Merge pull request 'feature-binding: 动作绑定完成' (#1) from feature-binding into master
Reviewed-on: https://rrricardo.top/git/MotionCapture/MotionCapture/pulls/1
This commit is contained in:
commit
ca24486eac
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@ -39,7 +39,7 @@ ModelImporter:
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||||||
animationDoRetargetingWarnings: 0
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animationDoRetargetingWarnings: 0
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||||||
importAnimatedCustomProperties: 0
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importAnimatedCustomProperties: 0
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||||||
importConstraints: 0
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importConstraints: 0
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||||||
animationCompression: 1
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animationCompression: 3
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||||||
animationRotationError: 0.5
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animationRotationError: 0.5
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||||||
animationPositionError: 0.5
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animationPositionError: 0.5
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||||||
animationScaleError: 0.5
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animationScaleError: 0.5
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||||||
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@ -106,11 +106,11 @@ ModelImporter:
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||||||
globalScale: 1
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globalScale: 1
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||||||
rootMotionBoneName: mixamorig:Hips
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rootMotionBoneName: mixamorig:Hips
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||||||
hasTranslationDoF: 0
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hasTranslationDoF: 0
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||||||
hasExtraRoot: 0
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hasExtraRoot: 1
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||||||
skeletonHasParents: 1
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skeletonHasParents: 1
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||||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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||||||
autoGenerateAvatarMappingIfUnspecified: 1
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autoGenerateAvatarMappingIfUnspecified: 1
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||||||
animationType: 2
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animationType: 3
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||||||
humanoidOversampling: 1
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humanoidOversampling: 1
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||||||
avatarSetup: 1
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avatarSetup: 1
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||||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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||||||
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8
Assets/Behaviours.meta
Normal file
8
Assets/Behaviours.meta
Normal file
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@ -0,0 +1,8 @@
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||||||
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fileFormatVersion: 2
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||||||
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guid: 83bce6e0ab5db38aaaae7ec73b738130
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||||||
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folderAsset: yes
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||||||
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DefaultImporter:
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||||||
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externalObjects: {}
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||||||
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userData:
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||||||
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assetBundleName:
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||||||
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assetBundleVariant:
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186
Assets/Behaviours/BallStickBehaviour.cs
Normal file
186
Assets/Behaviours/BallStickBehaviour.cs
Normal file
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@ -0,0 +1,186 @@
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using System.Collections.Generic;
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using Models;
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||||||
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using UnityEngine;
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using Utils.PoseTransformHandlers;
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||||||
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namespace Behaviours
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||||||
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{
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public class BallStickBehaviour : MonoBehaviour
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||||||
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{
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||||||
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private readonly GameObject[] _nodes = new GameObject[PoseLandmarkType.MaxValue];
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||||||
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private readonly List<Bond> _bonds = new List<Bond>();
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||||||
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private readonly PoseTransform[] _poseTransforms = new PoseTransform[PoseLandmarkType.MaxValue];
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||||||
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private readonly UdpListener _listener = new UdpListener();
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||||||
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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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{
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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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var mid = _poseTransforms[PoseLandmarkType.LeftHip] + _poseTransforms[PoseLandmarkType.RightHip];
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mid = mid / 2;
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for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
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||||||
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{
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_nodes[i].transform.position = (_poseTransforms[i].ResultPosition - mid) * -5f;
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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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|
||||||
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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[landmark.Type.Value], landmark);
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}
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}
|
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|
|
||||||
|
private void CreateNodes()
|
||||||
|
{
|
||||||
|
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
|
||||||
|
{
|
||||||
|
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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{
|
||||||
|
ball.GetComponent<Renderer>().material.color = Color.red; //给头部添加颜色
|
||||||
|
}
|
||||||
|
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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||||||
|
}
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||||||
|
else if (i <= 32)
|
||||||
|
{
|
||||||
|
ball.GetComponent<Renderer>().material.color = Color.green; //给脚部添加颜色
|
||||||
|
}
|
||||||
|
|
||||||
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_nodes[i] = ball;
|
||||||
|
_poseTransforms[i] = new PoseTransform(i, new AverageHandler());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateBonds()
|
||||||
|
{
|
||||||
|
var headBonds = new[]
|
||||||
|
{
|
||||||
|
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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_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,
|
||||||
|
};
|
||||||
|
_bonds.AddRange(GenerateBondsList(monthBonds));
|
||||||
|
|
||||||
|
var leftArmBonds = new[]
|
||||||
|
{
|
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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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{
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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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};
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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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||||||
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PoseLandmarkType.RightKnee,
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||||||
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PoseLandmarkType.RightAnkle,
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||||||
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PoseLandmarkType.RightHeel,
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||||||
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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[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[PoseLandmarkType.LeftHip],
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_nodes[PoseLandmarkType.RightHip],
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Scale));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
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/// 创建棍子列表
|
||||||
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/// </summary>
|
||||||
|
/// <param name="nodes">需要连接起来的关键点 需要按顺序设置</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
private List<Bond> GenerateBondsList(int[] nodes)
|
||||||
|
{
|
||||||
|
var bonds = new List<Bond>();
|
||||||
|
|
||||||
|
for (var i = 0; i < nodes.Length - 1; i++)
|
||||||
|
{
|
||||||
|
bonds.Add(new Bond(
|
||||||
|
_nodes[nodes[i]],
|
||||||
|
_nodes[nodes[i + 1]],
|
||||||
|
Scale));
|
||||||
|
}
|
||||||
|
|
||||||
|
return bonds;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,5 +1,5 @@
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||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 11e8a976fe328b1c3bdf9f44ef9f6fa1
|
guid: 574a3724e040787f7afd9341fba89cf2
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
272
Assets/Behaviours/BoneBehaviour.cs
Normal file
272
Assets/Behaviours/BoneBehaviour.cs
Normal file
|
@ -0,0 +1,272 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Models;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Behaviours
|
||||||
|
{
|
||||||
|
public class BoneBehaviour : MonoBehaviour
|
||||||
|
{
|
||||||
|
private readonly UdpListener _listener = new UdpListener();
|
||||||
|
private readonly GameObject[] _nodes = new GameObject[PoseLandmarkType.MaxValue];
|
||||||
|
private readonly List<Bond> _bonds = new List<Bond>();
|
||||||
|
private Dictionary<HumanBodyBones, RotationNode> _rotationNodes;
|
||||||
|
private List<PoseLandmark> _landmarks;
|
||||||
|
|
||||||
|
private Animator _animator;
|
||||||
|
private bool _isReceived;
|
||||||
|
private const float Scale = 0.2f;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
_animator = GetComponent<Animator>();
|
||||||
|
CreateRotationNodes();
|
||||||
|
CreateNodes();
|
||||||
|
CreateBonds();
|
||||||
|
|
||||||
|
_listener.AddHandler(OnReceive);
|
||||||
|
_listener.Connect(5000);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (_isReceived)
|
||||||
|
{
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.Hips).rotation =
|
||||||
|
_rotationNodes[HumanBodyBones.Hips].Rotation;
|
||||||
|
|
||||||
|
/*var rotation = _rotationNodes[HumanBodyBones.Hips].CalculateRotate
|
||||||
|
* Quaternion.Inverse(_rotationNodes[HumanBodyBones.RightUpperArm].CalculateRotate);
|
||||||
|
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).Rotate(rotation.eulerAngles);*/
|
||||||
|
|
||||||
|
var mid = (_landmarks[PoseLandmarkType.LeftHip].Position +
|
||||||
|
_landmarks[PoseLandmarkType.RightHip].Position) / 2;
|
||||||
|
|
||||||
|
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
|
||||||
|
{
|
||||||
|
_nodes[i].transform.position = (_landmarks[i].Position - mid) * 5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var bond in _bonds)
|
||||||
|
{
|
||||||
|
bond.UpdateBond();
|
||||||
|
}
|
||||||
|
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).rotation = _bonds[9].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).rotation = _bonds[10].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).rotation = _bonds[15].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightLowerArm).rotation = _bonds[16].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightLowerArm).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).rotation = _bonds[22].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).rotation = _bonds[23].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).rotation = _bonds[28].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).rotation = _bonds[29].Rotation;
|
||||||
|
_animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).Rotate(0, -180, 0,
|
||||||
|
Space.Self);
|
||||||
|
|
||||||
|
_isReceived = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
_listener.DisConnect();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnReceive(List<PoseLandmark> landmarks)
|
||||||
|
{
|
||||||
|
// 计算腰部
|
||||||
|
var frontLeft = Vector3.Cross(
|
||||||
|
landmarks[PoseLandmarkType.RightHip].Position - landmarks[PoseLandmarkType.LeftHip].Position,
|
||||||
|
landmarks[PoseLandmarkType.RightShoulder].Position - landmarks[PoseLandmarkType.LeftHip].Position);
|
||||||
|
|
||||||
|
var frontRight = Vector3.Cross(
|
||||||
|
landmarks[PoseLandmarkType.LeftShoulder].Position - landmarks[PoseLandmarkType.RightHip].Position,
|
||||||
|
landmarks[PoseLandmarkType.LeftHip].Position - landmarks[PoseLandmarkType.LeftHip].Position);
|
||||||
|
|
||||||
|
var front = frontLeft + frontRight;
|
||||||
|
front.Normalize();
|
||||||
|
|
||||||
|
var oldRotation = _rotationNodes[HumanBodyBones.Hips];
|
||||||
|
_rotationNodes[HumanBodyBones.Hips] = new RotationNode(
|
||||||
|
oldRotation.UnityName,
|
||||||
|
oldRotation.Rotation,
|
||||||
|
Quaternion.LookRotation(front));
|
||||||
|
|
||||||
|
_landmarks = landmarks;
|
||||||
|
_isReceived = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateRotationNodes()
|
||||||
|
{
|
||||||
|
_rotationNodes = new Dictionary<HumanBodyBones, RotationNode>();
|
||||||
|
|
||||||
|
var bonesArray = new[]
|
||||||
|
{
|
||||||
|
HumanBodyBones.Hips,
|
||||||
|
HumanBodyBones.LeftUpperArm,
|
||||||
|
HumanBodyBones.LeftLowerArm,
|
||||||
|
HumanBodyBones.RightUpperArm,
|
||||||
|
HumanBodyBones.RightLowerArm,
|
||||||
|
HumanBodyBones.LeftUpperLeg,
|
||||||
|
HumanBodyBones.LeftLowerLeg,
|
||||||
|
HumanBodyBones.RightUpperLeg,
|
||||||
|
HumanBodyBones.RightLowerLeg
|
||||||
|
};
|
||||||
|
|
||||||
|
foreach (var bone in bonesArray)
|
||||||
|
{
|
||||||
|
var rotation = _animator.GetBoneTransform(bone).rotation;
|
||||||
|
_rotationNodes.Add(bone, new RotationNode(bone, rotation, rotation));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateNodes()
|
||||||
|
{
|
||||||
|
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
|
||||||
|
{
|
||||||
|
var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||||
|
|
||||||
|
ball.transform.localScale = new Vector3(Scale, Scale, Scale);
|
||||||
|
|
||||||
|
if (i <= 10)
|
||||||
|
{
|
||||||
|
ball.GetComponent<Renderer>().material.color = Color.red; //给头部添加颜色
|
||||||
|
}
|
||||||
|
else if (i <= 22)
|
||||||
|
{
|
||||||
|
ball.GetComponent<Renderer>().material.color = Color.blue; //给手部添加颜色
|
||||||
|
}
|
||||||
|
else if (i <= 32)
|
||||||
|
{
|
||||||
|
ball.GetComponent<Renderer>().material.color = Color.green; //给脚部添加颜色
|
||||||
|
}
|
||||||
|
|
||||||
|
_nodes[i] = ball;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateBonds()
|
||||||
|
{
|
||||||
|
var headBonds = new[]
|
||||||
|
{
|
||||||
|
PoseLandmarkType.RightEar,
|
||||||
|
PoseLandmarkType.RightEyeOuter,
|
||||||
|
PoseLandmarkType.RightEye,
|
||||||
|
PoseLandmarkType.RightEyeInner,
|
||||||
|
PoseLandmarkType.Nose,
|
||||||
|
PoseLandmarkType.LeftEyeInner,
|
||||||
|
PoseLandmarkType.LeftEye,
|
||||||
|
PoseLandmarkType.LeftEyeOuter,
|
||||||
|
PoseLandmarkType.LeftEar
|
||||||
|
};
|
||||||
|
_bonds.AddRange(GenerateBondsList(headBonds));
|
||||||
|
|
||||||
|
var monthBonds = new[]
|
||||||
|
{
|
||||||
|
PoseLandmarkType.MouthLeft,
|
||||||
|
PoseLandmarkType.MouthRight,
|
||||||
|
};
|
||||||
|
_bonds.AddRange(GenerateBondsList(monthBonds));
|
||||||
|
|
||||||
|
var leftArmBonds = new[]
|
||||||
|
{
|
||||||
|
PoseLandmarkType.LeftShoulder,
|
||||||
|
PoseLandmarkType.LeftElbow,
|
||||||
|
PoseLandmarkType.LeftWrist,
|
||||||
|
PoseLandmarkType.LeftPinky,
|
||||||
|
PoseLandmarkType.LeftIndex,
|
||||||
|
PoseLandmarkType.LeftWrist,
|
||||||
|
PoseLandmarkType.LeftThumb
|
||||||
|
};
|
||||||
|
_bonds.AddRange(GenerateBondsList(leftArmBonds));
|
||||||
|
|
||||||
|
var rightArmBonds = new[]
|
||||||
|
{
|
||||||
|
PoseLandmarkType.RightShoulder,
|
||||||
|
PoseLandmarkType.RightElbow,
|
||||||
|
PoseLandmarkType.RightWrist,
|
||||||
|
PoseLandmarkType.RightPinky,
|
||||||
|
PoseLandmarkType.RightIndex,
|
||||||
|
PoseLandmarkType.RightWrist,
|
||||||
|
PoseLandmarkType.RightThumb
|
||||||
|
};
|
||||||
|
_bonds.AddRange(GenerateBondsList(rightArmBonds));
|
||||||
|
|
||||||
|
var leftLegBonds = new[]
|
||||||
|
{
|
||||||
|
PoseLandmarkType.LeftShoulder,
|
||||||
|
PoseLandmarkType.LeftHip,
|
||||||
|
PoseLandmarkType.LeftKnee,
|
||||||
|
PoseLandmarkType.LeftAnkle,
|
||||||
|
PoseLandmarkType.LeftHeel,
|
||||||
|
PoseLandmarkType.LeftFootIndex,
|
||||||
|
PoseLandmarkType.LeftAnkle
|
||||||
|
};
|
||||||
|
_bonds.AddRange(GenerateBondsList(leftLegBonds));
|
||||||
|
|
||||||
|
var rightLegBonds = new[]
|
||||||
|
{
|
||||||
|
PoseLandmarkType.RightShoulder,
|
||||||
|
PoseLandmarkType.RightHip,
|
||||||
|
PoseLandmarkType.RightKnee,
|
||||||
|
PoseLandmarkType.RightAnkle,
|
||||||
|
PoseLandmarkType.RightHeel,
|
||||||
|
PoseLandmarkType.RightFootIndex,
|
||||||
|
PoseLandmarkType.RightAnkle
|
||||||
|
};
|
||||||
|
_bonds.AddRange(GenerateBondsList(rightLegBonds));
|
||||||
|
|
||||||
|
// 最后手动添加身体上的两条横线
|
||||||
|
_bonds.Add(new Bond(
|
||||||
|
_nodes[PoseLandmarkType.LeftShoulder],
|
||||||
|
_nodes[PoseLandmarkType.RightShoulder],
|
||||||
|
Scale));
|
||||||
|
_bonds.Add(new Bond(
|
||||||
|
_nodes[PoseLandmarkType.LeftHip],
|
||||||
|
_nodes[PoseLandmarkType.RightHip],
|
||||||
|
Scale));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 创建棍子列表
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="nodes">需要连接起来的关键点 需要按顺序设置</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
private List<Bond> GenerateBondsList(int[] nodes)
|
||||||
|
{
|
||||||
|
var bonds = new List<Bond>();
|
||||||
|
|
||||||
|
for (var i = 0; i < nodes.Length - 1; i++)
|
||||||
|
{
|
||||||
|
bonds.Add(new Bond(
|
||||||
|
_nodes[nodes[i]],
|
||||||
|
_nodes[nodes[i + 1]],
|
||||||
|
Scale));
|
||||||
|
}
|
||||||
|
|
||||||
|
return bonds;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Behaviours/BoneBehaviour.cs.meta
Normal file
11
Assets/Behaviours/BoneBehaviour.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a2b060336532a01bfb4593b385955175
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
55
Assets/BoneAnimator.controller
Normal file
55
Assets/BoneAnimator.controller
Normal file
|
@ -0,0 +1,55 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &-6275755417433151442
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 1
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: a2b060336532a01bfb4593b385955175, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
--- !u!1107 &-4834836044711832442
|
||||||
|
AnimatorStateMachine:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 1
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: Base Layer
|
||||||
|
m_ChildStates: []
|
||||||
|
m_ChildStateMachines: []
|
||||||
|
m_AnyStateTransitions: []
|
||||||
|
m_EntryTransitions: []
|
||||||
|
m_StateMachineTransitions: {}
|
||||||
|
m_StateMachineBehaviours: []
|
||||||
|
m_AnyStatePosition: {x: 50, y: 20, z: 0}
|
||||||
|
m_EntryPosition: {x: 50, y: 120, z: 0}
|
||||||
|
m_ExitPosition: {x: 800, y: 120, z: 0}
|
||||||
|
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||||
|
m_DefaultState: {fileID: 0}
|
||||||
|
--- !u!91 &9100000
|
||||||
|
AnimatorController:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: BoneAnimator
|
||||||
|
serializedVersion: 5
|
||||||
|
m_AnimatorParameters: []
|
||||||
|
m_AnimatorLayers:
|
||||||
|
- serializedVersion: 5
|
||||||
|
m_Name: Base Layer
|
||||||
|
m_StateMachine: {fileID: -4834836044711832442}
|
||||||
|
m_Mask: {fileID: 0}
|
||||||
|
m_Motions: []
|
||||||
|
m_Behaviours: []
|
||||||
|
m_BlendingMode: 0
|
||||||
|
m_SyncedLayerIndex: -1
|
||||||
|
m_DefaultWeight: 0
|
||||||
|
m_IKPass: 1
|
||||||
|
m_SyncedLayerAffectsTiming: 0
|
||||||
|
m_Controller: {fileID: 9100000}
|
8
Assets/BoneAnimator.controller.meta
Normal file
8
Assets/BoneAnimator.controller.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7406b3b3cd1a7812ca7823cf800c679b
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 9100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1,38 +0,0 @@
|
||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Text;
|
|
||||||
using Models;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class CubeBehaviour : MonoBehaviour
|
|
||||||
{
|
|
||||||
public Vector3 rotateAmount = new Vector3(0, 1, 0);
|
|
||||||
private readonly UdpListener _listener = new UdpListener();
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
_listener.AddHandler(LogLandmarks);
|
|
||||||
_listener.Connect(5000);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
transform.Rotate(rotateAmount);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
_listener.DisConnect();
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void LogLandmarks(List<PoseLandmark> landmarks)
|
|
||||||
{
|
|
||||||
foreach (var landmark in landmarks)
|
|
||||||
{
|
|
||||||
Debug.Log(landmark.ToString());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
8
Assets/Materials.meta
Normal file
8
Assets/Materials.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c2963c03969c7f6d480483b45e36590b
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
80
Assets/Materials/PlaneMaterial.mat
Normal file
80
Assets/Materials/PlaneMaterial.mat
Normal file
|
@ -0,0 +1,80 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 8
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: PlaneMaterial
|
||||||
|
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _BumpMap:
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|
m_Texture: {fileID: 0}
|
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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|
- _DetailAlbedoMap:
|
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|
m_Texture: {fileID: 0}
|
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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|
- _DetailMask:
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|
m_Texture: {fileID: 0}
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|
m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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|
- _DetailNormalMap:
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|
m_Texture: {fileID: 0}
|
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|
m_Scale: {x: 1, y: 1}
|
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|
m_Offset: {x: 0, y: 0}
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|
- _EmissionMap:
|
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|
m_Texture: {fileID: 0}
|
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|
m_Scale: {x: 1, y: 1}
|
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|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MetallicGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _OcclusionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _GlossMapScale: 1
|
||||||
|
- _Glossiness: 0.5
|
||||||
|
- _GlossyReflections: 1
|
||||||
|
- _Metallic: 0
|
||||||
|
- _Mode: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _UVSec: 0
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 1, g: 0.29922488, b: 0, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
8
Assets/Materials/PlaneMaterial.mat.meta
Normal file
8
Assets/Materials/PlaneMaterial.mat.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6083fe04391087ca294999838984a59c
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
48
Assets/Models/Bond.cs
Normal file
48
Assets/Models/Bond.cs
Normal file
|
@ -0,0 +1,48 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using Utils;
|
||||||
|
|
||||||
|
namespace Models
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 捕捉点之间的连接线
|
||||||
|
/// </summary>
|
||||||
|
public class Bond
|
||||||
|
{
|
||||||
|
protected readonly GameObject Start;
|
||||||
|
protected readonly GameObject End;
|
||||||
|
private readonly GameObject _bond;
|
||||||
|
|
||||||
|
public Quaternion Rotation => _bond.transform.rotation;
|
||||||
|
public Vector3 Vector => End.transform.position - Start.transform.position;
|
||||||
|
|
||||||
|
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 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 94a8f8c83e58421d9447173d38482d74
|
||||||
|
timeCreated: 1677230676
|
|
@ -1,160 +1,163 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Models
|
namespace Models
|
||||||
{
|
{
|
||||||
public class PoseLandmark
|
public class PoseLandmark
|
||||||
{
|
{
|
||||||
private const double Tolerance = 1E-6;
|
private const double Tolerance = 1E-6;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 单个包的长度
|
|
||||||
/// </summary>
|
|
||||||
public const int PacketLength = 28;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 坐标点的种类
|
|
||||||
/// </summary>
|
|
||||||
public PoseLandmarkType Type { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 真实世界x坐标
|
|
||||||
/// 以米为单位
|
|
||||||
/// 以臀部为重心 hip
|
|
||||||
/// </summary>
|
|
||||||
public float X { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 真实世界y坐标
|
|
||||||
/// 以米为单位
|
|
||||||
/// 以臀部为重心
|
|
||||||
/// </summary>
|
|
||||||
public float Y { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 真实世界z坐标
|
|
||||||
/// 以米为单位
|
|
||||||
/// 以臀部为重心
|
|
||||||
/// </summary>
|
|
||||||
public float Z { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 该坐标点估计的可见性
|
|
||||||
/// [0,1]
|
|
||||||
/// </summary>
|
|
||||||
public float Visibility { get; }
|
|
||||||
|
|
||||||
public long TimeStamp { get; }
|
|
||||||
|
|
||||||
public PoseLandmark(PoseLandmarkType type, float x, float y, float z, float visibility, long timeStamp)
|
/// <summary>
|
||||||
{
|
/// 单个包的长度
|
||||||
Type = type;
|
/// </summary>
|
||||||
X = x;
|
public const int PacketLength = 28;
|
||||||
Y = y;
|
|
||||||
Z = z;
|
|
||||||
Visibility = visibility;
|
|
||||||
TimeStamp = timeStamp;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 转换成字节数组
|
/// 坐标点的种类
|
||||||
/// 便于UDP发送
|
/// </summary>
|
||||||
/// </summary>
|
public PoseLandmarkType Type { get; }
|
||||||
/// <returns></returns>
|
|
||||||
public byte[] ToByteArray()
|
|
||||||
{
|
|
||||||
var result = new byte[PacketLength];
|
|
||||||
|
|
||||||
BitConverter.GetBytes((int)Type).CopyTo(result, 0);
|
/// <summary>
|
||||||
BitConverter.GetBytes(X).CopyTo(result, 4);
|
/// 真实世界x坐标
|
||||||
BitConverter.GetBytes(Y).CopyTo(result, 8);
|
/// 以米为单位
|
||||||
BitConverter.GetBytes(Z).CopyTo(result, 12);
|
/// 以臀部为重心 hip
|
||||||
BitConverter.GetBytes(Visibility).CopyTo(result, 16);
|
/// </summary>
|
||||||
BitConverter.GetBytes(TimeStamp).CopyTo(result, 20);
|
public float X { get; }
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 解析字节数组
|
/// 真实世界y坐标
|
||||||
/// </summary>
|
/// 以米为单位
|
||||||
/// <param name="bytes">收到的字节数组</param>
|
/// 以臀部为重心
|
||||||
/// <returns>字节数组中代表的坐标对象</returns>
|
/// </summary>
|
||||||
public static PoseLandmark ValueOf(byte[] bytes)
|
public float Y { get; }
|
||||||
{
|
|
||||||
var result = new PoseLandmark(
|
|
||||||
(PoseLandmarkType)BitConverter.ToInt32(bytes, 0),
|
|
||||||
BitConverter.ToSingle(bytes, 4),
|
|
||||||
BitConverter.ToSingle(bytes, 8),
|
|
||||||
BitConverter.ToSingle(bytes, 12),
|
|
||||||
BitConverter.ToSingle(bytes, 16),
|
|
||||||
BitConverter.ToInt64(bytes, 20));
|
|
||||||
|
|
||||||
return result;
|
/// <summary>
|
||||||
}
|
/// 真实世界z坐标
|
||||||
|
/// 以米为单位
|
||||||
|
/// 以臀部为重心
|
||||||
|
/// </summary>
|
||||||
|
public float Z { get; }
|
||||||
|
|
||||||
/// <summary>
|
public Vector3 Position => new Vector3(-X, -Y, -0.2f * Z);
|
||||||
/// 解析字节数组为对象列表
|
|
||||||
/// 单个
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="bytes">字节数组</param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static List<PoseLandmark> ArrayOf(byte[] bytes)
|
|
||||||
{
|
|
||||||
var result = new List<PoseLandmark>();
|
|
||||||
|
|
||||||
for (var i = 0; i < bytes.Length; i = i + PacketLength)
|
/// <summary>
|
||||||
|
/// 该坐标点估计的可见性
|
||||||
|
/// [0,1]
|
||||||
|
/// </summary>
|
||||||
|
public float Visibility { get; }
|
||||||
|
|
||||||
|
public long TimeStamp { get; }
|
||||||
|
|
||||||
|
public PoseLandmark(int type, float x, float y, float z, float visibility, long timeStamp)
|
||||||
{
|
{
|
||||||
var landmark = new PoseLandmark((PoseLandmarkType)BitConverter.ToInt32(bytes, i),
|
Type = new PoseLandmarkType(type);
|
||||||
BitConverter.ToSingle(bytes, i + 4),
|
X = x;
|
||||||
BitConverter.ToSingle(bytes, i + 8),
|
Y = y;
|
||||||
BitConverter.ToSingle(bytes, i + 12),
|
Z = z;
|
||||||
BitConverter.ToSingle(bytes, i + 16),
|
Visibility = visibility;
|
||||||
BitConverter.ToInt64(bytes, i + 20));
|
TimeStamp = timeStamp;
|
||||||
|
|
||||||
result.Add(landmark);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
/// <summary>
|
||||||
}
|
/// 转换成字节数组
|
||||||
|
/// 便于UDP发送
|
||||||
public override bool Equals(object obj)
|
/// </summary>
|
||||||
{
|
/// <returns></returns>
|
||||||
if (obj is not PoseLandmark landmark)
|
public byte[] ToByteArray()
|
||||||
{
|
{
|
||||||
return false;
|
var result = new byte[PacketLength];
|
||||||
|
|
||||||
|
BitConverter.GetBytes(Type.Value).CopyTo(result, 0);
|
||||||
|
BitConverter.GetBytes(X).CopyTo(result, 4);
|
||||||
|
BitConverter.GetBytes(Y).CopyTo(result, 8);
|
||||||
|
BitConverter.GetBytes(Z).CopyTo(result, 12);
|
||||||
|
BitConverter.GetBytes(Visibility).CopyTo(result, 16);
|
||||||
|
BitConverter.GetBytes(TimeStamp).CopyTo(result, 20);
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
/// <summary>
|
||||||
|
/// 解析字节数组
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="bytes">收到的字节数组</param>
|
||||||
|
/// <returns>字节数组中代表的坐标对象</returns>
|
||||||
|
public static PoseLandmark ValueOf(byte[] bytes)
|
||||||
{
|
{
|
||||||
return Type == landmark.Type
|
var result = new PoseLandmark(
|
||||||
&& Math.Abs(X - landmark.X) < Tolerance
|
BitConverter.ToInt32(bytes, 0),
|
||||||
&& Math.Abs(Y - landmark.Y) < Tolerance
|
BitConverter.ToSingle(bytes, 4),
|
||||||
&& Math.Abs(Z - landmark.Z) < Tolerance
|
BitConverter.ToSingle(bytes, 8),
|
||||||
&& Math.Abs(Visibility - landmark.Visibility) < Tolerance
|
BitConverter.ToSingle(bytes, 12),
|
||||||
&& TimeStamp == landmark.TimeStamp;
|
BitConverter.ToSingle(bytes, 16),
|
||||||
|
BitConverter.ToInt64(bytes, 20));
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
public override int GetHashCode()
|
/// <summary>
|
||||||
{
|
/// 解析字节数组为对象列表
|
||||||
var hashCode = Type.GetHashCode();
|
/// 单个
|
||||||
hashCode ^= X.GetHashCode();
|
/// </summary>
|
||||||
hashCode ^= Y.GetHashCode();
|
/// <param name="bytes">字节数组</param>
|
||||||
hashCode ^= Z.GetHashCode();
|
/// <returns></returns>
|
||||||
hashCode ^= Visibility.GetHashCode();
|
public static List<PoseLandmark> ArrayOf(byte[] bytes)
|
||||||
hashCode ^= TimeStamp.GetHashCode();
|
{
|
||||||
|
var result = new List<PoseLandmark>();
|
||||||
|
|
||||||
return hashCode;
|
for (var i = 0; i < bytes.Length; i = i + PacketLength)
|
||||||
}
|
{
|
||||||
|
var landmark = new PoseLandmark(BitConverter.ToInt32(bytes, i),
|
||||||
|
BitConverter.ToSingle(bytes, i + 4),
|
||||||
|
BitConverter.ToSingle(bytes, i + 8),
|
||||||
|
BitConverter.ToSingle(bytes, i + 12),
|
||||||
|
BitConverter.ToSingle(bytes, i + 16),
|
||||||
|
BitConverter.ToInt64(bytes, i + 20));
|
||||||
|
|
||||||
public override string ToString()
|
result.Add(landmark);
|
||||||
{
|
}
|
||||||
var builder = new StringBuilder();
|
|
||||||
builder.Append($"Time: {TimeStamp}, Type: {Type}:\n");
|
|
||||||
builder.Append($"\tX:{X}, Y:{Y}, Z:{Z}, Visibility: {Visibility}\n");
|
|
||||||
|
|
||||||
return builder.ToString();
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool Equals(object obj)
|
||||||
|
{
|
||||||
|
if (obj is not PoseLandmark landmark)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return Type.Value == landmark.Type.Value
|
||||||
|
&& Math.Abs(X - landmark.X) < Tolerance
|
||||||
|
&& Math.Abs(Y - landmark.Y) < Tolerance
|
||||||
|
&& Math.Abs(Z - landmark.Z) < Tolerance
|
||||||
|
&& Math.Abs(Visibility - landmark.Visibility) < Tolerance
|
||||||
|
&& TimeStamp == landmark.TimeStamp;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
var hashCode = Type.GetHashCode();
|
||||||
|
hashCode ^= X.GetHashCode();
|
||||||
|
hashCode ^= Y.GetHashCode();
|
||||||
|
hashCode ^= Z.GetHashCode();
|
||||||
|
hashCode ^= Visibility.GetHashCode();
|
||||||
|
hashCode ^= TimeStamp.GetHashCode();
|
||||||
|
|
||||||
|
return hashCode;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
var builder = new StringBuilder();
|
||||||
|
builder.Append($"Time: {TimeStamp}, Type: {Type}:\n");
|
||||||
|
builder.Append($"\tX:{X}, Y:{Y}, Z:{Z}, Visibility: {Visibility}\n");
|
||||||
|
|
||||||
|
return builder.ToString();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -1,40 +1,70 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
namespace Models
|
namespace Models
|
||||||
{
|
{
|
||||||
//名字
|
//名字
|
||||||
public enum PoseLandmarkType
|
public readonly struct PoseLandmarkType
|
||||||
{
|
{
|
||||||
Nose,
|
public const int Nose = 0;
|
||||||
LeftEyeInner,
|
public const int LeftEyeInner = 1;
|
||||||
LeftEye,
|
public const int LeftEye = 2;
|
||||||
LeftEyeOuter,
|
public const int LeftEyeOuter = 3;
|
||||||
RightEyeInner,
|
public const int RightEyeInner = 4;
|
||||||
RightEye,
|
public const int RightEye = 5;
|
||||||
RightEyeOuter,
|
public const int RightEyeOuter = 6;
|
||||||
LeftEar,
|
public const int LeftEar = 7;
|
||||||
RightEar,
|
public const int RightEar = 8;
|
||||||
MouthLeft,
|
public const int MouthLeft = 9;
|
||||||
MouthRight,
|
public const int MouthRight = 10;
|
||||||
LeftShoulder,
|
public const int LeftShoulder = 11;
|
||||||
RightShoulder,
|
public const int RightShoulder = 12;
|
||||||
LeftElbow,
|
public const int LeftElbow = 13;
|
||||||
RightElbow,
|
public const int RightElbow = 14;
|
||||||
LeftWrist,
|
public const int LeftWrist = 15;
|
||||||
RightWrist,
|
public const int RightWrist = 16;
|
||||||
LeftPinky,
|
public const int LeftPinky = 17;
|
||||||
RightPinky,
|
public const int RightPinky = 18;
|
||||||
LeftIndex,
|
public const int LeftIndex = 19;
|
||||||
RightIndex,
|
public const int RightIndex = 20;
|
||||||
LeftThumb,
|
public const int LeftThumb = 21;
|
||||||
RightThumb,
|
public const int RightThumb = 22;
|
||||||
LeftHip,
|
public const int LeftHip = 23;
|
||||||
RightHip,
|
public const int RightHip = 24;
|
||||||
LeftKnee,
|
public const int LeftKnee = 25;
|
||||||
RightKnee,
|
public const int RightKnee = 26;
|
||||||
LeftAnkle,
|
public const int LeftAnkle = 27;
|
||||||
RightAnkle,
|
public const int RightAnkle = 28;
|
||||||
LeftHeel,
|
public const int LeftHeel = 29;
|
||||||
RightHeel,
|
public const int RightHeel = 30;
|
||||||
LeftFootIndex,
|
public const int LeftFootIndex = 31;
|
||||||
RightFootIndex
|
public const int RightFootIndex = 32;
|
||||||
}
|
public const int MaxValue = 33;
|
||||||
|
|
||||||
|
public int Value { get; }
|
||||||
|
|
||||||
|
public PoseLandmarkType(int value)
|
||||||
|
{
|
||||||
|
if (value >= MaxValue)
|
||||||
|
{
|
||||||
|
throw new ArgumentOutOfRangeException(nameof(value));
|
||||||
|
}
|
||||||
|
|
||||||
|
Value = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Equals(object obj)
|
||||||
|
{
|
||||||
|
return Value.Equals(obj);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetHashCode()
|
||||||
|
{
|
||||||
|
return Value.GetHashCode();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return Value.ToString();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
120
Assets/Models/PoseTransform.cs
Normal file
120
Assets/Models/PoseTransform.cs
Normal file
|
@ -0,0 +1,120 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Utils;
|
||||||
|
|
||||||
|
namespace Models
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 捕捉骨骼的动作转换
|
||||||
|
/// </summary>
|
||||||
|
public struct PoseTransform
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// MediaPipe中动捕节点标识
|
||||||
|
/// </summary>
|
||||||
|
public readonly PoseLandmarkType MediaPipeName;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Unity中绑定骨骼名称
|
||||||
|
/// </summary>
|
||||||
|
public readonly HumanBodyBones UnityName;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 取平均的长度
|
||||||
|
/// </summary>
|
||||||
|
public static int AverageLength = 3;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 取平均之后的结果
|
||||||
|
/// </summary>
|
||||||
|
public Vector3 ResultPosition => _transformHandler.GetResultPosition();
|
||||||
|
/// <summary>
|
||||||
|
/// 节点的父节点列表
|
||||||
|
/// </summary>
|
||||||
|
public readonly List<PoseLandmarkType> Parent;
|
||||||
|
|
||||||
|
private readonly IPoseTransformHandler _transformHandler;
|
||||||
|
|
||||||
|
public PoseTransform(
|
||||||
|
int type,
|
||||||
|
IPoseTransformHandler handler
|
||||||
|
)
|
||||||
|
{
|
||||||
|
MediaPipeName = new PoseLandmarkType(type);
|
||||||
|
UnityName = GetRelatedBone(MediaPipeName);
|
||||||
|
Parent = new List<PoseLandmarkType>();
|
||||||
|
|
||||||
|
_transformHandler = handler;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
|
||||||
|
{
|
||||||
|
pose._transformHandler.ReceivePoseLandmark(landmark);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3 operator +(PoseTransform a) => a.ResultPosition;
|
||||||
|
|
||||||
|
public static Vector3 operator -(PoseTransform a) => -a.ResultPosition;
|
||||||
|
|
||||||
|
public static Vector3 operator +(PoseTransform a, PoseTransform b) =>
|
||||||
|
a.ResultPosition + b.ResultPosition;
|
||||||
|
|
||||||
|
public static Vector3 operator -(PoseTransform a, PoseTransform b) =>
|
||||||
|
a.ResultPosition - b.ResultPosition;
|
||||||
|
|
||||||
|
public static Vector3 operator *(PoseTransform a, int b) =>
|
||||||
|
a.ResultPosition * b;
|
||||||
|
|
||||||
|
public static Vector3 operator *(int a, PoseTransform b) =>
|
||||||
|
a * b.ResultPosition;
|
||||||
|
|
||||||
|
public static Vector3 operator /(PoseTransform a, int b) =>
|
||||||
|
a.ResultPosition / b;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 获得同相关捕捉点关联的骨骼
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="type">捕捉点的种类</param>
|
||||||
|
/// <returns>关联骨骼的种类</returns>
|
||||||
|
private static HumanBodyBones GetRelatedBone(PoseLandmarkType type)
|
||||||
|
{
|
||||||
|
switch (type.Value)
|
||||||
|
{
|
||||||
|
case PoseLandmarkType.LeftHip:
|
||||||
|
return HumanBodyBones.LeftUpperLeg;
|
||||||
|
case PoseLandmarkType.RightHip:
|
||||||
|
return HumanBodyBones.RightUpperLeg;
|
||||||
|
case PoseLandmarkType.LeftShoulder:
|
||||||
|
return HumanBodyBones.LeftUpperArm;
|
||||||
|
case PoseLandmarkType.RightShoulder:
|
||||||
|
return HumanBodyBones.RightUpperArm;
|
||||||
|
case PoseLandmarkType.Nose:
|
||||||
|
return HumanBodyBones.Head;
|
||||||
|
case PoseLandmarkType.LeftElbow:
|
||||||
|
return HumanBodyBones.LeftLowerArm;
|
||||||
|
case PoseLandmarkType.RightElbow:
|
||||||
|
return HumanBodyBones.RightLowerArm;
|
||||||
|
case PoseLandmarkType.LeftWrist:
|
||||||
|
return HumanBodyBones.LeftHand;
|
||||||
|
case PoseLandmarkType.RightWrist:
|
||||||
|
return HumanBodyBones.RightHand;
|
||||||
|
case PoseLandmarkType.LeftKnee:
|
||||||
|
return HumanBodyBones.LeftLowerLeg;
|
||||||
|
case PoseLandmarkType.RightKnee:
|
||||||
|
return HumanBodyBones.RightLowerLeg;
|
||||||
|
case PoseLandmarkType.LeftAnkle:
|
||||||
|
return HumanBodyBones.LeftFoot;
|
||||||
|
case PoseLandmarkType.RightAnkle:
|
||||||
|
return HumanBodyBones.RightFoot;
|
||||||
|
case PoseLandmarkType.LeftFootIndex:
|
||||||
|
return HumanBodyBones.LeftToes;
|
||||||
|
case PoseLandmarkType.RightFootIndex:
|
||||||
|
return HumanBodyBones.RightToes;
|
||||||
|
default:
|
||||||
|
return HumanBodyBones.LastBone;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Models/PoseTransform.cs.meta
Normal file
3
Assets/Models/PoseTransform.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9e38fe43bac14375a4f16690d139411f
|
||||||
|
timeCreated: 1676859644
|
29
Assets/Models/RotationNode.cs
Normal file
29
Assets/Models/RotationNode.cs
Normal file
|
@ -0,0 +1,29 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Models
|
||||||
|
{
|
||||||
|
public struct RotationNode
|
||||||
|
{
|
||||||
|
public readonly HumanBodyBones UnityName;
|
||||||
|
public Quaternion PreviousRotation;
|
||||||
|
public Quaternion Rotation;
|
||||||
|
|
||||||
|
public Quaternion CalculateRotate => PreviousRotation * Quaternion.Inverse(Rotation);
|
||||||
|
|
||||||
|
public RotationNode(HumanBodyBones humanBodyBone, Quaternion previousRotation, Quaternion rotation)
|
||||||
|
{
|
||||||
|
UnityName = humanBodyBone;
|
||||||
|
PreviousRotation = previousRotation;
|
||||||
|
Rotation = rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
public RotationNode(RotationNode node, PoseLandmark begin, PoseLandmark end)
|
||||||
|
{
|
||||||
|
UnityName = node.UnityName;
|
||||||
|
PreviousRotation = node.Rotation;
|
||||||
|
|
||||||
|
var forward = end.Position - begin.Position;
|
||||||
|
Rotation = Quaternion.LookRotation(forward);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Models/RotationNode.cs.meta
Normal file
3
Assets/Models/RotationNode.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
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|
guid: 87e238cb51f34339a39945af13f43248
|
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|
timeCreated: 1680090845
|
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
|
||||||
|
{
|
||||||
|
private readonly GameObject _virtualSkeleton;
|
||||||
|
|
||||||
|
public VirtualSkeleton(GameObject start,GameObject end,float scale) : base(start,end,scale)
|
||||||
|
{
|
||||||
|
_virtualSkeleton = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||||
|
|
||||||
|
_virtualSkeleton.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
|
||||||
|
|
||||||
|
_virtualSkeleton.GetComponent<Renderer>().material.color = Color.white;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 覆盖基类的更新方法
|
||||||
|
/// </summary>
|
||||||
|
public new void UpdateBond()
|
||||||
|
{
|
||||||
|
var startPos = Start.transform.position;
|
||||||
|
var endPos = End.transform.position;
|
||||||
|
|
||||||
|
var rightPosition = (startPos + endPos) / 2;
|
||||||
|
var rightRotation = endPos - startPos;
|
||||||
|
var lThickness = 0.2f;
|
||||||
|
|
||||||
|
_virtualSkeleton.transform.position = rightPosition;
|
||||||
|
_virtualSkeleton.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
|
||||||
|
_virtualSkeleton.transform.localScale = new Vector3(lThickness, lThickness, lThickness);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Models/VirtualSkeleton.cs.meta
Normal file
3
Assets/Models/VirtualSkeleton.cs.meta
Normal file
|
@ -0,0 +1,3 @@
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441
Assets/Scenes/BallHumanScene.unity
Normal file
441
Assets/Scenes/BallHumanScene.unity
Normal file
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@ -0,0 +1,441 @@
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23
Assets/Utils/IPoseTransformHandler.cs
Normal file
23
Assets/Utils/IPoseTransformHandler.cs
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
using Models;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Utils
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 坐标处理接口
|
||||||
|
/// </summary>
|
||||||
|
public interface IPoseTransformHandler
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 传入新收到的坐标点
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="landmark"></param>
|
||||||
|
public void ReceivePoseLandmark(PoseLandmark landmark);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 获得处理之后的坐标点
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
public Vector3 GetResultPosition();
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Utils/IPoseTransformHandler.cs.meta
Normal file
3
Assets/Utils/IPoseTransformHandler.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 09e98a9502f0470f827a472058068bc4
|
||||||
|
timeCreated: 1677676325
|
3
Assets/Utils/PoseTransformHandlers.meta
Normal file
3
Assets/Utils/PoseTransformHandlers.meta
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 790fe29ab090465183945d02718de6a9
|
||||||
|
timeCreated: 1677676888
|
41
Assets/Utils/PoseTransformHandlers/AverageHandler.cs
Normal file
41
Assets/Utils/PoseTransformHandlers/AverageHandler.cs
Normal file
|
@ -0,0 +1,41 @@
|
||||||
|
using Models;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Concurrent;
|
||||||
|
|
||||||
|
namespace Utils.PoseTransformHandlers
|
||||||
|
{
|
||||||
|
public class AverageHandler : IPoseTransformHandler
|
||||||
|
{
|
||||||
|
public static int AverageLength = 3;
|
||||||
|
// 线程安全的队列集合
|
||||||
|
// 据文档描述甚至没有使用锁
|
||||||
|
private readonly ConcurrentQueue<PoseLandmark> _queue = new ConcurrentQueue<PoseLandmark>();
|
||||||
|
|
||||||
|
public void ReceivePoseLandmark(PoseLandmark landmark)
|
||||||
|
{
|
||||||
|
if (_queue.Count < AverageLength)
|
||||||
|
{
|
||||||
|
_queue.Enqueue(landmark);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (_queue.TryDequeue(out _))
|
||||||
|
{
|
||||||
|
_queue.Enqueue(landmark);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3 GetResultPosition()
|
||||||
|
{
|
||||||
|
var sum = new Vector3();
|
||||||
|
|
||||||
|
foreach (var item in _queue)
|
||||||
|
{
|
||||||
|
sum += new Vector3(item.X, item.Y, item.Z);
|
||||||
|
}
|
||||||
|
|
||||||
|
return sum / AverageLength;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c02b0d03301d408faf81931a69679f5c
|
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|
timeCreated: 1677676898
|
20
Assets/Utils/PoseTransformHandlers/NormalHandler.cs
Normal file
20
Assets/Utils/PoseTransformHandlers/NormalHandler.cs
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
using Models;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Utils.PoseTransformHandlers
|
||||||
|
{
|
||||||
|
public class NormalHandler : IPoseTransformHandler
|
||||||
|
{
|
||||||
|
private Vector3 _result;
|
||||||
|
|
||||||
|
public void ReceivePoseLandmark(PoseLandmark landmark)
|
||||||
|
{
|
||||||
|
_result = new Vector3(landmark.X, landmark.Y, landmark.Z);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3 GetResultPosition()
|
||||||
|
{
|
||||||
|
return _result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Utils/PoseTransformHandlers/NormalHandler.cs.meta
Normal file
3
Assets/Utils/PoseTransformHandlers/NormalHandler.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 93a33f47f3654fd3b27dd18db88fcc55
|
||||||
|
timeCreated: 1677678654
|
21
Assets/Utils/PoseTransformHandlers/ZAxisHandler.cs
Normal file
21
Assets/Utils/PoseTransformHandlers/ZAxisHandler.cs
Normal file
|
@ -0,0 +1,21 @@
|
||||||
|
using Models;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Utils.PoseTransformHandlers
|
||||||
|
{
|
||||||
|
public class ZAxisHandler : IPoseTransformHandler
|
||||||
|
{
|
||||||
|
private Vector3 _result;
|
||||||
|
|
||||||
|
public void ReceivePoseLandmark(PoseLandmark landmark)
|
||||||
|
{
|
||||||
|
_result = new Vector3(landmark.X, landmark.Y, landmark.Z * 0.2f);
|
||||||
|
_result = _result * -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3 GetResultPosition()
|
||||||
|
{
|
||||||
|
return _result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Utils/PoseTransformHandlers/ZAxisHandler.cs.meta
Normal file
3
Assets/Utils/PoseTransformHandlers/ZAxisHandler.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 12369669a7fc44eaae881f89678649b1
|
||||||
|
timeCreated: 1678024599
|
67
Assets/Utils/RotateUtils.cs
Normal file
67
Assets/Utils/RotateUtils.cs
Normal file
|
@ -0,0 +1,67 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Utils
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 旋转工具类
|
||||||
|
/// </summary>
|
||||||
|
public static class RotateUtils
|
||||||
|
{
|
||||||
|
private static Matrix4x4 _matrix;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 获得绕X轴旋转矩阵
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="degree">旋转的角度</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static Matrix4x4 RotateAxisX(float degree)
|
||||||
|
{
|
||||||
|
var sin = MathF.Sin(degree);
|
||||||
|
var cos = MathF.Cos(degree);
|
||||||
|
|
||||||
|
_matrix.SetRow(0 ,new Vector4(1,0,0,0));
|
||||||
|
_matrix.SetRow(1, new Vector4(0, cos, -sin, 0));
|
||||||
|
_matrix.SetRow(2, new Vector4(0, sin, cos, 0));
|
||||||
|
_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
|
||||||
|
|
||||||
|
return _matrix;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 获得绕Y轴旋转矩阵
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="degree">旋转的角度</param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static Matrix4x4 RotateAxisY(float degree)
|
||||||
|
{
|
||||||
|
var sin = MathF.Sin(degree);
|
||||||
|
var cos = MathF.Cos(degree);
|
||||||
|
|
||||||
|
_matrix.SetRow(0, new Vector4(cos, 0, sin, 0));
|
||||||
|
_matrix.SetRow(1, new Vector4(0, 1, 0, 1));
|
||||||
|
_matrix.SetRow(2, new Vector4(-sin, 0, cos, 0));
|
||||||
|
_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
|
||||||
|
|
||||||
|
return _matrix;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <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
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d748c6669d714e65a5ca9164c5798583
|
||||||
|
timeCreated: 1677319275
|
|
@ -1,15 +1,15 @@
|
||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.collab-proxy": "1.17.7",
|
"com.unity.collab-proxy": "2.0.0",
|
||||||
"com.unity.feature.development": "1.0.1",
|
"com.unity.feature.development": "1.0.1",
|
||||||
"com.unity.ide.rider": "3.0.18",
|
"com.unity.ide.rider": "3.0.18",
|
||||||
"com.unity.ide.visualstudio": "2.0.16",
|
"com.unity.ide.visualstudio": "2.0.17",
|
||||||
"com.unity.ide.vscode": "1.2.5",
|
"com.unity.ide.vscode": "1.2.5",
|
||||||
"com.unity.test-framework": "1.1.31",
|
"com.unity.test-framework": "1.1.31",
|
||||||
"com.unity.textmeshpro": "3.0.6",
|
"com.unity.textmeshpro": "3.0.6",
|
||||||
"com.unity.timeline": "1.6.4",
|
"com.unity.timeline": "1.6.4",
|
||||||
"com.unity.ugui": "1.0.0",
|
"com.unity.ugui": "1.0.0",
|
||||||
"com.unity.visualscripting": "1.7.8",
|
"com.unity.visualscripting": "1.8.0",
|
||||||
"com.unity.modules.ai": "1.0.0",
|
"com.unity.modules.ai": "1.0.0",
|
||||||
"com.unity.modules.androidjni": "1.0.0",
|
"com.unity.modules.androidjni": "1.0.0",
|
||||||
"com.unity.modules.animation": "1.0.0",
|
"com.unity.modules.animation": "1.0.0",
|
||||||
|
|
|
@ -1,12 +1,10 @@
|
||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.collab-proxy": {
|
"com.unity.collab-proxy": {
|
||||||
"version": "1.17.7",
|
"version": "2.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {},
|
||||||
"com.unity.services.core": "1.0.1"
|
|
||||||
},
|
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.editorcoroutines": {
|
"com.unity.editorcoroutines": {
|
||||||
|
@ -28,11 +26,11 @@
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.ide.visualstudio": "2.0.16",
|
"com.unity.ide.visualstudio": "2.0.17",
|
||||||
"com.unity.ide.rider": "3.0.16",
|
"com.unity.ide.rider": "3.0.18",
|
||||||
"com.unity.ide.vscode": "1.2.5",
|
"com.unity.ide.vscode": "1.2.5",
|
||||||
"com.unity.editorcoroutines": "1.0.0",
|
"com.unity.editorcoroutines": "1.0.0",
|
||||||
"com.unity.performance.profile-analyzer": "1.1.1",
|
"com.unity.performance.profile-analyzer": "1.2.2",
|
||||||
"com.unity.test-framework": "1.1.31",
|
"com.unity.test-framework": "1.1.31",
|
||||||
"com.unity.testtools.codecoverage": "1.2.2"
|
"com.unity.testtools.codecoverage": "1.2.2"
|
||||||
}
|
}
|
||||||
|
@ -47,7 +45,7 @@
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.ide.visualstudio": {
|
"com.unity.ide.visualstudio": {
|
||||||
"version": "2.0.16",
|
"version": "2.0.17",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
@ -62,31 +60,13 @@
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.nuget.newtonsoft-json": {
|
|
||||||
"version": "3.0.2",
|
|
||||||
"depth": 2,
|
|
||||||
"source": "registry",
|
|
||||||
"dependencies": {},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.performance.profile-analyzer": {
|
"com.unity.performance.profile-analyzer": {
|
||||||
"version": "1.1.1",
|
"version": "1.2.2",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.services.core": {
|
|
||||||
"version": "1.6.0",
|
|
||||||
"depth": 1,
|
|
||||||
"source": "registry",
|
|
||||||
"dependencies": {
|
|
||||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
|
||||||
"com.unity.nuget.newtonsoft-json": "3.0.2",
|
|
||||||
"com.unity.modules.androidjni": "1.0.0"
|
|
||||||
},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.settings-manager": {
|
"com.unity.settings-manager": {
|
||||||
"version": "1.0.3",
|
"version": "1.0.3",
|
||||||
"depth": 2,
|
"depth": 2,
|
||||||
|
@ -146,7 +126,7 @@
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.visualscripting": {
|
"com.unity.visualscripting": {
|
||||||
"version": "1.7.8",
|
"version": "1.8.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
|
|
@ -25,7 +25,6 @@ MonoBehaviour:
|
||||||
m_Scopes: []
|
m_Scopes: []
|
||||||
m_IsDefault: 1
|
m_IsDefault: 1
|
||||||
m_Capabilities: 7
|
m_Capabilities: 7
|
||||||
m_ConfigSource: 0
|
|
||||||
m_UserSelectedRegistryName:
|
m_UserSelectedRegistryName:
|
||||||
m_UserAddingNewScopedRegistry: 0
|
m_UserAddingNewScopedRegistry: 0
|
||||||
m_RegistryInfoDraft:
|
m_RegistryInfoDraft:
|
||||||
|
|
|
@ -1,2 +1,2 @@
|
||||||
m_EditorVersion: 2021.3.16f1
|
m_EditorVersion: 2021.3.19f1
|
||||||
m_EditorVersionWithRevision: 2021.3.16f1 (4016570cf34f)
|
m_EditorVersionWithRevision: 2021.3.19f1 (c9714fde33b6)
|
||||||
|
|
Loading…
Reference in New Issue
Block a user