Health/Assets/Scripts/PoseCheck/PoseBase.cs

188 lines
7.2 KiB
C#

using OpenCVForUnity.CoreModule;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public abstract class PoseBase
{
public Dictionary<string, Point> GetVaildPoints(List<Point> points, List<string> pointName)
{
var retVal = new Dictionary<string, Point>();
foreach (var name in pointName)
{
if (points[YogaConfig.BODY_PARTS[name]] != new Point(-1, -1))
{
retVal.Add(name, points[YogaConfig.BODY_PARTS[name]]);
}
}
return retVal;
}
public virtual Vector2 GetBasicVectorDirection(List<Point> startPoint, List<Point> endPoint) { return Vector2.zero; }
//public abstract void SpeedCheck(double v);
public abstract bool? MovementValidation(Vector2 distance, TimeSpan totalTimeSpan, int level);
public abstract void ExcellenceEstimate(List<(TimeSpan, Vector2)> frameData, Vector2 distance, TimeSpan totalTimeSpan);
/// <summary>
/// 侦测两帧之间的平均矢量
/// </summary>
/// <param name="firstPoints">起始帧</param>
/// <param name="lastPoints">结束帧</param>
/// <param name="startPoint">必须为必要点</param>
/// <param name="endPoint">必须为必要点</param>
/// <returns></returns>
protected Vector2 GetTwoPointAverageVector(List<Point> firstPoints, List<Point> lastPoints, string startPoint, string endPoint)
{
Vector2 startEyeV = new Vector2((float)startPoint.p(firstPoints).x - (float)endPoint.p(firstPoints).x, (float)startPoint.p(firstPoints).y - (float)endPoint.p(firstPoints).y);
Vector2 endEyeV = new Vector2((float)startPoint.p(lastPoints).x - (float)endPoint.p(lastPoints).x, (float)startPoint.p(lastPoints).y - (float)endPoint.p(lastPoints).y);
return endEyeV - startEyeV;
}
/// <summary>
/// 对全身多点进行平均矢量计算
/// </summary>
/// <param name="startPoint"></param>
/// <param name="endPoint"></param>
/// <param name="movePoint"></param>
/// <returns></returns>
protected Vector2 GetAverageVector(List<Point> startPoint, List<Point> endPoint, string movePoint)
{
List<Vector2> vectors = new List<Vector2>();
for (int i = 0; i < endPoint.Count; i++)
{
string tagName = i.tagName();
//自身不计算
if (movePoint.Equals(tagName) || movePoint.Equals(tagName))
continue;
//动点位不计算
if (IsMovePoint(tagName))
continue;
if (!tagName.IsValid(startPoint) || !tagName.IsValid(endPoint))
continue;
//动点-静点
Vector2 startEyeV = new Vector2((float)movePoint.p(startPoint).x - (float)tagName.p(startPoint).x, (float)movePoint.p(startPoint).y - (float)tagName.p(startPoint).y);
Vector2 endEyeV = new Vector2((float)movePoint.p(endPoint).x - (float)tagName.p(endPoint).x, (float)movePoint.p(endPoint).y - (float)tagName.p(endPoint).y);
vectors.Add(endEyeV - startEyeV);
}
//计算平均矢量
Vector2 averageV = new Vector2(0, 0);
foreach (var v in vectors)
{
averageV += v;
}
averageV /= vectors.Count;
return averageV;
}
/// <summary>
/// 确定该点位是否为运动时会跟着动的点位
/// 内部重写,写明该动作的所有动点
/// </summary>
/// <param name="tagName">点位名称</param>
/// <returns>是否为动点</returns>
protected abstract bool IsMovePoint(string tagName);
/// <summary>
/// 动作检测
/// </summary>
/// <param name="points"></param>
/// <param name="isDataReGather"></param>
public virtual bool? AnalyzingAction(List<(DateTime, List<Point>)> points, bool isDataReGather = false)
{
if (points.Count < 2) // 0级实现逻辑 不做操作
return null;
var distance = Vector2.zero;
TimeSpan totalTimeSpan = TimeSpan.MinValue;
for (int i = 0; i < points.Count - 1; i++)
{
var p1 = points[i].Item2;
var p2 = points[i + 1].Item2;
var vector = GetBasicVectorDirection(p1, p2);
distance += vector;
//if (vector.magnitude > 0.1f) //如果矢量长度大于0.1f,说明有运动
//{
// TimeSpan timeSpan = points[i + 1].Item1 - points[i].Item1;
// if (totalTimeSpan == TimeSpan.MinValue)
// totalTimeSpan = timeSpan;
// else
// totalTimeSpan += timeSpan;
//}
TimeSpan timeSpan = points[i + 1].Item1 - points[i].Item1;
totalTimeSpan = timeSpan;
}
LogPrint.Log($"distance: {distance}, totalTimeSpan: {totalTimeSpan}", PrintLevel.Normal);
int level = 0;
if (points.Count > 3 && !isDataReGather) //1级实现逻辑
{
level = 1;
}
if (points.Count > 10 && !isDataReGather) //2级实现逻辑
{
level = 2;
}
//动作方位是否正确
return MovementValidation(distance, totalTimeSpan, level);
}
/// <summary>
/// 帮助方法,用于提供基础的检测,动作方位是否正确
/// </summary>
/// <param name="distance"></param>
/// <param name="totalTimeSpan"></param>
/// <param name="direction"></param>
/// <param name="level"></param>
protected bool? BasicMovementValidation(Vector2 distance, TimeSpan totalTimeSpan, Vector2 direction, int level)
{
if (totalTimeSpan.TotalMilliseconds / 1000 < 0.05f)
{
LogPrint.Error("TimeSpan too short");
return null;
}
var angle = Vector2.SignedAngle(direction, distance);
LogPrint.Log($"Angle:{angle}", PrintLevel.Normal);
if (MathF.Abs(angle) < 50 && distance.magnitude > 10f)
{
//EventManager.Instance.Dispatch(YogaEventType.Action_Success); //方向不能偏移超过10°
return true;
}
else
{
LogPrint.Warning($"Angle:{angle}, magnitude:{distance.magnitude}", PrintLevel.Important);
//EventManager.Instance.Dispatch(YogaEventType.Action_Fail);
return false;
}
//if (level < 1)
// return;
//暂时关闭距离检测,因为距离检测不准确
//LogPrint.Log($"distance x:{distance.x}, y:{distance.y}, magnitude:{distance.magnitude}", PrintLevel.Normal);
//if (distance.magnitude > 80f || distance.magnitude < 20f)
// EventManager.Instance.Dispatch(YogaEventType.Action_MoveDistanceNotAccurate);
//else
// EventManager.Instance.Dispatch(YogaEventType.Action_MoveDistanceExactly);
//if (level < 2)
// return;
//暂时关闭速度检测,因为速度检测不准确
//var speed = distance.magnitude / totalTimeSpan.TotalSeconds;
//LogPrint.Log($"speed:{speed}", PrintLevel.Normal);
//if (speed > 20f)
// EventManager.Instance.Dispatch(YogaEventType.Action_SpeedTooFast); //速度语音提示
//else if (speed < 8f)
// EventManager.Instance.Dispatch(YogaEventType.Action_SpeedTooSlow); //速度语音提示
}
}