MotionCapture/Assets/ModelBehaviour.cs

122 lines
3.9 KiB
C#

using System.Collections.Generic;
using Models;
using UnityEngine;
public class ModelBehaviour : MonoBehaviour
{
private Animator _animator;
private readonly UdpListener _listener = new UdpListener();
private static readonly List<PoseTransform> PoseTransforms = new List<PoseTransform>();
private void Start()
{
_animator = GetComponent<Animator>(); // 获取动画控件
InitPoseTransformList();
_listener.AddHandler(LogLandmarks);
_listener.AddHandler(RigPoint);
_listener.Connect(5000);
}
// Update is called once per frame
private void Update()
{
foreach (var landmark in PoseTransforms)
{
if (landmark.UnityName != HumanBodyBones.LastBone)
{
_animator.GetBoneTransform(landmark.UnityName).rotation = landmark.CurrentQuaternion;
}
}
}
private void OnDisable()
{
_listener.DisConnect();
}
private static void LogLandmarks(List<PoseLandmark> landmarks)
{
Debug.Log("Here");
foreach (var landmark in landmarks)
{
Debug.Log(landmark.ToString());
}
}
//获取传上来的数据点坐标转换成四元数的回调函数
private static void RigPoint(List<PoseLandmark> landmarks)
{
foreach (var landmark in landmarks)
{
}
}
/// <summary>
/// 初始化骨骼变化结构体列表
/// </summary>
private void InitPoseTransformList()
{
for (var type = 0; type <= (int)PoseLandmarkType.RightFootIndex; type++)
{
var item = new PoseTransform((PoseLandmarkType)type);
if (item.UnityName != HumanBodyBones.LastBone)
{
item.PreviousQuaternion = _animator.GetBoneTransform(item.UnityName).rotation;
item.CurrentQuaternion = item.PreviousQuaternion;
}
PoseTransforms.Add(item);
}
// 在这里添加父节点
AddParentTransform(PoseLandmarkType.LeftShoulder, PoseLandmarkType.LeftHip);
AddParentTransform(PoseLandmarkType.LeftShoulder, PoseLandmarkType.RightHip);
AddParentTransform(PoseLandmarkType.RightShoulder, PoseLandmarkType.LeftHip);
AddParentTransform(PoseLandmarkType.RightShoulder, PoseLandmarkType.RightHip);
AddParentTransform(PoseLandmarkType.Nose, PoseLandmarkType.LeftShoulder);
AddParentTransform(PoseLandmarkType.Nose, PoseLandmarkType.RightShoulder);
AddParentTransform(PoseLandmarkType.LeftElbow, PoseLandmarkType.LeftShoulder);
AddParentTransform(PoseLandmarkType.RightElbow, PoseLandmarkType.RightShoulder);
AddParentTransform(PoseLandmarkType.LeftWrist, PoseLandmarkType.LeftElbow);
AddParentTransform(PoseLandmarkType.RightWrist, PoseLandmarkType.RightElbow);
AddParentTransform(PoseLandmarkType.LeftKnee, PoseLandmarkType.LeftHip);
AddParentTransform(PoseLandmarkType.RightKnee, PoseLandmarkType.RightHip);
AddParentTransform(PoseLandmarkType.LeftAnkle, PoseLandmarkType.LeftKnee);
AddParentTransform(PoseLandmarkType.RightAnkle, PoseLandmarkType.RightKnee);
AddParentTransform(PoseLandmarkType.LeftFootIndex, PoseLandmarkType.LeftAnkle);
AddParentTransform(PoseLandmarkType.RightFootIndex, PoseLandmarkType.RightAnkle);
}
/// <summary>
/// 给指定的骨骼变化结构体添加父节点
/// </summary>
/// <param name="target">需要添加的节点</param>
/// <param name="parent">添加的父节点</param>
private void AddParentTransform(PoseLandmarkType target, PoseLandmarkType parent)
{
var parents = PoseTransforms[(int)target].Parent;
parents.Add(PoseTransforms[(int)parent]);
}
}