using System.Collections.Generic;
using UnityEngine;
using System;
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;
///
/// 取平均的长度
///
public static int AverageLength;
///
/// 取平均之后的结果
///
public Vector3 AveragePos;
///
/// 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;
private int _count;
private readonly Queue _landmarkQueue;
public PoseTransform(
PoseLandmarkType type,
int averageLength = 5
)
{
MediaPipeName = type;
UnityName = GetRelatedBone(type);
AveragePos = new Vector3();
Parent = new List();
PreviousQuaternion = new Quaternion();
CurrentQuaternion = new Quaternion();
AverageLength = averageLength;
_count = 0;
_landmarkQueue = new Queue();
}
public static void UpdatePosition(ref PoseTransform pose, PoseLandmark landmark)
{
if (pose._count < AverageLength)
{
pose._landmarkQueue.Enqueue(landmark);
pose._count++;
}
else
{
pose._landmarkQueue.Dequeue();
pose._landmarkQueue.Enqueue(landmark);
var sum = new Vector3();
foreach (var poseLandmark in pose._landmarkQueue)
{
sum += new Vector3(poseLandmark.X, poseLandmark.Y, poseLandmark.Z);
}
pose.AveragePos = sum / AverageLength;
}
}
public static void CalculateRotation(PoseTransform poseTransform)
{
//var temp = _posLandmarks.Find(t=>t.mediaPipeName == landmark.Type.ToString());
var sum = new Vector3(0,0,0);
if (landmark.Visibility > 0.6)
{
var temp = new Vector4(landmark.X, landmark.Y, landmark.Z, 1);
MediaPipePos = new Vector3(-temp.x, -temp.y, -temp.z);
}
if (UnityName != HumanBodyBones.LastBone)
{
Debug.Log(UnityName+".MediaPipePos:"+MediaPipePos);
}
foreach (var parents in Parent)
{
sum += parents.MediaPipePos;
//Debug.Log("parents:"+parents.UnityName+".MediaPipePos:"+parents.MediaPipePos);
}
//Debug.Log("sum:"+sum);
var currentPos = sum / Parent.Count;
CurrentQuaternion = Quaternion.LookRotation(MediaPipePos - currentPos);
}
///
/// 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;
}
}
}
}