feat: 添加PoseTransformHandler接口 提供结欢过滤方法的功能
添加直接返回和平均过滤两种过滤方法
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@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using Models;
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using UnityEngine;
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using Utils.PoseTransformHandlers;
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public class MainBehaviour : MonoBehaviour
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{
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@ -27,7 +28,7 @@ private void Update()
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{
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for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
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{
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_nodes[i].transform.position = _poseTransforms[i].AveragePos * -5;
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_nodes[i].transform.position = _poseTransforms[i].ResultPosition * -5;
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}
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foreach (var bond in _bonds)
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@ -51,7 +52,7 @@ private void OnReceive(List<PoseLandmark> landmarks)
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private void CreateNodes()
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{
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for (var i = 0; i < (int)PoseLandmarkType.MaxValue; i++)
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for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
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{
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var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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@ -71,7 +72,7 @@ private void CreateNodes()
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}
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_nodes[i] = ball;
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_poseTransforms[i] = new PoseTransform(i);
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_poseTransforms[i] = new PoseTransform(i, new AverageHandler());
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}
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}
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@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using Models;
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using UnityEngine;
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using Utils.PoseTransformHandlers;
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public class ModelBehaviour : MonoBehaviour
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{
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@ -34,12 +35,12 @@ private void Update()
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foreach (var parent in landmark.Parent)
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{
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parentsum += PoseTransforms[parent.Value].AveragePos;
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parentsum += PoseTransforms[parent.Value].ResultPosition;
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}
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parentsum /= landmark.Parent.Count;
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transfrom.rotation = Quaternion.FromToRotation(transfrom.rotation.eulerAngles,landmark.AveragePos-parentsum);
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transfrom.rotation = Quaternion.FromToRotation(transfrom.rotation.eulerAngles,landmark.ResultPosition-parentsum);
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}
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}
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@ -71,7 +72,7 @@ private static void RigPoint(List<PoseLandmark> landmarks)
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PoseTransform.UpdatePosition(ref PoseTransforms[landmark.Type.Value], landmark);
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Debug.Log(PoseTransforms[landmark.Type.Value].UnityName+":"+PoseTransforms[landmark.Type.Value].AveragePos);
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Debug.Log(PoseTransforms[landmark.Type.Value].UnityName+":"+PoseTransforms[landmark.Type.Value].ResultPosition);
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}
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}
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@ -83,7 +84,7 @@ private void InitPoseTransformList()
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{
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for (var type = 0; type <= PoseLandmarkType.RightFootIndex; type++)
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{
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var item = new PoseTransform(type);
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var item = new PoseTransform(type, new NormalHandler());
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if (item.UnityName != HumanBodyBones.LastBone)
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{
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@ -3,7 +3,7 @@
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namespace Models
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{
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//名字
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public struct PoseLandmarkType
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public readonly struct PoseLandmarkType
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{
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public const int Nose = 0;
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public const int LeftEyeInner = 1;
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using System.Collections;
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using Utils;
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namespace Models
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{
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@ -23,12 +22,12 @@ public struct PoseTransform
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/// <summary>
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/// 取平均的长度
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/// </summary>
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public static int AverageLength;
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public static int AverageLength = 3;
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/// <summary>
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/// 取平均之后的结果
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/// </summary>
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public Vector3 AveragePos;
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public Vector3 ResultPosition => _transformHandler.GetResultPosition();
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/// <summary>
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/// 节点的父节点列表
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@ -45,55 +44,25 @@ public struct PoseTransform
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/// </summary>
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public Quaternion CurrentQuaternion;
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private int _count;
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private readonly Queue<PoseLandmark> _landmarkQueue;
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private readonly IPoseTransformHandler _transformHandler;
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public PoseTransform(
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int type,
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int averageLength = 5
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IPoseTransformHandler handler
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)
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{
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MediaPipeName = new PoseLandmarkType(type);
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UnityName = GetRelatedBone(MediaPipeName);
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AveragePos = new Vector3();
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Parent = new List<PoseLandmarkType>();
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PreviousQuaternion = new Quaternion();
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CurrentQuaternion = new Quaternion();
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AverageLength = averageLength;
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_count = 0;
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_landmarkQueue = new Queue<PoseLandmark>();
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_transformHandler = handler;
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}
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public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
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{
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if (pose._count < AverageLength)
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{
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pose._landmarkQueue.Enqueue(landmark);
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pose._count++;
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}
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else
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{
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pose._landmarkQueue.Dequeue();
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pose._landmarkQueue.Enqueue(landmark);
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var sum = new Vector3();
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var parentsum = new Vector3(0f,0f,0f);
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foreach (var poseLandmark in pose._landmarkQueue)
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{
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sum += new Vector3(poseLandmark.X, poseLandmark.Y, poseLandmark.Z);
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}
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pose.AveragePos = sum / AverageLength;
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//pose.CurrentQuaternion = Quaternion.LookRotation(pose.AveragePos - parentsum).normalized;
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}
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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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23
Assets/Utils/IPoseTransformHandler.cs
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23
Assets/Utils/IPoseTransformHandler.cs
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using Models;
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using UnityEngine;
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namespace Utils
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{
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/// <summary>
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/// 坐标处理接口
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/// </summary>
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public interface IPoseTransformHandler
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{
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/// <summary>
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/// 传入新收到的坐标点
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/// </summary>
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/// <param name="landmark"></param>
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public void ReceivePoseLandmark(PoseLandmark landmark);
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/// <summary>
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/// 获得处理之后的坐标点
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/// </summary>
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/// <returns></returns>
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public Vector3 GetResultPosition();
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}
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}
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3
Assets/Utils/IPoseTransformHandler.cs.meta
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3
Assets/Utils/IPoseTransformHandler.cs.meta
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fileFormatVersion: 2
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guid: 09e98a9502f0470f827a472058068bc4
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timeCreated: 1677676325
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3
Assets/Utils/PoseTransformHandlers.meta
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3
Assets/Utils/PoseTransformHandlers.meta
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fileFormatVersion: 2
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guid: 790fe29ab090465183945d02718de6a9
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timeCreated: 1677676888
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41
Assets/Utils/PoseTransformHandlers/AverageHandler.cs
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41
Assets/Utils/PoseTransformHandlers/AverageHandler.cs
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using Models;
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using UnityEngine;
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using System.Collections.Concurrent;
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namespace Utils.PoseTransformHandlers
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{
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public class AverageHandler : IPoseTransformHandler
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{
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public static int AverageLength = 3;
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// 线程安全的队列集合
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// 据文档描述甚至没有使用锁
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private readonly ConcurrentQueue<PoseLandmark> _queue = new ConcurrentQueue<PoseLandmark>();
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public void ReceivePoseLandmark(PoseLandmark landmark)
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{
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if (_queue.Count < AverageLength)
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{
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_queue.Enqueue(landmark);
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}
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else
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{
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if (_queue.TryDequeue(out _))
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{
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_queue.Enqueue(landmark);
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}
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}
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}
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public Vector3 GetResultPosition()
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{
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var sum = new Vector3();
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foreach (var item in _queue)
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{
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sum += new Vector3(item.X, item.Y, item.Z);
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}
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return sum / AverageLength;
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: c02b0d03301d408faf81931a69679f5c
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timeCreated: 1677676898
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20
Assets/Utils/PoseTransformHandlers/NormalHandler.cs
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20
Assets/Utils/PoseTransformHandlers/NormalHandler.cs
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using Models;
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using UnityEngine;
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namespace Utils.PoseTransformHandlers
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{
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public class NormalHandler : IPoseTransformHandler
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{
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private Vector3 _result;
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public void ReceivePoseLandmark(PoseLandmark landmark)
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{
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_result = new Vector3(landmark.X, landmark.Y, landmark.Z);
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}
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public Vector3 GetResultPosition()
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{
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return _result;
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}
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}
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}
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3
Assets/Utils/PoseTransformHandlers/NormalHandler.cs.meta
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3
Assets/Utils/PoseTransformHandlers/NormalHandler.cs.meta
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fileFormatVersion: 2
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guid: 93a33f47f3654fd3b27dd18db88fcc55
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timeCreated: 1677678654
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