feature: 基本完成绑定
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		@@ -1,3 +1,4 @@
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					using System;
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using System.Collections.Generic;
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					using System.Collections.Generic;
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using Models;
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					using Models;
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using UnityEngine;
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					using UnityEngine;
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@@ -31,7 +32,8 @@ namespace Behaviours
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        {
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					        {
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            if (_isReceived)
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					            if (_isReceived)
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            {
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					            {
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                _animator.GetBoneTransform(HumanBodyBones.Hips).rotation = _rotationNodes[HumanBodyBones.Hips].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.Hips).rotation = 
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					                    _rotationNodes[HumanBodyBones.Hips].Rotation;
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                /*var rotation = _rotationNodes[HumanBodyBones.Hips].CalculateRotate
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					                /*var rotation = _rotationNodes[HumanBodyBones.Hips].CalculateRotate
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                               * Quaternion.Inverse(_rotationNodes[HumanBodyBones.RightUpperArm].CalculateRotate);
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					                               * Quaternion.Inverse(_rotationNodes[HumanBodyBones.RightUpperArm].CalculateRotate);
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@@ -52,16 +54,34 @@ namespace Behaviours
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                }
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					                }
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                _animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).rotation = _bonds[9].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).rotation = _bonds[9].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).rotation = _bonds[10].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).rotation = _bonds[10].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _animator.GetBoneTransform(HumanBodyBones.RightUpperArm).rotation = _bonds[15].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightUpperArm).rotation = _bonds[15].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightUpperArm).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _animator.GetBoneTransform(HumanBodyBones.RightLowerArm).rotation = _bonds[16].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightLowerArm).rotation = _bonds[16].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightLowerArm).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).rotation = _bonds[22].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).rotation = _bonds[22].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).rotation = _bonds[23].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).rotation = _bonds[23].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).rotation = _bonds[28].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).rotation = _bonds[28].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).rotation = _bonds[29].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).rotation = _bonds[29].Rotation;
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					                _animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).Rotate(0, -180, 0, 
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					                    Space.Self);
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                _isReceived = false;
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					                _isReceived = false;
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            }
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					            }
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@@ -94,11 +114,6 @@ namespace Behaviours
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                oldRotation.Rotation,
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					                oldRotation.Rotation,
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                Quaternion.LookRotation(front));
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					                Quaternion.LookRotation(front));
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            _rotationNodes[HumanBodyBones.RightUpperArm] = new RotationNode(
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                _rotationNodes[HumanBodyBones.RightUpperArm],
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                landmarks[PoseLandmarkType.RightShoulder],
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                landmarks[PoseLandmarkType.RightElbow]);
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            _landmarks = landmarks;
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					            _landmarks = landmarks;
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            _isReceived = true;
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					            _isReceived = true;
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        }
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					        }
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@@ -1,4 +1,5 @@
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using UnityEngine;
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					using UnityEngine;
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					using Utils;
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namespace Models
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					namespace Models
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{
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					{
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@@ -12,6 +13,7 @@ namespace Models
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        private readonly GameObject _bond;
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					        private readonly GameObject _bond;
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        public Quaternion Rotation => _bond.transform.rotation;
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					        public Quaternion Rotation => _bond.transform.rotation;
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					        public Vector3 Vector => End.transform.position - Start.transform.position;
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        public Bond(GameObject start,GameObject end,float scale)
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					        public Bond(GameObject start,GameObject end,float scale)
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        {
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					        {
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