MotionCapture/Assets/MainBehaviour.cs

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using System;
using System.Collections.Generic;
using Models;
using UnityEngine;
public class MainBehaviour : MonoBehaviour
{
private readonly List<GameObject> _nodes = new List<GameObject>();
private readonly List<Bonds> _bonds = new List<Bonds>();
private readonly List<VirtualSkeleton> _virtualSkeletons = new List<VirtualSkeleton>();
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private readonly List<PoseTransform> _poseTransforms = new List<PoseTransform>();
private readonly UdpListener _listener = new UdpListener();
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private const float _scale = 0.2f;
private GameObject sample ;
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// Start is called before the first frame update
private void Start()
{
CreateNodes();
CreateBonds();
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_listener.AddHandler(OnReceive);
_listener.Connect(5000);
}
// Update is called once per frame
private void Update()
{
foreach (var poseTransform in _poseTransforms)
{
var index = (int)poseTransform.MediaPipeName;
var temp = new Vector4(_poseTransforms[index].MediaPipePos.x,
_poseTransforms[index].MediaPipePos.y,
_poseTransforms[index].MediaPipePos.z,1);
//temp = RotateAxisX(-45) * temp;
//warning:乘法的顺序不能改!
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_nodes[index].transform.position = new Vector3(-temp.x, -temp.y, -temp.z) * 5;
//_nodes[index].transform.position = _poseTransforms[index].MediaPipePos * 5;
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}
foreach (var bond in _bonds)
{
bond.UpdateBond();
}
/*foreach (var vs in _virtualSkeletons)
{
vs.UpdateVS();
}*/
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}
private void OnDisable()
{
_listener.DisConnect();
}
private void CreateNodes()
{
for (var i = 0; i < 33; i++)
{
var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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ball.transform.localScale = new Vector3(_scale, _scale, _scale);
if (i <= 10)
{
ball.GetComponent<Renderer>().material.color = Color.red;//给头部添加颜色
}
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else if (i <= 22)
{
ball.GetComponent<Renderer>().material.color = Color.blue;//给手部添加颜色
}
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else if (i <= 32)
{
ball.GetComponent<Renderer>().material.color = Color.green;//给脚部添加颜色
}
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_nodes.Add(ball);
var poseTransform = new PoseTransform((PoseLandmarkType)i);
_poseTransforms.Add(poseTransform);
}
}
private void CreateBonds()
{
//shit code,it's my fault
Bonds temp;
temp = new Bonds(_nodes[0], _nodes[4], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[0], _nodes[1], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[1], _nodes[2], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[2], _nodes[3], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[3], _nodes[7], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[4], _nodes[5], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[5], _nodes[6], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[6], _nodes[8], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[9], _nodes[10], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[2], _nodes[3], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[11], _nodes[12], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[12], _nodes[14], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[14], _nodes[16], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[16], _nodes[22], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[16], _nodes[18], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[18], _nodes[20], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[16], _nodes[20], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[11], _nodes[13], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[13], _nodes[15], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[15], _nodes[17], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[15], _nodes[21], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[15], _nodes[19], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[17], _nodes[19], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[12], _nodes[24], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[23], _nodes[24], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[11], _nodes[23], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[24], _nodes[26], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[26], _nodes[28], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[28], _nodes[32], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[28], _nodes[30], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[23], _nodes[25], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[25], _nodes[27], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[27], _nodes[29], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[27], _nodes[31], _scale);
_bonds.Add(temp);
temp = new Bonds(_nodes[29], _nodes[31], _scale);
_bonds.Add(temp);
/*foreach (var bond in _bonds)
{
var temp2 = new VirtualSkeleton(bond.start, bond.end, _scale);
_virtualSkeletons.Add(temp2);
}*/
}
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private void OnReceive(List<PoseLandmark> landmarks)
{
foreach (var landmark in landmarks)
{
var poseTransform = new PoseTransform(landmark.Type)
{
MediaPipePos = new Vector3(landmark.X, landmark.Y, landmark.Z)
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};
_poseTransforms[(int)landmark.Type] = poseTransform;
}
}
//绕X轴旋转
private Matrix4x4 RotateAxisX(float rot)
{
var matrix = new Matrix4x4();
float cosrot = MathF.Cos(rot);
float sinrot = MathF.Sin(rot);
matrix.SetRow(0, new Vector4(1,0,0,0));
matrix.SetRow(1, new Vector4(0,cosrot,-sinrot,0));
matrix.SetRow(2, new Vector4(0,sinrot,cosrot,0));
matrix.SetRow(3, new Vector4(0,0,0,1));
return matrix;
}
//绕Y轴旋转
private Matrix4x4 RotateAxisY(float rot)
{
var matrix = new Matrix4x4();
float cosrot = MathF.Cos(rot);
float sinrot = MathF.Sin(rot);
matrix.SetRow(0, new Vector4(cosrot,0,sinrot,0));
matrix.SetRow(1, new Vector4(0,1,0,0));
matrix.SetRow(2, new Vector4(-sinrot,0,cosrot,0));
matrix.SetRow(3, new Vector4(0,0,0,1));
return matrix;
}
//绕Z轴旋转
private Matrix4x4 RotateAxisZ(float rot)
{
var matrix = new Matrix4x4();
float cosrot = MathF.Cos(rot);
float sinrot = MathF.Sin(rot);
matrix.SetRow(0, new Vector4(cosrot,-sinrot,0,0));
matrix.SetRow(1, new Vector4(sinrot,cosrot,0,0));
matrix.SetRow(2, new Vector4(0,0,1,0));
matrix.SetRow(3, new Vector4(0,0,0,1));
return matrix;
}
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}