add:添加了各节点之间的连接构架
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								Assets/Bonds.cs
									
									
									
									
									
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								Assets/Bonds.cs
									
									
									
									
									
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							| @@ -0,0 +1,49 @@ | ||||
| using UnityEngine; | ||||
| 
 | ||||
| namespace Models | ||||
| { | ||||
|     public class Bonds | ||||
|     { | ||||
|         private GameObject start; | ||||
|         private GameObject end; | ||||
|         private GameObject bond; | ||||
|          | ||||
|          | ||||
|         public Bonds(GameObject start,GameObject end,float scale) | ||||
|         { | ||||
|             this.start = start; | ||||
|             this.end = end; | ||||
|              | ||||
|             bond = GameObject.CreatePrimitive(PrimitiveType.Cylinder); | ||||
|              | ||||
|             bond.transform.localScale = new Vector3(scale/2, scale/2, scale/2); | ||||
|         } | ||||
|          | ||||
|          | ||||
|         public void UpdateBond() | ||||
|         { | ||||
|             var startpos = start.transform.position; | ||||
|             var endpos = end.transform.position; | ||||
|             Vector3 rightPosition = (startpos + endpos) / 2; | ||||
|             Vector3 rightRotation = endpos - startpos; | ||||
|             float HalfLength = Vector3.Distance(startpos, endpos) / 2; | ||||
|             float LThickness = 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(LThickness, HalfLength, LThickness); | ||||
|   | ||||
|             //这里可以设置材质,具体自己设置 | ||||
|             bond.GetComponent<Renderer>().material.color = Color.cyan; | ||||
|          | ||||
|         } | ||||
|     } | ||||
|          | ||||
|      | ||||
| 
 | ||||
| 
 | ||||
|      | ||||
| } | ||||
							
								
								
									
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								Assets/Bonds.cs.meta
									
									
									
									
									
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								Assets/Bonds.cs.meta
									
									
									
									
									
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							| @@ -0,0 +1,3 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 94a8f8c83e58421d9447173d38482d74 | ||||
| timeCreated: 1677230676 | ||||
| @@ -6,6 +6,7 @@ using UnityEngine; | ||||
| public class MainBehaviour : MonoBehaviour | ||||
| { | ||||
|     private readonly List<GameObject> _nodes = new List<GameObject>(); | ||||
|     private readonly List<Bonds> _bonds = new List<Bonds>(); | ||||
|     private readonly List<PoseTransform> _poseTransforms = new List<PoseTransform>(); | ||||
|     private readonly UdpListener _listener = new UdpListener(); | ||||
|     private const float _scale = 0.2f; | ||||
| @@ -15,7 +16,7 @@ public class MainBehaviour : MonoBehaviour | ||||
|     private void Start() | ||||
|     { | ||||
|         CreateNodes(); | ||||
|          | ||||
|         CreateBonds(); | ||||
|         _listener.AddHandler(OnReceive); | ||||
|         _listener.Connect(5000); | ||||
|     } | ||||
| @@ -30,12 +31,17 @@ public class MainBehaviour : MonoBehaviour | ||||
|             var temp = new Vector4(_poseTransforms[index].MediaPipePos.x, | ||||
|                                    _poseTransforms[index].MediaPipePos.y, | ||||
|                                     _poseTransforms[index].MediaPipePos.z,1); | ||||
|             temp = RotateAxisX(-45) * temp; | ||||
|             //temp = RotateAxisX(-45) * temp; | ||||
|             //warning:乘法的顺序不能改! | ||||
|              | ||||
|             _nodes[index].transform.position = new Vector3(-temp.x, -temp.y, -temp.z) * 5; | ||||
|             //_nodes[index].transform.position = _poseTransforms[index].MediaPipePos * 5; | ||||
|         } | ||||
| 
 | ||||
|         foreach (var bond in _bonds) | ||||
|         { | ||||
|             bond.UpdateBond(); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     private void OnDisable() | ||||
| @@ -72,6 +78,118 @@ public class MainBehaviour : MonoBehaviour | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     private void CreateBonds() | ||||
|     { | ||||
|         //shit code,it's my fault | ||||
|         Bonds temp; | ||||
|         temp = new Bonds(_nodes[0], _nodes[4], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[0], _nodes[1], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[1], _nodes[2], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[2], _nodes[3], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[3], _nodes[7], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[4], _nodes[5], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[5], _nodes[6], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[6], _nodes[8], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[9], _nodes[10], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[2], _nodes[3], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[11], _nodes[12], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[12], _nodes[14], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[14], _nodes[16], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[16], _nodes[22], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[16], _nodes[18], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[18], _nodes[20], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[16], _nodes[20], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[11], _nodes[13], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[13], _nodes[15], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[15], _nodes[17], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[15], _nodes[21], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[15], _nodes[19], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[17], _nodes[19], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[12], _nodes[24], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[23], _nodes[24], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[11], _nodes[23], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[24], _nodes[26], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[26], _nodes[28], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[28], _nodes[32], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[28], _nodes[30], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[23], _nodes[25], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[25], _nodes[27], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[27], _nodes[29], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[27], _nodes[31], _scale); | ||||
|         _bonds.Add(temp); | ||||
|          | ||||
|         temp = new Bonds(_nodes[29], _nodes[31], _scale); | ||||
|         _bonds.Add(temp); | ||||
|     } | ||||
|      | ||||
|      | ||||
|      | ||||
|     private void OnReceive(List<PoseLandmark> landmarks) | ||||
|     { | ||||
|         foreach (var landmark in landmarks) | ||||
|   | ||||
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