feature: 基本完成绑定
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using Models;
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using UnityEngine;
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@ -31,7 +32,8 @@ private void Update()
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{
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if (_isReceived)
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{
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_animator.GetBoneTransform(HumanBodyBones.Hips).rotation = _rotationNodes[HumanBodyBones.Hips].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.Hips).rotation =
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_rotationNodes[HumanBodyBones.Hips].Rotation;
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/*var rotation = _rotationNodes[HumanBodyBones.Hips].CalculateRotate
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* Quaternion.Inverse(_rotationNodes[HumanBodyBones.RightUpperArm].CalculateRotate);
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@ -52,16 +54,34 @@ private void Update()
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}
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_animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).rotation = _bonds[9].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).Rotate(0, -180, 0,
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Space.Self);
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_animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).rotation = _bonds[10].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).Rotate(0, -180, 0,
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Space.Self);
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_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).rotation = _bonds[15].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).Rotate(0, -180, 0,
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Space.Self);
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_animator.GetBoneTransform(HumanBodyBones.RightLowerArm).rotation = _bonds[16].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.RightLowerArm).Rotate(0, -180, 0,
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Space.Self);
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_animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).rotation = _bonds[22].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).Rotate(0, -180, 0,
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Space.Self);
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_animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).rotation = _bonds[23].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).Rotate(0, -180, 0,
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Space.Self);
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_animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).rotation = _bonds[28].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).Rotate(0, -180, 0,
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Space.Self);
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_animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).rotation = _bonds[29].Rotation;
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_animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).Rotate(0, -180, 0,
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Space.Self);
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_isReceived = false;
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}
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@ -94,11 +114,6 @@ private void OnReceive(List<PoseLandmark> landmarks)
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oldRotation.Rotation,
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Quaternion.LookRotation(front));
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_rotationNodes[HumanBodyBones.RightUpperArm] = new RotationNode(
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_rotationNodes[HumanBodyBones.RightUpperArm],
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landmarks[PoseLandmarkType.RightShoulder],
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landmarks[PoseLandmarkType.RightElbow]);
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_landmarks = landmarks;
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_isReceived = true;
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}
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@ -1,4 +1,5 @@
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using UnityEngine;
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using Utils;
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namespace Models
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{
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@ -12,6 +13,7 @@ public class Bond
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private readonly GameObject _bond;
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public Quaternion Rotation => _bond.transform.rotation;
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public Vector3 Vector => End.transform.position - Start.transform.position;
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public Bond(GameObject start,GameObject end,float scale)
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{
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