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 SLAMUVC;
  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. private UVCManager _uvcManager;
  24. public static List<RawImage> InfraredCameraHelperRawImageList = new();
  25. public void Create(int defWidth = 320,int defHeight = 240)
  26. {
  27. if (_managerObject) return;
  28. string prefabName = "WebCameraView";
  29. var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
  30. UnityEngine.Object.DontDestroyOnLoad(o);
  31. o.name = prefabName;
  32. _screenLocate = o.GetComponent<ScreenLocate>();
  33. _screenLocate.InfraredCameraHelper = this;
  34. _uvcManager = o.GetComponent<UVCManager>();
  35. _uvcManager.startUVCManager.AddListener(_screenLocate.UVCIsReady);
  36. _uvcManager.updateUVCManager.AddListener(_screenLocate.UVCUpdate);
  37. _uvcManager.DefaultWidth = defWidth;
  38. _uvcManager.DefaultHeight = defHeight;
  39. Debug.Log("InitUVCManagerCamera 初始化相机,size:[" + _uvcManager.DefaultWidth +","+ _uvcManager.DefaultHeight +"]");
  40. _uvcManager.initUVCManagerCamera();
  41. _managerObject = o;
  42. if (Application.platform == RuntimePlatform.Android) Application.targetFrameRate = 60;
  43. }
  44. /// <summary>
  45. /// 在pc里面创建此预制
  46. /// </summary>
  47. public void CreateToPc() {
  48. if (_managerObject) return;
  49. string prefabName = "WebCameraView_Pc";
  50. var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
  51. UnityEngine.Object.DontDestroyOnLoad(o);
  52. o.name = "WebCameraView";
  53. _screenLocate = o.GetComponent<ScreenLocate>();
  54. _screenLocate.InfraredCameraHelper = this;
  55. _uvcManager = o.GetComponent<UVCManager>();
  56. _managerObject = o;
  57. }
  58. public void Dispose()
  59. {
  60. if (_managerObject) UnityEngine.Object.DestroyImmediate(_managerObject);
  61. if (_Instance == this) _Instance = null;
  62. }
  63. #endregion
  64. #region 画面接口
  65. public void onStartPreview()
  66. {
  67. _uvcManager.onStartPreview();
  68. }
  69. public void onStopPreview()
  70. {
  71. _uvcManager.onStopPreview();
  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(-1~1)
  96. /// </summary>
  97. public void SetBrightness(float value)
  98. {
  99. //_screenLocate.rawImage.material.SetFloat("_Brightness", value);
  100. _screenLocate.pcBrightness = value;
  101. }
  102. /// <summary>
  103. /// 获取亮度(-1~1)
  104. /// </summary>
  105. public float GetBrightness()
  106. {
  107. return _screenLocate.pcBrightness;// _screenLocate.rawImage.material.GetFloat("_Brightness");
  108. }
  109. /// <summary>
  110. /// 设置对比度(-1~1)
  111. /// </summary>
  112. public void SetContrast(float value)
  113. {
  114. // _screenLocate.rawImage.material.SetFloat("_Contrast", value);
  115. _screenLocate.pcContrast = value;
  116. }
  117. /// <summary>
  118. /// 获取对比度(-1~1)
  119. /// </summary>
  120. public float GetContrast()
  121. {
  122. return _screenLocate.pcContrast;//_screenLocate.rawImage.material.GetFloat("_Contrast");
  123. }
  124. /// <summary>
  125. /// 设置相机画面分辨率
  126. /// </summary>
  127. public void SetCameraResolution(int width, int height)
  128. {
  129. if (_uvcManager)
  130. {
  131. _uvcManager.DefaultWidth = width;
  132. _uvcManager.DefaultHeight = height;
  133. }
  134. Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolution,width:" + width + " ,height:" + height);
  135. }
  136. /// <summary>
  137. /// 设置相机画面分辨率
  138. /// </summary>
  139. public void SetCameraResolutionNew(int width, int height)
  140. {
  141. Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolutionNew,width:" + width + " ,height:" + height);
  142. _screenLocate.Resize(width, height);
  143. }
  144. /// <summary>
  145. /// 设置default分辨率
  146. /// </summary>
  147. public void SetHighCameraResolution()
  148. {
  149. Vector2 _highResolution = _screenLocate.mUVCCameraInfo.CurrentHighResolution;
  150. _screenLocate.Resize((int)_highResolution.x, (int)_highResolution.y);
  151. }
  152. /// <summary>
  153. /// 设置Low分辨率
  154. /// </summary>
  155. public void SetLowCameraResolution()
  156. {
  157. Vector2 _lowResolution = _screenLocate.mUVCCameraInfo.CurrentLowResolution;
  158. _screenLocate.Resize((int)_lowResolution.x, (int)_lowResolution.y);
  159. }
  160. #endregion
  161. #region 操作接口
  162. /// <summary>
  163. /// 单点模式开关
  164. /// </summary>
  165. public void SetSinglePoint(bool value)
  166. {
  167. _screenLocate.bSinglePoint = value;
  168. }
  169. /// <summary>
  170. /// 是否为单点模式
  171. /// </summary>
  172. public bool IsSinglePoint()
  173. {
  174. return _screenLocate.bSinglePoint;
  175. }
  176. /// <summary>
  177. /// 设置抖动过滤值
  178. /// </summary>
  179. public void SetShakeFilterValue(float value)
  180. {
  181. _screenLocate.filterDis = value;
  182. }
  183. /// <summary>
  184. /// 获取抖动过滤值
  185. /// </summary>
  186. public float GetShakeFilterValue()
  187. {
  188. return _screenLocate.filterDis;
  189. }
  190. /// <summary>
  191. /// 设置亮度过滤阈值
  192. /// </summary>
  193. public void SetInfraredLocateBrightnessThreshold(float value)
  194. {
  195. _screenLocate.SetInfraredLocateBrightnessThreshold(value);
  196. }
  197. /// <summary>
  198. /// 是否已经定位
  199. /// </summary>
  200. public bool IsScreenLoateOK()
  201. {
  202. return _screenLocate.IsScreenLoateOK();
  203. }
  204. /// <summary>
  205. /// 是否正在手动定位
  206. /// </summary>
  207. public bool IsScreenLocateManualDoing()
  208. {
  209. return _screenLocate.IsScreenLocateManualDoing();
  210. }
  211. /// <summary>
  212. /// 进入手动定位
  213. /// </summary>
  214. /// <returns>相机画面截图</returns>
  215. public Texture2D EnterScreenLocateManual()
  216. {
  217. return _screenLocate.EnterScreenLocateManual();
  218. }
  219. /// <summary>
  220. /// 退出/完成手动定位
  221. /// </summary>
  222. /// <param name="points">定位点(左下、右下、右上、左上)</param>
  223. public void QuitScreenLocateManual(List<Vector2> points)
  224. {
  225. _screenLocate.QuitScreenLocateManual(points);
  226. }
  227. /// <summary>
  228. /// 初始化一次本地的记录点
  229. /// </summary>
  230. public void InitScreenLocateManual() {
  231. //获取本地记录的点
  232. if (ScreenLocate.GetScreenLocateVectorList())
  233. {
  234. Debug.Log("[初始化本地坐标]:"+ _screenLocate.PrintVector2List(ScreenLocate.quadUnityVectorList));
  235. //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)
  236. _screenLocate.QuadUnityVectorListToScreenQuad(ScreenLocate.quadUnityVectorList);
  237. _screenLocate.SyncInfraredDemo();
  238. }
  239. }
  240. /// <summary>
  241. /// 进入自动定位
  242. /// </summary>
  243. public void EnterScreenLocateManualAuto()
  244. {
  245. _screenLocate.EnterScreenLocateManualAuto();
  246. }
  247. /// <summary>
  248. /// 修改 Capture ,建议值30
  249. /// </summary>
  250. public void SetCapture(int value)
  251. {
  252. _screenLocate.SetCapture(value);
  253. }
  254. /// <summary>
  255. /// 修改delay,建议值30
  256. /// </summary>
  257. public void SetDelay(int value)
  258. {
  259. _screenLocate.SetDelay(value);
  260. }
  261. #endregion
  262. #region 监听事件
  263. /// <summary>
  264. /// UVC 相机准备事件
  265. /// </summary>
  266. public OnUVCIsReadyEvent OnUVCIsReady;
  267. public delegate void OnUVCIsReadyEvent(UVCManager.CameraInfo camera);
  268. public void InvokeOnUVCIsReady(UVCManager.CameraInfo camera)
  269. {
  270. try
  271. {
  272. OnUVCIsReady?.Invoke(camera);
  273. }
  274. catch (Exception e)
  275. {
  276. Debug.LogError(e);
  277. }
  278. }
  279. /// <summary>
  280. /// UVC 相机更新事件
  281. /// </summary>
  282. public OnUVCIsUpdateEvent OnUVCIsUpdate;
  283. public delegate void OnUVCIsUpdateEvent();
  284. public void InvokeOnUVCIsUpdate()
  285. {
  286. try
  287. {
  288. OnUVCIsUpdate?.Invoke();
  289. }
  290. catch (Exception e)
  291. {
  292. Debug.LogError(e);
  293. }
  294. }
  295. /// <summary>
  296. /// 单点更新事件
  297. /// </summary>
  298. public OnPositionUpdateEvent OnPositionUpdate;
  299. public delegate void OnPositionUpdateEvent(Vector2 position);
  300. public void InvokeOnPositionUpdate(Vector2 position)
  301. {
  302. try
  303. {
  304. OnPositionUpdate?.Invoke(position);
  305. }
  306. catch (Exception e)
  307. {
  308. Debug.LogError(e);
  309. }
  310. }
  311. /// <summary>
  312. /// 双点更新事件
  313. /// </summary>
  314. public OnPositionUpdate2Event OnPositionUpdate2;
  315. public delegate void OnPositionUpdate2Event(Vector2 position, int index);
  316. public void InvokeOnPositionUpdate2(Vector2 position, int index)
  317. {
  318. try
  319. {
  320. OnPositionUpdate2?.Invoke(position, index);
  321. }
  322. catch (Exception e)
  323. {
  324. Debug.LogError(e);
  325. }
  326. }
  327. #endregion
  328. }
  329. }