MotionCapture/Assets/Models/PoseTransform.cs

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C#
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using System.Collections.Generic;
using UnityEngine;
using Utils;
namespace Models
{
/// <summary>
/// 捕捉骨骼的动作转换
/// </summary>
public struct PoseTransform
{
/// <summary>
/// MediaPipe中动捕节点标识
/// </summary>
public readonly PoseLandmarkType MediaPipeName;
/// <summary>
/// Unity中绑定骨骼名称
/// </summary>
public readonly HumanBodyBones UnityName;
/// <summary>
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/// 取平均的长度
/// </summary>
public static int AverageLength = 3;
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/// <summary>
/// 取平均之后的结果
/// </summary>
public Vector3 ResultPosition => _transformHandler.GetResultPosition();
/// <summary>
/// 节点的父节点列表
/// </summary>
public readonly List<PoseLandmarkType> Parent;
/// <summary>
/// 骨骼节点的初始角度
/// </summary>
public Quaternion PreviousQuaternion;
/// <summary>
/// 骨骼节点的当前角度
/// </summary>
public Quaternion CurrentQuaternion;
private readonly IPoseTransformHandler _transformHandler;
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public PoseTransform(
int type,
IPoseTransformHandler handler
)
{
MediaPipeName = new PoseLandmarkType(type);
UnityName = GetRelatedBone(MediaPipeName);
Parent = new List<PoseLandmarkType>();
PreviousQuaternion = new Quaternion();
CurrentQuaternion = new Quaternion();
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_transformHandler = handler;
}
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public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
{
pose._transformHandler.ReceivePoseLandmark(landmark);
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}
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public static void CalculateRotation(ref PoseTransform poseTransform, PoseLandmark landmark)
{
}
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public static Vector3 operator +(PoseTransform a) => a.ResultPosition;
public static Vector3 operator -(PoseTransform a) => -a.ResultPosition;
public static Vector3 operator +(PoseTransform a, PoseTransform b) =>
a.ResultPosition + b.ResultPosition;
public static Vector3 operator -(PoseTransform a, PoseTransform b) =>
a.ResultPosition - b.ResultPosition;
public static Vector3 operator *(PoseTransform a, int b) =>
a.ResultPosition * b;
public static Vector3 operator *(int a, PoseTransform b) =>
a * b.ResultPosition;
public static Vector3 operator /(PoseTransform a, int b) =>
a.ResultPosition / b;
/// <summary>
/// 获得同相关捕捉点关联的骨骼
/// </summary>
/// <param name="type">捕捉点的种类</param>
/// <returns>关联骨骼的种类</returns>
private static HumanBodyBones GetRelatedBone(PoseLandmarkType type)
{
switch (type.Value)
{
case PoseLandmarkType.LeftHip:
return HumanBodyBones.LeftUpperLeg;
case PoseLandmarkType.RightHip:
return HumanBodyBones.RightUpperLeg;
case PoseLandmarkType.LeftShoulder:
return HumanBodyBones.LeftUpperArm;
case PoseLandmarkType.RightShoulder:
return HumanBodyBones.RightUpperArm;
case PoseLandmarkType.Nose:
return HumanBodyBones.Head;
case PoseLandmarkType.LeftElbow:
return HumanBodyBones.LeftLowerArm;
case PoseLandmarkType.RightElbow:
return HumanBodyBones.RightLowerArm;
case PoseLandmarkType.LeftWrist:
return HumanBodyBones.LeftHand;
case PoseLandmarkType.RightWrist:
return HumanBodyBones.RightHand;
case PoseLandmarkType.LeftKnee:
return HumanBodyBones.LeftLowerLeg;
case PoseLandmarkType.RightKnee:
return HumanBodyBones.RightLowerLeg;
case PoseLandmarkType.LeftAnkle:
return HumanBodyBones.LeftFoot;
case PoseLandmarkType.RightAnkle:
return HumanBodyBones.RightFoot;
case PoseLandmarkType.LeftFootIndex:
return HumanBodyBones.LeftToes;
case PoseLandmarkType.RightFootIndex:
return HumanBodyBones.RightToes;
default:
return HumanBodyBones.LastBone;
}
}
}
}