feature: 船新的基于过程的动作绑定
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479e64907f
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@ -3,8 +3,10 @@
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using UnityEngine;
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using Utils.PoseTransformHandlers;
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public class MainBehaviour : MonoBehaviour
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namespace Behaviours
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{
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public class BallStickBehaviour : MonoBehaviour
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{
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private readonly GameObject[] _nodes = new GameObject[PoseLandmarkType.MaxValue];
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private readonly List<Bond> _bonds = new List<Bond>();
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private readonly PoseTransform[] _poseTransforms = new PoseTransform[PoseLandmarkType.MaxValue];
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@ -177,4 +179,5 @@ private List<Bond> GenerateBondsList(int[] nodes)
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return bonds;
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}
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}
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}
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@ -1,26 +1,20 @@
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using System;
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using System.Collections.Generic;
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using Models;
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using UnityEngine;
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using Utils.PoseTransformHandlers;
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namespace Behaviours
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{
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public class BoneBehaviour : MonoBehaviour
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{
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private readonly UdpListener _listener = new UdpListener();
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private readonly PoseTransform[] _transforms = new PoseTransform[PoseLandmarkType.MaxValue];
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private Dictionary<HumanBodyBones, RotationNode> _rotationNodes;
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private Animator _animator;
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private void Start()
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{
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_animator = GetComponent<Animator>();
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for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
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{
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_transforms[i] = new PoseTransform(i, new ZAxisHandler());
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}
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CreateRotationNodes();
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_listener.AddHandler(OnReceive);
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_listener.Connect(5000);
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@ -28,10 +22,13 @@ private void Start()
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private void Update()
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{
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HipUpdate();
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RShoulderUpdate();
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foreach (var node in _rotationNodes)
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{
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_animator.GetBoneTransform(node.Key).rotation = node.Value.Rotation;
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}
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}
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private void OnDisable()
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{
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@ -40,51 +37,47 @@ private void OnDisable()
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private void OnReceive(List<PoseLandmark> landmarks)
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{
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foreach (var landmark in landmarks)
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{
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PoseTransform.UpdatePosition(ref _transforms[landmark.Type.Value], landmark);
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}
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}
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private void HipUpdate()
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{
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// 计算腰部
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var frontLeft = Vector3.Cross(
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_transforms[PoseLandmarkType.RightHip] - _transforms[PoseLandmarkType.LeftHip],
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_transforms[PoseLandmarkType.RightShoulder] - _transforms[PoseLandmarkType.LeftHip]);
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landmarks[PoseLandmarkType.RightHip].Vector3 - landmarks[PoseLandmarkType.LeftHip].Vector3,
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landmarks[PoseLandmarkType.RightShoulder].Vector3 - landmarks[PoseLandmarkType.LeftHip].Vector3);
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var frontRight = Vector3.Cross(
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_transforms[PoseLandmarkType.LeftShoulder] - _transforms[PoseLandmarkType.RightHip],
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_transforms[PoseLandmarkType.LeftHip] - _transforms[PoseLandmarkType.RightHip]);
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landmarks[PoseLandmarkType.LeftShoulder].Vector3 - landmarks[PoseLandmarkType.RightHip].Vector3,
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landmarks[PoseLandmarkType.LeftHip].Vector3 - landmarks[PoseLandmarkType.LeftHip].Vector3);
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var front = frontLeft + frontRight;
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front.Normalize();
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_animator.GetBoneTransform(HumanBodyBones.Hips).rotation = Quaternion.LookRotation(front);
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var oldRotation = _rotationNodes[HumanBodyBones.Hips];
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_rotationNodes[HumanBodyBones.Hips] = new RotationNode(
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oldRotation.UnityName,
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oldRotation.Rotation,
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Quaternion.LookRotation(front));
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}
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private void RShoulderUpdate()
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private void CreateRotationNodes()
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{
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var direction = _transforms[PoseLandmarkType.RightElbow]
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- _transforms[PoseLandmarkType.RightShoulder];
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var absolutelyRotation = Quaternion.LookRotation(direction);
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_rotationNodes = new Dictionary<HumanBodyBones, RotationNode>();
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_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).rotation
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= absolutelyRotation * Quaternion.Inverse(_animator.GetBoneTransform(HumanBodyBones.Hips).rotation);
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}
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//计算向量a到向量b的旋转角
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//参数 a:起始向量; b:目标向量; n:旋转方向 (0, 1, 0)顺时针 (0, -1, 0)逆时针
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private static float SignedAngleBetween(Vector3 a, Vector3 b, Vector3 n)
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var bonesArray = new[]
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{
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var angle = Vector3.Angle(a,b);
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var sign = Mathf.Sign(Vector3.Dot(n,Vector3.Cross(a,b)));
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var signedAngle = angle * sign;
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return (signedAngle <= 0) ? 360 + signedAngle : signedAngle;
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HumanBodyBones.Hips,
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HumanBodyBones.LeftUpperArm,
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HumanBodyBones.LeftLowerArm,
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HumanBodyBones.RightUpperArm,
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HumanBodyBones.RightLowerArm,
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HumanBodyBones.LeftUpperLeg,
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HumanBodyBones.LeftLowerLeg,
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HumanBodyBones.RightUpperLeg,
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HumanBodyBones.RightLowerLeg
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};
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foreach (var bone in bonesArray)
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{
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var rotation = _animator.GetBoneTransform(bone).rotation;
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_rotationNodes.Add(bone, new RotationNode(bone, rotation, rotation));
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}
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}
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}
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}
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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namespace Models
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{
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@ -39,6 +40,8 @@ public class PoseLandmark
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/// </summary>
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public float Z { get; }
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public Vector3 Vector3 => new Vector3(X, Y, Z);
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/// <summary>
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/// 该坐标点估计的可见性
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/// [0,1]
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29
Assets/Models/RotationNode.cs
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29
Assets/Models/RotationNode.cs
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@ -0,0 +1,29 @@
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using UnityEngine;
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namespace Models
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{
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public struct RotationNode
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{
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public HumanBodyBones UnityName;
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public Quaternion PreviousRotation;
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public Quaternion Rotation;
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public Quaternion CalculateRotate => PreviousRotation * Quaternion.Inverse(PreviousRotation);
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public RotationNode(HumanBodyBones humanBodyBone, Quaternion previousRotation, Quaternion rotation)
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{
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UnityName = humanBodyBone;
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PreviousRotation = previousRotation;
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Rotation = rotation;
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}
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public RotationNode(RotationNode node, PoseLandmark begin, PoseLandmark end)
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{
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UnityName = node.UnityName;
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PreviousRotation = node.Rotation;
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var forward = new Vector3(end.X - begin.X, end.Y - begin.Y, end.Z - begin.Z);
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Rotation = Quaternion.LookRotation(forward);
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}
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}
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}
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3
Assets/Models/RotationNode.cs.meta
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3
Assets/Models/RotationNode.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 87e238cb51f34339a39945af13f43248
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timeCreated: 1680090845
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@ -9,7 +9,8 @@ public class ZAxisHandler : IPoseTransformHandler
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public void ReceivePoseLandmark(PoseLandmark landmark)
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{
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_result = new Vector3(landmark.X, landmark.Y, landmark.Z * 0.5f);
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_result = new Vector3(landmark.X, landmark.Y, landmark.Z * 0.2f);
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_result = _result * -1;
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}
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public Vector3 GetResultPosition()
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