MotionCapture/Assets/Models/PoseTransform.cs

150 lines
4.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using System;
using System.Collections;
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;
/// <summary>
/// 取平均之后的结果
/// </summary>
public Vector3 AveragePos;
/// <summary>
/// 节点的父节点列表
/// </summary>
public readonly List<PoseLandmarkType> Parent;
/// <summary>
/// 骨骼节点的初始角度
/// </summary>
public Quaternion PreviousQuaternion;
/// <summary>
/// 骨骼节点的当前角度
/// </summary>
public Quaternion CurrentQuaternion;
private int _count;
private readonly Queue<PoseLandmark> _landmarkQueue;
public PoseTransform(
int type,
int averageLength = 5
)
{
MediaPipeName = new PoseLandmarkType(type);
UnityName = GetRelatedBone(MediaPipeName);
AveragePos = new Vector3();
Parent = new List<PoseLandmarkType>();
PreviousQuaternion = new Quaternion();
CurrentQuaternion = new Quaternion();
AverageLength = averageLength;
_count = 0;
_landmarkQueue = new Queue<PoseLandmark>();
}
public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
{
if (pose._count < AverageLength)
{
pose._landmarkQueue.Enqueue(landmark);
pose._count++;
}
else
{
pose._landmarkQueue.Dequeue();
pose._landmarkQueue.Enqueue(landmark);
var sum = new Vector3();
var parentsum = new Vector3(0f,0f,0f);
foreach (var poseLandmark in pose._landmarkQueue)
{
sum += new Vector3(poseLandmark.X, poseLandmark.Y, poseLandmark.Z);
}
pose.AveragePos = sum / AverageLength;
//pose.CurrentQuaternion = Quaternion.LookRotation(pose.AveragePos - parentsum).normalized;
}
}
public static void CalculateRotation(ref PoseTransform poseTransform, PoseLandmark landmark)
{
}
/// <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;
}
}
}
}