Unity Android保存摄像头(Vuforia AR)拍照,载入UGUI image组件

发表于2018-07-30
评论0 3.3k浏览
为考虑pc/android/ios兼容性,另外也避免访问系统相册不同系统不一致的麻烦,我们采用application.persistentDataPath 来进行图像读写访问。

步骤一、保存图像
cameraTexture = new Texture2D(Screen.width, Screen.height, TextureFormat.ARGB32, false);
UnityEngine.Rect rect = new UnityEngine.Rect (0, 0, cameraTexture.width, cameraTexture.height);
        cameraTexture.ReadPixels (rect, 0, 0, true);
        cameraTexture.Apply ();
        //把图片数据转换为byte数组
        byte[] byt = cameraTexture.EncodeToPNG();
        //然后保存为图片
        System.DateTime now = System.DateTime.Now;
        string timeStr = now.Year.ToString()+now.Month.ToString()+now.Day.ToString()+
            now.Hour.ToString() + now.Minute.ToString() + now.Second.ToString();
        File.WriteAllBytes(Application.persistentDataPath + "/CutImage.png", byt); 

步骤二、读取图像

有两种方法,一种是SystemIO,一种是www方式,这里采用了SystemIO方式,
string filePath = Application.persistentDataPath + "/CutImage.png";
        //创建文件读取流
        FileStream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
        fileStream.Seek(0, SeekOrigin.Begin);
        //创建文件长度缓冲区
        byte[] bytes = new byte[fileStream.Length]; 
        //读取文件
        fileStream.Read(bytes, 0, (int)fileStream.Length);
        //释放文件读取流
        fileStream.Close();
        fileStream.Dispose();
        fileStream = null;

步骤三、将图像转成Texture2D,然后转成Sprite贴到Image组件上
//创建Texture
        int width=800;
        int height=640;
        Texture2D texture = new Texture2D(width, height);
        texture.LoadImage(bytes);
        Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
        Background.sprite = sprite;
收工,在PC,Android都确认通过。
来自:https://blog.csdn.net/zhh_panan/article/details/52445082

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