如何使用统一的外部程序将数据写入 .bmp 文件?
How to write data to .bmp file using an external program from unity?
我正在向项目添加一项功能,允许用户在屏幕上实时查看鼠标移动的热图表示。我的目标是使这个 API 尽可能动态。
动态,我的意思是我希望用户能够使用这个 API 实时生成热图,然后将该热图插入他们的第三方图形软件以查看该热图. (即 Unity、React、Mobile 等。)
出于测试目的,我使用的第三方图形软件是 Unity。
我创建了一个 .cs unity 脚本,每帧执行以下操作:
- 开始记录鼠标位置。
- 让 ExternalProgram.exe 使用
unity 刚才记录的点。
- 然后让 Unity 在屏幕上显示更新后的 .bmp 图像。
现在我遇到的问题是,当我在我的统一脚本中使用 ProcessStartInfo 到 运行 负责创建 .bmp 图像的 .exe 时,没有创建 .bmp 文件.
过去一周我一直在调试这段代码,试图弄清楚它有什么问题。我知道 Unity 在调用 ProcessStartInfo 后成功记录了鼠标的位置并将这些值传递给 .exe。
但由于某种原因,它实际上并没有创建 .bmp 文件。这很奇怪,因为如果我在 Visual Studio 中独立地 运行 ExternalProject 那么它工作得很好并且它创建 .bmp 文件并显示正确的热图表示图片。
我认为也许启动一个程序并向其传递大量数据并让该程序创建一个文件对于统一处理每一帧来说可能需要大量工作。 (我愿意接受关于如何绕过必须这样做的建议)
所以我决定只让脚本记录前 15 秒的点,然后尝试将该数据写入 .bmp 文件,但这也不起作用。
ExternalProject.exe
的主程序文件
class Program
{
public static void Main(string[] args)
{
string arguments = "";
foreach (string arg in args)
{
arguments += arg;
}
Console.WriteLine("My Args: " + arguments + "--EOF");
bool noArguments = String.IsNullOrEmpty(arguments);
if (noArguments)
{
// Test input data
arguments = "(111,222)|(333,444)|(555,777)|(888,999)|(1000,1000)|(1000,1000)|(1000,1000)";
}
// The method ConvertStringToSignalsList() has already been tested and it works.
List<MouseMovementSignal> signals = ConvertStringToSignalsList(arguments);
CreateMouseHeatmap(signals);
Console.WriteLine("Press Enter to close...");
Console.ReadLine();
}
private static void CreateMouseHeatmap(List<MouseMovementSignal> argumentSignals)
{
int Height = 2100;
int Width = 3800;
List<MouseMovementSignal> mouseSignals
= argumentSignals; // Program perameters
//= getRecordedMouseData(); // DB
//= createFakeMouseSignals(Height, Width); // Generates fake signals
try
{
HeatmapStructure<MouseMovementSignal> mapper =
new HeatmapStructure<MouseMovementSignal>(Height, Width);
mapper.LoadSignalsFromObjects(mouseSignals);
// .BMP Image is created inside of this method !!
mapper.IdentifyHeatRegions();
//MouseMovementSignal mms = argumentSignals[argumentSignals.Count - 1];
//Console.WriteLine("Last: " + mms.Channels[0].Name + ": " + mms.Channels[0].Values[0] + ", "
// + mms.Channels[1].Name + ": " + mms.Channels[1].Values[0]);
//finalHeatmap.Save("MyFirstBitmap.bmp", System.Drawing.Imaging.ImageFormat.Bmp);
Console.WriteLine("Image actually Complete!!!!!!!!!!!!!!");
}
catch (Exception e)
{
Console.WriteLine("Error: " + e);
}
}
}
我的Unity脚本
public class HeatmapScript : MonoBehaviour {
private List<string> points;
private Camera cam;
private RawImage ri;
private string heatmapBmpPath = @"C:\Users\not-showing-you-my-file-structure-LOL\MyFirstBitmap.bmp";
private int frameCount = 0;
string pointsAsString = "";
Stopwatch sw;
// Use this for initialization
void Start() {
// Initialize the raw image.
cam = Camera.main;
GameObject imageObject = GameObject.FindGameObjectWithTag("imageView");
ri = imageObject.GetComponent<RawImage>();
// Initialize points list.
points = new List<string>();
sw = new Stopwatch();
sw.Start();
}
bool stop = false;
// Update is called once per frame.
void Update() {
float xValue = Input.mousePosition.x;
float yValue = Input.mousePosition.y;
Vector2 newPoint = new Vector2(xValue, yValue);
points.Add(newPoint.ToString());
int tSecs = 15000;// 15 seconds
// After 15 seconds of recording points pass them to the program that creates the heat map.
if (stop == false && sw.ElapsedMilliseconds > tSecs)
{
StartCoroutine("UpdateBMP");
UnityEngine.Debug.Log(points.Count);
stop = true;
}
//Update the raw image on the screen.
UnityEngine.Texture2D newTexture = CreateTextureFromBitmap(heatmapBmpPath);
//Set the RawImage to the size of the scren.
ri.texture = newTexture;
ri.rectTransform.sizeDelta = new Vector2(Screen.width, Screen.height);
frameCount++;
}
IEnumerator UpdateBMP()
{
// Show mouse position in unity environment
float xValue = Input.mousePosition.x;
float yValue = Input.mousePosition.y;
Vector2 newPoint = new Vector2(xValue, yValue);
points.Add(newPoint.ToString());
// EX:
// (123,123)|(123,123)|(123,123)|(123,123)|(123,123)|(123,123)
// display list contents without loop
pointsAsString = string.Join("|", points.ToArray());
// Every frame call Behavior's Program.cs that calls HeatmapStructure.cs to update .bmp file
ProcessStartInfo processInfo = new ProcessStartInfo();
processInfo.FileName = @"C:\Users\not-showing-you-my-file-structure-LOL\ExternalProgram.exe";
processInfo.UseShellExecute = false;
processInfo.Arguments = pointsAsString;
Process process = Process.Start(processInfo);
yield return null;
}
private UnityEngine.Texture2D CreateTextureFromBitmap(string completeFilePath)
{
BMPLoader loader = new BMPLoader();
BMPImage img = loader.LoadBMP(completeFilePath);
UnityEngine.Texture2D myTexture = img.ToTexture2D();
UnityEngine.Debug.Log("File Size: " + img.header.filesize);
return myTexture;
}
}
HeatmapStructure.cs class
public class HeatmapStructure<T> where T : ISignal
{
public class COGPoint
{
public double X, Y, Z;
//public Color Color;
public byte Intensity;
public bool isD3Point = false; // 3D Point check
public const double DEFAULT_AXIS_LOC = 0.0001;
public COGPoint()
{
//Color = Color.Blue;
Intensity = 0;
}
// NOTE: double z has a default value therefore it is optional
public COGPoint(byte intensity, double x, double y, double z = DEFAULT_AXIS_LOC)
{
this.X = x;
this.Y = y;
this.Z = z; // Optional
//Color = Color.Blue; // Cold: Blue / Hot: Red
this.Intensity = intensity;
if (z != DEFAULT_AXIS_LOC)
{
isD3Point = true;
}
}
public override string ToString()
{
string output = (isD3Point == true) ?
("(x,y,z) " + X + "," + Y + "," + Z) : ("(x,y) " + X + "," + Y); // 3D : 2D
output += //" Color: " + Color.ToString() +
" Intensity: " + Intensity;
return output;
}
}
private List<COGPoint> points;
private int Height;
private int Width;
public HeatmapStructure(int Height, int Width)
{
this.Height = Height;
this.Width = Width;
points = new List<COGPoint>();
}
private Bitmap CreateIntensityMask(Bitmap bSurface, List<COGPoint> aHeatPoints)
{
// Create new graphics surface from memory bitmap
Graphics DrawSurface = Graphics.FromImage(bSurface);
// Set background color to white so that pixels can be correctly colorized
DrawSurface.Clear(Color.White);
// Traverse heat point data and draw masks for each heat point
foreach (COGPoint DataPoint in aHeatPoints)
{
// Render current heat point on draw surface
DrawHeatPoint(DrawSurface, DataPoint, 45);
}
return bSurface;
}
// TODO: How to draw updating Bitmap in unity in real time ??
private void DrawHeatPoint(Graphics Canvas, COGPoint HeatPoint, int Radius)
{
// Create points generic list of points to hold circumference points
List<Point> CircumferencePointsList = new List<Point>();
// Create an empty point to predefine the point struct used in the circumference loop
Point CircumferencePoint;
// Create an empty array that will be populated with points from the generic list
Point[] CircumferencePointsArray;
// Calculate ratio to scale byte intensity range from 0-255 to 0-1
float fRatio = 1F / Byte.MaxValue;
// Precalulate half of byte max value
byte bHalf = Byte.MaxValue / 2;
// Flip intensity on it's center value from low-high to high-low
int iIntensity = (byte)(HeatPoint.Intensity - ((HeatPoint.Intensity - bHalf) * 2));
// Store scaled and flipped intensity value for use with gradient center location
float fIntensity = iIntensity * fRatio;
// Loop through all angles of a circle
// Define loop variable as a double to prevent casting in each iteration
// Iterate through loop on 10 degree deltas, this can change to improve performance
for (double i = 0; i <= 360; i += 10)
{
// Replace last iteration point with new empty point struct
CircumferencePoint = new Point();
// Plot new point on the circumference of a circle of the defined radius
// Using the point coordinates, radius, and angle
// Calculate the position of this iterations point on the circle
CircumferencePoint.X = Convert.ToInt32(HeatPoint.X + Radius * Math.Cos(ConvertDegreesToRadians(i)));
CircumferencePoint.Y = Convert.ToInt32(HeatPoint.Y + Radius * Math.Sin(ConvertDegreesToRadians(i)));
// Add newly plotted circumference point to generic point list
CircumferencePointsList.Add(CircumferencePoint);
}
// Populate empty points system array from generic points array list
// Do this to satisfy the datatype of the PathGradientBrush and FillPolygon methods
CircumferencePointsArray = CircumferencePointsList.ToArray();
// Create new PathGradientBrush to create a radial gradient using the circumference points
PathGradientBrush GradientShaper = new PathGradientBrush(CircumferencePointsArray);
// Create new color blend to tell the PathGradientBrush what colors to use and where to put them
ColorBlend GradientSpecifications = new ColorBlend(3);
// Define positions of gradient colors, use intesity to adjust the middle color to
// show more mask or less mask
GradientSpecifications.Positions = new float[3] { 0, fIntensity, 1 };
// Define gradient colors and their alpha values, adjust alpha of gradient colors to match intensity
GradientSpecifications.Colors = new Color[3]
{
Color.FromArgb(0, Color.White),
Color.FromArgb(HeatPoint.Intensity, Color.Black),
Color.FromArgb(HeatPoint.Intensity, Color.Black)
};
// Pass off color blend to PathGradientBrush to instruct it how to generate the gradient
GradientShaper.InterpolationColors = GradientSpecifications;
// Draw polygon (circle) using our point array and gradient brush
Canvas.FillPolygon(GradientShaper, CircumferencePointsArray);
}
private double ConvertDegreesToRadians(double degrees)
{
double radians = (Math.PI / 180) * degrees;
return (radians);
}
// old name : button1_Click
public Bitmap IdentifyHeatRegions()
{
// Create new memory bitmap the same size as the picture box
Bitmap bMap = new Bitmap(Width, Height);
// Call CreateIntensityMask, give it the memory bitmap, and use it's output to set the picture box image
Bitmap bm = CreateIntensityMask(bMap, points);
Bitmap coloredBitmap = Colorize(bm, 243); // <-- NOTE: should be 255. But my palette.bmp is 243x5
coloredBitmap.Save("MyFirstBitmap.bmp", System.Drawing.Imaging.ImageFormat.Bmp);
return coloredBitmap;
}
public static Bitmap Colorize(Bitmap Mask, byte Alpha)
{
// Create new bitmap to act as a work surface for the colorization process
Bitmap Output = new Bitmap(Mask.Width, Mask.Height, PixelFormat.Format32bppArgb);
// Create a graphics object from our memory bitmap so we can draw on it and clear it's drawing surface
Graphics Surface = Graphics.FromImage(Output);
Surface.Clear(Color.Transparent);
// Build an array of color mappings to remap our greyscale mask to full color
// Accept an alpha byte to specify the transparancy of the output image
ColorMap[] Colors = CreatePaletteIndex(Alpha);
// Create new image attributes class to handle the color remappings
// Inject our color map array to instruct the image attributes class how to do the colorization
ImageAttributes Remapper = new ImageAttributes();
try
{
Remapper.SetRemapTable(Colors);
}
catch (Exception e)
{
Console.WriteLine(e);
}
// Draw our mask onto our memory bitmap work surface using the new color mapping scheme
Surface.DrawImage(Mask, new Rectangle(0, 0, Mask.Width, Mask.Height), 0, 0, Mask.Width, Mask.Height, GraphicsUnit.Pixel, Remapper);
// Send back newly colorized memory bitmap
return Output;
}
private static ColorMap[] CreatePaletteIndex(byte Alpha)
{
ColorMap[] OutputMap = new ColorMap[Alpha + 1];
// Change this path to wherever you saved the palette image.
Bitmap Palette = (Bitmap)Bitmap.FromFile(@"C:\Users\cdowns\Desktop\palette.bmp");
// Loop through each pixel and create a new color mapping
try
{
for (int X = 0; X <= Alpha; X++)
{
OutputMap[X] = new ColorMap();
OutputMap[X].OldColor = Color.FromArgb(X, X, X);
OutputMap[X].NewColor = Color.FromArgb(Alpha, Palette.GetPixel(X, 0));
}
}
catch (Exception e) {
Console.WriteLine(e);
}
return OutputMap;
}
public void LoadSignalsFromObjects(List<T> allSignals) // ISignal Object
{
Random random = new Random();
foreach (T signal in allSignals)
{
COGPoint newPoint = new COGPoint();
if (allSignals[0].GetType() == typeof(MouseMovementSignal))
{
string axis1 = signal.Channels[0].Name;
List<double> value1 = signal.Channels[0].Values;
string axis2 = signal.Channels[1].Name;
List<double> value2 = signal.Channels[1].Values;
// Make sure to enter signals into database in this format
//Console.WriteLine(axis1 + " " + axis2);
newPoint.X = value1[0];
newPoint.Y = value2[0];
// TOOD: Implement
newPoint.Intensity = (byte)random.Next(0, 120);
// Display newPoint values
//Console.WriteLine("COGPoint Numbers: X: " + newPoint.X + " , Y: " + newPoint.Y
// + /*" Color: " + newPoint.Color + */" Intensity: " + newPoint.Intensity);
}
else if (allSignals[0].GetType() == typeof(EyePosition))
{
}
// Add to main list of heat points
points.Add(newPoint);
}
}
}
预期结果是在前 15 秒后创建 .bmp 图像。
(P.S。我对 Unity 和 C# 都很陌生,我可能做错了。我愿意接受一个全新的想法来完成这项工作。谢谢)
在此处浏览其他人遇到的类似问题后,我发现了这个 post pictureBox.Image.Save() in c# doesn't work。它回答了我为什么没有生成 .bmp 的问题。
事实证明,我的程序终于正常运行了。它正确地生成了 .bmp 文件。但是,当我从 unity 中调用 ProcessStartInfo 到 运行 时,调用 Bitmap.save("filename.bmp") 的 ExternalProgram.exe 工作目录发生了变化。因此,图像没有保存在我期望找到它的位置。
我正在向项目添加一项功能,允许用户在屏幕上实时查看鼠标移动的热图表示。我的目标是使这个 API 尽可能动态。
动态,我的意思是我希望用户能够使用这个 API 实时生成热图,然后将该热图插入他们的第三方图形软件以查看该热图. (即 Unity、React、Mobile 等。)
出于测试目的,我使用的第三方图形软件是 Unity。 我创建了一个 .cs unity 脚本,每帧执行以下操作:
- 开始记录鼠标位置。
- 让 ExternalProgram.exe 使用 unity 刚才记录的点。
- 然后让 Unity 在屏幕上显示更新后的 .bmp 图像。
现在我遇到的问题是,当我在我的统一脚本中使用 ProcessStartInfo 到 运行 负责创建 .bmp 图像的 .exe 时,没有创建 .bmp 文件.
过去一周我一直在调试这段代码,试图弄清楚它有什么问题。我知道 Unity 在调用 ProcessStartInfo 后成功记录了鼠标的位置并将这些值传递给 .exe。
但由于某种原因,它实际上并没有创建 .bmp 文件。这很奇怪,因为如果我在 Visual Studio 中独立地 运行 ExternalProject 那么它工作得很好并且它创建 .bmp 文件并显示正确的热图表示图片。
我认为也许启动一个程序并向其传递大量数据并让该程序创建一个文件对于统一处理每一帧来说可能需要大量工作。 (我愿意接受关于如何绕过必须这样做的建议) 所以我决定只让脚本记录前 15 秒的点,然后尝试将该数据写入 .bmp 文件,但这也不起作用。
ExternalProject.exe
的主程序文件class Program
{
public static void Main(string[] args)
{
string arguments = "";
foreach (string arg in args)
{
arguments += arg;
}
Console.WriteLine("My Args: " + arguments + "--EOF");
bool noArguments = String.IsNullOrEmpty(arguments);
if (noArguments)
{
// Test input data
arguments = "(111,222)|(333,444)|(555,777)|(888,999)|(1000,1000)|(1000,1000)|(1000,1000)";
}
// The method ConvertStringToSignalsList() has already been tested and it works.
List<MouseMovementSignal> signals = ConvertStringToSignalsList(arguments);
CreateMouseHeatmap(signals);
Console.WriteLine("Press Enter to close...");
Console.ReadLine();
}
private static void CreateMouseHeatmap(List<MouseMovementSignal> argumentSignals)
{
int Height = 2100;
int Width = 3800;
List<MouseMovementSignal> mouseSignals
= argumentSignals; // Program perameters
//= getRecordedMouseData(); // DB
//= createFakeMouseSignals(Height, Width); // Generates fake signals
try
{
HeatmapStructure<MouseMovementSignal> mapper =
new HeatmapStructure<MouseMovementSignal>(Height, Width);
mapper.LoadSignalsFromObjects(mouseSignals);
// .BMP Image is created inside of this method !!
mapper.IdentifyHeatRegions();
//MouseMovementSignal mms = argumentSignals[argumentSignals.Count - 1];
//Console.WriteLine("Last: " + mms.Channels[0].Name + ": " + mms.Channels[0].Values[0] + ", "
// + mms.Channels[1].Name + ": " + mms.Channels[1].Values[0]);
//finalHeatmap.Save("MyFirstBitmap.bmp", System.Drawing.Imaging.ImageFormat.Bmp);
Console.WriteLine("Image actually Complete!!!!!!!!!!!!!!");
}
catch (Exception e)
{
Console.WriteLine("Error: " + e);
}
}
}
我的Unity脚本
public class HeatmapScript : MonoBehaviour {
private List<string> points;
private Camera cam;
private RawImage ri;
private string heatmapBmpPath = @"C:\Users\not-showing-you-my-file-structure-LOL\MyFirstBitmap.bmp";
private int frameCount = 0;
string pointsAsString = "";
Stopwatch sw;
// Use this for initialization
void Start() {
// Initialize the raw image.
cam = Camera.main;
GameObject imageObject = GameObject.FindGameObjectWithTag("imageView");
ri = imageObject.GetComponent<RawImage>();
// Initialize points list.
points = new List<string>();
sw = new Stopwatch();
sw.Start();
}
bool stop = false;
// Update is called once per frame.
void Update() {
float xValue = Input.mousePosition.x;
float yValue = Input.mousePosition.y;
Vector2 newPoint = new Vector2(xValue, yValue);
points.Add(newPoint.ToString());
int tSecs = 15000;// 15 seconds
// After 15 seconds of recording points pass them to the program that creates the heat map.
if (stop == false && sw.ElapsedMilliseconds > tSecs)
{
StartCoroutine("UpdateBMP");
UnityEngine.Debug.Log(points.Count);
stop = true;
}
//Update the raw image on the screen.
UnityEngine.Texture2D newTexture = CreateTextureFromBitmap(heatmapBmpPath);
//Set the RawImage to the size of the scren.
ri.texture = newTexture;
ri.rectTransform.sizeDelta = new Vector2(Screen.width, Screen.height);
frameCount++;
}
IEnumerator UpdateBMP()
{
// Show mouse position in unity environment
float xValue = Input.mousePosition.x;
float yValue = Input.mousePosition.y;
Vector2 newPoint = new Vector2(xValue, yValue);
points.Add(newPoint.ToString());
// EX:
// (123,123)|(123,123)|(123,123)|(123,123)|(123,123)|(123,123)
// display list contents without loop
pointsAsString = string.Join("|", points.ToArray());
// Every frame call Behavior's Program.cs that calls HeatmapStructure.cs to update .bmp file
ProcessStartInfo processInfo = new ProcessStartInfo();
processInfo.FileName = @"C:\Users\not-showing-you-my-file-structure-LOL\ExternalProgram.exe";
processInfo.UseShellExecute = false;
processInfo.Arguments = pointsAsString;
Process process = Process.Start(processInfo);
yield return null;
}
private UnityEngine.Texture2D CreateTextureFromBitmap(string completeFilePath)
{
BMPLoader loader = new BMPLoader();
BMPImage img = loader.LoadBMP(completeFilePath);
UnityEngine.Texture2D myTexture = img.ToTexture2D();
UnityEngine.Debug.Log("File Size: " + img.header.filesize);
return myTexture;
}
}
HeatmapStructure.cs class
public class HeatmapStructure<T> where T : ISignal
{
public class COGPoint
{
public double X, Y, Z;
//public Color Color;
public byte Intensity;
public bool isD3Point = false; // 3D Point check
public const double DEFAULT_AXIS_LOC = 0.0001;
public COGPoint()
{
//Color = Color.Blue;
Intensity = 0;
}
// NOTE: double z has a default value therefore it is optional
public COGPoint(byte intensity, double x, double y, double z = DEFAULT_AXIS_LOC)
{
this.X = x;
this.Y = y;
this.Z = z; // Optional
//Color = Color.Blue; // Cold: Blue / Hot: Red
this.Intensity = intensity;
if (z != DEFAULT_AXIS_LOC)
{
isD3Point = true;
}
}
public override string ToString()
{
string output = (isD3Point == true) ?
("(x,y,z) " + X + "," + Y + "," + Z) : ("(x,y) " + X + "," + Y); // 3D : 2D
output += //" Color: " + Color.ToString() +
" Intensity: " + Intensity;
return output;
}
}
private List<COGPoint> points;
private int Height;
private int Width;
public HeatmapStructure(int Height, int Width)
{
this.Height = Height;
this.Width = Width;
points = new List<COGPoint>();
}
private Bitmap CreateIntensityMask(Bitmap bSurface, List<COGPoint> aHeatPoints)
{
// Create new graphics surface from memory bitmap
Graphics DrawSurface = Graphics.FromImage(bSurface);
// Set background color to white so that pixels can be correctly colorized
DrawSurface.Clear(Color.White);
// Traverse heat point data and draw masks for each heat point
foreach (COGPoint DataPoint in aHeatPoints)
{
// Render current heat point on draw surface
DrawHeatPoint(DrawSurface, DataPoint, 45);
}
return bSurface;
}
// TODO: How to draw updating Bitmap in unity in real time ??
private void DrawHeatPoint(Graphics Canvas, COGPoint HeatPoint, int Radius)
{
// Create points generic list of points to hold circumference points
List<Point> CircumferencePointsList = new List<Point>();
// Create an empty point to predefine the point struct used in the circumference loop
Point CircumferencePoint;
// Create an empty array that will be populated with points from the generic list
Point[] CircumferencePointsArray;
// Calculate ratio to scale byte intensity range from 0-255 to 0-1
float fRatio = 1F / Byte.MaxValue;
// Precalulate half of byte max value
byte bHalf = Byte.MaxValue / 2;
// Flip intensity on it's center value from low-high to high-low
int iIntensity = (byte)(HeatPoint.Intensity - ((HeatPoint.Intensity - bHalf) * 2));
// Store scaled and flipped intensity value for use with gradient center location
float fIntensity = iIntensity * fRatio;
// Loop through all angles of a circle
// Define loop variable as a double to prevent casting in each iteration
// Iterate through loop on 10 degree deltas, this can change to improve performance
for (double i = 0; i <= 360; i += 10)
{
// Replace last iteration point with new empty point struct
CircumferencePoint = new Point();
// Plot new point on the circumference of a circle of the defined radius
// Using the point coordinates, radius, and angle
// Calculate the position of this iterations point on the circle
CircumferencePoint.X = Convert.ToInt32(HeatPoint.X + Radius * Math.Cos(ConvertDegreesToRadians(i)));
CircumferencePoint.Y = Convert.ToInt32(HeatPoint.Y + Radius * Math.Sin(ConvertDegreesToRadians(i)));
// Add newly plotted circumference point to generic point list
CircumferencePointsList.Add(CircumferencePoint);
}
// Populate empty points system array from generic points array list
// Do this to satisfy the datatype of the PathGradientBrush and FillPolygon methods
CircumferencePointsArray = CircumferencePointsList.ToArray();
// Create new PathGradientBrush to create a radial gradient using the circumference points
PathGradientBrush GradientShaper = new PathGradientBrush(CircumferencePointsArray);
// Create new color blend to tell the PathGradientBrush what colors to use and where to put them
ColorBlend GradientSpecifications = new ColorBlend(3);
// Define positions of gradient colors, use intesity to adjust the middle color to
// show more mask or less mask
GradientSpecifications.Positions = new float[3] { 0, fIntensity, 1 };
// Define gradient colors and their alpha values, adjust alpha of gradient colors to match intensity
GradientSpecifications.Colors = new Color[3]
{
Color.FromArgb(0, Color.White),
Color.FromArgb(HeatPoint.Intensity, Color.Black),
Color.FromArgb(HeatPoint.Intensity, Color.Black)
};
// Pass off color blend to PathGradientBrush to instruct it how to generate the gradient
GradientShaper.InterpolationColors = GradientSpecifications;
// Draw polygon (circle) using our point array and gradient brush
Canvas.FillPolygon(GradientShaper, CircumferencePointsArray);
}
private double ConvertDegreesToRadians(double degrees)
{
double radians = (Math.PI / 180) * degrees;
return (radians);
}
// old name : button1_Click
public Bitmap IdentifyHeatRegions()
{
// Create new memory bitmap the same size as the picture box
Bitmap bMap = new Bitmap(Width, Height);
// Call CreateIntensityMask, give it the memory bitmap, and use it's output to set the picture box image
Bitmap bm = CreateIntensityMask(bMap, points);
Bitmap coloredBitmap = Colorize(bm, 243); // <-- NOTE: should be 255. But my palette.bmp is 243x5
coloredBitmap.Save("MyFirstBitmap.bmp", System.Drawing.Imaging.ImageFormat.Bmp);
return coloredBitmap;
}
public static Bitmap Colorize(Bitmap Mask, byte Alpha)
{
// Create new bitmap to act as a work surface for the colorization process
Bitmap Output = new Bitmap(Mask.Width, Mask.Height, PixelFormat.Format32bppArgb);
// Create a graphics object from our memory bitmap so we can draw on it and clear it's drawing surface
Graphics Surface = Graphics.FromImage(Output);
Surface.Clear(Color.Transparent);
// Build an array of color mappings to remap our greyscale mask to full color
// Accept an alpha byte to specify the transparancy of the output image
ColorMap[] Colors = CreatePaletteIndex(Alpha);
// Create new image attributes class to handle the color remappings
// Inject our color map array to instruct the image attributes class how to do the colorization
ImageAttributes Remapper = new ImageAttributes();
try
{
Remapper.SetRemapTable(Colors);
}
catch (Exception e)
{
Console.WriteLine(e);
}
// Draw our mask onto our memory bitmap work surface using the new color mapping scheme
Surface.DrawImage(Mask, new Rectangle(0, 0, Mask.Width, Mask.Height), 0, 0, Mask.Width, Mask.Height, GraphicsUnit.Pixel, Remapper);
// Send back newly colorized memory bitmap
return Output;
}
private static ColorMap[] CreatePaletteIndex(byte Alpha)
{
ColorMap[] OutputMap = new ColorMap[Alpha + 1];
// Change this path to wherever you saved the palette image.
Bitmap Palette = (Bitmap)Bitmap.FromFile(@"C:\Users\cdowns\Desktop\palette.bmp");
// Loop through each pixel and create a new color mapping
try
{
for (int X = 0; X <= Alpha; X++)
{
OutputMap[X] = new ColorMap();
OutputMap[X].OldColor = Color.FromArgb(X, X, X);
OutputMap[X].NewColor = Color.FromArgb(Alpha, Palette.GetPixel(X, 0));
}
}
catch (Exception e) {
Console.WriteLine(e);
}
return OutputMap;
}
public void LoadSignalsFromObjects(List<T> allSignals) // ISignal Object
{
Random random = new Random();
foreach (T signal in allSignals)
{
COGPoint newPoint = new COGPoint();
if (allSignals[0].GetType() == typeof(MouseMovementSignal))
{
string axis1 = signal.Channels[0].Name;
List<double> value1 = signal.Channels[0].Values;
string axis2 = signal.Channels[1].Name;
List<double> value2 = signal.Channels[1].Values;
// Make sure to enter signals into database in this format
//Console.WriteLine(axis1 + " " + axis2);
newPoint.X = value1[0];
newPoint.Y = value2[0];
// TOOD: Implement
newPoint.Intensity = (byte)random.Next(0, 120);
// Display newPoint values
//Console.WriteLine("COGPoint Numbers: X: " + newPoint.X + " , Y: " + newPoint.Y
// + /*" Color: " + newPoint.Color + */" Intensity: " + newPoint.Intensity);
}
else if (allSignals[0].GetType() == typeof(EyePosition))
{
}
// Add to main list of heat points
points.Add(newPoint);
}
}
}
预期结果是在前 15 秒后创建 .bmp 图像。
(P.S。我对 Unity 和 C# 都很陌生,我可能做错了。我愿意接受一个全新的想法来完成这项工作。谢谢)
在此处浏览其他人遇到的类似问题后,我发现了这个 post pictureBox.Image.Save() in c# doesn't work。它回答了我为什么没有生成 .bmp 的问题。
事实证明,我的程序终于正常运行了。它正确地生成了 .bmp 文件。但是,当我从 unity 中调用 ProcessStartInfo 到 运行 时,调用 Bitmap.save("filename.bmp") 的 ExternalProgram.exe 工作目录发生了变化。因此,图像没有保存在我期望找到它的位置。