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