add:增加了子关节与父关节的计算方法
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4cd3bad951
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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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@ -27,18 +28,9 @@ private void Start()
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private void Update()
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{
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var frontLeft = Vector3.Cross(
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_transforms[PoseLandmarkType.RightHip] - _transforms[PoseLandmarkType.LeftHip],
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_transforms[PoseLandmarkType.RightShoulder] - _transforms[PoseLandmarkType.LeftHip]);
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HipUpdate();
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var frontRight = Vector3.Cross(
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_transforms[PoseLandmarkType.LeftShoulder] - _transforms[PoseLandmarkType.RightHip],
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_transforms[PoseLandmarkType.LeftHip] - _transforms[PoseLandmarkType.RightHip]);
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var front = frontLeft + frontRight;
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front.Normalize();
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_animator.GetBoneTransform(HumanBodyBones.Hips).rotation = Quaternion.LookRotation(front);
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RShoulderUpdate();
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}
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private void OnDisable()
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@ -53,5 +45,51 @@ private void OnReceive(List<PoseLandmark> landmarks)
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PoseTransform.UpdatePosition(ref _transforms[landmark.Type.Value], landmark);
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}
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}
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private void HipUpdate()
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{
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var frontLeft = Vector3.Cross(
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_transforms[PoseLandmarkType.RightHip] - _transforms[PoseLandmarkType.LeftHip],
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_transforms[PoseLandmarkType.RightShoulder] - _transforms[PoseLandmarkType.LeftHip]);
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var frontRight = Vector3.Cross(
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_transforms[PoseLandmarkType.LeftShoulder] - _transforms[PoseLandmarkType.RightHip],
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_transforms[PoseLandmarkType.LeftHip] - _transforms[PoseLandmarkType.RightHip]);
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var front = frontLeft + frontRight;
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front.Normalize();
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_animator.GetBoneTransform(HumanBodyBones.Hips).rotation = Quaternion.LookRotation(front);
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}
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private void RShoulderUpdate()
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{
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var relativeRot = _transforms[PoseLandmarkType.RightElbow] - _transforms[PoseLandmarkType.RightShoulder];
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relativeRot.Normalize();
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var hipRot = _animator.GetBoneTransform(HumanBodyBones.Hips).rotation;
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hipRot.Normalize();
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var interal = Quaternion.FromToRotation(relativeRot, hipRot.eulerAngles);
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interal.Normalize();
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_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).rotation = interal; //Quaternion.LookRotation(relativeRot + hipRot);
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}
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//计算向量a到向量b的旋转角
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//参数 a:起始向量; b:目标向量; n:旋转方向 (0, 1, 0)顺时针 (0, -1, 0)逆时针
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private static float SignedAngleBetween(Vector3 a, Vector3 b, Vector3 n)
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{
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var angle = Vector3.Angle(a,b);
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var sign = Mathf.Sign(Vector3.Dot(n,Vector3.Cross(a,b)));
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var signedAngle = angle * sign;
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return (signedAngle <= 0) ? 360 + signedAngle : signedAngle;
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}
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}
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}
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