add:添加了各节点之间的连接构架
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49
Assets/Bonds.cs
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49
Assets/Bonds.cs
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@ -0,0 +1,49 @@
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using UnityEngine;
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namespace Models
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{
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public class Bonds
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{
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private GameObject start;
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private GameObject end;
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private GameObject bond;
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public Bonds(GameObject start,GameObject end,float scale)
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{
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this.start = start;
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this.end = end;
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bond = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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bond.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
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}
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public 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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Vector3 rightPosition = (startpos + endpos) / 2;
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Vector3 rightRotation = endpos - startpos;
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float HalfLength = Vector3.Distance(startpos, endpos) / 2;
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float LThickness = 0.1f;//线的粗细
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//创建圆柱体
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//bond.gameObject.transform.parent = transform;
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bond.transform.position = rightPosition;
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bond.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
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bond.transform.localScale = new Vector3(LThickness, HalfLength, LThickness);
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//这里可以设置材质,具体自己设置
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bond.GetComponent<Renderer>().material.color = Color.cyan;
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}
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}
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}
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3
Assets/Bonds.cs.meta
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3
Assets/Bonds.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 94a8f8c83e58421d9447173d38482d74
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timeCreated: 1677230676
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@ -6,6 +6,7 @@
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public class MainBehaviour : MonoBehaviour
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{
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private readonly List<GameObject> _nodes = new List<GameObject>();
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private readonly List<Bonds> _bonds = new List<Bonds>();
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private readonly List<PoseTransform> _poseTransforms = new List<PoseTransform>();
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private readonly UdpListener _listener = new UdpListener();
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private const float _scale = 0.2f;
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@ -15,7 +16,7 @@ public class MainBehaviour : MonoBehaviour
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private void Start()
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{
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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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@ -30,12 +31,17 @@ private void Update()
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var temp = new Vector4(_poseTransforms[index].MediaPipePos.x,
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_poseTransforms[index].MediaPipePos.y,
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_poseTransforms[index].MediaPipePos.z,1);
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temp = RotateAxisX(-45) * temp;
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//temp = RotateAxisX(-45) * temp;
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//warning:乘法的顺序不能改!
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_nodes[index].transform.position = new Vector3(-temp.x, -temp.y, -temp.z) * 5;
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//_nodes[index].transform.position = _poseTransforms[index].MediaPipePos * 5;
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}
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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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@ -72,6 +78,118 @@ private void CreateNodes()
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}
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}
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private void CreateBonds()
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{
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//shit code,it's my fault
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Bonds temp;
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temp = new Bonds(_nodes[0], _nodes[4], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[0], _nodes[1], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[1], _nodes[2], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[2], _nodes[3], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[3], _nodes[7], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[4], _nodes[5], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[5], _nodes[6], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[6], _nodes[8], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[9], _nodes[10], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[2], _nodes[3], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[11], _nodes[12], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[12], _nodes[14], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[14], _nodes[16], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[16], _nodes[22], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[16], _nodes[18], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[18], _nodes[20], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[16], _nodes[20], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[11], _nodes[13], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[13], _nodes[15], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[15], _nodes[17], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[15], _nodes[21], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[15], _nodes[19], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[17], _nodes[19], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[12], _nodes[24], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[23], _nodes[24], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[11], _nodes[23], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[24], _nodes[26], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[26], _nodes[28], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[28], _nodes[32], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[28], _nodes[30], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[23], _nodes[25], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[25], _nodes[27], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[27], _nodes[29], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[27], _nodes[31], _scale);
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_bonds.Add(temp);
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temp = new Bonds(_nodes[29], _nodes[31], _scale);
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_bonds.Add(temp);
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}
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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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