Files
better-genshin-impact/BetterGenshinImpact/GameTask/Common/Map/CharacterOrientation.cs

126 lines
4.5 KiB
C#

using OpenCvSharp;
using System;
namespace BetterGenshinImpact.GameTask.Common.Map;
/// <summary>
/// 以左上角为原点的图像坐标系下的角度计算
/// </summary>
public class CharacterOrientation
{
public static int Compute(Mat mat)
{
var splitMat = mat.Split();
// 1. 红蓝通道按位与
var red = new Mat(mat.Size(), MatType.CV_8UC1);
Cv2.InRange(splitMat[0], new Scalar(250), new Scalar(255), red);
var blue = new Mat(mat.Size(), MatType.CV_8UC1);
Cv2.InRange(splitMat[2], new Scalar(0), new Scalar(10), blue);
var andMat = new Mat(mat.Size(), MatType.CV_8UC1);
Cv2.BitwiseAnd(red, blue, andMat);
// 寻找轮廓
Cv2.FindContours(andMat, out var contours, out var hierarchy, RetrievalModes.External, ContourApproximationModes.ApproxSimple);
Mat dst = Mat.Zeros(andMat.Size(), MatType.CV_8UC3);
// 计算最大外接矩形
if (contours.Length > 0)
{
Rect maxRect = default;
var maxIndex = 0;
for (int i = 0; i < contours.Length; i++)
{
var box = Cv2.BoundingRect(contours[i]);
if (box.Width * box.Height > maxRect.Width * maxRect.Height)
{
maxRect = box;
maxIndex = i;
}
}
var maxContour = contours[maxIndex];
// 计算轮廓的周长
var perimeter = Cv2.ArcLength(maxContour, true);
// 近似多边形拟合
var approx = Cv2.ApproxPolyDP(maxContour, 0.08 * perimeter, true);
// 如果拟合的多边形有三个顶点,认为是三角形
if (approx.Length == 3)
{
// 剪裁出三角形所在区域
var newSrcMat = new Mat(mat, maxRect);
// HSV 阈值取出中心飞镖
var hsvMat = new Mat();
Cv2.CvtColor(newSrcMat, hsvMat, ColorConversionCodes.BGR2HSV);
// var lowScalar = new Scalar(95, 255, 255);
// var highScalar = new Scalar(255, 255, 255);
var lowScalar = new Scalar(93, 155, 170);
var highScalar = new Scalar(255, 255, 255);
var hsvThresholdMat = new Mat();
Cv2.InRange(hsvMat, lowScalar, highScalar, hsvThresholdMat);
// 循环计算三条边的中点,并计算中点到顶点的所有点中连续黑色像素的个数
var maxBlackCount = 0;
Point correctP1 = new(), correctP2 = new();
var offset = new Point(maxRect.X, maxRect.Y);
for (int i = 0; i < 3; i++)
{
var midPoint = Midpoint(approx[i], approx[(i + 1) % 3]);
var targetPoint = approx[(i + 2) % 3];
// 中点到顶点的所有点
var lineIterator = new LineIterator(hsvThresholdMat, midPoint - offset, targetPoint - offset, PixelConnectivity.Connectivity8);
// 计算连续黑色像素的个数
var blackCount = 0;
foreach (var item in lineIterator)
{
if (item.GetValue<Vec2b>().Item0 == 255)
{
break;
}
blackCount++;
}
if (blackCount > maxBlackCount)
{
maxBlackCount = blackCount;
correctP1 = midPoint; // 底边中点
correctP2 = targetPoint; // 顶点
// 计算弧度
double radians = Math.Atan2(correctP2.Y - correctP1.Y, correctP2.X - correctP1.X);
// 将弧度转换为度数
double angle = radians * (180.0 / Math.PI);
return (int)angle;
}
}
// VisionContext.Instance().DrawContent.PutLine("co", new LineDrawable(correctP1, correctP2 + (correctP2 - correctP1) * 3));
}
}
return -1;
}
static Point Midpoint(Point p1, Point p2)
{
var midX = (p1.X + p2.X) / 2;
var midY = (p1.Y + p2.Y) / 2;
return new Point(midX, midY);
}
public static int GameAngle2(string path)
{
var mat = Cv2.ImRead(path);
return Compute(mat);
}
}