feature: 添加控制根骨骼胯骨的代码
但是测试发生不可理解现象
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										8
									
								
								Assets/Behaviours.meta
									
									
									
									
									
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										57
									
								
								Assets/Behaviours/BoneBehaviour.cs
									
									
									
									
									
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								Assets/Behaviours/BoneBehaviour.cs
									
									
									
									
									
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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 PoseTransform[] _transforms = new PoseTransform[PoseLandmarkType.MaxValue];
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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 NormalHandler());
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					            }
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					            _listener.AddHandler(OnReceive);
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					            _listener.Connect(5000);
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					        }
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					        private void Update()
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					        {
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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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					            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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					            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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					        }
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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 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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					    }
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					}
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										11
									
								
								Assets/Behaviours/BoneBehaviour.cs.meta
									
									
									
									
									
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								Assets/BoneAnimator.controller
									
									
									
									
									
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										7
									
								
								Assets/Scenes/BallHumanScene.unity.meta
									
									
									
									
									
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										7
									
								
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		Reference in New Issue
	
	Block a user