MotionCapture/Assets/Behaviours/BoneBehaviour.cs
2023-03-05 19:55:37 +08:00

58 lines
1.8 KiB
C#

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);
}
}
}
}