refactor: 重新规划了项目结构
删除了冗余的控制类
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4cd3bad951
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@ -1,135 +0,0 @@
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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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public class ModelBehaviour : MonoBehaviour
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{
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private Animator _animator;
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private readonly UdpListener _listener = new UdpListener();
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private static readonly PoseTransform[] PoseTransforms = new PoseTransform[PoseLandmarkType.MaxValue];
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private void Start()
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{
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_animator = GetComponent<Animator>(); // 获取动画控件
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InitPoseTransformList();
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//_listener.AddHandler(LogLandmarks);
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_listener.AddHandler(RigPoint);
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_listener.Connect(5000);
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}
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// Update is called once per frame
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private void Update()
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{
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foreach (var landmark in PoseTransforms)
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{
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if (landmark.UnityName != HumanBodyBones.LastBone)
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{
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var transfrom = _animator.GetBoneTransform(landmark.UnityName);
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var parentsum = new Vector3(0, 0, 0);
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foreach (var parent in landmark.Parent)
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{
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parentsum += PoseTransforms[parent.Value].ResultPosition;
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}
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parentsum /= landmark.Parent.Count;
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transfrom.rotation = Quaternion.FromToRotation(transfrom.rotation.eulerAngles,landmark.ResultPosition-parentsum);
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}
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}
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}
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private void OnDisable()
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{
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_listener.DisConnect();
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}
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private static void LogLandmarks(List<PoseLandmark> landmarks)
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{
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foreach (var landmark in landmarks)
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{
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Debug.Log(landmark.ToString());
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}
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}
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//获取传上来的数据点坐标转换成四元数的回调函数
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private static void RigPoint(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 PoseTransforms[landmark.Type.Value], landmark);
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Debug.Log(PoseTransforms[landmark.Type.Value].UnityName+":"+PoseTransforms[landmark.Type.Value].ResultPosition);
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}
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}
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/// <summary>
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/// 初始化骨骼变化结构体列表
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/// </summary>
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private void InitPoseTransformList()
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{
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for (var type = 0; type <= PoseLandmarkType.RightFootIndex; type++)
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{
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var item = new PoseTransform(type, new NormalHandler());
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if (item.UnityName != HumanBodyBones.LastBone)
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{
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item.PreviousQuaternion = _animator.GetBoneTransform(item.UnityName).rotation;
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item.CurrentQuaternion = item.PreviousQuaternion;
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}
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PoseTransforms[type] = item;
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}
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// 在这里添加父节点
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AddParentTransform(PoseLandmarkType.LeftShoulder, PoseLandmarkType.LeftHip);
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AddParentTransform(PoseLandmarkType.LeftShoulder, PoseLandmarkType.RightHip);
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AddParentTransform(PoseLandmarkType.RightShoulder, PoseLandmarkType.LeftHip);
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AddParentTransform(PoseLandmarkType.RightShoulder, PoseLandmarkType.RightHip);
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AddParentTransform(PoseLandmarkType.Nose, PoseLandmarkType.LeftShoulder);
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AddParentTransform(PoseLandmarkType.Nose, PoseLandmarkType.RightShoulder);
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AddParentTransform(PoseLandmarkType.LeftElbow, PoseLandmarkType.LeftShoulder);
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AddParentTransform(PoseLandmarkType.RightElbow, PoseLandmarkType.RightShoulder);
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AddParentTransform(PoseLandmarkType.LeftWrist, PoseLandmarkType.LeftElbow);
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AddParentTransform(PoseLandmarkType.RightWrist, PoseLandmarkType.RightElbow);
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AddParentTransform(PoseLandmarkType.LeftKnee, PoseLandmarkType.LeftHip);
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AddParentTransform(PoseLandmarkType.RightKnee, PoseLandmarkType.RightHip);
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AddParentTransform(PoseLandmarkType.LeftAnkle, PoseLandmarkType.LeftKnee);
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AddParentTransform(PoseLandmarkType.RightAnkle, PoseLandmarkType.RightKnee);
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AddParentTransform(PoseLandmarkType.LeftFootIndex, PoseLandmarkType.LeftAnkle);
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AddParentTransform(PoseLandmarkType.RightFootIndex, PoseLandmarkType.RightAnkle);
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}
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/// <summary>
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/// 给指定的骨骼变化结构体添加父节点
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/// </summary>
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/// <param name="target">需要添加的节点</param>
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/// <param name="parent">添加的父节点</param>
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private void AddParentTransform(int target, int parent)
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{
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var parents = PoseTransforms[target].Parent;
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parents.Add(PoseTransforms[parent].MediaPipeName);
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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: a2b30b6aa6e08c4468a02e1fcabcd485
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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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@ -28,22 +28,11 @@ public struct PoseTransform
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/// 取平均之后的结果
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/// </summary>
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public Vector3 ResultPosition => _transformHandler.GetResultPosition();
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/// <summary>
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/// 节点的父节点列表
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/// </summary>
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public readonly List<PoseLandmarkType> Parent;
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/// <summary>
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/// 骨骼节点的初始角度
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/// </summary>
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public Quaternion PreviousQuaternion;
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/// <summary>
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/// 骨骼节点的当前角度
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/// </summary>
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public Quaternion CurrentQuaternion;
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private readonly IPoseTransformHandler _transformHandler;
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public PoseTransform(
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@ -54,8 +43,6 @@ IPoseTransformHandler handler
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MediaPipeName = new PoseLandmarkType(type);
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UnityName = GetRelatedBone(MediaPipeName);
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Parent = new List<PoseLandmarkType>();
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PreviousQuaternion = new Quaternion();
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CurrentQuaternion = new Quaternion();
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_transformHandler = handler;
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}
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@ -65,11 +52,6 @@ public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
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pose._transformHandler.ReceivePoseLandmark(landmark);
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}
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public static void CalculateRotation(ref PoseTransform poseTransform, PoseLandmark landmark)
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{
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}
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public static Vector3 operator +(PoseTransform a) => a.ResultPosition;
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public static Vector3 operator -(PoseTransform a) => -a.ResultPosition;
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@ -38,7 +38,7 @@ RenderSettings:
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 705507994}
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m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
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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
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LightmapSettings:
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@ -189,7 +189,12 @@ GameObject:
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m_CorrespondingSourceObject: {fileID: 919132149155446097, guid: c5470c9a1aff50643b6a9ff0bab4297d, type: 3}
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m_PrefabInstance: {fileID: 404755305}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &404755307
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--- !u!4 &404755309 stripped
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Transform:
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m_PrefabInstance: {fileID: 404755305}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &404755310
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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@ -198,14 +203,9 @@ MonoBehaviour:
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m_Name:
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--- !u!4 &404755309 stripped
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--- !u!1 &705507993
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