fix: 人物坐标旋转为正对
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ff2ae6b25c
commit
7de82ae644
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@ -1,8 +1,6 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Models;
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using Models;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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public class MainBehaviour : MonoBehaviour
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public class MainBehaviour : MonoBehaviour
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@ -10,6 +8,7 @@ public class MainBehaviour : MonoBehaviour
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private readonly List<GameObject> _nodes = new List<GameObject>();
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private readonly List<GameObject> _nodes = new List<GameObject>();
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private readonly List<PoseTransform> _poseTransforms = new List<PoseTransform>();
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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 readonly UdpListener _listener = new UdpListener();
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private const float _scale = 0.2f;
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// Start is called before the first frame update
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// Start is called before the first frame update
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@ -31,10 +30,10 @@ private void Update()
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var temp = new Vector4(_poseTransforms[index].MediaPipePos.x,
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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.y,
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_poseTransforms[index].MediaPipePos.z,1);
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_poseTransforms[index].MediaPipePos.z,1);
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//temp = RotateAxisZ(180) * temp;
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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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//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 = 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[index].transform.position = _poseTransforms[index].MediaPipePos * 5;
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}
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}
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}
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}
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@ -50,17 +49,17 @@ private void CreateNodes()
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{
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{
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var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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ball.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
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ball.transform.localScale = new Vector3(_scale, _scale, _scale);
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if (i <= 10)
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if (i <= 10)
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{
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{
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ball.GetComponent<Renderer>().material.color = Color.red;//给头部添加颜色
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ball.GetComponent<Renderer>().material.color = Color.red;//给头部添加颜色
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}
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}
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else if (i > 10 && i <= 22)
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else if (i <= 22)
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{
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{
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ball.GetComponent<Renderer>().material.color = Color.blue;//给手部添加颜色
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ball.GetComponent<Renderer>().material.color = Color.blue;//给手部添加颜色
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}
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}
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else if (i > 12 && i <= 32)
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else if (i <= 32)
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{
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{
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ball.GetComponent<Renderer>().material.color = Color.green;//给脚部添加颜色
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ball.GetComponent<Renderer>().material.color = Color.green;//给脚部添加颜色
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}
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}
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8
Assets/Materials.meta
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8
Assets/Materials.meta
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@ -0,0 +1,8 @@
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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80
Assets/Materials/PlaneMaterial.mat
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80
Assets/Materials/PlaneMaterial.mat
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@ -0,0 +1,80 @@
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%YAML 1.1
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m_Floats:
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m_Colors:
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8
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8
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@ -0,0 +1,8 @@
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@ -123,6 +123,104 @@ NavMeshSettings:
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--- !u!1 &182244630
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--- !u!1 &182244630
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