  955. Destroy(mUVCTexture2D);
  956. mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
  957. }
  958. #region DoubleButton
  959. private DateTime m_firstTime;
  960. private DateTime m_secondTime;
  961. private void Press()
  962. {
  963. Debug.Log("进入手动定位");
  964. BtnScreenLocateManual();
  965. resetTime();
  966. }
  967. public void OnDoubleClick()
  968. {
  969. //超时重置
  970. if (!m_firstTime.Equals(default(DateTime)))
  971. {
  972. var intervalTime = DateTime.Now - m_firstTime;
  973. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  974. if (milliSeconds >= 400)
  975. resetTime();
  976. }
  977. // 按下按钮时对两次的时间进行记录
  978. if (m_firstTime.Equals(default(DateTime)))
  979. m_firstTime = DateTime.Now;
  980. else
  981. m_secondTime = DateTime.Now;
  982. // 在第二次点击触发,时差小于400ms触发
  983. if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime)))
  984. {
  985. var intervalTime = m_secondTime - m_firstTime;
  986. float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
  987. if (milliSeconds < 400)
  988. Press();
  989. else
  990. resetTime();
  991. }
  992. }
  993. private void resetTime()
  994. {
  995. m_firstTime = default(DateTime);
  996. m_secondTime = default(DateTime);
  997. }
  998. #endregion
  999. #region 性能检测相关
  1000. void InvalidateTimings()
  1001. {
  1002. m_ValidHistoryFrames = 0;
  1003. m_AverageTime = float.NaN;
  1004. m_MedianTime = float.NaN;
  1005. m_MinTime = float.NaN;
  1006. m_MaxTime = float.NaN;
  1007. }
  1008. void UpdateInputs()
  1009. {
  1010. //重置
  1011. if (Input.GetKeyDown(KeyCode.UpArrow))
  1012. {
  1013. InvalidateTimings();
  1014. }
  1015. }
  1016. #endregion
  1017. }