using System.Collections.Generic;
using UnityEngine;
namespace Models
{
///
/// 捕捉骨骼的动作转换
///
public struct PoseTransform
{
///
/// MediaPipe中动捕节点标识
///
public readonly PoseLandmarkType MediaPipeName;
///
/// Unity中绑定骨骼名称
///
public readonly HumanBodyBones UnityName;
///
/// MediaPipe捕捉空间坐标
///
public Vector3 MediaPipePos;
///
/// 节点的父节点列表
///
public readonly List Parent;
///
/// 骨骼节点的初始角度
///
public Quaternion PreviousQuaternion;
///
/// 骨骼节点的当前角度
///
public Quaternion CurrentQuaternion;
public PoseTransform(
PoseLandmarkType type
)
{
MediaPipeName = type;
UnityName = GetRelatedBone(type);
MediaPipePos = new Vector3();
Parent = new List();
PreviousQuaternion = new Quaternion();
CurrentQuaternion = new Quaternion();
}
///
/// 计算当前的旋转四元数
///
///
public void CalculateCurrentQuaternion(PoseLandmark landmark)
{
MediaPipePos.x = landmark.X;
MediaPipePos.y = landmark.Y;
MediaPipePos.z = landmark.Z;
}
///
/// 获得同相关捕捉点关联的骨骼
///
/// 捕捉点的种类
/// 关联骨骼的种类
private static HumanBodyBones GetRelatedBone(PoseLandmarkType type)
{
switch (type)
{
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;
}
}
}
}