fix: 修复了foreach遍历警告的问题
refact: 移动UdpListener到Utils文件夹
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5113929728
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6eba30e268
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@ -10,7 +10,6 @@ public class MainBehaviour : MonoBehaviour
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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 GameObject sample ;
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// Start is called before the first frame update
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private void Start()
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@ -18,7 +17,6 @@ private void Start()
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CreateNodes();
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CreateBonds();
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_listener.AddHandler(OnReceive);
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_listener.Connect(5000);
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}
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@ -26,18 +24,14 @@ private void Start()
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// Update is called once per frame
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private void Update()
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{
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foreach (var poseTransform in _poseTransforms)
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for (var i = 0; i < 33; i++)
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{
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var index = (int)poseTransform.MediaPipeName;
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var temp = new Vector4(_poseTransforms[i].MediaPipePos.x,
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_poseTransforms[i].MediaPipePos.y,
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_poseTransforms[i].MediaPipePos.z,
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1);
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var temp = new Vector4(_poseTransforms[index].MediaPipePos.x,
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_poseTransforms[index].MediaPipePos.y,
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_poseTransforms[index].MediaPipePos.z,1);
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//temp = RotateAxisX(-45) * temp;
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//warning:乘法的顺序不能改!
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_nodes[index].transform.position = new Vector3(-temp.x, -temp.y, -temp.z) * 5;
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//_nodes[index].transform.position = _poseTransforms[index].MediaPipePos * 5;
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_nodes[i].transform.position = new Vector3(-temp.x, -temp.y, -temp.z) * 5;
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}
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foreach (var bond in _bonds)
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@ -87,111 +81,6 @@ 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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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_bonds.Add(temp);
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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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var headBonds = new[]
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{
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PoseLandmarkType.RightEar,
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