refact: 使用int重构了PoseLandmarkType
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@ -4,9 +4,9 @@
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public class MainBehaviour : MonoBehaviour
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{
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private readonly GameObject[] _nodes = new GameObject[(int)PoseLandmarkType.MaxValue];
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private readonly GameObject[] _nodes = new GameObject[PoseLandmarkType.MaxValue];
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private readonly List<Bond> _bonds = new List<Bond>();
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private readonly PoseTransform[] _poseTransforms = new PoseTransform[(int)PoseLandmarkType.MaxValue];
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private readonly PoseTransform[] _poseTransforms = new PoseTransform[PoseLandmarkType.MaxValue];
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private readonly UdpListener _listener = new UdpListener();
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private const float Scale = 0.2f;
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@ -25,7 +25,7 @@ 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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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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_nodes[i].transform.position = _poseTransforms[i].AveragePos * -5;
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}
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@ -45,7 +45,7 @@ private void OnReceive(List<PoseLandmark> landmarks)
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{
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foreach (var landmark in landmarks)
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{
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PoseTransform.UpdatePosition(ref _poseTransforms[(int)landmark.Type], landmark);
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PoseTransform.UpdatePosition(ref _poseTransforms[landmark.Type.Value], landmark);
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}
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}
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@ -71,7 +71,7 @@ private void CreateNodes()
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}
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_nodes[i] = ball;
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_poseTransforms[i] = new PoseTransform((PoseLandmarkType)i);
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_poseTransforms[i] = new PoseTransform(i);
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}
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}
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@ -148,12 +148,12 @@ private void CreateBonds()
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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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_nodes[PoseLandmarkType.LeftShoulder],
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_nodes[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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_nodes[PoseLandmarkType.LeftHip],
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_nodes[PoseLandmarkType.RightHip],
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Scale));
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}
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@ -162,15 +162,15 @@ private void CreateBonds()
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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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private List<Bond> GenerateBondsList(int[] 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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_nodes[nodes[i]],
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_nodes[nodes[i + 1]],
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Scale));
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}
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@ -7,7 +7,7 @@ public class ModelBehaviour : MonoBehaviour
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private Animator _animator;
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private readonly UdpListener _listener = new UdpListener();
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private static readonly PoseTransform[] PoseTransforms = new PoseTransform[(int)PoseLandmarkType.MaxValue];
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private static readonly PoseTransform[] PoseTransforms = new PoseTransform[PoseLandmarkType.MaxValue];
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private void Start()
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{
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@ -34,7 +34,7 @@ private void Update()
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foreach (var parent in landmark.Parent)
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{
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parentsum += PoseTransforms[(int)parent].AveragePos;
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parentsum += PoseTransforms[parent.Value].AveragePos;
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}
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parentsum /= landmark.Parent.Count;
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@ -69,9 +69,9 @@ private static void RigPoint(List<PoseLandmark> landmarks)
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foreach (var landmark in landmarks)
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{
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PoseTransform.UpdatePosition(ref PoseTransforms[(int)landmark.Type], landmark);
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PoseTransform.UpdatePosition(ref PoseTransforms[landmark.Type.Value], landmark);
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Debug.Log(PoseTransforms[(int)landmark.Type].UnityName+":"+PoseTransforms[(int)landmark.Type].AveragePos);
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Debug.Log(PoseTransforms[landmark.Type.Value].UnityName+":"+PoseTransforms[landmark.Type.Value].AveragePos);
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}
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}
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@ -81,9 +81,9 @@ private static void RigPoint(List<PoseLandmark> landmarks)
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/// </summary>
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private void InitPoseTransformList()
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{
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for (var type = 0; type <= (int)PoseLandmarkType.RightFootIndex; type++)
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for (var type = 0; type <= PoseLandmarkType.RightFootIndex; type++)
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{
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var item = new PoseTransform((PoseLandmarkType)type);
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var item = new PoseTransform(type);
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if (item.UnityName != HumanBodyBones.LastBone)
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{
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@ -125,10 +125,10 @@ private void InitPoseTransformList()
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/// </summary>
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/// <param name="target">需要添加的节点</param>
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/// <param name="parent">添加的父节点</param>
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private void AddParentTransform(PoseLandmarkType target, PoseLandmarkType parent)
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private void AddParentTransform(int target, int parent)
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{
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var parents = PoseTransforms[(int)target].Parent;
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parents.Add(PoseTransforms[(int)parent].MediaPipeName);
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var parents = PoseTransforms[target].Parent;
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parents.Add(PoseTransforms[parent].MediaPipeName);
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}
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}
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@ -47,9 +47,9 @@ public class PoseLandmark
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public long TimeStamp { get; }
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public PoseLandmark(PoseLandmarkType type, float x, float y, float z, float visibility, long timeStamp)
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public PoseLandmark(int type, float x, float y, float z, float visibility, long timeStamp)
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{
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Type = type;
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Type = new PoseLandmarkType(type);
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X = x;
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Y = y;
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Z = z;
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@ -66,7 +66,7 @@ public byte[] ToByteArray()
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{
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var result = new byte[PacketLength];
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BitConverter.GetBytes((int)Type).CopyTo(result, 0);
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BitConverter.GetBytes(Type.Value).CopyTo(result, 0);
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BitConverter.GetBytes(X).CopyTo(result, 4);
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BitConverter.GetBytes(Y).CopyTo(result, 8);
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BitConverter.GetBytes(Z).CopyTo(result, 12);
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@ -84,7 +84,7 @@ public byte[] ToByteArray()
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public static PoseLandmark ValueOf(byte[] bytes)
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{
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var result = new PoseLandmark(
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(PoseLandmarkType)BitConverter.ToInt32(bytes, 0),
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BitConverter.ToInt32(bytes, 0),
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BitConverter.ToSingle(bytes, 4),
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BitConverter.ToSingle(bytes, 8),
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BitConverter.ToSingle(bytes, 12),
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@ -106,7 +106,7 @@ public static List<PoseLandmark> ArrayOf(byte[] bytes)
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for (var i = 0; i < bytes.Length; i = i + PacketLength)
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{
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var landmark = new PoseLandmark((PoseLandmarkType)BitConverter.ToInt32(bytes, i),
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var landmark = new PoseLandmark(BitConverter.ToInt32(bytes, i),
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BitConverter.ToSingle(bytes, i + 4),
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BitConverter.ToSingle(bytes, i + 8),
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BitConverter.ToSingle(bytes, i + 12),
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@ -127,7 +127,7 @@ public override bool Equals(object obj)
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}
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else
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{
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return Type == landmark.Type
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return Type.Value == landmark.Type.Value
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&& Math.Abs(X - landmark.X) < Tolerance
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&& Math.Abs(Y - landmark.Y) < Tolerance
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&& Math.Abs(Z - landmark.Z) < Tolerance
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@ -1,41 +1,70 @@
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using System;
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namespace Models
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{
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//名字
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public enum PoseLandmarkType
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{
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Nose,
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LeftEyeInner,
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LeftEye,
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LeftEyeOuter,
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RightEyeInner,
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RightEye,
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RightEyeOuter,
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LeftEar,
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RightEar,
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MouthLeft,
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MouthRight,
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LeftShoulder,
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RightShoulder,
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LeftElbow,
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RightElbow,
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LeftWrist,
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RightWrist,
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LeftPinky,
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RightPinky,
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LeftIndex,
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RightIndex,
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LeftThumb,
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RightThumb,
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LeftHip,
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RightHip,
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LeftKnee,
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RightKnee,
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LeftAnkle,
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RightAnkle,
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LeftHeel,
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RightHeel,
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LeftFootIndex,
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RightFootIndex,
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MaxValue
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}
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public 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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public const int LeftEye = 2;
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public const int LeftEyeOuter = 3;
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public const int RightEyeInner = 4;
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public const int RightEye = 5;
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public const int RightEyeOuter = 6;
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public const int LeftEar = 7;
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public const int RightEar = 8;
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public const int MouthLeft = 9;
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public const int MouthRight = 10;
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public const int LeftShoulder = 11;
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public const int RightShoulder = 12;
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public const int LeftElbow = 13;
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public const int RightElbow = 14;
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public const int LeftWrist = 15;
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public const int RightWrist = 16;
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public const int LeftPinky = 17;
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public const int RightPinky = 18;
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public const int LeftIndex = 19;
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public const int RightIndex = 20;
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public const int LeftThumb = 21;
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public const int RightThumb = 22;
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public const int LeftHip = 23;
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public const int RightHip = 24;
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public const int LeftKnee = 25;
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public const int RightKnee = 26;
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public const int LeftAnkle = 27;
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public const int RightAnkle = 28;
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public const int LeftHeel = 29;
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public const int RightHeel = 30;
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public const int LeftFootIndex = 31;
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public const int RightFootIndex = 32;
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public const int MaxValue = 33;
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public int Value { get; }
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public PoseLandmarkType(int value)
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{
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if (value >= MaxValue)
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{
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throw new ArgumentOutOfRangeException(nameof(value));
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}
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Value = value;
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}
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public override bool Equals(object obj)
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{
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return Value.Equals(obj);
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}
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public override int GetHashCode()
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{
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return Value.GetHashCode();
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}
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public override string ToString()
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{
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return Value.ToString();
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}
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}
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}
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@ -49,12 +49,12 @@ public struct PoseTransform
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private readonly Queue<PoseLandmark> _landmarkQueue;
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public PoseTransform(
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PoseLandmarkType type,
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int type,
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int averageLength = 5
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)
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{
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MediaPipeName = type;
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UnityName = GetRelatedBone(type);
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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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@ -108,7 +108,7 @@ public static void CalculateRotation(ref PoseTransform poseTransform, PoseLandma
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/// <returns>关联骨骼的种类</returns>
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private static HumanBodyBones GetRelatedBone(PoseLandmarkType type)
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{
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switch (type)
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switch (type.Value)
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{
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case PoseLandmarkType.LeftHip:
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return HumanBodyBones.LeftUpperLeg;
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