MotionCapture/Assets/ModelBehaviour.cs
2023-03-01 22:07:39 +08:00

136 lines
4.5 KiB
C#

using System.Collections.Generic;
using Models;
using UnityEngine;
using Utils.PoseTransformHandlers;
public class ModelBehaviour : MonoBehaviour
{
private Animator _animator;
private readonly UdpListener _listener = new UdpListener();
private static readonly PoseTransform[] PoseTransforms = new PoseTransform[PoseLandmarkType.MaxValue];
private void Start()
{
_animator = GetComponent<Animator>(); // 获取动画控件
InitPoseTransformList();
//_listener.AddHandler(LogLandmarks);
_listener.AddHandler(RigPoint);
_listener.Connect(5000);
}
// Update is called once per frame
private void Update()
{
foreach (var landmark in PoseTransforms)
{
if (landmark.UnityName != HumanBodyBones.LastBone)
{
var transfrom = _animator.GetBoneTransform(landmark.UnityName);
var parentsum = new Vector3(0, 0, 0);
foreach (var parent in landmark.Parent)
{
parentsum += PoseTransforms[parent.Value].ResultPosition;
}
parentsum /= landmark.Parent.Count;
transfrom.rotation = Quaternion.FromToRotation(transfrom.rotation.eulerAngles,landmark.ResultPosition-parentsum);
}
}
}
private void OnDisable()
{
_listener.DisConnect();
}
private static void LogLandmarks(List<PoseLandmark> landmarks)
{
foreach (var landmark in landmarks)
{
Debug.Log(landmark.ToString());
}
}
//获取传上来的数据点坐标转换成四元数的回调函数
private static void RigPoint(List<PoseLandmark> landmarks)
{
foreach (var landmark in landmarks)
{
PoseTransform.UpdatePosition(ref PoseTransforms[landmark.Type.Value], landmark);
Debug.Log(PoseTransforms[landmark.Type.Value].UnityName+":"+PoseTransforms[landmark.Type.Value].ResultPosition);
}
}
/// <summary>
/// 初始化骨骼变化结构体列表
/// </summary>
private void InitPoseTransformList()
{
for (var type = 0; type <= PoseLandmarkType.RightFootIndex; type++)
{
var item = new PoseTransform(type, new NormalHandler());
if (item.UnityName != HumanBodyBones.LastBone)
{
item.PreviousQuaternion = _animator.GetBoneTransform(item.UnityName).rotation;
item.CurrentQuaternion = item.PreviousQuaternion;
}
PoseTransforms[type] = item;
}
// 在这里添加父节点
AddParentTransform(PoseLandmarkType.LeftShoulder, PoseLandmarkType.LeftHip);
AddParentTransform(PoseLandmarkType.LeftShoulder, PoseLandmarkType.RightHip);
AddParentTransform(PoseLandmarkType.RightShoulder, PoseLandmarkType.LeftHip);
AddParentTransform(PoseLandmarkType.RightShoulder, PoseLandmarkType.RightHip);
AddParentTransform(PoseLandmarkType.Nose, PoseLandmarkType.LeftShoulder);
AddParentTransform(PoseLandmarkType.Nose, PoseLandmarkType.RightShoulder);
AddParentTransform(PoseLandmarkType.LeftElbow, PoseLandmarkType.LeftShoulder);
AddParentTransform(PoseLandmarkType.RightElbow, PoseLandmarkType.RightShoulder);
AddParentTransform(PoseLandmarkType.LeftWrist, PoseLandmarkType.LeftElbow);
AddParentTransform(PoseLandmarkType.RightWrist, PoseLandmarkType.RightElbow);
AddParentTransform(PoseLandmarkType.LeftKnee, PoseLandmarkType.LeftHip);
AddParentTransform(PoseLandmarkType.RightKnee, PoseLandmarkType.RightHip);
AddParentTransform(PoseLandmarkType.LeftAnkle, PoseLandmarkType.LeftKnee);
AddParentTransform(PoseLandmarkType.RightAnkle, PoseLandmarkType.RightKnee);
AddParentTransform(PoseLandmarkType.LeftFootIndex, PoseLandmarkType.LeftAnkle);
AddParentTransform(PoseLandmarkType.RightFootIndex, PoseLandmarkType.RightAnkle);
}
/// <summary>
/// 给指定的骨骼变化结构体添加父节点
/// </summary>
/// <param name="target">需要添加的节点</param>
/// <param name="parent">添加的父节点</param>
private void AddParentTransform(int target, int parent)
{
var parents = PoseTransforms[target].Parent;
parents.Add(PoseTransforms[parent].MediaPipeName);
}
}