ZwnAmlogicHolistic.cs 14 KB

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  1. /*
  2. * File Name: ZwnAmlogicHolistic
  3. * Author: Guan B
  4. * Version: 1.0.0
  5. * Data: 2022.04.08
  6. * Des: 调用SDK接口Demo
  7. * Other: Zeewain
  8. */
  9. using System.Collections;
  10. using System.Collections.Generic;
  11. using UnityEngine;
  12. using UnityEngine.UI;
  13. using System.Diagnostics;
  14. public class ZwnAmlogicHolistic : MonoBehaviour
  15. {
  16. private AndroidJavaClass javaClass;
  17. List<GameObject> showHolisticChangePoseList = new List<GameObject>();
  18. List<GameObject> showHolisticChangeLeftHandList = new List<GameObject>();
  19. List<GameObject> showHolisticChangeRightHnadList = new List<GameObject>();
  20. List<GameObject> showHolisticChangeFaceList = new List<GameObject>();
  21. List<GameObject> showHolisticOriginalPoseList = new List<GameObject>();
  22. List<GameObject> showHolisticOriginalLeftHandList = new List<GameObject>();
  23. List<GameObject> showHolisticOriginalRightHnadList = new List<GameObject>();
  24. List<GameObject> showHolisticOriginalFaceList = new List<GameObject>();
  25. public GameObject showPrefabs;
  26. public Transform showPointParent;
  27. List<Vector3> holisticPoseData = new List<Vector3>();
  28. List<Vector3> holisticLeftHandData = new List<Vector3>();
  29. List<Vector3> holisticRightHandData = new List<Vector3>();
  30. List<Vector3> holisticFaceData = new List<Vector3>();
  31. List<Vector3> holisticOriginalPoseData = new List<Vector3>();
  32. List<Vector3> holisticOriginalLeftHandData = new List<Vector3>();
  33. List<Vector3> holisticOriginalRightHandData = new List<Vector3>();
  34. List<Vector3> holisticOriginalFaceData = new List<Vector3>();
  35. Vector3 default_vec = new Vector3(-Screen.width, -Screen.height, 0);
  36. private void Start()
  37. {
  38. javaClass = new AndroidJavaClass("com.zee.unity.UnityHelper");
  39. ZwnAmLogicSDK.InitAndroidJavaClass(javaClass);
  40. }
  41. private void Update()
  42. {
  43. if (ZwnAmlogicHelperData.isCanOpenCamera)
  44. {
  45. ZwnAmlogicHelperData.isCanOpenCamera = false;
  46. ZwnAmLogicSDK.OpenCamera(ZwnAmlogicHelperData.cameraId);
  47. }
  48. if (ZwnAmlogicHelperData.isOpenCamera)
  49. {
  50. ZwnAmlogicHelperData.initPersonPoseNum = ZwnAmLogicSDK.InitHolistic(ZwnAmlogicHelperData.landmarkType, ZwnAmlogicHelperData.trackNum, ZwnAmlogicHelperData.deviceType);
  51. if (ZwnAmlogicHelperData.initPersonPoseNum == 0)
  52. {
  53. ZwnAmLogicSDK.SetHolisticTrackFrameThreshold(30);
  54. ZwnAmLogicSDK.SetHolisticBodyLandmarkStatus(true);
  55. ZwnAmLogicSDK.SetHolisticFaceLandmarkStatus(true);
  56. ZwnAmLogicSDK.SetHolisticHandLandmarkNum(2);
  57. ZwnAmLogicSDK.SetHolisticSmoothnessStatus(true);
  58. }
  59. }
  60. if (ZwnAmlogicHelperData.initPersonPoseNum == 0)
  61. {
  62. ZwnAmlogicHelperData.isOpenCamera = false;
  63. GetHolisticPoseData();
  64. GetHolisticLeftHandData();
  65. GetHolisticRightHandData();
  66. GetHolisticFaceData();
  67. //GetOriginalHolisticPoseData();
  68. //GetOriginalHolisticLeftHandData();
  69. //GetOriginalHolisticRightHandData();
  70. //GetOriginalHolisticFaceData();
  71. }
  72. ShowHolisticChangePosePoint();
  73. ShowHolisticChangeLeftHandPoint();
  74. ShowHolisticChangeRightHandPoint();
  75. ShowHolisticChangeFacePoint();
  76. //ShowHolisticOriginalPosePoint();
  77. //ShowHolisticOriginalLeftHandPoint();
  78. //ShowHolisticOriginalRightHandPoint();
  79. //ShowHolisticOriginalFacePoint();
  80. }
  81. /// <summary>
  82. /// 获取转换后Holistic身体点
  83. /// </summary>
  84. void GetHolisticPoseData()
  85. {
  86. holisticPoseData = ZwnAmLogicSDK.GetHolisticPoseInfo();
  87. }
  88. /// <summary>
  89. /// 获取转换后Holistic左手点
  90. /// </summary>
  91. void GetHolisticLeftHandData()
  92. {
  93. holisticLeftHandData = ZwnAmLogicSDK.GetHolisticLeftHandInfo();
  94. }
  95. /// <summary>
  96. /// 获取转换后Holistic右手点
  97. /// </summary>
  98. void GetHolisticRightHandData()
  99. {
  100. holisticRightHandData = ZwnAmLogicSDK.GetHolisticRightHandInfo();
  101. }
  102. /// <summary>
  103. ///获取转换后脸部点
  104. /// </summary>
  105. void GetHolisticFaceData()
  106. {
  107. holisticFaceData = ZwnAmLogicSDK.GetHolisticFaceInfo();
  108. }
  109. /// <summary>
  110. /// 获取原始Holistic身体点
  111. /// </summary>
  112. void GetOriginalHolisticPoseData()
  113. {
  114. holisticOriginalPoseData = ZwnAmLogicSDK.GetOriginalHolisticPoseInfo();
  115. }
  116. /// <summary>
  117. /// 获取原始Holistic左手点
  118. /// </summary>
  119. void GetOriginalHolisticLeftHandData()
  120. {
  121. holisticOriginalLeftHandData = ZwnAmLogicSDK.GetOriginalHolisticLeftHandInfo();
  122. }
  123. /// <summary>
  124. /// 获取原始Holistic右手点
  125. /// </summary>
  126. void GetOriginalHolisticRightHandData()
  127. {
  128. holisticOriginalRightHandData = ZwnAmLogicSDK.GetOriginalHolisticRightHandInfo();
  129. }
  130. /// <summary>
  131. ///获取原始脸部点
  132. /// </summary>
  133. void GetOriginalHolisticFaceData()
  134. {
  135. holisticOriginalFaceData = ZwnAmLogicSDK.GetOriginalHolisticFaceInfo();
  136. }
  137. /// <summary>
  138. /// 显示Holistic的身体点转换后点的位置
  139. /// </summary>
  140. public void ShowHolisticChangePosePoint()
  141. {
  142. if (holisticPoseData.Count > 0&& holisticPoseData != null)
  143. {
  144. for (int i = 0; i < holisticPoseData.Count; i++)
  145. {
  146. if (i >= showHolisticChangePoseList.Count)
  147. {
  148. GameObject go = Instantiate(showPrefabs);
  149. showHolisticChangePoseList.Add(go);
  150. go.transform.SetParent(showPointParent);
  151. go.transform.localScale = new Vector3(1, 1, 1);
  152. }
  153. showHolisticChangePoseList[i].transform.localPosition = holisticPoseData[i];
  154. }
  155. }
  156. else
  157. {
  158. if (showHolisticChangePoseList.Count > 0)
  159. {
  160. for (int i = 0; i < showHolisticChangePoseList.Count; i++)
  161. {
  162. showHolisticChangePoseList[i].transform.localPosition = default_vec;
  163. }
  164. }
  165. }
  166. }
  167. /// <summary>
  168. /// 显示Holistic的左手转换后点的位置
  169. /// </summary>
  170. public void ShowHolisticChangeLeftHandPoint()
  171. {
  172. if (holisticLeftHandData.Count > 0 && holisticLeftHandData != null)
  173. {
  174. for (int i = 0; i < holisticLeftHandData.Count; i++)
  175. {
  176. if (i >= showHolisticChangeLeftHandList.Count)
  177. {
  178. GameObject go = Instantiate(showPrefabs);
  179. showHolisticChangeLeftHandList.Add(go);
  180. go.transform.SetParent(showPointParent);
  181. go.transform.localScale = new Vector3(1, 1, 1);
  182. }
  183. showHolisticChangeLeftHandList[i].transform.localPosition = holisticLeftHandData[i];
  184. }
  185. }
  186. else
  187. {
  188. if (showHolisticChangeLeftHandList.Count > 0)
  189. {
  190. for (int i = 0; i < showHolisticChangeLeftHandList.Count; i++)
  191. {
  192. showHolisticChangeLeftHandList[i].transform.localPosition = default_vec;
  193. }
  194. }
  195. }
  196. }
  197. /// <summary>
  198. /// 显示Holistic的右手转换后点的位置
  199. /// </summary>
  200. public void ShowHolisticChangeRightHandPoint()
  201. {
  202. if (holisticRightHandData.Count > 0 && holisticRightHandData != null)
  203. {
  204. for (int i = 0; i < holisticRightHandData.Count; i++)
  205. {
  206. if (i >= showHolisticChangeRightHnadList.Count)
  207. {
  208. GameObject go = Instantiate(showPrefabs);
  209. showHolisticChangeRightHnadList.Add(go);
  210. go.transform.SetParent(showPointParent);
  211. go.transform.localScale = new Vector3(1, 1, 1);
  212. }
  213. showHolisticChangeRightHnadList[i].transform.localPosition = holisticRightHandData[i];
  214. }
  215. }
  216. else
  217. {
  218. if (showHolisticChangeRightHnadList.Count > 0)
  219. {
  220. for (int i = 0; i < showHolisticChangeRightHnadList.Count; i++)
  221. {
  222. showHolisticChangeRightHnadList[i].transform.localPosition = default_vec;
  223. }
  224. }
  225. }
  226. }
  227. /// <summary>
  228. /// 显示Holistic的右手转换后点的位置
  229. /// </summary>
  230. public void ShowHolisticChangeFacePoint()
  231. {
  232. if (holisticFaceData.Count > 0 && holisticFaceData != null)
  233. {
  234. for (int i = 0; i < holisticFaceData.Count; i++)
  235. {
  236. if (i >= showHolisticChangeFaceList.Count)
  237. {
  238. GameObject go = Instantiate(showPrefabs);
  239. showHolisticChangeFaceList.Add(go);
  240. go.transform.SetParent(showPointParent);
  241. go.transform.localScale = new Vector3(1, 1, 1);
  242. }
  243. showHolisticChangeFaceList[i].transform.localPosition = holisticFaceData[i];
  244. }
  245. }
  246. else
  247. {
  248. if (showHolisticChangeFaceList.Count > 0)
  249. {
  250. for (int i = 0; i < showHolisticChangeFaceList.Count; i++)
  251. {
  252. showHolisticChangeFaceList[i].transform.localPosition = default_vec;
  253. }
  254. }
  255. }
  256. }
  257. /// <summary>
  258. /// 显示Holistic的身体点原始点的位置
  259. /// </summary>
  260. public void ShowHolisticOriginalPosePoint()
  261. {
  262. if (holisticOriginalPoseData.Count > 0 && holisticOriginalPoseData != null)
  263. {
  264. for (int i = 0; i < holisticOriginalPoseData.Count; i++)
  265. {
  266. if (i >= showHolisticOriginalPoseList.Count)
  267. {
  268. GameObject go = Instantiate(showPrefabs);
  269. showHolisticOriginalPoseList.Add(go);
  270. go.transform.SetParent(showPointParent);
  271. go.transform.localScale = new Vector3(1, 1, 1);
  272. }
  273. showHolisticOriginalPoseList[i].transform.localPosition = holisticOriginalPoseData[i];
  274. }
  275. }
  276. else
  277. {
  278. if (showHolisticOriginalPoseList.Count > 0)
  279. {
  280. for (int i = 0; i < showHolisticOriginalPoseList.Count; i++)
  281. {
  282. showHolisticOriginalPoseList[i].transform.localPosition = default_vec;
  283. }
  284. }
  285. }
  286. }
  287. /// <summary>
  288. /// 显示Holistic的左手原始点的位置
  289. /// </summary>
  290. public void ShowHolisticOriginalLeftHandPoint()
  291. {
  292. if (holisticOriginalLeftHandData.Count > 0 && holisticOriginalLeftHandData != null)
  293. {
  294. for (int i = 0; i < holisticOriginalLeftHandData.Count; i++)
  295. {
  296. if (i >= showHolisticOriginalLeftHandList.Count)
  297. {
  298. GameObject go = Instantiate(showPrefabs);
  299. showHolisticOriginalLeftHandList.Add(go);
  300. go.transform.SetParent(showPointParent);
  301. go.transform.localScale = new Vector3(1, 1, 1);
  302. }
  303. showHolisticOriginalLeftHandList[i].transform.localPosition = holisticOriginalLeftHandData[i];
  304. }
  305. }
  306. else
  307. {
  308. if (showHolisticOriginalLeftHandList.Count > 0)
  309. {
  310. for (int i = 0; i < showHolisticOriginalLeftHandList.Count; i++)
  311. {
  312. showHolisticOriginalLeftHandList[i].transform.localPosition = default_vec;
  313. }
  314. }
  315. }
  316. }
  317. /// <summary>
  318. /// 显示Holistic的右手转换后点的位置
  319. /// </summary>
  320. public void ShowHolisticOriginalRightHandPoint()
  321. {
  322. if (holisticOriginalRightHandData.Count > 0 && holisticOriginalRightHandData != null)
  323. {
  324. for (int i = 0; i < holisticOriginalRightHandData.Count; i++)
  325. {
  326. if (i >= showHolisticOriginalRightHnadList.Count)
  327. {
  328. GameObject go = Instantiate(showPrefabs);
  329. showHolisticOriginalRightHnadList.Add(go);
  330. go.transform.SetParent(showPointParent);
  331. go.transform.localScale = new Vector3(1, 1, 1);
  332. }
  333. showHolisticOriginalRightHnadList[i].transform.localPosition = holisticOriginalRightHandData[i];
  334. }
  335. }
  336. else
  337. {
  338. if (showHolisticOriginalRightHnadList.Count > 0)
  339. {
  340. for (int i = 0; i < showHolisticOriginalRightHnadList.Count; i++)
  341. {
  342. showHolisticOriginalRightHnadList[i].transform.localPosition = default_vec;
  343. }
  344. }
  345. }
  346. }
  347. /// <summary>
  348. /// 显示Holistic的右手转换后点的位置
  349. /// </summary>
  350. public void ShowHolisticOriginalFacePoint()
  351. {
  352. if (holisticOriginalFaceData.Count > 0 && holisticOriginalFaceData != null)
  353. {
  354. for (int i = 0; i < holisticOriginalFaceData.Count; i++)
  355. {
  356. if (i >= showHolisticOriginalFaceList.Count)
  357. {
  358. GameObject go = Instantiate(showPrefabs);
  359. showHolisticOriginalFaceList.Add(go);
  360. go.transform.SetParent(showPointParent);
  361. go.transform.localScale = new Vector3(1, 1, 1);
  362. }
  363. showHolisticOriginalFaceList[i].transform.localPosition = holisticOriginalFaceData[i];
  364. }
  365. }
  366. else
  367. {
  368. if (showHolisticOriginalFaceList.Count > 0)
  369. {
  370. for (int i = 0; i < showHolisticOriginalFaceList.Count; i++)
  371. {
  372. showHolisticOriginalFaceList[i].transform.localPosition = default_vec;
  373. }
  374. }
  375. }
  376. }
  377. private void OnDestroy()
  378. {
  379. ZwnAmLogicSDK.ReleaseZeePose();
  380. ZwnAmLogicSDK.CloseCamera();
  381. }
  382. }