InfraredCameraHelper.cs 16 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. using o0InfraredLocate.ZIM;
  9. using static ScreenLocate;
  10. namespace InfraredManager
  11. {
  12. public class InfraredCameraHelper
  13. {
  14. #region 单例
  15. private static InfraredCameraHelper _Instance;
  16. public static InfraredCameraHelper GetInstance()
  17. {
  18. if (_Instance == null) _Instance = new();
  19. return _Instance;
  20. }
  21. #endregion
  22. #region 创建销毁
  23. private GameObject _managerObject;
  24. private ScreenLocate _screenLocate;
  25. private UVCManager _uvcManager;
  26. public static List<RawImage> InfraredCameraHelperRawImageList = new();
  27. public void Create( int defWidth = 320, int defHeight = 240)
  28. {
  29. if (_managerObject) return;
  30. string prefabName = "WebCameraView";
  31. var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
  32. UnityEngine.Object.DontDestroyOnLoad(o);
  33. o.name = prefabName;
  34. _screenLocate = o.GetComponent<ScreenLocate>();
  35. _screenLocate.InfraredCameraHelper = this;
  36. _uvcManager = o.GetComponent<UVCManager>();
  37. _uvcManager.startUVCManager.AddListener(_screenLocate.UVCIsReady);
  38. _uvcManager.updateUVCManager.AddListener(_screenLocate.UVCUpdate);
  39. _uvcManager.DefaultWidth = defWidth;
  40. _uvcManager.DefaultHeight = defHeight;
  41. Debug.Log("InitUVCManagerCamera 初始化相机,size:[" + _uvcManager.DefaultWidth + "," + _uvcManager.DefaultHeight + "]");
  42. _managerObject = o;
  43. if (Application.platform == RuntimePlatform.Android) Application.targetFrameRate = 60;
  44. }
  45. /// <summary>
  46. /// 在pc里面创建此预制
  47. /// </summary>
  48. public void CreateToPc()
  49. {
  50. if (_managerObject) return;
  51. string prefabName = "WebCameraView_Pc";
  52. var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
  53. UnityEngine.Object.DontDestroyOnLoad(o);
  54. o.name = "WebCameraView";
  55. _screenLocate = o.GetComponent<ScreenLocate>();
  56. _screenLocate.InfraredCameraHelper = this;
  57. _uvcManager = o.GetComponent<UVCManager>();
  58. _managerObject = o;
  59. }
  60. public void Dispose()
  61. {
  62. if (_managerObject) UnityEngine.Object.DestroyImmediate(_managerObject);
  63. if (_Instance == this) _Instance = null;
  64. }
  65. #endregion
  66. #region 画面接口
  67. public void onStartPreview()
  68. {
  69. _uvcManager.onStartPreview();
  70. }
  71. public void onStopPreview()
  72. {
  73. _uvcManager.onStopPreview();
  74. }
  75. /// <summary>
  76. /// 获取摄像机对象CameraInfo
  77. /// </summary>
  78. public UVCManager.CameraInfo GetUVCCameraInfo()
  79. {
  80. return _screenLocate.mUVCCameraInfo;
  81. }
  82. /// <summary>
  83. /// 获取相机画面贴图
  84. /// </summary>
  85. public Texture GetCameraTexture()
  86. {
  87. return _screenLocate.getUVCTexture; //_screenLocate.rawImage.texture;
  88. }
  89. /// <summary>
  90. /// 获取相机画面材质
  91. /// </summary>
  92. public Material GetCameraMaterial()
  93. {
  94. return null;//_screenLocate.rawImage.material;
  95. }
  96. /// <summary>
  97. /// 设置亮度(-1~1)
  98. /// </summary>
  99. public void SetBrightness(float value)
  100. {
  101. //_screenLocate.rawImage.material.SetFloat("_Brightness", value);
  102. _screenLocate.pcBrightness = value;
  103. }
  104. /// <summary>
  105. /// 获取亮度(-1~1)
  106. /// </summary>
  107. public float GetBrightness()
  108. {
  109. return _screenLocate.pcBrightness;// _screenLocate.rawImage.material.GetFloat("_Brightness");
  110. }
  111. /// <summary>
  112. /// 设置对比度(-1~1)
  113. /// </summary>
  114. public void SetContrast(float value)
  115. {
  116. // _screenLocate.rawImage.material.SetFloat("_Contrast", value);
  117. _screenLocate.pcContrast = value;
  118. }
  119. /// <summary>
  120. /// 获取对比度(-1~1)
  121. /// </summary>
  122. public float GetContrast()
  123. {
  124. return _screenLocate.pcContrast;//_screenLocate.rawImage.material.GetFloat("_Contrast");
  125. }
  126. /// <summary>
  127. /// 设置相机画面分辨率
  128. /// </summary>
  129. public void SetCameraResolution(int width, int height)
  130. {
  131. if (_uvcManager)
  132. {
  133. _uvcManager.DefaultWidth = width;
  134. _uvcManager.DefaultHeight = height;
  135. }
  136. Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolution,width:" + width + " ,height:" + height);
  137. }
  138. /// <summary>
  139. /// 设置相机画面分辨率
  140. /// </summary>
  141. public void SetCameraResolutionNew(int width, int height)
  142. {
  143. Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolutionNew,width:" + width + " ,height:" + height);
  144. _screenLocate.Resize(width, height);
  145. }
  146. /// <summary>
  147. /// 设置default分辨率
  148. /// </summary>
  149. public void SetHighCameraResolution()
  150. {
  151. Vector2 _highResolution = _screenLocate.mUVCCameraInfo.CurrentHighResolution;
  152. _screenLocate.Resize((int)_highResolution.x, (int)_highResolution.y);
  153. }
  154. /// <summary>
  155. /// 设置Low分辨率
  156. /// </summary>
  157. public void SetLowCameraResolution()
  158. {
  159. Vector2 _lowResolution = _screenLocate.mUVCCameraInfo.CurrentLowResolution;
  160. _screenLocate.Resize((int)_lowResolution.x, (int)_lowResolution.y);
  161. }
  162. #endregion
  163. #region 操作接口
  164. /// <summary>
  165. /// 获取screenLocate 对象
  166. /// </summary>
  167. /// <returns>ScreenLocate</returns>
  168. public ScreenLocate getScreenLocate()
  169. {
  170. return _screenLocate;
  171. }
  172. /// <summary>
  173. /// 单点模式开关
  174. /// </summary>
  175. public void SetSinglePoint(bool value) => _screenLocate.SetSinglePoint(value);
  176. /// <summary>
  177. /// 是否为单点模式
  178. /// </summary>
  179. public bool IsSinglePoint() => _screenLocate.IsSinglePoint();
  180. /// <summary>
  181. /// 设置抖动过滤值
  182. /// </summary>
  183. public void SetShakeFilterValue(float value)
  184. {
  185. _screenLocate.filterDis = value;
  186. }
  187. /// <summary>
  188. /// 获取抖动过滤值
  189. /// </summary>
  190. public float GetShakeFilterValue()
  191. {
  192. return _screenLocate.filterDis;
  193. }
  194. /// <summary>
  195. /// 设置亮度过滤阈值
  196. /// </summary>
  197. public void SetInfraredLocateBrightnessThreshold(float value)
  198. {
  199. _screenLocate.SetInfraredLocateBrightnessThreshold(value);
  200. }
  201. /// <summary>
  202. /// 是否已经定位
  203. /// </summary>
  204. public bool IsScreenLoateOK()
  205. {
  206. return _screenLocate.IsScreenLoateOK();
  207. }
  208. /// <summary>
  209. /// 是否正在手动定位
  210. /// </summary>
  211. public bool IsScreenLocateManualDoing()
  212. {
  213. return _screenLocate.IsScreenLocateManualDoing();
  214. }
  215. /// <summary>
  216. /// 进入手动定位
  217. /// </summary>
  218. /// <returns>相机画面截图</returns>
  219. public Texture2D EnterScreenLocateManual()
  220. {
  221. return _screenLocate.EnterScreenLocateManual();
  222. }
  223. /// <summary>
  224. /// 退出/完成手动定位
  225. /// </summary>
  226. /// <param name="points">定位点(左下、右下、右上、左上)</param>
  227. public void QuitScreenLocateManual(List<Vector2> points)
  228. {
  229. _screenLocate.QuitScreenLocateManual(points);
  230. }
  231. /// <summary>
  232. /// 初始化中心点偏移量,用于有记录数据时候初始化
  233. /// </summary>
  234. /// <param name="inputPoint"></param>
  235. /// <param name="type"> CameraLocation , ScreenUV</param>
  236. /// <returns></returns>
  237. public Vector2 SetCenterOffset(Vector2 inputPointOffset, string type = "CameraLocation")
  238. {
  239. // 获取偏移量
  240. return _screenLocate.SetPointsOffset(inputPointOffset, type);
  241. }
  242. /// <summary>
  243. /// 获取中心点偏移量,双点情况下不会自动存储。需要再调用 SetCenterOffsets
  244. /// </summary>
  245. /// <param name="inputPoint"></param>
  246. /// <param name="type"> CameraLocation , ScreenUV</param>
  247. /// <returns></returns>
  248. public Vector2 GetCenterOffset(Vector2 inputPoint, string type = "CameraLocation")
  249. {
  250. // 获取偏移量
  251. return _screenLocate.AdjustPointsOffset(inputPoint, type);
  252. }
  253. /// <summary>
  254. /// 重置中心点的偏移量
  255. /// </summary>
  256. public void ResetCenterOffset() {
  257. _screenLocate.ResetPointsOffest();
  258. }
  259. /// <summary>
  260. /// 撤销回退中心点的偏移量操作。
  261. /// </summary>
  262. public void RevokeCenterOffset()
  263. {
  264. _screenLocate.RevokePointsOffest();
  265. }
  266. /// <summary>
  267. /// 获取中心点偏移量,双点情况下不会自动存储。需要再调用 SetCenterOffsets
  268. /// 左右屏时候调用
  269. /// </summary>
  270. /// <param name="inputPoint"></param>
  271. /// <param name="type"> CameraLocation , ScreenUV</param>
  272. /// <returns></returns>
  273. public Vector2 GetCenterOffset(Vector2 inputPoint, bool isLeft, string type = "CameraLocation")
  274. {
  275. // 获取偏移量
  276. return _screenLocate.AdjustPointsOffset(inputPoint, type, isLeft);
  277. }
  278. /// <summary>
  279. /// 设置偏移量--双点
  280. /// </summary>
  281. /// <param name="playerType">玩家类型</param>
  282. /// <param name="inputPointOffset">偏移点</param>
  283. /// <param name="type">CameraLocation 或者 UV</param>
  284. /// <returns></returns>
  285. public Vector2[] SetCenterOffsets(PlayerType playerType, Vector2 inputPointOffset, string type = "CameraLocation")
  286. {
  287. // 获取偏移量
  288. return _screenLocate.SetPointsOffsets(playerType, inputPointOffset, type);
  289. }
  290. /// <summary>
  291. /// 重置偏移点--双点
  292. /// </summary>
  293. public void RevokeCenterOffsets()
  294. {
  295. _screenLocate.RevokePointsOffests();
  296. }
  297. /// <summary>
  298. /// 重置中心点的偏移量--双点
  299. /// </summary>
  300. public void ResetCenterOffsets()
  301. {
  302. _screenLocate.ResetPointsOffests();
  303. }
  304. /// <summary>
  305. /// 清除定位数据
  306. /// </summary>
  307. public void ClearInfraredPositioningData(bool bSyncLocal = false) {
  308. //重置识别点
  309. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  310. //清除一下记录的点
  311. ScreenLocate.quadUnityVectorList.Clear();
  312. //是否需要保存清除后的数据
  313. if(bSyncLocal) ScreenLocate.SaveScreenLocateVectorList();
  314. }
  315. /// <summary>
  316. /// 初始化一次本地的记录点
  317. /// </summary>
  318. public void InitScreenLocateManual()
  319. {
  320. //获取本地记录的点
  321. if (ScreenLocate.GetScreenLocateVectorList())
  322. {
  323. Debug.Log("[初始化本地坐标]:" + _screenLocate.PrintVector2List(ScreenLocate.quadUnityVectorList));
  324. //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)
  325. _screenLocate.QuadUnityVectorListToScreenQuad(ScreenLocate.quadUnityVectorList);
  326. // _screenLocate.SyncInfraredDemo();
  327. InvokeOnUVCPosUpdate(ScreenLocate.quadUnityVectorList);
  328. }
  329. }
  330. /// <summary>
  331. /// 进入自动定位
  332. /// </summary>
  333. public void EnterScreenLocateManualAuto()
  334. {
  335. _screenLocate.EnterScreenLocateManualAuto();
  336. }
  337. /// <summary>
  338. /// 修改 Capture ,建议值30
  339. /// </summary>
  340. public void SetCapture(int value)
  341. {
  342. _screenLocate.SetCapture(value);
  343. }
  344. /// <summary>
  345. /// 修改delay,建议值30
  346. /// </summary>
  347. public void SetDelay(int value)
  348. {
  349. _screenLocate.SetDelay(value);
  350. }
  351. #endregion
  352. #region 监听事件
  353. /// <summary>
  354. /// ScreenLocate准备事件
  355. /// 初始化 screenIdentification 和 infraredLocate后回调
  356. /// </summary>
  357. public OnScreenLocateIsReadyEvent OnScreenLocateIsReady;
  358. public delegate void OnScreenLocateIsReadyEvent();
  359. public void InvokeOnScreenLocateIsReady()
  360. {
  361. try
  362. {
  363. OnScreenLocateIsReady?.Invoke();
  364. }
  365. catch (Exception e)
  366. {
  367. Debug.LogError(e);
  368. }
  369. }
  370. /// <summary>
  371. /// UVC 相机准备事件
  372. /// </summary>
  373. public OnUVCIsReadyEvent OnUVCIsReady;
  374. public delegate void OnUVCIsReadyEvent(UVCManager.CameraInfo camera);
  375. public void InvokeOnUVCIsReady(UVCManager.CameraInfo camera)
  376. {
  377. try
  378. {
  379. OnUVCIsReady?.Invoke(camera);
  380. }
  381. catch (Exception e)
  382. {
  383. Debug.LogError(e);
  384. }
  385. }
  386. /// <summary>
  387. /// UVC 相机更新事件
  388. /// </summary>
  389. public OnUVCIsUpdateEvent OnUVCIsUpdate;
  390. public delegate void OnUVCIsUpdateEvent();
  391. public void InvokeOnUVCIsUpdate()
  392. {
  393. try
  394. {
  395. OnUVCIsUpdate?.Invoke();
  396. }
  397. catch (Exception e)
  398. {
  399. Debug.LogError(e);
  400. }
  401. }
  402. /// <summary>
  403. /// UVC 定位点更新事件
  404. /// </summary>
  405. public OnUVCPosUpdateEvent OnUVCPosUpdate;
  406. public delegate void OnUVCPosUpdateEvent(List<Vector2> list);
  407. public void InvokeOnUVCPosUpdate(List<Vector2> list)
  408. {
  409. try
  410. {
  411. OnUVCPosUpdate?.Invoke(list);
  412. }
  413. catch (Exception e)
  414. {
  415. Debug.LogError(e);
  416. }
  417. }
  418. /// <summary>
  419. /// 单点更新事件
  420. /// </summary>
  421. public OnPositionUpdateEvent OnPositionUpdate;
  422. public delegate void OnPositionUpdateEvent(Vector2 position, Vector2 cameraLocation);
  423. public void InvokeOnPositionUpdate(Vector2 position, Vector2 cameraLocation)
  424. {
  425. try
  426. {
  427. OnPositionUpdate?.Invoke(position, cameraLocation);
  428. }
  429. catch (Exception e)
  430. {
  431. Debug.LogError(e);
  432. }
  433. }
  434. /// <summary>
  435. /// 双点更新事件
  436. /// </summary>
  437. public OnPositionUpdate2Event OnPositionUpdate2;
  438. public delegate void OnPositionUpdate2Event(Vector2[] positions, Vector2[] cameraLocation);
  439. public void InvokeOnPositionUpdate2(Vector2[] positions, Vector2[] cameraLocation)
  440. {
  441. try
  442. {
  443. OnPositionUpdate2?.Invoke(positions, cameraLocation);
  444. }
  445. catch (Exception e)
  446. {
  447. Debug.LogError(e);
  448. }
  449. }
  450. #endregion
  451. }
  452. }