Merge branch 'feature-ball' into dev
# Conflicts: # Assets/ModelBehaviour.cs # Assets/Models/PoseTransform.cs
This commit is contained in:
commit
abf97571e7
179
Assets/MainBehaviour.cs
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179
Assets/MainBehaviour.cs
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using System.Collections.Generic;
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using Models;
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using UnityEngine;
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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 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 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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private void Start()
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{
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PoseTransform.AverageLength = 3;
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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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// 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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{
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_nodes[i].transform.position = _poseTransforms[i].AveragePos * -5;
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}
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foreach (var bond in _bonds)
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{
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bond.UpdateBond();
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}
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}
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private void OnDisable()
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{
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_listener.DisConnect();
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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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{
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PoseTransform.UpdatePosition(ref _poseTransforms[(int)landmark.Type], landmark);
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}
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}
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private void CreateNodes()
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{
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for (var i = 0; i < (int)PoseLandmarkType.MaxValue; i++)
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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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if (i <= 10)
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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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}
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else if (i <= 22)
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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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}
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else if (i <= 32)
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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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}
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_nodes[i] = ball;
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_poseTransforms[i] = new PoseTransform((PoseLandmarkType)i);
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}
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}
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private void CreateBonds()
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{
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var headBonds = new[]
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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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/// <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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11
Assets/MainBehaviour.cs.meta
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11
Assets/MainBehaviour.cs.meta
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userData:
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Assets/Materials.meta
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Assets/Materials/PlaneMaterial.mat
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80
Assets/Materials/PlaneMaterial.mat
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%YAML 1.1
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8
Assets/Materials/PlaneMaterial.mat.meta
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8
Assets/Materials/PlaneMaterial.mat.meta
Normal file
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@ -0,0 +1,8 @@
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|
@ -8,7 +8,7 @@ public class ModelBehaviour : MonoBehaviour
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private readonly UdpListener _listener = new UdpListener();
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//private static readonly List<PosTransformator> _posLandmarks = new List<PosTransformator>();
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private static readonly List<PosTransformator> _posLandmarks = new List<PosTransformator>();
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private static readonly List<PoseTransform> PoseTransforms = new List<PoseTransform>();
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|
@ -16,10 +16,10 @@ private void Start()
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{
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_animator = GetComponent<Animator>(); // 获取动画控件
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||||
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TransformatorInit(); //匹配初始化
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InitPoseTransformList();
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||||
//_listener.AddHandler(LogLandmarks);
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_listener.AddHandler(LogLandmarks);
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_listener.AddHandler(RigPoint);
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_listener.Connect(5000);
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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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@ -0,0 +1,44 @@
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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
|
||||
/// </summary>
|
||||
public class Bond
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||||
{
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||||
protected readonly GameObject Start;
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||||
protected readonly GameObject End;
|
||||
private readonly GameObject _bond;
|
||||
|
||||
public Bond(GameObject start,GameObject end,float scale)
|
||||
{
|
||||
Start = start;
|
||||
End = end;
|
||||
|
||||
_bond = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
|
||||
_bond.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
|
||||
|
||||
//这里可以设置材质,具体自己设置
|
||||
_bond.GetComponent<Renderer>().material.color = Color.cyan;
|
||||
}
|
||||
|
||||
|
||||
public void UpdateBond()
|
||||
{
|
||||
var startPos = Start.transform.position;
|
||||
var endPos = End.transform.position;
|
||||
var rightPosition = (startPos + endPos) / 2;
|
||||
var rightRotation = endPos - startPos;
|
||||
var halfLength = Vector3.Distance(startPos, endPos) / 2;
|
||||
var thickness = 0.1f;//线的粗细
|
||||
|
||||
//创建圆柱体
|
||||
//bond.gameObject.transform.parent = transform;
|
||||
_bond.transform.position = rightPosition;
|
||||
_bond.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
|
||||
_bond.transform.localScale = new Vector3(thickness, halfLength, thickness);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Models/Bond.cs.meta
Normal file
3
Assets/Models/Bond.cs.meta
Normal file
|
@ -0,0 +1,3 @@
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|||
fileFormatVersion: 2
|
||||
guid: 94a8f8c83e58421d9447173d38482d74
|
||||
timeCreated: 1677230676
|
|
@ -35,6 +35,7 @@ public enum PoseLandmarkType
|
|||
LeftHeel,
|
||||
RightHeel,
|
||||
LeftFootIndex,
|
||||
RightFootIndex
|
||||
RightFootIndex,
|
||||
MaxValue
|
||||
}
|
||||
}
|
|
@ -20,9 +20,14 @@ public struct PoseTransform
|
|||
public readonly HumanBodyBones UnityName;
|
||||
|
||||
/// <summary>
|
||||
/// MediaPipe捕捉空间坐标
|
||||
/// 取平均的长度
|
||||
/// </summary>
|
||||
public Vector3 MediaPipePos;
|
||||
public static int AverageLength;
|
||||
|
||||
/// <summary>
|
||||
/// 取平均之后的结果
|
||||
/// </summary>
|
||||
public Vector3 AveragePos;
|
||||
|
||||
/// <summary>
|
||||
/// 节点的父节点列表
|
||||
|
@ -39,23 +44,50 @@ public struct PoseTransform
|
|||
/// </summary>
|
||||
public Quaternion CurrentQuaternion;
|
||||
|
||||
private int _count;
|
||||
private readonly Queue<PoseLandmark> _landmarkQueue;
|
||||
|
||||
public PoseTransform(
|
||||
PoseLandmarkType type
|
||||
PoseLandmarkType type,
|
||||
int averageLength = 5
|
||||
)
|
||||
{
|
||||
MediaPipeName = type;
|
||||
UnityName = GetRelatedBone(type);
|
||||
MediaPipePos = new Vector3();
|
||||
AveragePos = new Vector3();
|
||||
Parent = new List<PoseTransform>();
|
||||
PreviousQuaternion = new Quaternion();
|
||||
CurrentQuaternion = new Quaternion();
|
||||
AverageLength = averageLength;
|
||||
|
||||
_count = 0;
|
||||
_landmarkQueue = new Queue<PoseLandmark>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算当前的旋转四元数
|
||||
/// </summary>
|
||||
/// <param name="landmark"></param>
|
||||
public void CalculateCurrentQuaternion(PoseLandmark landmark)
|
||||
public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
|
||||
{
|
||||
if (pose._count < AverageLength)
|
||||
{
|
||||
pose._landmarkQueue.Enqueue(landmark);
|
||||
pose._count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
pose._landmarkQueue.Dequeue();
|
||||
pose._landmarkQueue.Enqueue(landmark);
|
||||
|
||||
var sum = new Vector3();
|
||||
|
||||
foreach (var poseLandmark in pose._landmarkQueue)
|
||||
{
|
||||
sum += new Vector3(poseLandmark.X, poseLandmark.Y, poseLandmark.Z);
|
||||
}
|
||||
|
||||
pose.AveragePos = sum / AverageLength;
|
||||
}
|
||||
}
|
||||
|
||||
public static void CalculateRotation(PoseTransform poseTransform)
|
||||
{
|
||||
|
||||
//var temp = _posLandmarks.Find(t=>t.mediaPipeName == landmark.Type.ToString());
|
||||
|
@ -134,51 +166,5 @@ private static HumanBodyBones GetRelatedBone(PoseLandmarkType type)
|
|||
}
|
||||
|
||||
|
||||
//绕X轴旋转
|
||||
private Matrix4x4 RotateAxisX(float rot)
|
||||
{
|
||||
var matrix = new Matrix4x4();
|
||||
float cosrot = MathF.Cos(rot);
|
||||
float sinrot = MathF.Sin(rot);
|
||||
|
||||
matrix.SetRow(0, new Vector4(1,0,0,0));
|
||||
matrix.SetRow(1, new Vector4(0,cosrot,-sinrot,0));
|
||||
matrix.SetRow(2, new Vector4(0,sinrot,cosrot,0));
|
||||
matrix.SetRow(3, new Vector4(0,0,0,1));
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
//绕Y轴旋转
|
||||
private Matrix4x4 RotateAxisY(float rot)
|
||||
{
|
||||
var matrix = new Matrix4x4();
|
||||
float cosrot = MathF.Cos(rot);
|
||||
float sinrot = MathF.Sin(rot);
|
||||
|
||||
matrix.SetRow(0, new Vector4(cosrot,0,sinrot,0));
|
||||
matrix.SetRow(1, new Vector4(0,1,0,0));
|
||||
matrix.SetRow(2, new Vector4(-sinrot,0,cosrot,0));
|
||||
matrix.SetRow(3, new Vector4(0,0,0,1));
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
//绕Z轴旋转
|
||||
private Matrix4x4 RotateAxisZ(float rot)
|
||||
{
|
||||
var matrix = new Matrix4x4();
|
||||
float cosrot = MathF.Cos(rot);
|
||||
float sinrot = MathF.Sin(rot);
|
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|
||||
matrix.SetRow(0, new Vector4(cosrot,-sinrot,0,0));
|
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|
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matrix.SetRow(2, new Vector4(0,0,1,0));
|
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matrix.SetRow(3, new Vector4(0,0,0,1));
|
||||
|
||||
return matrix;
|
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}
|
||||
|
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|
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}
|
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}
|
35
Assets/Models/VirtualSkeleton.cs
Normal file
35
Assets/Models/VirtualSkeleton.cs
Normal file
|
@ -0,0 +1,35 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Models
|
||||
{
|
||||
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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|
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/// <summary>
|
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/// 覆盖基类的更新方法
|
||||
/// </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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|
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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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}
|
3
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Normal file
3
Assets/Models/VirtualSkeleton.cs.meta
Normal file
|
@ -0,0 +1,3 @@
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459
Assets/Scenes/BallScene.unity
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459
Assets/Scenes/BallScene.unity
Normal file
|
@ -0,0 +1,459 @@
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7
Assets/Scenes/BallScene.unity.meta
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7
Assets/Scenes/BallScene.unity.meta
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67
Assets/Utils/RotateUtils.cs
Normal file
67
Assets/Utils/RotateUtils.cs
Normal file
|
@ -0,0 +1,67 @@
|
|||
using System;
|
||||
using UnityEngine;
|
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|
||||
namespace Utils
|
||||
{
|
||||
/// <summary>
|
||||
/// 旋转工具类
|
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/// </summary>
|
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public static class RotateUtils
|
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{
|
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private static Matrix4x4 _matrix;
|
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|
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/// <summary>
|
||||
/// 获得绕X轴旋转矩阵
|
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/// </summary>
|
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/// <param name="degree">旋转的角度</param>
|
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/// <returns></returns>
|
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public static Matrix4x4 RotateAxisX(float degree)
|
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{
|
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var sin = MathF.Sin(degree);
|
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var cos = MathF.Cos(degree);
|
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|
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_matrix.SetRow(0 ,new Vector4(1,0,0,0));
|
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_matrix.SetRow(1, new Vector4(0, cos, -sin, 0));
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_matrix.SetRow(2, new Vector4(0, sin, cos, 0));
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_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
|
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|
||||
return _matrix;
|
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}
|
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|
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/// <summary>
|
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/// 获得绕Y轴旋转矩阵
|
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/// </summary>
|
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/// <param name="degree">旋转的角度</param>
|
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/// <returns></returns>
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public static Matrix4x4 RotateAxisY(float degree)
|
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{
|
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var sin = MathF.Sin(degree);
|
||||
var cos = MathF.Cos(degree);
|
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|
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_matrix.SetRow(0, new Vector4(cos, 0, sin, 0));
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_matrix.SetRow(1, new Vector4(0, 1, 0, 1));
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_matrix.SetRow(2, new Vector4(-sin, 0, cos, 0));
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_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
|
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|
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return _matrix;
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// 获得绕Z轴旋转矩阵
|
||||
/// </summary>
|
||||
/// <param name="degree">旋转的角度</param>
|
||||
/// <returns></returns>
|
||||
public static Matrix4x4 RotateAxisZ(float degree)
|
||||
{
|
||||
var sin = MathF.Sin(degree);
|
||||
var cos = MathF.Cos(degree);
|
||||
|
||||
_matrix.SetRow(0, new Vector4(cos, -sin, 0, 0));
|
||||
_matrix.SetRow(1, new Vector4(sin, cos, 0, 0));
|
||||
_matrix.SetRow(2, new Vector4(0, 0, 1, 0));
|
||||
_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
|
||||
|
||||
return _matrix;
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Utils/RotateUtils.cs.meta
Normal file
3
Assets/Utils/RotateUtils.cs.meta
Normal file
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fileFormatVersion: 2
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guid: d748c6669d714e65a5ca9164c5798583
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timeCreated: 1677319275
|
Loading…
Reference in New Issue
Block a user