feature: 添加了批量新建棍子的方法
refact: 重构了Bond和VirutalSkeleton类
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7199424893
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5113929728
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@ -1,52 +0,0 @@
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using UnityEngine;
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namespace Models
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{
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public class Bonds
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{
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public GameObject start;
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public GameObject end;
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private GameObject bond;
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public Bonds(GameObject start,GameObject end,float scale)
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{
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this.start = start;
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this.end = end;
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bond = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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bond.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
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//这里可以设置材质,具体自己设置
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bond.GetComponent<Renderer>().material.color = Color.cyan;
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}
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public void UpdateBond()
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{
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var startpos = start.transform.position;
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var endpos = end.transform.position;
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Vector3 rightPosition = (startpos + endpos) / 2;
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Vector3 rightRotation = endpos - startpos;
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float HalfLength = Vector3.Distance(startpos, endpos) / 2;
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float LThickness = 0.1f;//线的粗细
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//创建圆柱体
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//bond.gameObject.transform.parent = transform;
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bond.transform.position = rightPosition;
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bond.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
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bond.transform.localScale = new Vector3(LThickness, HalfLength, LThickness);
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}
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}
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}
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@ -1,4 +1,3 @@
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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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@ -6,11 +5,11 @@
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public class MainBehaviour : MonoBehaviour
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{
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private readonly List<GameObject> _nodes = new List<GameObject>();
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private readonly List<Bonds> _bonds = new List<Bonds>();
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private readonly List<Bond> _bonds = new List<Bond>();
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private readonly List<VirtualSkeleton> _virtualSkeletons = new List<VirtualSkeleton>();
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private readonly List<PoseTransform> _poseTransforms = new List<PoseTransform>();
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private readonly UdpListener _listener = new UdpListener();
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private const float _scale = 0.2f;
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private const float Scale = 0.2f;
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private GameObject sample ;
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// Start is called before the first frame update
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@ -63,7 +62,7 @@ private void CreateNodes()
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{
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var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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ball.transform.localScale = new Vector3(_scale, _scale, _scale);
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ball.transform.localScale = new Vector3(Scale, Scale, Scale);
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if (i <= 10)
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{
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@ -88,123 +87,191 @@ private void CreateNodes()
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private void CreateBonds()
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{
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var temp = new Bonds(_nodes[0], _nodes[4], _scale);
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/*var temp = new Bonds(_nodes[0], _nodes[4], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[0], _nodes[1], _scale);
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temp = new Bonds(_nodes[0], _nodes[1], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[1], _nodes[2], _scale);
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temp = new Bonds(_nodes[1], _nodes[2], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[2], _nodes[3], _scale);
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temp = new Bonds(_nodes[2], _nodes[3], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[3], _nodes[7], _scale);
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temp = new Bonds(_nodes[3], _nodes[7], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[4], _nodes[5], _scale);
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temp = new Bonds(_nodes[4], _nodes[5], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[5], _nodes[6], _scale);
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temp = new Bonds(_nodes[5], _nodes[6], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[6], _nodes[8], _scale);
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temp = new Bonds(_nodes[6], _nodes[8], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[9], _nodes[10], _scale);
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temp = new Bonds(_nodes[9], _nodes[10], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[2], _nodes[3], _scale);
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temp = new Bonds(_nodes[2], _nodes[3], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[11], _nodes[12], _scale);
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temp = new Bonds(_nodes[11], _nodes[12], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[12], _nodes[14], _scale);
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temp = new Bonds(_nodes[12], _nodes[14], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[14], _nodes[16], _scale);
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temp = new Bonds(_nodes[14], _nodes[16], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[16], _nodes[22], _scale);
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temp = new Bonds(_nodes[16], _nodes[22], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[16], _nodes[18], _scale);
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temp = new Bonds(_nodes[16], _nodes[18], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[18], _nodes[20], _scale);
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temp = new Bonds(_nodes[18], _nodes[20], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[16], _nodes[20], _scale);
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temp = new Bonds(_nodes[16], _nodes[20], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[11], _nodes[13], _scale);
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temp = new Bonds(_nodes[11], _nodes[13], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[13], _nodes[15], _scale);
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temp = new Bonds(_nodes[13], _nodes[15], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[15], _nodes[17], _scale);
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temp = new Bonds(_nodes[15], _nodes[17], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[15], _nodes[21], _scale);
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temp = new Bonds(_nodes[15], _nodes[21], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[15], _nodes[19], _scale);
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temp = new Bonds(_nodes[15], _nodes[19], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[17], _nodes[19], _scale);
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temp = new Bonds(_nodes[17], _nodes[19], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[12], _nodes[24], _scale);
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temp = new Bonds(_nodes[12], _nodes[24], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[23], _nodes[24], _scale);
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temp = new Bonds(_nodes[23], _nodes[24], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[11], _nodes[23], _scale);
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temp = new Bonds(_nodes[11], _nodes[23], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[24], _nodes[26], _scale);
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temp = new Bonds(_nodes[24], _nodes[26], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[26], _nodes[28], _scale);
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temp = new Bonds(_nodes[26], _nodes[28], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[28], _nodes[32], _scale);
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temp = new Bonds(_nodes[28], _nodes[32], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[28], _nodes[30], _scale);
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temp = new Bonds(_nodes[28], _nodes[30], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[23], _nodes[25], _scale);
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temp = new Bonds(_nodes[23], _nodes[25], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[25], _nodes[27], _scale);
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temp = new Bonds(_nodes[25], _nodes[27], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[27], _nodes[29], _scale);
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temp = new Bonds(_nodes[27], _nodes[29], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[27], _nodes[31], _scale);
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temp = new Bonds(_nodes[27], _nodes[31], Scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[29], _nodes[31], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[29], _nodes[31], Scale);
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_bonds.Add(temp);*/
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/*foreach (var bond in _bonds)
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var headBonds = new[]
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{
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var temp2 = new VirtualSkeleton(bond.start, bond.end, _scale);
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_virtualSkeletons.Add(temp2);
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}*/
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PoseLandmarkType.RightEar,
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PoseLandmarkType.RightEyeOuter,
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PoseLandmarkType.RightEye,
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PoseLandmarkType.RightEyeInner,
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PoseLandmarkType.Nose,
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PoseLandmarkType.LeftEyeInner,
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PoseLandmarkType.LeftEye,
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PoseLandmarkType.LeftEyeOuter,
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PoseLandmarkType.LeftEar
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};
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_bonds.AddRange(GenerateBondsList(headBonds));
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var monthBonds = new[]
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{
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PoseLandmarkType.MouthLeft,
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PoseLandmarkType.MouthRight,
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};
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_bonds.AddRange(GenerateBondsList(monthBonds));
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var leftArmBonds = new[]
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{
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PoseLandmarkType.LeftShoulder,
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PoseLandmarkType.LeftElbow,
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PoseLandmarkType.LeftWrist,
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PoseLandmarkType.LeftPinky,
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PoseLandmarkType.LeftIndex,
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PoseLandmarkType.LeftWrist,
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PoseLandmarkType.LeftThumb
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};
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_bonds.AddRange(GenerateBondsList(leftArmBonds));
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var rightArmBonds = new[]
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{
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PoseLandmarkType.RightShoulder,
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PoseLandmarkType.RightElbow,
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PoseLandmarkType.RightWrist,
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PoseLandmarkType.RightPinky,
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PoseLandmarkType.RightIndex,
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PoseLandmarkType.RightWrist,
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PoseLandmarkType.RightThumb
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};
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_bonds.AddRange(GenerateBondsList(rightArmBonds));
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var leftLegBonds = new[]
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{
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PoseLandmarkType.LeftShoulder,
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PoseLandmarkType.LeftHip,
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PoseLandmarkType.LeftKnee,
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PoseLandmarkType.LeftAnkle,
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PoseLandmarkType.LeftHeel,
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PoseLandmarkType.LeftFootIndex,
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PoseLandmarkType.LeftAnkle
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};
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_bonds.AddRange(GenerateBondsList(leftLegBonds));
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var rightLegBonds = new[]
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{
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PoseLandmarkType.RightShoulder,
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PoseLandmarkType.RightHip,
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PoseLandmarkType.RightKnee,
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PoseLandmarkType.RightAnkle,
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PoseLandmarkType.RightHeel,
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PoseLandmarkType.RightFootIndex,
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PoseLandmarkType.RightAnkle
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};
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_bonds.AddRange(GenerateBondsList(rightLegBonds));
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// 最后手动添加身体上的两条横线
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_bonds.Add(new Bond(
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_nodes[(int)PoseLandmarkType.LeftShoulder],
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_nodes[(int)PoseLandmarkType.RightShoulder],
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Scale));
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_bonds.Add(new Bond(
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_nodes[(int)PoseLandmarkType.LeftHip],
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_nodes[(int)PoseLandmarkType.RightHip],
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Scale));
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}
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private void OnReceive(List<PoseLandmark> landmarks)
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{
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foreach (var landmark in landmarks)
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_poseTransforms[(int)landmark.Type] = poseTransform;
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}
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}
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/// <summary>
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/// 创建棍子列表
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/// </summary>
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/// <param name="nodes">需要连接起来的关键点 需要按顺序设置</param>
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/// <returns></returns>
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private List<Bond> GenerateBondsList(PoseLandmarkType[] nodes)
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{
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var bonds = new List<Bond>();
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for (var i = 0; i < nodes.Length - 1; i++)
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{
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bonds.Add(new Bond(
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_nodes[(int)nodes[i]],
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_nodes[(int)nodes[i + 1]],
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Scale));
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}
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return bonds;
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}
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}
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44
Assets/Models/Bond.cs
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44
Assets/Models/Bond.cs
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using UnityEngine;
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namespace Models
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{
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/// <summary>
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/// 捕捉点之间的连接线
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/// </summary>
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public class Bond
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{
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protected readonly GameObject Start;
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protected readonly GameObject End;
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private readonly GameObject _bond;
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public Bond(GameObject start,GameObject end,float scale)
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{
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Start = start;
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End = end;
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_bond = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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_bond.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
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//这里可以设置材质,具体自己设置
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_bond.GetComponent<Renderer>().material.color = Color.cyan;
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}
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public void UpdateBond()
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{
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var startPos = Start.transform.position;
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var endPos = End.transform.position;
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var rightPosition = (startPos + endPos) / 2;
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var rightRotation = endPos - startPos;
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var halfLength = Vector3.Distance(startPos, endPos) / 2;
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var thickness = 0.1f;//线的粗细
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//创建圆柱体
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//bond.gameObject.transform.parent = transform;
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_bond.transform.position = rightPosition;
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_bond.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
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_bond.transform.localScale = new Vector3(thickness, halfLength, thickness);
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}
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}
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}
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35
Assets/Models/VirtualSkeleton.cs
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35
Assets/Models/VirtualSkeleton.cs
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using UnityEngine;
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namespace Models
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{
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public class VirtualSkeleton : Bond
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{
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private readonly GameObject _virtualSkeleton;
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public VirtualSkeleton(GameObject start,GameObject end,float scale) : base(start,end,scale)
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{
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_virtualSkeleton = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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_virtualSkeleton.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
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_virtualSkeleton.GetComponent<Renderer>().material.color = Color.white;
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}
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/// <summary>
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/// 覆盖基类的更新方法
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/// </summary>
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public new void UpdateBond()
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{
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var startPos = Start.transform.position;
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var endPos = End.transform.position;
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var rightPosition = (startPos + endPos) / 2;
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var rightRotation = endPos - startPos;
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var lThickness = 0.2f;
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_virtualSkeleton.transform.position = rightPosition;
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_virtualSkeleton.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
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_virtualSkeleton.transform.localScale = new Vector3(lThickness, lThickness, lThickness);
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}
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}
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}
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@ -1,46 +0,0 @@
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using UnityEngine;
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using UnityEngine.PlayerLoop;
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namespace Models
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{
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public class VirtualSkeleton : Bonds
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{
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//private GameObject start;
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//private GameObject end;
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private GameObject virtualskeleton;
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public VirtualSkeleton(GameObject start,GameObject end,float scale) : base(start,end,scale)
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{
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this.start = start;
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this.end = end;
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virtualskeleton = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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virtualskeleton.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
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virtualskeleton.GetComponent<Renderer>().material.color = Color.white;
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}
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public void UpdateVS()
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{
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var startpos = start.transform.position;
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var endpos = end.transform.position;
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Vector3 rightPosition = (startpos + endpos) / 2;
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Vector3 rightRotation = endpos - startpos;
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float LThickness = 0.2f;//线的粗细
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//创建圆柱体
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//bond.gameObject.transform.parent = transform;
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virtualskeleton.transform.position = rightPosition;
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virtualskeleton.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
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//virtualskeleton.transform.rotation = Quaternion.LookRotation(rightRotation, Vector3.forward);
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virtualskeleton.transform.localScale = new Vector3(LThickness, LThickness, LThickness);
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}
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}
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}
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