feature: 添加控制根骨骼胯骨的代码
但是测试发生不可理解现象
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Assets/Behaviours.meta
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Assets/Behaviours.meta
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57
Assets/Behaviours/BoneBehaviour.cs
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Assets/Behaviours/BoneBehaviour.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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using Utils.PoseTransformHandlers;
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namespace Behaviours
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{
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public class BoneBehaviour : MonoBehaviour
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{
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private readonly UdpListener _listener = new UdpListener();
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private PoseTransform[] _transforms = new PoseTransform[PoseLandmarkType.MaxValue];
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private Animator _animator;
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private void Start()
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{
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_animator = GetComponent<Animator>();
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for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
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{
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_transforms[i] = new PoseTransform(i, new NormalHandler());
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}
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_listener.AddHandler(OnReceive);
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_listener.Connect(5000);
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}
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private void Update()
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{
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var frontLeft = Vector3.Cross(
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_transforms[PoseLandmarkType.RightHip] - _transforms[PoseLandmarkType.LeftHip],
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_transforms[PoseLandmarkType.RightShoulder] - _transforms[PoseLandmarkType.LeftHip]);
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var frontRight = Vector3.Cross(
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_transforms[PoseLandmarkType.LeftShoulder] - _transforms[PoseLandmarkType.RightHip],
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_transforms[PoseLandmarkType.LeftHip] - _transforms[PoseLandmarkType.RightHip]);
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var front = frontLeft + frontRight;
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front.Normalize();
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_animator.GetBoneTransform(HumanBodyBones.Hips).rotation = Quaternion.LookRotation(front);
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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 _transforms[landmark.Type.Value], landmark);
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}
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}
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}
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}
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11
Assets/Behaviours/BoneBehaviour.cs.meta
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55
Assets/BoneAnimator.controller
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Assets/Scenes/BallHumanScene.unity
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Loading…
Reference in New Issue
Block a user