refact: 删除了冗余的代码
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@@ -1,28 +0,0 @@
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/*
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using System.Collections.Generic;
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using UnityEngine;
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namespace Models
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{
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public class PosTransformator
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{
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public string mediaPipeName;
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//动捕手机端关节点标识
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public HumanBodyBones unityName;
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//unity内部avatar系统关节点标识
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public Vector3 mediaPipePos = new Vector3(0,0,0);
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//动捕手机端位置数据
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public List<PosTransformator> parent = new List<PosTransformator>();
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//该骨骼节点的父关节点列表(因为传上来的数据没有脖子和骨盆节点)
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public Quaternion prevQ;
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//该骨骼节点的初始角度
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public Quaternion currentQ;
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//该骨骼节点的当前角度
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}
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}
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*/
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: dfbef38b30e17e44b831e51debbd5087
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -87,38 +87,9 @@ namespace Models
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}
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}
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public static void CalculateRotation(PoseTransform poseTransform)
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public static void CalculateRotation(ref PoseTransform poseTransform, PoseLandmark landmark)
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{
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//var temp = _posLandmarks.Find(t=>t.mediaPipeName == landmark.Type.ToString());
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var sum = new Vector3(0,0,0);
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if (landmark.Visibility > 0.6)
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{
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var temp = new Vector4(landmark.X, landmark.Y, landmark.Z, 1);
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MediaPipePos = new Vector3(-temp.x, -temp.y, -temp.z);
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}
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if (UnityName != HumanBodyBones.LastBone)
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{
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Debug.Log(UnityName+".MediaPipePos:"+MediaPipePos);
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}
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foreach (var parents in Parent)
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{
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sum += parents.MediaPipePos;
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//Debug.Log("parents:"+parents.UnityName+".MediaPipePos:"+parents.MediaPipePos);
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}
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//Debug.Log("sum:"+sum);
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var currentPos = sum / Parent.Count;
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CurrentQuaternion = Quaternion.LookRotation(MediaPipePos - currentPos);
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}
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/// <summary>
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