Merge pull request 'feature-binding: 动作绑定完成' (#1) from feature-binding into master
Reviewed-on: https://rrricardo.top/git/MotionCapture/MotionCapture/pulls/1
This commit is contained in:
commit
ca24486eac
|
@ -39,7 +39,7 @@ ModelImporter:
|
|||
animationDoRetargetingWarnings: 0
|
||||
importAnimatedCustomProperties: 0
|
||||
importConstraints: 0
|
||||
animationCompression: 1
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||||
animationCompression: 3
|
||||
animationRotationError: 0.5
|
||||
animationPositionError: 0.5
|
||||
animationScaleError: 0.5
|
||||
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@ -106,11 +106,11 @@ ModelImporter:
|
|||
globalScale: 1
|
||||
rootMotionBoneName: mixamorig:Hips
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
hasExtraRoot: 1
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
animationType: 3
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 1
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
|
|
8
Assets/Behaviours.meta
Normal file
8
Assets/Behaviours.meta
Normal file
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@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 83bce6e0ab5db38aaaae7ec73b738130
|
||||
folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
186
Assets/Behaviours/BallStickBehaviour.cs
Normal file
186
Assets/Behaviours/BallStickBehaviour.cs
Normal file
|
@ -0,0 +1,186 @@
|
|||
using System.Collections.Generic;
|
||||
using Models;
|
||||
using UnityEngine;
|
||||
using Utils.PoseTransformHandlers;
|
||||
|
||||
namespace Behaviours
|
||||
{
|
||||
public class BallStickBehaviour : MonoBehaviour
|
||||
{
|
||||
private readonly GameObject[] _nodes = new GameObject[PoseLandmarkType.MaxValue];
|
||||
private readonly List<Bond> _bonds = new List<Bond>();
|
||||
private readonly PoseTransform[] _poseTransforms = new PoseTransform[PoseLandmarkType.MaxValue];
|
||||
private readonly UdpListener _listener = new UdpListener();
|
||||
private const float Scale = 0.2f;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
PoseTransform.AverageLength = 3;
|
||||
|
||||
CreateNodes();
|
||||
CreateBonds();
|
||||
|
||||
_listener.AddHandler(OnReceive);
|
||||
_listener.Connect(5000);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
var mid = _poseTransforms[PoseLandmarkType.LeftHip] + _poseTransforms[PoseLandmarkType.RightHip];
|
||||
mid = mid / 2;
|
||||
|
||||
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
|
||||
{
|
||||
_nodes[i].transform.position = (_poseTransforms[i].ResultPosition - mid) * -5f;
|
||||
}
|
||||
|
||||
foreach (var bond in _bonds)
|
||||
{
|
||||
bond.UpdateBond();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_listener.DisConnect();
|
||||
}
|
||||
|
||||
private void OnReceive(List<PoseLandmark> landmarks)
|
||||
{
|
||||
foreach (var landmark in landmarks)
|
||||
{
|
||||
PoseTransform.UpdatePosition(ref _poseTransforms[landmark.Type.Value], landmark);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateNodes()
|
||||
{
|
||||
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
|
||||
{
|
||||
var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
|
||||
ball.transform.localScale = new Vector3(Scale, Scale, Scale);
|
||||
|
||||
if (i <= 10)
|
||||
{
|
||||
ball.GetComponent<Renderer>().material.color = Color.red; //给头部添加颜色
|
||||
}
|
||||
else if (i <= 22)
|
||||
{
|
||||
ball.GetComponent<Renderer>().material.color = Color.blue; //给手部添加颜色
|
||||
}
|
||||
else if (i <= 32)
|
||||
{
|
||||
ball.GetComponent<Renderer>().material.color = Color.green; //给脚部添加颜色
|
||||
}
|
||||
|
||||
_nodes[i] = ball;
|
||||
_poseTransforms[i] = new PoseTransform(i, new AverageHandler());
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateBonds()
|
||||
{
|
||||
var headBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.RightEar,
|
||||
PoseLandmarkType.RightEyeOuter,
|
||||
PoseLandmarkType.RightEye,
|
||||
PoseLandmarkType.RightEyeInner,
|
||||
PoseLandmarkType.Nose,
|
||||
PoseLandmarkType.LeftEyeInner,
|
||||
PoseLandmarkType.LeftEye,
|
||||
PoseLandmarkType.LeftEyeOuter,
|
||||
PoseLandmarkType.LeftEar
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(headBonds));
|
||||
|
||||
var monthBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.MouthLeft,
|
||||
PoseLandmarkType.MouthRight,
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(monthBonds));
|
||||
|
||||
var leftArmBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.LeftShoulder,
|
||||
PoseLandmarkType.LeftElbow,
|
||||
PoseLandmarkType.LeftWrist,
|
||||
PoseLandmarkType.LeftPinky,
|
||||
PoseLandmarkType.LeftIndex,
|
||||
PoseLandmarkType.LeftWrist,
|
||||
PoseLandmarkType.LeftThumb
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(leftArmBonds));
|
||||
|
||||
var rightArmBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.RightShoulder,
|
||||
PoseLandmarkType.RightElbow,
|
||||
PoseLandmarkType.RightWrist,
|
||||
PoseLandmarkType.RightPinky,
|
||||
PoseLandmarkType.RightIndex,
|
||||
PoseLandmarkType.RightWrist,
|
||||
PoseLandmarkType.RightThumb
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(rightArmBonds));
|
||||
|
||||
var leftLegBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.LeftShoulder,
|
||||
PoseLandmarkType.LeftHip,
|
||||
PoseLandmarkType.LeftKnee,
|
||||
PoseLandmarkType.LeftAnkle,
|
||||
PoseLandmarkType.LeftHeel,
|
||||
PoseLandmarkType.LeftFootIndex,
|
||||
PoseLandmarkType.LeftAnkle
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(leftLegBonds));
|
||||
|
||||
var rightLegBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.RightShoulder,
|
||||
PoseLandmarkType.RightHip,
|
||||
PoseLandmarkType.RightKnee,
|
||||
PoseLandmarkType.RightAnkle,
|
||||
PoseLandmarkType.RightHeel,
|
||||
PoseLandmarkType.RightFootIndex,
|
||||
PoseLandmarkType.RightAnkle
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(rightLegBonds));
|
||||
|
||||
// 最后手动添加身体上的两条横线
|
||||
_bonds.Add(new Bond(
|
||||
_nodes[PoseLandmarkType.LeftShoulder],
|
||||
_nodes[PoseLandmarkType.RightShoulder],
|
||||
Scale));
|
||||
_bonds.Add(new Bond(
|
||||
_nodes[PoseLandmarkType.LeftHip],
|
||||
_nodes[PoseLandmarkType.RightHip],
|
||||
Scale));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建棍子列表
|
||||
/// </summary>
|
||||
/// <param name="nodes">需要连接起来的关键点 需要按顺序设置</param>
|
||||
/// <returns></returns>
|
||||
private List<Bond> GenerateBondsList(int[] nodes)
|
||||
{
|
||||
var bonds = new List<Bond>();
|
||||
|
||||
for (var i = 0; i < nodes.Length - 1; i++)
|
||||
{
|
||||
bonds.Add(new Bond(
|
||||
_nodes[nodes[i]],
|
||||
_nodes[nodes[i + 1]],
|
||||
Scale));
|
||||
}
|
||||
|
||||
return bonds;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 11e8a976fe328b1c3bdf9f44ef9f6fa1
|
||||
guid: 574a3724e040787f7afd9341fba89cf2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
272
Assets/Behaviours/BoneBehaviour.cs
Normal file
272
Assets/Behaviours/BoneBehaviour.cs
Normal file
|
@ -0,0 +1,272 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Models;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Behaviours
|
||||
{
|
||||
public class BoneBehaviour : MonoBehaviour
|
||||
{
|
||||
private readonly UdpListener _listener = new UdpListener();
|
||||
private readonly GameObject[] _nodes = new GameObject[PoseLandmarkType.MaxValue];
|
||||
private readonly List<Bond> _bonds = new List<Bond>();
|
||||
private Dictionary<HumanBodyBones, RotationNode> _rotationNodes;
|
||||
private List<PoseLandmark> _landmarks;
|
||||
|
||||
private Animator _animator;
|
||||
private bool _isReceived;
|
||||
private const float Scale = 0.2f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_animator = GetComponent<Animator>();
|
||||
CreateRotationNodes();
|
||||
CreateNodes();
|
||||
CreateBonds();
|
||||
|
||||
_listener.AddHandler(OnReceive);
|
||||
_listener.Connect(5000);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_isReceived)
|
||||
{
|
||||
_animator.GetBoneTransform(HumanBodyBones.Hips).rotation =
|
||||
_rotationNodes[HumanBodyBones.Hips].Rotation;
|
||||
|
||||
/*var rotation = _rotationNodes[HumanBodyBones.Hips].CalculateRotate
|
||||
* Quaternion.Inverse(_rotationNodes[HumanBodyBones.RightUpperArm].CalculateRotate);
|
||||
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).Rotate(rotation.eulerAngles);*/
|
||||
|
||||
var mid = (_landmarks[PoseLandmarkType.LeftHip].Position +
|
||||
_landmarks[PoseLandmarkType.RightHip].Position) / 2;
|
||||
|
||||
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
|
||||
{
|
||||
_nodes[i].transform.position = (_landmarks[i].Position - mid) * 5f;
|
||||
}
|
||||
|
||||
foreach (var bond in _bonds)
|
||||
{
|
||||
bond.UpdateBond();
|
||||
}
|
||||
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).rotation = _bonds[9].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).rotation = _bonds[10].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).rotation = _bonds[15].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightUpperArm).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightLowerArm).rotation = _bonds[16].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightLowerArm).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).rotation = _bonds[22].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).rotation = _bonds[23].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).rotation = _bonds[28].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).rotation = _bonds[29].Rotation;
|
||||
_animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).Rotate(0, -180, 0,
|
||||
Space.Self);
|
||||
|
||||
_isReceived = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_listener.DisConnect();
|
||||
}
|
||||
|
||||
private void OnReceive(List<PoseLandmark> landmarks)
|
||||
{
|
||||
// 计算腰部
|
||||
var frontLeft = Vector3.Cross(
|
||||
landmarks[PoseLandmarkType.RightHip].Position - landmarks[PoseLandmarkType.LeftHip].Position,
|
||||
landmarks[PoseLandmarkType.RightShoulder].Position - landmarks[PoseLandmarkType.LeftHip].Position);
|
||||
|
||||
var frontRight = Vector3.Cross(
|
||||
landmarks[PoseLandmarkType.LeftShoulder].Position - landmarks[PoseLandmarkType.RightHip].Position,
|
||||
landmarks[PoseLandmarkType.LeftHip].Position - landmarks[PoseLandmarkType.LeftHip].Position);
|
||||
|
||||
var front = frontLeft + frontRight;
|
||||
front.Normalize();
|
||||
|
||||
var oldRotation = _rotationNodes[HumanBodyBones.Hips];
|
||||
_rotationNodes[HumanBodyBones.Hips] = new RotationNode(
|
||||
oldRotation.UnityName,
|
||||
oldRotation.Rotation,
|
||||
Quaternion.LookRotation(front));
|
||||
|
||||
_landmarks = landmarks;
|
||||
_isReceived = true;
|
||||
}
|
||||
|
||||
private void CreateRotationNodes()
|
||||
{
|
||||
_rotationNodes = new Dictionary<HumanBodyBones, RotationNode>();
|
||||
|
||||
var bonesArray = new[]
|
||||
{
|
||||
HumanBodyBones.Hips,
|
||||
HumanBodyBones.LeftUpperArm,
|
||||
HumanBodyBones.LeftLowerArm,
|
||||
HumanBodyBones.RightUpperArm,
|
||||
HumanBodyBones.RightLowerArm,
|
||||
HumanBodyBones.LeftUpperLeg,
|
||||
HumanBodyBones.LeftLowerLeg,
|
||||
HumanBodyBones.RightUpperLeg,
|
||||
HumanBodyBones.RightLowerLeg
|
||||
};
|
||||
|
||||
foreach (var bone in bonesArray)
|
||||
{
|
||||
var rotation = _animator.GetBoneTransform(bone).rotation;
|
||||
_rotationNodes.Add(bone, new RotationNode(bone, rotation, rotation));
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateNodes()
|
||||
{
|
||||
for (var i = 0; i < PoseLandmarkType.MaxValue; i++)
|
||||
{
|
||||
var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
|
||||
ball.transform.localScale = new Vector3(Scale, Scale, Scale);
|
||||
|
||||
if (i <= 10)
|
||||
{
|
||||
ball.GetComponent<Renderer>().material.color = Color.red; //给头部添加颜色
|
||||
}
|
||||
else if (i <= 22)
|
||||
{
|
||||
ball.GetComponent<Renderer>().material.color = Color.blue; //给手部添加颜色
|
||||
}
|
||||
else if (i <= 32)
|
||||
{
|
||||
ball.GetComponent<Renderer>().material.color = Color.green; //给脚部添加颜色
|
||||
}
|
||||
|
||||
_nodes[i] = ball;
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateBonds()
|
||||
{
|
||||
var headBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.RightEar,
|
||||
PoseLandmarkType.RightEyeOuter,
|
||||
PoseLandmarkType.RightEye,
|
||||
PoseLandmarkType.RightEyeInner,
|
||||
PoseLandmarkType.Nose,
|
||||
PoseLandmarkType.LeftEyeInner,
|
||||
PoseLandmarkType.LeftEye,
|
||||
PoseLandmarkType.LeftEyeOuter,
|
||||
PoseLandmarkType.LeftEar
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(headBonds));
|
||||
|
||||
var monthBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.MouthLeft,
|
||||
PoseLandmarkType.MouthRight,
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(monthBonds));
|
||||
|
||||
var leftArmBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.LeftShoulder,
|
||||
PoseLandmarkType.LeftElbow,
|
||||
PoseLandmarkType.LeftWrist,
|
||||
PoseLandmarkType.LeftPinky,
|
||||
PoseLandmarkType.LeftIndex,
|
||||
PoseLandmarkType.LeftWrist,
|
||||
PoseLandmarkType.LeftThumb
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(leftArmBonds));
|
||||
|
||||
var rightArmBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.RightShoulder,
|
||||
PoseLandmarkType.RightElbow,
|
||||
PoseLandmarkType.RightWrist,
|
||||
PoseLandmarkType.RightPinky,
|
||||
PoseLandmarkType.RightIndex,
|
||||
PoseLandmarkType.RightWrist,
|
||||
PoseLandmarkType.RightThumb
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(rightArmBonds));
|
||||
|
||||
var leftLegBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.LeftShoulder,
|
||||
PoseLandmarkType.LeftHip,
|
||||
PoseLandmarkType.LeftKnee,
|
||||
PoseLandmarkType.LeftAnkle,
|
||||
PoseLandmarkType.LeftHeel,
|
||||
PoseLandmarkType.LeftFootIndex,
|
||||
PoseLandmarkType.LeftAnkle
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(leftLegBonds));
|
||||
|
||||
var rightLegBonds = new[]
|
||||
{
|
||||
PoseLandmarkType.RightShoulder,
|
||||
PoseLandmarkType.RightHip,
|
||||
PoseLandmarkType.RightKnee,
|
||||
PoseLandmarkType.RightAnkle,
|
||||
PoseLandmarkType.RightHeel,
|
||||
PoseLandmarkType.RightFootIndex,
|
||||
PoseLandmarkType.RightAnkle
|
||||
};
|
||||
_bonds.AddRange(GenerateBondsList(rightLegBonds));
|
||||
|
||||
// 最后手动添加身体上的两条横线
|
||||
_bonds.Add(new Bond(
|
||||
_nodes[PoseLandmarkType.LeftShoulder],
|
||||
_nodes[PoseLandmarkType.RightShoulder],
|
||||
Scale));
|
||||
_bonds.Add(new Bond(
|
||||
_nodes[PoseLandmarkType.LeftHip],
|
||||
_nodes[PoseLandmarkType.RightHip],
|
||||
Scale));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建棍子列表
|
||||
/// </summary>
|
||||
/// <param name="nodes">需要连接起来的关键点 需要按顺序设置</param>
|
||||
/// <returns></returns>
|
||||
private List<Bond> GenerateBondsList(int[] nodes)
|
||||
{
|
||||
var bonds = new List<Bond>();
|
||||
|
||||
for (var i = 0; i < nodes.Length - 1; i++)
|
||||
{
|
||||
bonds.Add(new Bond(
|
||||
_nodes[nodes[i]],
|
||||
_nodes[nodes[i + 1]],
|
||||
Scale));
|
||||
}
|
||||
|
||||
return bonds;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Behaviours/BoneBehaviour.cs.meta
Normal file
11
Assets/Behaviours/BoneBehaviour.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a2b060336532a01bfb4593b385955175
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
55
Assets/BoneAnimator.controller
Normal file
55
Assets/BoneAnimator.controller
Normal file
|
@ -0,0 +1,55 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &-6275755417433151442
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
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|
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m_Script: {fileID: 11500000, guid: a2b060336532a01bfb4593b385955175, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
--- !u!1107 &-4834836044711832442
|
||||
AnimatorStateMachine:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Base Layer
|
||||
m_ChildStates: []
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
m_AnyStatePosition: {x: 50, y: 20, z: 0}
|
||||
m_EntryPosition: {x: 50, y: 120, z: 0}
|
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m_ExitPosition: {x: 800, y: 120, z: 0}
|
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_DefaultState: {fileID: 0}
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--- !u!91 &9100000
|
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AnimatorController:
|
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m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: BoneAnimator
|
||||
serializedVersion: 5
|
||||
m_AnimatorParameters: []
|
||||
m_AnimatorLayers:
|
||||
- serializedVersion: 5
|
||||
m_Name: Base Layer
|
||||
m_StateMachine: {fileID: -4834836044711832442}
|
||||
m_Mask: {fileID: 0}
|
||||
m_Motions: []
|
||||
m_Behaviours: []
|
||||
m_BlendingMode: 0
|
||||
m_SyncedLayerIndex: -1
|
||||
m_DefaultWeight: 0
|
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m_IKPass: 1
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m_SyncedLayerAffectsTiming: 0
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m_Controller: {fileID: 9100000}
|
8
Assets/BoneAnimator.controller.meta
Normal file
8
Assets/BoneAnimator.controller.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 7406b3b3cd1a7812ca7823cf800c679b
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 9100000
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userData:
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assetBundleName:
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assetBundleVariant:
|
|
@ -1,38 +0,0 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using Models;
|
||||
using UnityEngine;
|
||||
|
||||
public class CubeBehaviour : MonoBehaviour
|
||||
{
|
||||
public Vector3 rotateAmount = new Vector3(0, 1, 0);
|
||||
private readonly UdpListener _listener = new UdpListener();
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
_listener.AddHandler(LogLandmarks);
|
||||
_listener.Connect(5000);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
transform.Rotate(rotateAmount);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_listener.DisConnect();
|
||||
}
|
||||
|
||||
private static void LogLandmarks(List<PoseLandmark> landmarks)
|
||||
{
|
||||
foreach (var landmark in landmarks)
|
||||
{
|
||||
Debug.Log(landmark.ToString());
|
||||
}
|
||||
}
|
||||
}
|
8
Assets/Materials.meta
Normal file
8
Assets/Materials.meta
Normal file
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: c2963c03969c7f6d480483b45e36590b
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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80
Assets/Materials/PlaneMaterial.mat
Normal file
80
Assets/Materials/PlaneMaterial.mat
Normal file
|
@ -0,0 +1,80 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: PlaneMaterial
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Floats:
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|
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _Glossiness: 0.5
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|
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- _Parallax: 0.02
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 0.29922488, b: 0, a: 1}
|
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
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m_BuildTextureStacks: []
|
8
Assets/Materials/PlaneMaterial.mat.meta
Normal file
8
Assets/Materials/PlaneMaterial.mat.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 6083fe04391087ca294999838984a59c
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
48
Assets/Models/Bond.cs
Normal file
48
Assets/Models/Bond.cs
Normal file
|
@ -0,0 +1,48 @@
|
|||
using UnityEngine;
|
||||
using Utils;
|
||||
|
||||
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 Quaternion Rotation => _bond.transform.rotation;
|
||||
public Vector3 Vector => End.transform.position - Start.transform.position;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Models/Bond.cs.meta
Normal file
3
Assets/Models/Bond.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 94a8f8c83e58421d9447173d38482d74
|
||||
timeCreated: 1677230676
|
|
@ -1,160 +1,163 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Models
|
||||
{
|
||||
public class PoseLandmark
|
||||
{
|
||||
private const double Tolerance = 1E-6;
|
||||
|
||||
/// <summary>
|
||||
/// 单个包的长度
|
||||
/// </summary>
|
||||
public const int PacketLength = 28;
|
||||
|
||||
/// <summary>
|
||||
/// 坐标点的种类
|
||||
/// </summary>
|
||||
public PoseLandmarkType Type { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 真实世界x坐标
|
||||
/// 以米为单位
|
||||
/// 以臀部为重心 hip
|
||||
/// </summary>
|
||||
public float X { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 真实世界y坐标
|
||||
/// 以米为单位
|
||||
/// 以臀部为重心
|
||||
/// </summary>
|
||||
public float Y { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 真实世界z坐标
|
||||
/// 以米为单位
|
||||
/// 以臀部为重心
|
||||
/// </summary>
|
||||
public float Z { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 该坐标点估计的可见性
|
||||
/// [0,1]
|
||||
/// </summary>
|
||||
public float Visibility { get; }
|
||||
|
||||
public long TimeStamp { get; }
|
||||
|
||||
public PoseLandmark(PoseLandmarkType type, float x, float y, float z, float visibility, long timeStamp)
|
||||
{
|
||||
Type = type;
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
Visibility = visibility;
|
||||
TimeStamp = timeStamp;
|
||||
}
|
||||
/// <summary>
|
||||
/// 单个包的长度
|
||||
/// </summary>
|
||||
public const int PacketLength = 28;
|
||||
|
||||
/// <summary>
|
||||
/// 转换成字节数组
|
||||
/// 便于UDP发送
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public byte[] ToByteArray()
|
||||
{
|
||||
var result = new byte[PacketLength];
|
||||
/// <summary>
|
||||
/// 坐标点的种类
|
||||
/// </summary>
|
||||
public PoseLandmarkType Type { get; }
|
||||
|
||||
BitConverter.GetBytes((int)Type).CopyTo(result, 0);
|
||||
BitConverter.GetBytes(X).CopyTo(result, 4);
|
||||
BitConverter.GetBytes(Y).CopyTo(result, 8);
|
||||
BitConverter.GetBytes(Z).CopyTo(result, 12);
|
||||
BitConverter.GetBytes(Visibility).CopyTo(result, 16);
|
||||
BitConverter.GetBytes(TimeStamp).CopyTo(result, 20);
|
||||
|
||||
return result;
|
||||
}
|
||||
/// <summary>
|
||||
/// 真实世界x坐标
|
||||
/// 以米为单位
|
||||
/// 以臀部为重心 hip
|
||||
/// </summary>
|
||||
public float X { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 解析字节数组
|
||||
/// </summary>
|
||||
/// <param name="bytes">收到的字节数组</param>
|
||||
/// <returns>字节数组中代表的坐标对象</returns>
|
||||
public static PoseLandmark ValueOf(byte[] bytes)
|
||||
{
|
||||
var result = new PoseLandmark(
|
||||
(PoseLandmarkType)BitConverter.ToInt32(bytes, 0),
|
||||
BitConverter.ToSingle(bytes, 4),
|
||||
BitConverter.ToSingle(bytes, 8),
|
||||
BitConverter.ToSingle(bytes, 12),
|
||||
BitConverter.ToSingle(bytes, 16),
|
||||
BitConverter.ToInt64(bytes, 20));
|
||||
/// <summary>
|
||||
/// 真实世界y坐标
|
||||
/// 以米为单位
|
||||
/// 以臀部为重心
|
||||
/// </summary>
|
||||
public float Y { get; }
|
||||
|
||||
return result;
|
||||
}
|
||||
/// <summary>
|
||||
/// 真实世界z坐标
|
||||
/// 以米为单位
|
||||
/// 以臀部为重心
|
||||
/// </summary>
|
||||
public float Z { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 解析字节数组为对象列表
|
||||
/// 单个
|
||||
/// </summary>
|
||||
/// <param name="bytes">字节数组</param>
|
||||
/// <returns></returns>
|
||||
public static List<PoseLandmark> ArrayOf(byte[] bytes)
|
||||
{
|
||||
var result = new List<PoseLandmark>();
|
||||
public Vector3 Position => new Vector3(-X, -Y, -0.2f * Z);
|
||||
|
||||
for (var i = 0; i < bytes.Length; i = i + PacketLength)
|
||||
/// <summary>
|
||||
/// 该坐标点估计的可见性
|
||||
/// [0,1]
|
||||
/// </summary>
|
||||
public float Visibility { get; }
|
||||
|
||||
public long TimeStamp { get; }
|
||||
|
||||
public PoseLandmark(int type, float x, float y, float z, float visibility, long timeStamp)
|
||||
{
|
||||
var landmark = new PoseLandmark((PoseLandmarkType)BitConverter.ToInt32(bytes, i),
|
||||
BitConverter.ToSingle(bytes, i + 4),
|
||||
BitConverter.ToSingle(bytes, i + 8),
|
||||
BitConverter.ToSingle(bytes, i + 12),
|
||||
BitConverter.ToSingle(bytes, i + 16),
|
||||
BitConverter.ToInt64(bytes, i + 20));
|
||||
|
||||
result.Add(landmark);
|
||||
Type = new PoseLandmarkType(type);
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
Visibility = visibility;
|
||||
TimeStamp = timeStamp;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is not PoseLandmark landmark)
|
||||
/// <summary>
|
||||
/// 转换成字节数组
|
||||
/// 便于UDP发送
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public byte[] ToByteArray()
|
||||
{
|
||||
return false;
|
||||
var result = new byte[PacketLength];
|
||||
|
||||
BitConverter.GetBytes(Type.Value).CopyTo(result, 0);
|
||||
BitConverter.GetBytes(X).CopyTo(result, 4);
|
||||
BitConverter.GetBytes(Y).CopyTo(result, 8);
|
||||
BitConverter.GetBytes(Z).CopyTo(result, 12);
|
||||
BitConverter.GetBytes(Visibility).CopyTo(result, 16);
|
||||
BitConverter.GetBytes(TimeStamp).CopyTo(result, 20);
|
||||
|
||||
return result;
|
||||
}
|
||||
else
|
||||
|
||||
/// <summary>
|
||||
/// 解析字节数组
|
||||
/// </summary>
|
||||
/// <param name="bytes">收到的字节数组</param>
|
||||
/// <returns>字节数组中代表的坐标对象</returns>
|
||||
public static PoseLandmark ValueOf(byte[] bytes)
|
||||
{
|
||||
return Type == landmark.Type
|
||||
&& Math.Abs(X - landmark.X) < Tolerance
|
||||
&& Math.Abs(Y - landmark.Y) < Tolerance
|
||||
&& Math.Abs(Z - landmark.Z) < Tolerance
|
||||
&& Math.Abs(Visibility - landmark.Visibility) < Tolerance
|
||||
&& TimeStamp == landmark.TimeStamp;
|
||||
var result = new PoseLandmark(
|
||||
BitConverter.ToInt32(bytes, 0),
|
||||
BitConverter.ToSingle(bytes, 4),
|
||||
BitConverter.ToSingle(bytes, 8),
|
||||
BitConverter.ToSingle(bytes, 12),
|
||||
BitConverter.ToSingle(bytes, 16),
|
||||
BitConverter.ToInt64(bytes, 20));
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
var hashCode = Type.GetHashCode();
|
||||
hashCode ^= X.GetHashCode();
|
||||
hashCode ^= Y.GetHashCode();
|
||||
hashCode ^= Z.GetHashCode();
|
||||
hashCode ^= Visibility.GetHashCode();
|
||||
hashCode ^= TimeStamp.GetHashCode();
|
||||
/// <summary>
|
||||
/// 解析字节数组为对象列表
|
||||
/// 单个
|
||||
/// </summary>
|
||||
/// <param name="bytes">字节数组</param>
|
||||
/// <returns></returns>
|
||||
public static List<PoseLandmark> ArrayOf(byte[] bytes)
|
||||
{
|
||||
var result = new List<PoseLandmark>();
|
||||
|
||||
return hashCode;
|
||||
}
|
||||
for (var i = 0; i < bytes.Length; i = i + PacketLength)
|
||||
{
|
||||
var landmark = new PoseLandmark(BitConverter.ToInt32(bytes, i),
|
||||
BitConverter.ToSingle(bytes, i + 4),
|
||||
BitConverter.ToSingle(bytes, i + 8),
|
||||
BitConverter.ToSingle(bytes, i + 12),
|
||||
BitConverter.ToSingle(bytes, i + 16),
|
||||
BitConverter.ToInt64(bytes, i + 20));
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
var builder = new StringBuilder();
|
||||
builder.Append($"Time: {TimeStamp}, Type: {Type}:\n");
|
||||
builder.Append($"\tX:{X}, Y:{Y}, Z:{Z}, Visibility: {Visibility}\n");
|
||||
result.Add(landmark);
|
||||
}
|
||||
|
||||
return builder.ToString();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is not PoseLandmark landmark)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Type.Value == landmark.Type.Value
|
||||
&& Math.Abs(X - landmark.X) < Tolerance
|
||||
&& Math.Abs(Y - landmark.Y) < Tolerance
|
||||
&& Math.Abs(Z - landmark.Z) < Tolerance
|
||||
&& Math.Abs(Visibility - landmark.Visibility) < Tolerance
|
||||
&& TimeStamp == landmark.TimeStamp;
|
||||
}
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
var hashCode = Type.GetHashCode();
|
||||
hashCode ^= X.GetHashCode();
|
||||
hashCode ^= Y.GetHashCode();
|
||||
hashCode ^= Z.GetHashCode();
|
||||
hashCode ^= Visibility.GetHashCode();
|
||||
hashCode ^= TimeStamp.GetHashCode();
|
||||
|
||||
return hashCode;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
var builder = new StringBuilder();
|
||||
builder.Append($"Time: {TimeStamp}, Type: {Type}:\n");
|
||||
builder.Append($"\tX:{X}, Y:{Y}, Z:{Z}, Visibility: {Visibility}\n");
|
||||
|
||||
return builder.ToString();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,40 +1,70 @@
|
|||
using System;
|
||||
|
||||
namespace Models
|
||||
{
|
||||
//名字
|
||||
public enum PoseLandmarkType
|
||||
{
|
||||
Nose,
|
||||
LeftEyeInner,
|
||||
LeftEye,
|
||||
LeftEyeOuter,
|
||||
RightEyeInner,
|
||||
RightEye,
|
||||
RightEyeOuter,
|
||||
LeftEar,
|
||||
RightEar,
|
||||
MouthLeft,
|
||||
MouthRight,
|
||||
LeftShoulder,
|
||||
RightShoulder,
|
||||
LeftElbow,
|
||||
RightElbow,
|
||||
LeftWrist,
|
||||
RightWrist,
|
||||
LeftPinky,
|
||||
RightPinky,
|
||||
LeftIndex,
|
||||
RightIndex,
|
||||
LeftThumb,
|
||||
RightThumb,
|
||||
LeftHip,
|
||||
RightHip,
|
||||
LeftKnee,
|
||||
RightKnee,
|
||||
LeftAnkle,
|
||||
RightAnkle,
|
||||
LeftHeel,
|
||||
RightHeel,
|
||||
LeftFootIndex,
|
||||
RightFootIndex
|
||||
}
|
||||
public readonly struct PoseLandmarkType
|
||||
{
|
||||
public const int Nose = 0;
|
||||
public const int LeftEyeInner = 1;
|
||||
public const int LeftEye = 2;
|
||||
public const int LeftEyeOuter = 3;
|
||||
public const int RightEyeInner = 4;
|
||||
public const int RightEye = 5;
|
||||
public const int RightEyeOuter = 6;
|
||||
public const int LeftEar = 7;
|
||||
public const int RightEar = 8;
|
||||
public const int MouthLeft = 9;
|
||||
public const int MouthRight = 10;
|
||||
public const int LeftShoulder = 11;
|
||||
public const int RightShoulder = 12;
|
||||
public const int LeftElbow = 13;
|
||||
public const int RightElbow = 14;
|
||||
public const int LeftWrist = 15;
|
||||
public const int RightWrist = 16;
|
||||
public const int LeftPinky = 17;
|
||||
public const int RightPinky = 18;
|
||||
public const int LeftIndex = 19;
|
||||
public const int RightIndex = 20;
|
||||
public const int LeftThumb = 21;
|
||||
public const int RightThumb = 22;
|
||||
public const int LeftHip = 23;
|
||||
public const int RightHip = 24;
|
||||
public const int LeftKnee = 25;
|
||||
public const int RightKnee = 26;
|
||||
public const int LeftAnkle = 27;
|
||||
public const int RightAnkle = 28;
|
||||
public const int LeftHeel = 29;
|
||||
public const int RightHeel = 30;
|
||||
public const int LeftFootIndex = 31;
|
||||
public const int RightFootIndex = 32;
|
||||
public const int MaxValue = 33;
|
||||
|
||||
public int Value { get; }
|
||||
|
||||
public PoseLandmarkType(int value)
|
||||
{
|
||||
if (value >= MaxValue)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(value));
|
||||
}
|
||||
|
||||
Value = value;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return Value.Equals(obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return Value.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Value.ToString();
|
||||
}
|
||||
}
|
||||
}
|
120
Assets/Models/PoseTransform.cs
Normal file
120
Assets/Models/PoseTransform.cs
Normal file
|
@ -0,0 +1,120 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Utils;
|
||||
|
||||
namespace Models
|
||||
{
|
||||
/// <summary>
|
||||
/// 捕捉骨骼的动作转换
|
||||
/// </summary>
|
||||
public struct PoseTransform
|
||||
{
|
||||
/// <summary>
|
||||
/// MediaPipe中动捕节点标识
|
||||
/// </summary>
|
||||
public readonly PoseLandmarkType MediaPipeName;
|
||||
|
||||
/// <summary>
|
||||
/// Unity中绑定骨骼名称
|
||||
/// </summary>
|
||||
public readonly HumanBodyBones UnityName;
|
||||
|
||||
/// <summary>
|
||||
/// 取平均的长度
|
||||
/// </summary>
|
||||
public static int AverageLength = 3;
|
||||
|
||||
/// <summary>
|
||||
/// 取平均之后的结果
|
||||
/// </summary>
|
||||
public Vector3 ResultPosition => _transformHandler.GetResultPosition();
|
||||
/// <summary>
|
||||
/// 节点的父节点列表
|
||||
/// </summary>
|
||||
public readonly List<PoseLandmarkType> Parent;
|
||||
|
||||
private readonly IPoseTransformHandler _transformHandler;
|
||||
|
||||
public PoseTransform(
|
||||
int type,
|
||||
IPoseTransformHandler handler
|
||||
)
|
||||
{
|
||||
MediaPipeName = new PoseLandmarkType(type);
|
||||
UnityName = GetRelatedBone(MediaPipeName);
|
||||
Parent = new List<PoseLandmarkType>();
|
||||
|
||||
_transformHandler = handler;
|
||||
}
|
||||
|
||||
public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
|
||||
{
|
||||
pose._transformHandler.ReceivePoseLandmark(landmark);
|
||||
}
|
||||
|
||||
public static Vector3 operator +(PoseTransform a) => a.ResultPosition;
|
||||
|
||||
public static Vector3 operator -(PoseTransform a) => -a.ResultPosition;
|
||||
|
||||
public static Vector3 operator +(PoseTransform a, PoseTransform b) =>
|
||||
a.ResultPosition + b.ResultPosition;
|
||||
|
||||
public static Vector3 operator -(PoseTransform a, PoseTransform b) =>
|
||||
a.ResultPosition - b.ResultPosition;
|
||||
|
||||
public static Vector3 operator *(PoseTransform a, int b) =>
|
||||
a.ResultPosition * b;
|
||||
|
||||
public static Vector3 operator *(int a, PoseTransform b) =>
|
||||
a * b.ResultPosition;
|
||||
|
||||
public static Vector3 operator /(PoseTransform a, int b) =>
|
||||
a.ResultPosition / b;
|
||||
|
||||
/// <summary>
|
||||
/// 获得同相关捕捉点关联的骨骼
|
||||
/// </summary>
|
||||
/// <param name="type">捕捉点的种类</param>
|
||||
/// <returns>关联骨骼的种类</returns>
|
||||
private static HumanBodyBones GetRelatedBone(PoseLandmarkType type)
|
||||
{
|
||||
switch (type.Value)
|
||||
{
|
||||
case PoseLandmarkType.LeftHip:
|
||||
return HumanBodyBones.LeftUpperLeg;
|
||||
case PoseLandmarkType.RightHip:
|
||||
return HumanBodyBones.RightUpperLeg;
|
||||
case PoseLandmarkType.LeftShoulder:
|
||||
return HumanBodyBones.LeftUpperArm;
|
||||
case PoseLandmarkType.RightShoulder:
|
||||
return HumanBodyBones.RightUpperArm;
|
||||
case PoseLandmarkType.Nose:
|
||||
return HumanBodyBones.Head;
|
||||
case PoseLandmarkType.LeftElbow:
|
||||
return HumanBodyBones.LeftLowerArm;
|
||||
case PoseLandmarkType.RightElbow:
|
||||
return HumanBodyBones.RightLowerArm;
|
||||
case PoseLandmarkType.LeftWrist:
|
||||
return HumanBodyBones.LeftHand;
|
||||
case PoseLandmarkType.RightWrist:
|
||||
return HumanBodyBones.RightHand;
|
||||
case PoseLandmarkType.LeftKnee:
|
||||
return HumanBodyBones.LeftLowerLeg;
|
||||
case PoseLandmarkType.RightKnee:
|
||||
return HumanBodyBones.RightLowerLeg;
|
||||
case PoseLandmarkType.LeftAnkle:
|
||||
return HumanBodyBones.LeftFoot;
|
||||
case PoseLandmarkType.RightAnkle:
|
||||
return HumanBodyBones.RightFoot;
|
||||
case PoseLandmarkType.LeftFootIndex:
|
||||
return HumanBodyBones.LeftToes;
|
||||
case PoseLandmarkType.RightFootIndex:
|
||||
return HumanBodyBones.RightToes;
|
||||
default:
|
||||
return HumanBodyBones.LastBone;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
3
Assets/Models/PoseTransform.cs.meta
Normal file
3
Assets/Models/PoseTransform.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9e38fe43bac14375a4f16690d139411f
|
||||
timeCreated: 1676859644
|
29
Assets/Models/RotationNode.cs
Normal file
29
Assets/Models/RotationNode.cs
Normal file
|
@ -0,0 +1,29 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Models
|
||||
{
|
||||
public struct RotationNode
|
||||
{
|
||||
public readonly HumanBodyBones UnityName;
|
||||
public Quaternion PreviousRotation;
|
||||
public Quaternion Rotation;
|
||||
|
||||
public Quaternion CalculateRotate => PreviousRotation * Quaternion.Inverse(Rotation);
|
||||
|
||||
public RotationNode(HumanBodyBones humanBodyBone, Quaternion previousRotation, Quaternion rotation)
|
||||
{
|
||||
UnityName = humanBodyBone;
|
||||
PreviousRotation = previousRotation;
|
||||
Rotation = rotation;
|
||||
}
|
||||
|
||||
public RotationNode(RotationNode node, PoseLandmark begin, PoseLandmark end)
|
||||
{
|
||||
UnityName = node.UnityName;
|
||||
PreviousRotation = node.Rotation;
|
||||
|
||||
var forward = end.Position - begin.Position;
|
||||
Rotation = Quaternion.LookRotation(forward);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Models/RotationNode.cs.meta
Normal file
3
Assets/Models/RotationNode.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 87e238cb51f34339a39945af13f43248
|
||||
timeCreated: 1680090845
|
35
Assets/Models/VirtualSkeleton.cs
Normal file
35
Assets/Models/VirtualSkeleton.cs
Normal file
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Models/VirtualSkeleton.cs.meta
Normal file
3
Assets/Models/VirtualSkeleton.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5f725336fc6a4481a4c7d74ec0e3b17b
|
||||
timeCreated: 1677413910
|
441
Assets/Scenes/BallHumanScene.unity
Normal file
441
Assets/Scenes/BallHumanScene.unity
Normal file
|
@ -0,0 +1,441 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!29 &1
|
||||
OcclusionCullingSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_OcclusionBakeSettings:
|
||||
smallestOccluder: 5
|
||||
smallestHole: 0.25
|
||||
backfaceThreshold: 100
|
||||
m_SceneGUID: 00000000000000000000000000000000
|
||||
m_OcclusionCullingData: {fileID: 0}
|
||||
--- !u!104 &2
|
||||
RenderSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 9
|
||||
m_Fog: 0
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m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
m_FogMode: 3
|
||||
m_FogDensity: 0.01
|
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m_LinearFogStart: 0
|
||||
m_LinearFogEnd: 300
|
||||
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
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m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
|
||||
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
|
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m_AmbientIntensity: 1
|
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m_AmbientMode: 0
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m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
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m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
|
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m_HaloStrength: 0.5
|
||||
m_FlareStrength: 1
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m_FlareFadeSpeed: 3
|
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m_HaloTexture: {fileID: 0}
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m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
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m_DefaultReflectionMode: 0
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m_DefaultReflectionResolution: 128
|
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m_ReflectionBounces: 1
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0.18029127, g: 0.22572401, b: 0.3069303, a: 1}
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m_UseRadianceAmbientProbe: 0
|
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--- !u!157 &3
|
||||
LightmapSettings:
|
||||
m_ObjectHideFlags: 0
|
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serializedVersion: 12
|
||||
m_GIWorkflowMode: 1
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m_GISettings:
|
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serializedVersion: 2
|
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m_BounceScale: 1
|
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m_IndirectOutputScale: 1
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m_AlbedoBoost: 1
|
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m_EnvironmentLightingMode: 0
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m_EnableBakedLightmaps: 1
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m_EnableRealtimeLightmaps: 0
|
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m_LightmapEditorSettings:
|
||||
serializedVersion: 12
|
||||
m_Resolution: 2
|
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m_BakeResolution: 40
|
||||
m_AtlasSize: 1024
|
||||
m_AO: 0
|
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m_AOMaxDistance: 1
|
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m_CompAOExponent: 1
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m_CompAOExponentDirect: 0
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m_ExtractAmbientOcclusion: 0
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m_Padding: 2
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m_LightmapParameters: {fileID: 0}
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m_LightmapsBakeMode: 1
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m_TextureCompression: 1
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m_FinalGather: 0
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m_FinalGatherFiltering: 1
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m_FinalGatherRayCount: 256
|
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m_ReflectionCompression: 2
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m_MixedBakeMode: 2
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m_BakeBackend: 1
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m_PVRSampling: 1
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m_PVRDirectSampleCount: 32
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m_PVRSampleCount: 512
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m_PVRBounces: 2
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m_PVREnvironmentSampleCount: 256
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--- !u!196 &4
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