Unity云台控制大华摄像头

最近项目中需要控制大话摄像头的旋转,网上资料很少,那就写个博客记录一下吧
准备工作
下载SDK
首先是前往官网下载SDK(https://support.dahuatech.com
一般是选择windows平台的类似“设备网络SDK_CSharp_Win**”,因为Unity3d内使用,所以选择C#语言的。
Unity3d工程
首先需要将\libs下的文件复制一份放到工程的Plugins文件夹下,如果没有自建一个。
然后打开一个demo工程,将“NetSDKStruct.cs”、“NetSDK.cs”和“OriginalSDK.cs”脚本放到unity工程下,这些脚本是SDK接口入口脚本。
云台实现
开始 ==> sdk初始化 ==> 登录设备 ==> 控制操作 ==> 注销用户 ==> 释放sdk ==> 结束
初始化

   public void Init()
        {
            m_ReConnectCallBack = new fHaveReConnectCallBack(ReConnectCallBack);         
            try
            {
                isInited = NETClient.Init(m_DisConnectCallBack, IntPtr.Zero, null);
                NETClient.SetAutoReconnect(m_ReConnectCallBack, IntPtr.Zero);
                Login();
            }
            catch (Exception ex)
            {
                Process.GetCurrentProcess().Kill();
            }
        }

登录

 m_DeviceInfo = new NET_DEVICEINFO_Ex();
                m_LoginID = NETClient.LoginWithHighLevelSecurity(Ip, Port, Name, Pwd, EM_LOGIN_SPAC_CAP_TYPE.TCP, IntPtr.Zero, ref m_DeviceInfo);
                if (IntPtr.Zero == m_LoginID)
                {
                    UnityEngine.Debug.Log("登录相机失败!:" + NETClient.GetLastError());                    
                    return;
                }
                else
                    UnityEngine.Debug.Log("登录相机成功!:" + m_LoginID);

            }

云台控制

  private void PTZControl(int channel, EM_EXTPTZ_ControlType type, int param1, int param2, bool isStop)
        {            
            bool ret = NETClient.PTZControl(m_LoginID, channel, type, param1, param2, 0, isStop, IntPtr.Zero);
            if (!ret)
            {
                UnityEngine.Debug.Log("云台控制失败:" + NETClient.GetLastError());
            }

        }

具体方法

 public void PTZControl_Up(string type)
        {

            switch (type)
            {
                case "0":
                    PTZControl(channel, EM_EXTPTZ_ControlType.UP_CONTROL, 0, SpeedValue, true);
                    break;//上
                case "1":
                    PTZControl(channel, EM_EXTPTZ_ControlType.RIGHTTOP, SpeedValue, SpeedValue, true);
                    break;//右上
                case "2":
                    PTZControl(channel, EM_EXTPTZ_ControlType.RIGHT_CONTROL, 0, SpeedValue, true);
                    break;//右
                case "3":
                    PTZControl(channel, EM_EXTPTZ_ControlType.RIGHTDOWN, SpeedValue, SpeedValue, true);
                    break;//右下
                case "4":
                    //  PTZControl(channel, EM_EXTPTZ_ControlType.DOWN_CONTROL, 0, SpeedValue, true);
                    PTZControl(0, EM_EXTPTZ_ControlType.DOWN_CONTROL, 0, SpeedValue, true);

                    break;//下
                case "5":
                    PTZControl(channel, EM_EXTPTZ_ControlType.LEFTDOWN, SpeedValue, SpeedValue, true);
                    break;//左下
                case "6":
                    PTZControl(channel, EM_EXTPTZ_ControlType.LEFT_CONTROL, 0, SpeedValue, true);
                    break;//左
                case "7":
                    PTZControl(channel, EM_EXTPTZ_ControlType.LEFTTOP, SpeedValue, SpeedValue, true);
                    break;//左上
                case "8":
                    PTZControl(channel, EM_EXTPTZ_ControlType.ZOOM_ADD_CONTROL, 0, SpeedValue, true);
                    break;//zoom+
                case "9":
                    PTZControl(channel, EM_EXTPTZ_ControlType.ZOOM_DEC_CONTROL, 0, SpeedValue, true);
                    break;//zoom-
                case "10":
                    PTZControl(channel, EM_EXTPTZ_ControlType.FOCUS_ADD_CONTROL, 0, SpeedValue, true);
                    break;//变焦+
                case "11":
                    PTZControl(channel, EM_EXTPTZ_ControlType.FOCUS_DEC_CONTROL, 0, SpeedValue, true);
                    break;//变焦-
                case "12":
                    PTZControl(channel, EM_EXTPTZ_ControlType.APERTURE_ADD_CONTROL, 0, SpeedValue, true);
                    UnityEngine.Debug.Log("光圈+:");
                    break;//光圈+
                case "13":
                    PTZControl(channel, EM_EXTPTZ_ControlType.APERTURE_DEC_CONTROL, 0, SpeedValue, true);
                    UnityEngine.Debug.Log("光圈-:");
                    break;//光圈-
            }
        }
       
        public void PTZControl_Down(string type)
        {


            switch (type)
            {
                case "0":
                    PTZControl(channel, EM_EXTPTZ_ControlType.UP_CONTROL, 0, SpeedValue, false);
                    break;//上
                case "1":
                    PTZControl(channel, EM_EXTPTZ_ControlType.RIGHTTOP, SpeedValue, SpeedValue, false);
                    break;//右上
                case "2":
                    PTZControl(channel, EM_EXTPTZ_ControlType.RIGHT_CONTROL, 0, SpeedValue, false);
                    break;//右
                case "3":
                    PTZControl(channel, EM_EXTPTZ_ControlType.RIGHTDOWN, SpeedValue, SpeedValue, false);
                    break;//右下
                case "4":
                    PTZControl(channel, EM_EXTPTZ_ControlType.DOWN_CONTROL, 0, SpeedValue, false);
                    break;//下
                case "5":
                    PTZControl(channel, EM_EXTPTZ_ControlType.LEFTDOWN, SpeedValue, SpeedValue, false);
                    break;//左下
                case "6":
                    PTZControl(channel, EM_EXTPTZ_ControlType.LEFT_CONTROL, 0, SpeedValue, false);
                    break;//左
                case "7":
                    PTZControl(channel, EM_EXTPTZ_ControlType.LEFTTOP, SpeedValue, SpeedValue, false);
                    break;//左上
                case "8":
                    PTZControl(channel, EM_EXTPTZ_ControlType.ZOOM_ADD_CONTROL, 0, SpeedValue, false);
                    break;//zoom+
                case "9":
                    PTZControl(channel, EM_EXTPTZ_ControlType.ZOOM_DEC_CONTROL, 0, SpeedValue, false);
                    break;//zoom-
                case "10":
                    PTZControl(channel, EM_EXTPTZ_ControlType.FOCUS_ADD_CONTROL, 0, SpeedValue, false);
                    break;//变焦+
                case "11":
                    PTZControl(channel, EM_EXTPTZ_ControlType.FOCUS_DEC_CONTROL, 0, SpeedValue, false);
                    break;//变焦-
                case "12":
                    PTZControl(channel, EM_EXTPTZ_ControlType.APERTURE_ADD_CONTROL, 0, SpeedValue, false);
                    break;//光圈+
                case "13":
                    PTZControl(channel, EM_EXTPTZ_ControlType.APERTURE_DEC_CONTROL, 0, SpeedValue, false);
                    break;//光圈-
            }
        }

Unity中的操作:

添加Event Trigger 事件 调用对应的方法
注意一定要先调用down,然后再调用Up,不然会报用户参数不合法的错误

posted @ 2022-06-21 19:11  嘿,阿然  阅读(423)  评论(1编辑  收藏  举报