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
This commit is contained in:
jackfiled 2023-03-05 19:55:37 +08:00
parent 1b3fe7069c
commit e63a32b95f
7 changed files with 587 additions and 0 deletions

8
Assets/Behaviours.meta Normal file
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using System.Collections.Generic;
using Models;
using UnityEngine;
using Utils.PoseTransformHandlers;
namespace Behaviours
{
public class BoneBehaviour : MonoBehaviour
{
private readonly UdpListener _listener = new UdpListener();
private PoseTransform[] _transforms = new PoseTransform[PoseLandmarkType.MaxValue];
private Animator _animator;
private void Start()
{
_animator = GetComponent<Animator>();
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
{
_transforms[i] = new PoseTransform(i, new NormalHandler());
}
_listener.AddHandler(OnReceive);
_listener.Connect(5000);
}
private void Update()
{
var frontLeft = Vector3.Cross(
_transforms[PoseLandmarkType.RightHip] - _transforms[PoseLandmarkType.LeftHip],
_transforms[PoseLandmarkType.RightShoulder] - _transforms[PoseLandmarkType.LeftHip]);
var frontRight = Vector3.Cross(
_transforms[PoseLandmarkType.LeftShoulder] - _transforms[PoseLandmarkType.RightHip],
_transforms[PoseLandmarkType.LeftHip] - _transforms[PoseLandmarkType.RightHip]);
var front = frontLeft + frontRight;
front.Normalize();
_animator.GetBoneTransform(HumanBodyBones.Hips).rotation = Quaternion.LookRotation(front);
}
private void OnDisable()
{
_listener.DisConnect();
}
private void OnReceive(List<PoseLandmark> landmarks)
{
foreach (var landmark in landmarks)
{
PoseTransform.UpdatePosition(ref _transforms[landmark.Type.Value], landmark);
}
}
}
}

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