PGRData/Script/matrix/xcommon/XCameraHelper.lua

115 lines
No EOL
3.6 KiB
Lua
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

XCameraHelper = XCameraHelper or {}
function XCameraHelper.SetCameraTarget(cameraCtrl, targetTrans, distance)
if cameraCtrl and cameraCtrl:Exist() then
distance = distance or 0
cameraCtrl:SetLookAt(targetTrans, distance)
end
end
XCameraHelper.SCREEN_SHOT_WIDTH = 1920;
XCameraHelper.SCREEN_SHOT_HEIGHT = 1080;
XCameraHelper.DefaultRect = CS.UnityEngine.Rect(0, 0, XCameraHelper.SCREEN_SHOT_WIDTH, XCameraHelper.SCREEN_SHOT_HEIGHT);
XCameraHelper.ScreenRect = CS.UnityEngine.Rect(0, 0, CS.UnityEngine.Screen.width, CS.UnityEngine.Screen.height)
function XCameraHelper.ScreenShot(image, beginCb, cb)
if beginCb then
beginCb()
end
CS.XTool.WaitForEndOfFrame(function()
local screenShot = XCameraHelper.DoScreenShot(image)
if cb then
cb(screenShot)
end
end)
end
-- 截取屏幕画面到image中 (注意内存开销,需使用后及时释放)
-- image Image组件
-- cameraFar Camera组件
-- cameraNear Camera组件可选
function XCameraHelper.DoScreenShot(image)
if XTool.UObjIsNil(image) then
XLog.Error("ScreenShot image is nil")
return
end
-- if XTool.UObjIsNil(cameraFar) then
-- XLog.Error("ScreenShot cameraFar is nil")
-- return
-- end
local rect = XCameraHelper.ScreenRect
-- -- 创建一个rt对象
-- local rt = CS.UnityEngine.RenderTexture(rect.width, rect.height, 24)
-- rt.antiAliasing = 8
-- cameraFar.targetTexture = rt;
-- if not XTool.UObjIsNil(cameraNear) then
-- cameraNear.targetTexture = rt
-- end
-- cameraFar:Render();
-- if not XTool.UObjIsNil(cameraNear) then
-- cameraNear:Render()
-- end
-- local currentRT = CS.UnityEngine.RenderTexture.active
-- -- 激活rt 读取像素
-- CS.UnityEngine.RenderTexture.active = rt;
local screenShot = CS.UnityEngine.Texture2D(rect.width, rect.height, CS.UnityEngine.TextureFormat.RGB24, false);
screenShot:ReadPixels(rect, 0, 0);
screenShot:Apply();
-- 重置相关参数
-- cameraFar.targetTexture = nil;
-- if not XTool.UObjIsNil(cameraNear) then
-- cameraNear.targetTexture = nil;
-- end
-- CS.UnityEngine.RenderTexture.active = currentRT;
-- CS.UnityEngine.Object.Destroy(rt);
local sprite = CS.UnityEngine.Sprite.Create(screenShot, rect, CS.UnityEngine.Vector2.zero);
image.sprite = sprite
return screenShot
end
-- 调用该接口由ScreenCaptureWithCallBack回调函数传出的Texture用完后必须销毁
function XCameraHelper.ScreenShotNew(image, camera, cb, beginCb)
if not image then
XLog.Error("ScreenShot Call invalid parameter:image is nil")
return
end
if not camera then
XLog.Error("ScreenShot Call invalid parameter:camera is nil")
return
end
if not cb then
XLog.Error("The ScreenShot API Must Need CallBack")
return
end
-- if not XTool.UObjIsNil(image.mainTexture) and image.mainTexture.name ~= "UnityWhite" then -- 销毁texture2d (UnityWhite为默认的texture2d)
-- CS.UnityEngine.Object.Destroy(image.mainTexture)
-- end
if beginCb then
beginCb()
end
CS.XScreenCapture.ScreenCaptureWithCallBack(camera,function(texture)
local rect = CS.UnityEngine.Rect(0, 0, texture.width, texture.height)
local sprite = CS.UnityEngine.Sprite.Create(texture, rect, CS.UnityEngine.Vector2.zero);
image.sprite = sprite
if cb then
cb(texture)
end
end)
end
function XCameraHelper.GetBlendTime(cameraBrain, index)
return cameraBrain.m_CustomBlends.m_CustomBlends[index].m_Blend.m_Time
end