Merge branch 'feature-ball' into dev

# Conflicts:
#	Assets/ModelBehaviour.cs
#	Assets/Models/PoseTransform.cs
This commit is contained in:
2023-02-28 12:29:45 +08:00
18 changed files with 962 additions and 68 deletions

44
Assets/Models/Bond.cs Normal file
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@@ -0,0 +1,44 @@
using UnityEngine;
namespace Models
{
/// <summary>
/// 捕捉点之间的连接线
/// </summary>
public class Bond
{
protected readonly GameObject Start;
protected readonly GameObject End;
private readonly GameObject _bond;
public Bond(GameObject start,GameObject end,float scale)
{
Start = start;
End = end;
_bond = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
_bond.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
//这里可以设置材质,具体自己设置
_bond.GetComponent<Renderer>().material.color = Color.cyan;
}
public void UpdateBond()
{
var startPos = Start.transform.position;
var endPos = End.transform.position;
var rightPosition = (startPos + endPos) / 2;
var rightRotation = endPos - startPos;
var halfLength = Vector3.Distance(startPos, endPos) / 2;
var thickness = 0.1f;//线的粗细
//创建圆柱体
//bond.gameObject.transform.parent = transform;
_bond.transform.position = rightPosition;
_bond.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
_bond.transform.localScale = new Vector3(thickness, halfLength, thickness);
}
}
}

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fileFormatVersion: 2
guid: 94a8f8c83e58421d9447173d38482d74
timeCreated: 1677230676

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@@ -35,6 +35,7 @@ namespace Models
LeftHeel,
RightHeel,
LeftFootIndex,
RightFootIndex
RightFootIndex,
MaxValue
}
}

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@@ -20,9 +20,14 @@ namespace Models
public readonly HumanBodyBones UnityName;
/// <summary>
/// MediaPipe捕捉空间坐标
/// 取平均的长度
/// </summary>
public Vector3 MediaPipePos;
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
@@ -39,23 +44,50 @@ namespace Models
/// </summary>
public Quaternion CurrentQuaternion;
private int _count;
private readonly Queue<PoseLandmark> _landmarkQueue;
public PoseTransform(
PoseLandmarkType type
PoseLandmarkType type,
int averageLength = 5
)
{
MediaPipeName = type;
UnityName = GetRelatedBone(type);
MediaPipePos = new Vector3();
AveragePos = new Vector3();
Parent = new List<PoseTransform>();
PreviousQuaternion = new Quaternion();
CurrentQuaternion = new Quaternion();
AverageLength = averageLength;
_count = 0;
_landmarkQueue = new Queue<PoseLandmark>();
}
/// <summary>
/// 计算当前的旋转四元数
/// </summary>
/// <param name="landmark"></param>
public void CalculateCurrentQuaternion(PoseLandmark landmark)
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();
foreach (var poseLandmark in pose._landmarkQueue)
{
sum += new Vector3(poseLandmark.X, poseLandmark.Y, poseLandmark.Z);
}
pose.AveragePos = sum / AverageLength;
}
}
public static void CalculateRotation(PoseTransform poseTransform)
{
//var temp = _posLandmarks.Find(t=>t.mediaPipeName == landmark.Type.ToString());
@@ -134,51 +166,5 @@ namespace Models
}
//绕X轴旋转
private Matrix4x4 RotateAxisX(float rot)
{
var matrix = new Matrix4x4();
float cosrot = MathF.Cos(rot);
float sinrot = MathF.Sin(rot);
matrix.SetRow(0, new Vector4(1,0,0,0));
matrix.SetRow(1, new Vector4(0,cosrot,-sinrot,0));
matrix.SetRow(2, new Vector4(0,sinrot,cosrot,0));
matrix.SetRow(3, new Vector4(0,0,0,1));
return matrix;
}
//绕Y轴旋转
private Matrix4x4 RotateAxisY(float rot)
{
var matrix = new Matrix4x4();
float cosrot = MathF.Cos(rot);
float sinrot = MathF.Sin(rot);
matrix.SetRow(0, new Vector4(cosrot,0,sinrot,0));
matrix.SetRow(1, new Vector4(0,1,0,0));
matrix.SetRow(2, new Vector4(-sinrot,0,cosrot,0));
matrix.SetRow(3, new Vector4(0,0,0,1));
return matrix;
}
//绕Z轴旋转
private Matrix4x4 RotateAxisZ(float rot)
{
var matrix = new Matrix4x4();
float cosrot = MathF.Cos(rot);
float sinrot = MathF.Sin(rot);
matrix.SetRow(0, new Vector4(cosrot,-sinrot,0,0));
matrix.SetRow(1, new Vector4(sinrot,cosrot,0,0));
matrix.SetRow(2, new Vector4(0,0,1,0));
matrix.SetRow(3, new Vector4(0,0,0,1));
return matrix;
}
}
}

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@@ -0,0 +1,35 @@
using UnityEngine;
namespace Models
{
public class VirtualSkeleton : Bond
{
private readonly GameObject _virtualSkeleton;
public VirtualSkeleton(GameObject start,GameObject end,float scale) : base(start,end,scale)
{
_virtualSkeleton = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
_virtualSkeleton.transform.localScale = new Vector3(scale/2, scale/2, scale/2);
_virtualSkeleton.GetComponent<Renderer>().material.color = Color.white;
}
/// <summary>
/// 覆盖基类的更新方法
/// </summary>
public new void UpdateBond()
{
var startPos = Start.transform.position;
var endPos = End.transform.position;
var rightPosition = (startPos + endPos) / 2;
var rightRotation = endPos - startPos;
var lThickness = 0.2f;
_virtualSkeleton.transform.position = rightPosition;
_virtualSkeleton.transform.rotation = Quaternion.FromToRotation(Vector3.up, rightRotation);
_virtualSkeleton.transform.localScale = new Vector3(lThickness, lThickness, lThickness);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5f725336fc6a4481a4c7d74ec0e3b17b
timeCreated: 1677413910