├── BarracudaBodyTracking
├── .vs
│ ├── BarracudaBodyTracking
│ │ └── v15
│ │ │ └── Server
│ │ │ └── sqlite3
│ │ │ ├── db.lock
│ │ │ ├── storage.ide
│ │ │ ├── storage.ide-shm
│ │ │ └── storage.ide-wal
│ ├── BarracudaSingularity
│ │ └── v15
│ │ │ └── Server
│ │ │ └── sqlite3
│ │ │ ├── db.lock
│ │ │ ├── storage.ide
│ │ │ ├── storage.ide-shm
│ │ │ └── storage.ide-wal
│ ├── MirrorSingularity
│ │ └── v15
│ │ │ └── Server
│ │ │ └── sqlite3
│ │ │ ├── db.lock
│ │ │ ├── storage.ide
│ │ │ ├── storage.ide-shm
│ │ │ └── storage.ide-wal
│ ├── RiggingAnimation
│ │ └── v15
│ │ │ └── Server
│ │ │ └── sqlite3
│ │ │ ├── db.lock
│ │ │ ├── storage.ide
│ │ │ ├── storage.ide-shm
│ │ │ └── storage.ide-wal
│ └── RiggingAnimationKinect
│ │ └── v15
│ │ └── Server
│ │ └── sqlite3
│ │ ├── db.lock
│ │ ├── storage.ide
│ │ ├── storage.ide-shm
│ │ └── storage.ide-wal
├── Assembly-CSharp-Editor-firstpass.csproj
├── Assembly-CSharp-Editor.csproj
├── Assembly-CSharp-firstpass.csproj
├── Assembly-CSharp.csproj
├── Assets
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── SampleScene.unity
│ │ └── SampleScene.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── CameraMover.cs
│ │ ├── CameraMover.cs.meta
│ │ ├── Model.meta
│ │ ├── Model
│ │ │ ├── AddOnnxHere.txt
│ │ │ ├── AddOnnxHere.txt.meta
│ │ │ └── Resnet34_3inputs_448x448_20200609.onnx.meta
│ │ ├── VNectBarracudaRunner.cs
│ │ ├── VNectBarracudaRunner.cs.meta
│ │ ├── VNectModel.cs
│ │ ├── VNectModel.cs.meta
│ │ ├── VideoCapture.cs
│ │ ├── VideoCapture.cs.meta
│ │ ├── info.cs
│ │ └── info.cs.meta
│ ├── Video.meta
│ ├── Video
│ │ ├── video1.mp4
│ │ └── video1.mp4.meta
│ ├── model3d.meta
│ └── model3d
│ │ ├── InitImg.png
│ │ ├── InitImg.png.meta
│ │ ├── Ninja(Clone).prefab
│ │ ├── Ninja(Clone).prefab.meta
│ │ ├── Ninja.fbx
│ │ ├── Ninja.fbx.meta
│ │ ├── Skeleton.mat
│ │ └── Skeleton.mat.meta
├── BarracudaBodyTracking.sln
├── BarracudaSingularity.sln
├── Mirror.Authenticators.csproj
├── Mirror.Cloud.csproj
├── Mirror.CompilerSymbols.csproj
├── Mirror.Components.csproj
├── Mirror.Editor.csproj
├── Mirror.Examples.Cloud.GUI.csproj
├── Mirror.Examples.Cloud.Pong.csproj
├── Mirror.Examples.csproj
├── Mirror.Weaver.csproj
├── Mirror.Websocket.csproj
├── Mirror.csproj
├── Mirror.example.RigidbodyPhysics.csproj
├── MirrorSingularity.sln
├── Ninja.WebSockets.csproj
├── Packages
│ └── manifest.json
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── BurstAotSettings_StandaloneWindows.json
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── URPProjectSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
├── RiggingAnimation.sln
├── RiggingAnimationKinect.sln
├── Telepathy.csproj
└── obj
│ └── Debug
│ ├── TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs
│ ├── TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs
│ └── TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs
├── README.md
└── Screenshot_1.jpg
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.SocialPlatforms;
6 |
7 | ///
8 | /// Camera operation
9 | ///
10 | public class CameraMover : MonoBehaviour
11 | {
12 | // WASD:movement in four quarters
13 | // QE:up and down
14 | // drag right:rotate camera
15 | // drag left:movement in quarters
16 | // space:swith on/off of camera opperation
17 | // P:initialize rotation
18 |
19 | ///
20 | /// amount of movement
21 | ///
22 | [SerializeField, Range(0.1f, 10.0f)]
23 | private float _positionStep = 2.0f;
24 |
25 | ///
26 | /// mouse sensitivity
27 | ///
28 | [SerializeField, Range(30.0f, 150.0f)]
29 | private float _mouseSensitive = 90.0f;
30 |
31 | ///
32 | /// switch on/off of opperation of camera
33 | ///
34 | private bool _cameraMoveActive = true;
35 |
36 | ///
37 | /// camera transformation
38 | ///
39 | private Transform _camTransform;
40 |
41 | ///
42 | /// start position of camera
43 | ///
44 | private Vector3 _startMousePos;
45 |
46 | ///
47 | /// Current camera rotate angle
48 | ///
49 | private Vector3 _presentCamRotation;
50 |
51 | ///
52 | /// Current camera positoin
53 | ///
54 | private Vector3 _presentCamPos;
55 |
56 | ///
57 | /// initial condtion of rotation
58 | ///
59 | private Quaternion _initialCamRotation;
60 |
61 | ///
62 | /// activation of UI message
63 | ///
64 | private bool _uiMessageActiv;
65 |
66 | void Start()
67 | {
68 | _camTransform = this.gameObject.transform;
69 |
70 | // reserve initialize rotation
71 | _initialCamRotation = this.gameObject.transform.rotation;
72 | }
73 |
74 | void Update()
75 | {
76 |
77 | CamControlIsActive();
78 |
79 | if (_cameraMoveActive)
80 | {
81 | ResetCameraRotation();
82 | CameraRotationMouseControl();
83 | CameraSlideMouseControl();
84 | CameraPositionKeyControl();
85 | }
86 | }
87 |
88 | ///
89 | /// activate/deactivate camera opperation
90 | ///
91 | public void CamControlIsActive()
92 | {
93 | if (Input.GetKeyDown(KeyCode.Space))
94 | {
95 | _cameraMoveActive = !_cameraMoveActive;
96 |
97 | if (_uiMessageActiv == false)
98 | {
99 | StartCoroutine(DisplayUiMessage());
100 | }
101 | Debug.Log("CamControl : " + _cameraMoveActive);
102 | }
103 | }
104 |
105 | ///
106 | /// reset camera rotation
107 | ///
108 | private void ResetCameraRotation()
109 | {
110 | if (Input.GetKeyDown(KeyCode.P))
111 | {
112 | this.gameObject.transform.rotation = _initialCamRotation;
113 | Debug.Log("Cam Rotate : " + _initialCamRotation.ToString());
114 | }
115 | }
116 |
117 | ///
118 | /// Camera rotation by mouse
119 | ///
120 | private void CameraRotationMouseControl()
121 | {
122 | if (Input.GetMouseButtonDown(0))
123 | {
124 | _startMousePos = Input.mousePosition;
125 | _presentCamRotation.x = _camTransform.transform.eulerAngles.x;
126 | _presentCamRotation.y = _camTransform.transform.eulerAngles.y;
127 | }
128 |
129 | if (Input.GetMouseButton(0))
130 | {
131 | // Normalization = (start position - current position) / resolution
132 | float x = (_startMousePos.x - Input.mousePosition.x) / Screen.width;
133 | float y = (_startMousePos.y - Input.mousePosition.y) / Screen.height;
134 |
135 | // current rotate angle + movement amount * mouse sensitivity
136 | float eulerX = _presentCamRotation.x + y * _mouseSensitive;
137 | float eulerY = _presentCamRotation.y + x * _mouseSensitive;
138 |
139 | _camTransform.rotation = Quaternion.Euler(eulerX, eulerY, 0);
140 | }
141 | }
142 |
143 | ///
144 | /// Move camera by mouse
145 | ///
146 | private void CameraSlideMouseControl()
147 | {
148 | if (Input.GetMouseButtonDown(1))
149 | {
150 | _startMousePos = Input.mousePosition;
151 | _presentCamPos = _camTransform.position;
152 | }
153 |
154 | if (Input.GetMouseButton(1))
155 | {
156 | // Normalization: (start position - current position) / resolution
157 | float x = (_startMousePos.x - Input.mousePosition.x) / Screen.width;
158 | float y = (_startMousePos.y - Input.mousePosition.y) / Screen.height;
159 |
160 | x = x * _positionStep;
161 | y = y * _positionStep;
162 |
163 | Vector3 velocity = _camTransform.rotation * new Vector3(x, y, 0);
164 | velocity = velocity + _presentCamPos;
165 | _camTransform.position = velocity;
166 | }
167 | }
168 |
169 | ///
170 | /// Local movement of camera by key
171 | ///
172 | private void CameraPositionKeyControl()
173 | {
174 | Vector3 campos = _camTransform.position;
175 |
176 | if (Input.GetKey(KeyCode.D)) { campos += _camTransform.right * Time.deltaTime * _positionStep; }
177 | if (Input.GetKey(KeyCode.A)) { campos -= _camTransform.right * Time.deltaTime * _positionStep; }
178 | if (Input.GetKey(KeyCode.E)) { campos += _camTransform.up * Time.deltaTime * _positionStep; }
179 | if (Input.GetKey(KeyCode.Q)) { campos -= _camTransform.up * Time.deltaTime * _positionStep; }
180 | if (Input.GetKey(KeyCode.W)) { campos += _camTransform.forward * Time.deltaTime * _positionStep; }
181 | if (Input.GetKey(KeyCode.S)) { campos -= _camTransform.forward * Time.deltaTime * _positionStep; }
182 |
183 | _camTransform.position = campos;
184 | }
185 |
186 | ///
187 | /// Show UI message
188 | ///
189 | ///
190 | private IEnumerator DisplayUiMessage()
191 | {
192 | _uiMessageActiv = true;
193 | float time = 0;
194 | while (time < 2)
195 | {
196 | time = time + Time.deltaTime;
197 | yield return null;
198 | }
199 | _uiMessageActiv = false;
200 | }
201 |
202 | void OnGUI()
203 | {
204 | if (_uiMessageActiv == false) { return; }
205 | GUI.color = Color.black;
206 | if (_cameraMoveActive == true)
207 | {
208 | GUI.Label(new Rect(Screen.width / 2 - 50, Screen.height - 30, 100, 20), "Active Camera Operation");
209 | }
210 |
211 | if (_cameraMoveActive == false)
212 | {
213 | GUI.Label(new Rect(Screen.width / 2 - 50, Screen.height - 30, 100, 20), "Deactive Camera Operation");
214 | }
215 | }
216 |
217 | }
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/BarracudaBodyTracking/Assets/Scripts/VNectBarracudaRunner.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using Unity.Barracuda;
6 |
7 | ///
8 | /// Define Joint points
9 | ///
10 | public class VNectBarracudaRunner : MonoBehaviour
11 | {
12 | ///
13 | /// Neural network model
14 | ///
15 | ///
16 | public NNModel NNModel;
17 |
18 | public WorkerFactory.Type WorkerType = WorkerFactory.Type.Auto;
19 | public bool Verbose = true;
20 |
21 | public VNectModel VNectModel;
22 |
23 | public VideoCapture videoCapture;
24 |
25 | private Model _model;
26 | private IWorker _worker;
27 |
28 | ///
29 | /// Coordinates of joint points
30 | ///
31 | private VNectModel.JointPoint[] jointPoints;
32 |
33 | ///
34 | /// Number of joint points
35 | ///
36 | private const int JointNum = 24;
37 |
38 | ///
39 | /// input image size
40 | ///
41 | public int InputImageSize;
42 |
43 | ///
44 | /// input image size (half)
45 | ///
46 | private float InputImageSizeHalf;
47 |
48 | ///
49 | /// column number of heatmap
50 | ///
51 | public int HeatMapCol;
52 | private float InputImageSizeF;
53 |
54 | ///
55 | /// Column number of heatmap in 2D image
56 | ///
57 | private int HeatMapCol_Squared;
58 |
59 | ///
60 | /// Column nuber of heatmap in 3D model
61 | ///
62 | private int HeatMapCol_Cube;
63 | private float ImageScale;
64 |
65 | ///
66 | /// Buffer memory has 2D heat map
67 | ///
68 | private float[] heatMap2D;
69 |
70 | ///
71 | /// Buffer memory has offset 2D
72 | ///
73 | private float[] offset2D;
74 |
75 | ///
76 | /// Buffer memory has 3D heat map
77 | ///
78 | private float[] heatMap3D;
79 |
80 | ///
81 | /// Buffer memory hash 3D offset
82 | ///
83 | private float[] offset3D;
84 | private float unit;
85 |
86 | ///
87 | /// Number of joints in 2D image
88 | ///
89 | private int JointNum_Squared = JointNum * 2;
90 |
91 | ///
92 | /// Number of joints in 3D model
93 | ///
94 | private int JointNum_Cube = JointNum * 3;
95 |
96 | ///
97 | /// HeatMapCol * JointNum
98 | ///
99 | private int HeatMapCol_JointNum;
100 |
101 | ///
102 | /// HeatMapCol * JointNum_Squared
103 | ///
104 | private int CubeOffsetLinear;
105 |
106 | ///
107 | /// HeatMapCol * JointNum_Cube
108 | ///
109 | private int CubeOffsetSquared;
110 |
111 | ///
112 | /// For Kalman filter parameter Q
113 | ///
114 | public float KalmanParamQ;
115 |
116 | ///
117 | /// For Kalman filter parameter R
118 | ///
119 | public float KalmanParamR;
120 |
121 | ///
122 | /// Lock to update VNectModel
123 | ///
124 | private bool Lock = true;
125 |
126 | ///
127 | /// Use low pass filter flag
128 | ///
129 | public bool UseLowPassFilter;
130 |
131 | ///
132 | /// For low pass filter
133 | ///
134 | public float LowPassParam;
135 |
136 | //public Text Msg;
137 | public float WaitTimeModelLoad = 10f;
138 | private float Countdown = 0;
139 | public Texture2D InitImg;
140 |
141 | private void Start()
142 | {
143 | // Initialize
144 | HeatMapCol_Squared = HeatMapCol * HeatMapCol;
145 | HeatMapCol_Cube = HeatMapCol * HeatMapCol * HeatMapCol;
146 | HeatMapCol_JointNum = HeatMapCol * JointNum;
147 | CubeOffsetLinear = HeatMapCol * JointNum_Cube;
148 | CubeOffsetSquared = HeatMapCol_Squared * JointNum_Cube;
149 |
150 | heatMap2D = new float[JointNum * HeatMapCol_Squared];
151 | offset2D = new float[JointNum * HeatMapCol_Squared * 2];
152 | heatMap3D = new float[JointNum * HeatMapCol_Cube];
153 | offset3D = new float[JointNum * HeatMapCol_Cube * 3];
154 | unit = 1f / (float)HeatMapCol;
155 | InputImageSizeF = InputImageSize;
156 | InputImageSizeHalf = InputImageSizeF / 2f;
157 | ImageScale = InputImageSize / (float)HeatMapCol;// 224f / (float)InputImageSize;
158 |
159 | // Disabel sleep
160 | Screen.sleepTimeout = SleepTimeout.NeverSleep;
161 |
162 | // Init model
163 | _model = ModelLoader.Load(NNModel, Verbose);
164 | _worker = WorkerFactory.CreateWorker(WorkerType, _model, Verbose);
165 |
166 | StartCoroutine("WaitLoad");
167 |
168 | }
169 |
170 | private void Update()
171 | {
172 | if (!Lock)
173 | {
174 | UpdateVNectModel();
175 | }
176 | /*else
177 | {
178 | if (Input.GetKey(KeyCode.B))
179 | {
180 | VNectModel = GameObject.FindWithTag("jugadorPlayer").GetComponent();
181 | StartCoroutine("WaitLoad");
182 | }
183 | }*/
184 | }
185 |
186 | private IEnumerator WaitLoad()
187 | {
188 | inputs[inputName_1] = new Tensor(InitImg);
189 | inputs[inputName_2] = new Tensor(InitImg);
190 | inputs[inputName_3] = new Tensor(InitImg);
191 |
192 | // Create input and Execute model
193 | yield return _worker.StartManualSchedule(inputs);
194 |
195 | // Get outputs
196 | for (var i = 2; i < _model.outputs.Count; i++)
197 | {
198 | b_outputs[i] = _worker.PeekOutput(_model.outputs[i]);
199 | }
200 |
201 | // Get data from outputs
202 | offset3D = b_outputs[2].data.Download(b_outputs[2].shape);
203 | heatMap3D = b_outputs[3].data.Download(b_outputs[3].shape);
204 |
205 | // Release outputs
206 | for (var i = 2; i < b_outputs.Length; i++)
207 | {
208 | b_outputs[i].Dispose();
209 | }
210 |
211 | // Init VNect model
212 | jointPoints = VNectModel.Init();
213 |
214 | PredictPose();
215 |
216 | yield return new WaitForSeconds(WaitTimeModelLoad);
217 |
218 | // Init VideoCapture
219 | videoCapture.Init(InputImageSize, InputImageSize);
220 | Lock = false;
221 | //Msg.gameObject.SetActive(false);
222 | }
223 |
224 | private const string inputName_1 = "input.1";
225 | private const string inputName_2 = "input.4";
226 | private const string inputName_3 = "input.7";
227 | /*
228 | private const string inputName_1 = "0";
229 | private const string inputName_2 = "1";
230 | private const string inputName_3 = "2";
231 | */
232 |
233 | private void UpdateVNectModel()
234 | {
235 | input = new Tensor(videoCapture.MainTexture);
236 | if (inputs[inputName_1] == null)
237 | {
238 | inputs[inputName_1] = input;
239 | inputs[inputName_2] = new Tensor(videoCapture.MainTexture);
240 | inputs[inputName_3] = new Tensor(videoCapture.MainTexture);
241 | }
242 | else
243 | {
244 | inputs[inputName_3].Dispose();
245 |
246 | inputs[inputName_3] = inputs[inputName_2];
247 | inputs[inputName_2] = inputs[inputName_1];
248 | inputs[inputName_1] = input;
249 | }
250 |
251 | StartCoroutine(ExecuteModelAsync());
252 | }
253 |
254 | ///
255 | /// Tensor has input image
256 | ///
257 | ///
258 | Tensor input = new Tensor();
259 | Dictionary inputs = new Dictionary() { { inputName_1, null }, { inputName_2, null }, { inputName_3, null }, };
260 | Tensor[] b_outputs = new Tensor[4];
261 |
262 | private IEnumerator ExecuteModelAsync()
263 | {
264 | // Create input and Execute model
265 | yield return _worker.StartManualSchedule(inputs);
266 |
267 | // Get outputs
268 | for (var i = 2; i < _model.outputs.Count; i++)
269 | {
270 | b_outputs[i] = _worker.PeekOutput(_model.outputs[i]);
271 | }
272 |
273 | // Get data from outputs
274 | offset3D = b_outputs[2].data.Download(b_outputs[2].shape);
275 | heatMap3D = b_outputs[3].data.Download(b_outputs[3].shape);
276 |
277 | // Release outputs
278 | for (var i = 2; i < b_outputs.Length; i++)
279 | {
280 | b_outputs[i].Dispose();
281 | }
282 |
283 | PredictPose();
284 | }
285 |
286 | ///
287 | /// Predict positions of each of joints based on network
288 | ///
289 | private void PredictPose()
290 | {
291 | for (var j = 0; j < JointNum; j++)
292 | {
293 | var maxXIndex = 0;
294 | var maxYIndex = 0;
295 | var maxZIndex = 0;
296 | jointPoints[j].score3D = 0.0f;
297 | var jj = j * HeatMapCol;
298 | for (var z = 0; z < HeatMapCol; z++)
299 | {
300 | var zz = jj + z;
301 | for (var y = 0; y < HeatMapCol; y++)
302 | {
303 | var yy = y * HeatMapCol_Squared * JointNum + zz;
304 | for (var x = 0; x < HeatMapCol; x++)
305 | {
306 | float v = heatMap3D[yy + x * HeatMapCol_JointNum];
307 | if (v > jointPoints[j].score3D)
308 | {
309 | jointPoints[j].score3D = v;
310 | maxXIndex = x;
311 | maxYIndex = y;
312 | maxZIndex = z;
313 | }
314 | }
315 | }
316 | }
317 |
318 | jointPoints[j].Now3D.x = (offset3D[maxYIndex * CubeOffsetSquared + maxXIndex * CubeOffsetLinear + j * HeatMapCol + maxZIndex] + 0.5f + (float)maxXIndex) * ImageScale - InputImageSizeHalf;
319 | jointPoints[j].Now3D.y = InputImageSizeHalf - (offset3D[maxYIndex * CubeOffsetSquared + maxXIndex * CubeOffsetLinear + (j + JointNum) * HeatMapCol + maxZIndex] + 0.5f + (float)maxYIndex) * ImageScale;
320 | jointPoints[j].Now3D.z = (offset3D[maxYIndex * CubeOffsetSquared + maxXIndex * CubeOffsetLinear + (j + JointNum_Squared) * HeatMapCol + maxZIndex] + 0.5f + (float)(maxZIndex - 14)) * ImageScale;
321 | }
322 |
323 | // Calculate hip location
324 | var lc = (jointPoints[PositionIndex.rThighBend.Int()].Now3D + jointPoints[PositionIndex.lThighBend.Int()].Now3D) / 2f;
325 | jointPoints[PositionIndex.hip.Int()].Now3D = (jointPoints[PositionIndex.abdomenUpper.Int()].Now3D + lc) / 2f;
326 |
327 | // Calculate neck location
328 | jointPoints[PositionIndex.neck.Int()].Now3D = (jointPoints[PositionIndex.rShldrBend.Int()].Now3D + jointPoints[PositionIndex.lShldrBend.Int()].Now3D) / 2f;
329 |
330 | // Calculate head location
331 | var cEar = (jointPoints[PositionIndex.rEar.Int()].Now3D + jointPoints[PositionIndex.lEar.Int()].Now3D) / 2f;
332 | var hv = cEar - jointPoints[PositionIndex.neck.Int()].Now3D;
333 | var nhv = Vector3.Normalize(hv);
334 | var nv = jointPoints[PositionIndex.Nose.Int()].Now3D - jointPoints[PositionIndex.neck.Int()].Now3D;
335 | jointPoints[PositionIndex.head.Int()].Now3D = jointPoints[PositionIndex.neck.Int()].Now3D + nhv * Vector3.Dot(nhv, nv);
336 |
337 |
338 | // Calculate spine location
339 | //jointPoints[PositionIndex.spine.Int()].Now3D = jointPoints[PositionIndex.abdomenUpper.Int()].Now3D;
340 |
341 | // Kalman filter
342 | foreach (var jp in jointPoints)
343 | {
344 | KalmanUpdate(jp);
345 | }
346 |
347 | // Low pass filter
348 | if (UseLowPassFilter)
349 | {
350 | foreach (var jp in jointPoints)
351 | {
352 | jp.PrevPos3D[0] = jp.Pos3D;
353 | for (var i = 1; i < jp.PrevPos3D.Length; i++)
354 | {
355 | jp.PrevPos3D[i] = jp.PrevPos3D[i] * LowPassParam + jp.PrevPos3D[i - 1] * (1f - LowPassParam);
356 | }
357 | jp.Pos3D = jp.PrevPos3D[jp.PrevPos3D.Length - 1];
358 | }
359 | }
360 | }
361 |
362 | ///
363 | /// Kalman filter
364 | ///
365 | /// joint points
366 | void KalmanUpdate(VNectModel.JointPoint measurement)
367 | {
368 | measurementUpdate(measurement);
369 | measurement.Pos3D.x = measurement.X.x + (measurement.Now3D.x - measurement.X.x) * measurement.K.x;
370 | measurement.Pos3D.y = measurement.X.y + (measurement.Now3D.y - measurement.X.y) * measurement.K.y;
371 | measurement.Pos3D.z = measurement.X.z + (measurement.Now3D.z - measurement.X.z) * measurement.K.z;
372 | measurement.X = measurement.Pos3D;
373 | }
374 |
375 | void measurementUpdate(VNectModel.JointPoint measurement)
376 | {
377 | measurement.K.x = (measurement.P.x + KalmanParamQ) / (measurement.P.x + KalmanParamQ + KalmanParamR);
378 | measurement.K.y = (measurement.P.y + KalmanParamQ) / (measurement.P.y + KalmanParamQ + KalmanParamR);
379 | measurement.K.z = (measurement.P.z + KalmanParamQ) / (measurement.P.z + KalmanParamQ + KalmanParamR);
380 | measurement.P.x = KalmanParamR * (measurement.P.x + KalmanParamQ) / (KalmanParamR + measurement.P.x + KalmanParamQ);
381 | measurement.P.y = KalmanParamR * (measurement.P.y + KalmanParamQ) / (KalmanParamR + measurement.P.y + KalmanParamQ);
382 | measurement.P.z = KalmanParamR * (measurement.P.z + KalmanParamQ) / (KalmanParamR + measurement.P.z + KalmanParamQ);
383 | }
384 | }
385 |
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/BarracudaBodyTracking/Assets/Scripts/VNectModel.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Position index of joint points
7 | ///
8 | public enum PositionIndex : int
9 | {
10 | rShldrBend = 0,
11 | rForearmBend,
12 | rHand,
13 | rThumb2,
14 | rMid1,
15 |
16 | lShldrBend,
17 | lForearmBend,
18 | lHand,
19 | lThumb2,
20 | lMid1,
21 |
22 | lEar,
23 | lEye,
24 | rEar,
25 | rEye,
26 | Nose,
27 |
28 | rThighBend,
29 | rShin,
30 | rFoot,
31 | rToe,
32 |
33 | lThighBend,
34 | lShin,
35 | lFoot,
36 | lToe,
37 |
38 | abdomenUpper,
39 |
40 | //Calculated coordinates
41 | hip,
42 | head,
43 | neck,
44 | spine,
45 |
46 | Count,
47 | None,
48 | }
49 |
50 | public static partial class EnumExtend
51 | {
52 | public static int Int(this PositionIndex i)
53 | {
54 | return (int)i;
55 | }
56 | }
57 |
58 | public class VNectModel : MonoBehaviour
59 | {
60 |
61 | public class JointPoint
62 | {
63 | public Vector2 Pos2D = new Vector2();
64 | public float score2D;
65 |
66 | public Vector3 Pos3D = new Vector3();
67 | public Vector3 Now3D = new Vector3();
68 | public Vector3[] PrevPos3D = new Vector3[6];
69 | public float score3D;
70 |
71 | // Bones
72 | public Transform Transform = null;
73 | public Quaternion InitRotation;
74 | public Quaternion Inverse;
75 | public Quaternion InverseRotation;
76 |
77 | public JointPoint Child = null;
78 | public JointPoint Parent = null;
79 |
80 | // For Kalman filter
81 | public Vector3 P = new Vector3();
82 | public Vector3 X = new Vector3();
83 | public Vector3 K = new Vector3();
84 | }
85 |
86 | public class Skeleton
87 | {
88 | public GameObject LineObject;
89 | public LineRenderer Line;
90 |
91 | public JointPoint start = null;
92 | public JointPoint end = null;
93 | }
94 |
95 | private List Skeletons = new List();
96 | public Material SkeletonMaterial;
97 |
98 | public bool ShowSkeleton;
99 | private bool useSkeleton;
100 | public float SkeletonX;
101 | public float SkeletonY;
102 | public float SkeletonZ;
103 | public float SkeletonScale;
104 |
105 | // Joint position and bone
106 | private JointPoint[] jointPoints;
107 | public JointPoint[] JointPoints { get { return jointPoints; } }
108 |
109 | private Vector3 initPosition; // Initial center position
110 |
111 | private Quaternion InitGazeRotation;
112 | private Quaternion gazeInverse;
113 |
114 | // UnityChan
115 | public GameObject ModelObject;
116 | public GameObject Nose;
117 | private Animator anim;
118 |
119 | // Move in z direction
120 | private float centerTall = 224 * 0.75f;
121 | private float tall = 224 * 0.75f;
122 | private float prevTall = 224 * 0.75f;
123 | public float ZScale = 0.8f;
124 |
125 | private void Update()
126 | {
127 | if (jointPoints != null)
128 | {
129 | PoseUpdate();
130 | }
131 | }
132 |
133 | ///
134 | /// Initialize joint points
135 | ///
136 | ///
137 | public JointPoint[] Init()
138 | {
139 | jointPoints = new JointPoint[PositionIndex.Count.Int()];
140 | for (var i = 0; i < PositionIndex.Count.Int(); i++) jointPoints[i] = new JointPoint();
141 |
142 | anim = ModelObject.GetComponent();
143 |
144 | // Right Arm
145 | jointPoints[PositionIndex.rShldrBend.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightUpperArm);
146 | jointPoints[PositionIndex.rForearmBend.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightLowerArm);
147 | jointPoints[PositionIndex.rHand.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightHand);
148 | jointPoints[PositionIndex.rThumb2.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightThumbIntermediate);
149 | jointPoints[PositionIndex.rMid1.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightMiddleProximal);
150 | // Left Arm
151 | jointPoints[PositionIndex.lShldrBend.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftUpperArm);
152 | jointPoints[PositionIndex.lForearmBend.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftLowerArm);
153 | jointPoints[PositionIndex.lHand.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftHand);
154 | jointPoints[PositionIndex.lThumb2.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftThumbIntermediate);
155 | jointPoints[PositionIndex.lMid1.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftMiddleProximal);
156 |
157 | // Face
158 | jointPoints[PositionIndex.lEar.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.Head);
159 | jointPoints[PositionIndex.lEye.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftEye);
160 | jointPoints[PositionIndex.rEar.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.Head);
161 | jointPoints[PositionIndex.rEye.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightEye);
162 | jointPoints[PositionIndex.Nose.Int()].Transform = Nose.transform;
163 |
164 | // Right Leg
165 | jointPoints[PositionIndex.rThighBend.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightUpperLeg);
166 | jointPoints[PositionIndex.rShin.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightLowerLeg);
167 | jointPoints[PositionIndex.rFoot.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightFoot);
168 | jointPoints[PositionIndex.rToe.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.RightToes);
169 |
170 | // Left Leg
171 | jointPoints[PositionIndex.lThighBend.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
172 | jointPoints[PositionIndex.lShin.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
173 | jointPoints[PositionIndex.lFoot.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftFoot);
174 | jointPoints[PositionIndex.lToe.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.LeftToes);
175 |
176 | // etc
177 | jointPoints[PositionIndex.abdomenUpper.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.Spine);
178 | jointPoints[PositionIndex.hip.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.Hips);
179 | jointPoints[PositionIndex.head.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.Head);
180 | jointPoints[PositionIndex.neck.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.Neck);
181 | jointPoints[PositionIndex.spine.Int()].Transform = anim.GetBoneTransform(HumanBodyBones.Spine);
182 |
183 | // Child Settings
184 | // Right Arm
185 | jointPoints[PositionIndex.rShldrBend.Int()].Child = jointPoints[PositionIndex.rForearmBend.Int()];
186 | jointPoints[PositionIndex.rForearmBend.Int()].Child = jointPoints[PositionIndex.rHand.Int()];
187 | jointPoints[PositionIndex.rForearmBend.Int()].Parent = jointPoints[PositionIndex.rShldrBend.Int()];
188 |
189 | // Left Arm
190 | jointPoints[PositionIndex.lShldrBend.Int()].Child = jointPoints[PositionIndex.lForearmBend.Int()];
191 | jointPoints[PositionIndex.lForearmBend.Int()].Child = jointPoints[PositionIndex.lHand.Int()];
192 | jointPoints[PositionIndex.lForearmBend.Int()].Parent = jointPoints[PositionIndex.lShldrBend.Int()];
193 |
194 | // Fase
195 |
196 | // Right Leg
197 | jointPoints[PositionIndex.rThighBend.Int()].Child = jointPoints[PositionIndex.rShin.Int()];
198 | jointPoints[PositionIndex.rShin.Int()].Child = jointPoints[PositionIndex.rFoot.Int()];
199 | jointPoints[PositionIndex.rFoot.Int()].Child = jointPoints[PositionIndex.rToe.Int()];
200 | jointPoints[PositionIndex.rFoot.Int()].Parent = jointPoints[PositionIndex.rShin.Int()];
201 |
202 | // Left Leg
203 | jointPoints[PositionIndex.lThighBend.Int()].Child = jointPoints[PositionIndex.lShin.Int()];
204 | jointPoints[PositionIndex.lShin.Int()].Child = jointPoints[PositionIndex.lFoot.Int()];
205 | jointPoints[PositionIndex.lFoot.Int()].Child = jointPoints[PositionIndex.lToe.Int()];
206 | jointPoints[PositionIndex.lFoot.Int()].Parent = jointPoints[PositionIndex.lShin.Int()];
207 |
208 | // etc
209 | jointPoints[PositionIndex.spine.Int()].Child = jointPoints[PositionIndex.neck.Int()];
210 | jointPoints[PositionIndex.neck.Int()].Child = jointPoints[PositionIndex.head.Int()];
211 | //jointPoints[PositionIndex.head.Int()].Child = jointPoints[PositionIndex.Nose.Int()];
212 |
213 | useSkeleton = ShowSkeleton;
214 | if (useSkeleton)
215 | {
216 |
217 |
218 | // Line Child Settings
219 | // Right Arm
220 | AddSkeleton(PositionIndex.rShldrBend, PositionIndex.rForearmBend);
221 | AddSkeleton(PositionIndex.rForearmBend, PositionIndex.rHand);
222 | AddSkeleton(PositionIndex.rHand, PositionIndex.rThumb2);
223 | AddSkeleton(PositionIndex.rHand, PositionIndex.rMid1);
224 |
225 | // Left Arm
226 | AddSkeleton(PositionIndex.lShldrBend, PositionIndex.lForearmBend);
227 | AddSkeleton(PositionIndex.lForearmBend, PositionIndex.lHand);
228 | AddSkeleton(PositionIndex.lHand, PositionIndex.lThumb2);
229 | AddSkeleton(PositionIndex.lHand, PositionIndex.lMid1);
230 |
231 | // Fase
232 | AddSkeleton(PositionIndex.lEar, PositionIndex.Nose);
233 | AddSkeleton(PositionIndex.rEar, PositionIndex.Nose);
234 |
235 | // Right Leg
236 | AddSkeleton(PositionIndex.rThighBend, PositionIndex.rShin);
237 | AddSkeleton(PositionIndex.rShin, PositionIndex.rFoot);
238 | AddSkeleton(PositionIndex.rFoot, PositionIndex.rToe);
239 |
240 | // Left Leg
241 | AddSkeleton(PositionIndex.lThighBend, PositionIndex.lShin);
242 | AddSkeleton(PositionIndex.lShin, PositionIndex.lFoot);
243 | AddSkeleton(PositionIndex.lFoot, PositionIndex.lToe);
244 |
245 | // etc
246 | AddSkeleton(PositionIndex.spine, PositionIndex.neck);
247 | AddSkeleton(PositionIndex.neck, PositionIndex.head);
248 | AddSkeleton(PositionIndex.head, PositionIndex.Nose);
249 | AddSkeleton(PositionIndex.neck, PositionIndex.rShldrBend);
250 | AddSkeleton(PositionIndex.neck, PositionIndex.lShldrBend);
251 | AddSkeleton(PositionIndex.rThighBend, PositionIndex.rShldrBend);
252 | AddSkeleton(PositionIndex.lThighBend, PositionIndex.lShldrBend);
253 | AddSkeleton(PositionIndex.rShldrBend, PositionIndex.abdomenUpper);
254 | AddSkeleton(PositionIndex.lShldrBend, PositionIndex.abdomenUpper);
255 | AddSkeleton(PositionIndex.rThighBend, PositionIndex.abdomenUpper);
256 | AddSkeleton(PositionIndex.lThighBend, PositionIndex.abdomenUpper);
257 | AddSkeleton(PositionIndex.lThighBend, PositionIndex.rThighBend);
258 | }
259 |
260 | // Set Inverse
261 | var forward = TriangleNormal(jointPoints[PositionIndex.hip.Int()].Transform.position, jointPoints[PositionIndex.lThighBend.Int()].Transform.position, jointPoints[PositionIndex.rThighBend.Int()].Transform.position);
262 | foreach (var jointPoint in jointPoints)
263 | {
264 | if (jointPoint.Transform != null)
265 | {
266 | jointPoint.InitRotation = jointPoint.Transform.rotation;
267 | }
268 |
269 | if (jointPoint.Child != null)
270 | {
271 | jointPoint.Inverse = GetInverse(jointPoint, jointPoint.Child, forward);
272 | jointPoint.InverseRotation = jointPoint.Inverse * jointPoint.InitRotation;
273 | }
274 | }
275 | var hip = jointPoints[PositionIndex.hip.Int()];
276 | initPosition = jointPoints[PositionIndex.hip.Int()].Transform.position;
277 | hip.Inverse = Quaternion.Inverse(Quaternion.LookRotation(forward));
278 | hip.InverseRotation = hip.Inverse * hip.InitRotation;
279 |
280 | // For Head Rotation
281 | var head = jointPoints[PositionIndex.head.Int()];
282 | head.InitRotation = jointPoints[PositionIndex.head.Int()].Transform.rotation;
283 | var gaze = jointPoints[PositionIndex.Nose.Int()].Transform.position - jointPoints[PositionIndex.head.Int()].Transform.position;
284 | head.Inverse = Quaternion.Inverse(Quaternion.LookRotation(gaze));
285 | head.InverseRotation = head.Inverse * head.InitRotation;
286 |
287 | var lHand = jointPoints[PositionIndex.lHand.Int()];
288 | var lf = TriangleNormal(lHand.Pos3D, jointPoints[PositionIndex.lMid1.Int()].Pos3D, jointPoints[PositionIndex.lThumb2.Int()].Pos3D);
289 | lHand.InitRotation = lHand.Transform.rotation;
290 | lHand.Inverse = Quaternion.Inverse(Quaternion.LookRotation(jointPoints[PositionIndex.lThumb2.Int()].Transform.position - jointPoints[PositionIndex.lMid1.Int()].Transform.position, lf));
291 | lHand.InverseRotation = lHand.Inverse * lHand.InitRotation;
292 |
293 | var rHand = jointPoints[PositionIndex.rHand.Int()];
294 | var rf = TriangleNormal(rHand.Pos3D, jointPoints[PositionIndex.rThumb2.Int()].Pos3D, jointPoints[PositionIndex.rMid1.Int()].Pos3D);
295 | rHand.InitRotation = jointPoints[PositionIndex.rHand.Int()].Transform.rotation;
296 | rHand.Inverse = Quaternion.Inverse(Quaternion.LookRotation(jointPoints[PositionIndex.rThumb2.Int()].Transform.position - jointPoints[PositionIndex.rMid1.Int()].Transform.position, rf));
297 | rHand.InverseRotation = rHand.Inverse * rHand.InitRotation;
298 |
299 | jointPoints[PositionIndex.hip.Int()].score3D = 1f;
300 | jointPoints[PositionIndex.neck.Int()].score3D = 1f;
301 | jointPoints[PositionIndex.Nose.Int()].score3D = 1f;
302 | jointPoints[PositionIndex.head.Int()].score3D = 1f;
303 | jointPoints[PositionIndex.spine.Int()].score3D = 1f;
304 |
305 |
306 | return JointPoints;
307 | }
308 |
309 | public void PoseUpdate()
310 | {
311 | // caliculate movement range of z-coordinate from height
312 | var t1 = Vector3.Distance(jointPoints[PositionIndex.head.Int()].Pos3D, jointPoints[PositionIndex.neck.Int()].Pos3D);
313 | var t2 = Vector3.Distance(jointPoints[PositionIndex.neck.Int()].Pos3D, jointPoints[PositionIndex.spine.Int()].Pos3D);
314 | var pm = (jointPoints[PositionIndex.rThighBend.Int()].Pos3D + jointPoints[PositionIndex.lThighBend.Int()].Pos3D) / 2f;
315 | var t3 = Vector3.Distance(jointPoints[PositionIndex.spine.Int()].Pos3D, pm);
316 | var t4r = Vector3.Distance(jointPoints[PositionIndex.rThighBend.Int()].Pos3D, jointPoints[PositionIndex.rShin.Int()].Pos3D);
317 | var t4l = Vector3.Distance(jointPoints[PositionIndex.lThighBend.Int()].Pos3D, jointPoints[PositionIndex.lShin.Int()].Pos3D);
318 | var t4 = (t4r + t4l) / 2f;
319 | var t5r = Vector3.Distance(jointPoints[PositionIndex.rShin.Int()].Pos3D, jointPoints[PositionIndex.rFoot.Int()].Pos3D);
320 | var t5l = Vector3.Distance(jointPoints[PositionIndex.lShin.Int()].Pos3D, jointPoints[PositionIndex.lFoot.Int()].Pos3D);
321 | var t5 = (t5r + t5l) / 2f;
322 | var t = t1 + t2 + t3 + t4 + t5;
323 |
324 |
325 | // Low pass filter in z direction
326 | tall = t * 0.7f + prevTall * 0.3f;
327 | prevTall = tall;
328 |
329 | if (tall == 0)
330 | {
331 | tall = centerTall;
332 | }
333 | var dz = (centerTall - tall) / centerTall * ZScale;
334 |
335 | // movement and rotatation of center
336 | var forward = TriangleNormal(jointPoints[PositionIndex.hip.Int()].Pos3D, jointPoints[PositionIndex.lThighBend.Int()].Pos3D, jointPoints[PositionIndex.rThighBend.Int()].Pos3D);
337 | jointPoints[PositionIndex.hip.Int()].Transform.position = jointPoints[PositionIndex.hip.Int()].Pos3D * 0.005f + new Vector3(initPosition.x, initPosition.y, initPosition.z + dz);
338 | jointPoints[PositionIndex.hip.Int()].Transform.rotation = Quaternion.LookRotation(forward) * jointPoints[PositionIndex.hip.Int()].InverseRotation;
339 |
340 | // rotate each of bones
341 | foreach (var jointPoint in jointPoints)
342 | {
343 | if (jointPoint.Parent != null)
344 | {
345 | var fv = jointPoint.Parent.Pos3D - jointPoint.Pos3D;
346 | jointPoint.Transform.rotation = Quaternion.LookRotation(jointPoint.Pos3D - jointPoint.Child.Pos3D, fv) * jointPoint.InverseRotation;
347 | }
348 | else if (jointPoint.Child != null)
349 | {
350 | jointPoint.Transform.rotation = Quaternion.LookRotation(jointPoint.Pos3D - jointPoint.Child.Pos3D, forward) * jointPoint.InverseRotation;
351 | }
352 | }
353 |
354 | // Head Rotation
355 | var gaze = jointPoints[PositionIndex.Nose.Int()].Pos3D - jointPoints[PositionIndex.head.Int()].Pos3D;
356 | var f = TriangleNormal(jointPoints[PositionIndex.Nose.Int()].Pos3D, jointPoints[PositionIndex.rEar.Int()].Pos3D, jointPoints[PositionIndex.lEar.Int()].Pos3D);
357 | var head = jointPoints[PositionIndex.head.Int()];
358 | head.Transform.rotation = Quaternion.LookRotation(gaze, f) * head.InverseRotation;
359 |
360 |
361 |
362 | // Wrist rotation (Test code)
363 | var lHand = jointPoints[PositionIndex.lHand.Int()];
364 | var lf = TriangleNormal(lHand.Pos3D, jointPoints[PositionIndex.lMid1.Int()].Pos3D, jointPoints[PositionIndex.lThumb2.Int()].Pos3D);
365 | lHand.Transform.rotation = Quaternion.LookRotation(jointPoints[PositionIndex.lThumb2.Int()].Pos3D - jointPoints[PositionIndex.lMid1.Int()].Pos3D, lf) * lHand.InverseRotation;
366 |
367 | var rHand = jointPoints[PositionIndex.rHand.Int()];
368 | var rf = TriangleNormal(rHand.Pos3D, jointPoints[PositionIndex.rThumb2.Int()].Pos3D, jointPoints[PositionIndex.rMid1.Int()].Pos3D);
369 | //rHand.Transform.rotation = Quaternion.LookRotation(jointPoints[PositionIndex.rThumb2.Int()].Pos3D - jointPoints[PositionIndex.rMid1.Int()].Pos3D, rf) * rHand.InverseRotation;
370 | rHand.Transform.rotation = Quaternion.LookRotation(jointPoints[PositionIndex.rThumb2.Int()].Pos3D - jointPoints[PositionIndex.rMid1.Int()].Pos3D, rf) * rHand.InverseRotation;
371 |
372 | foreach (var sk in Skeletons)
373 | {
374 | var s = sk.start;
375 | var e = sk.end;
376 |
377 | sk.Line.SetPosition(0, new Vector3(s.Pos3D.x * SkeletonScale + SkeletonX, s.Pos3D.y * SkeletonScale + SkeletonY, s.Pos3D.z * SkeletonScale + SkeletonZ));
378 | sk.Line.SetPosition(1, new Vector3(e.Pos3D.x * SkeletonScale + SkeletonX, e.Pos3D.y * SkeletonScale + SkeletonY, e.Pos3D.z * SkeletonScale + SkeletonZ));
379 | }
380 | }
381 |
382 | Vector3 TriangleNormal(Vector3 a, Vector3 b, Vector3 c)
383 | {
384 | Vector3 d1 = a - b;
385 | Vector3 d2 = a - c;
386 |
387 | Vector3 dd = Vector3.Cross(d1, d2);
388 | dd.Normalize();
389 |
390 | return dd;
391 | }
392 |
393 | private Quaternion GetInverse(JointPoint p1, JointPoint p2, Vector3 forward)
394 | {
395 | return Quaternion.Inverse(Quaternion.LookRotation(p1.Transform.position - p2.Transform.position, forward));
396 | }
397 |
398 | ///
399 | /// Add skelton from joint points
400 | ///
401 | /// position index
402 | /// position index
403 | private void AddSkeleton(PositionIndex s, PositionIndex e)
404 | {
405 | var sk = new Skeleton()
406 | {
407 | LineObject = new GameObject("Line"),
408 | start = jointPoints[s.Int()],
409 | end = jointPoints[e.Int()],
410 | };
411 |
412 | sk.Line = sk.LineObject.AddComponent();
413 | sk.Line.startWidth = 0.04f;
414 | sk.Line.endWidth = 0.01f;
415 |
416 | // define the number of vertex
417 | sk.Line.positionCount = 2;
418 | sk.Line.material = SkeletonMaterial;
419 |
420 | Skeletons.Add(sk);
421 | }
422 | }
423 |
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/BarracudaBodyTracking/Assets/Scripts/VideoCapture.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using UnityEngine.Video;
4 |
5 | public class VideoCapture : MonoBehaviour
6 | {
7 | //public GameObject InputTexture;
8 | //public RawImage VideoScreen;
9 | public GameObject VideoBackground;
10 | public float VideoBackgroundScale;
11 | public LayerMask _layer;
12 | public bool UseWebCam = true;
13 | public int WebCamIndex = 0;
14 | public VideoPlayer VideoPlayer;
15 |
16 | private WebCamTexture webCamTexture;
17 | private RenderTexture videoTexture;
18 |
19 | private int videoScreenWidth = 2560;
20 | private int bgWidth, bgHeight;
21 |
22 | public RenderTexture MainTexture { get; private set; }
23 |
24 | ///
25 | /// Initialize Camera
26 | ///
27 | ///
28 | ///
29 | public void Init(int bgWidth, int bgHeight)
30 | {
31 | this.bgWidth = bgWidth;
32 | this.bgHeight = bgHeight;
33 |
34 | //aca inicia y arranca y se determina si usar camara web o video
35 | if (UseWebCam) CameraPlayStart();
36 | else VideoPlayStart();
37 | }
38 |
39 | ///
40 | /// Play Web Camera
41 | ///
42 | public void CameraPlayStart()
43 | {
44 | WebCamDevice[] devices = WebCamTexture.devices;
45 | if(devices.Length <= WebCamIndex)
46 | {
47 | WebCamIndex = 0;
48 | }
49 |
50 | webCamTexture = new WebCamTexture(devices[WebCamIndex].name);
51 |
52 | //var sd = VideoScreen.GetComponent();
53 | //VideoScreen.texture = webCamTexture;
54 |
55 | webCamTexture.Play();
56 |
57 | //sd.sizeDelta = new Vector2(videoScreenWidth, videoScreenWidth * webCamTexture.height / webCamTexture.width);
58 | var aspect = (float)webCamTexture.width / webCamTexture.height;
59 | VideoBackground.transform.localScale = new Vector3(aspect, 1, 1) * VideoBackgroundScale;
60 | VideoBackground.GetComponent().material.mainTexture = webCamTexture;
61 |
62 | InitMainTexture();
63 | }
64 |
65 | ///
66 | /// Play video
67 | ///
68 | public void VideoPlayStart()
69 | {
70 | videoTexture = new RenderTexture((int)VideoPlayer.clip.width, (int)VideoPlayer.clip.height, 24);
71 |
72 | VideoPlayer.renderMode = VideoRenderMode.RenderTexture;
73 | VideoPlayer.targetTexture = videoTexture;
74 |
75 | //var sd = VideoScreen.GetComponent();
76 | //sd.sizeDelta = new Vector2(videoScreenWidth, (int)(videoScreenWidth * VideoPlayer.clip.height / VideoPlayer.clip.width));
77 | //VideoScreen.texture = videoTexture;
78 |
79 | VideoPlayer.Play();
80 |
81 | var aspect = (float)videoTexture.width / videoTexture.height;
82 |
83 | VideoBackground.transform.localScale = new Vector3(aspect, 1, 1) * VideoBackgroundScale;
84 | VideoBackground.GetComponent().material.mainTexture = videoTexture;
85 |
86 | InitMainTexture();
87 | }
88 |
89 | ///
90 | /// Initialize Main Texture
91 | ///
92 | private void InitMainTexture()
93 | {
94 | GameObject go = new GameObject("MainTextureCamera", typeof(Camera));
95 |
96 | go.transform.parent = VideoBackground.transform;
97 | go.transform.localScale = new Vector3(-1.0f, -1.0f, 1.0f);
98 | go.transform.localPosition = new Vector3(0.0f, 0.0f, -2.0f);
99 | go.transform.localEulerAngles = Vector3.zero;
100 | go.layer = _layer;
101 |
102 | var camera = go.GetComponent();
103 | camera.orthographic = true;
104 | camera.orthographicSize = 0.5f ;
105 | camera.depth = -5;
106 | camera.depthTextureMode = 0;
107 | camera.clearFlags = CameraClearFlags.Color;
108 | camera.backgroundColor = Color.black;
109 | camera.cullingMask = _layer;
110 | camera.useOcclusionCulling = false;
111 | camera.nearClipPlane = 1.0f;
112 | camera.farClipPlane = 5.0f;
113 | camera.allowMSAA = false;
114 | camera.allowHDR = false;
115 |
116 | MainTexture = new RenderTexture(bgWidth, bgHeight, 0, RenderTextureFormat.RGB565, RenderTextureReadWrite.sRGB)
117 | {
118 | useMipMap = false,
119 | autoGenerateMips = false,
120 | wrapMode = TextureWrapMode.Clamp,
121 | filterMode = FilterMode.Point,
122 | };
123 |
124 | camera.targetTexture = MainTexture;
125 | //if (InputTexture.activeSelf) InputTexture.GetComponent().material.mainTexture = MainTexture;
126 | }
127 | }
128 |
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/BarracudaBodyTracking/Assets/Scripts/info.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class info : MonoBehaviour
7 | {
8 | public Text dato;
9 |
10 | public GameObject ob;
11 |
12 |
13 | // Update is called once per frame
14 | void Update()
15 | {
16 | float X = ob.transform.rotation.x;
17 | float Y = ob.transform.rotation.y;
18 | float Z = ob.transform.rotation.z;
19 |
20 | dato.text = X.ToString("F2")+" "+ Y.ToString("F2") + " " + Z.ToString("F2");
21 |
22 | }
23 | }
24 |
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34 | EndGlobalSection
35 | GlobalSection(SolutionProperties) = preSolution
36 | HideSolutionNode = FALSE
37 | EndGlobalSection
38 | EndGlobal
39 |
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/README.md:
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1 | # MachineLearningBodyTrackingUnity
2 | This proyect is a system body tracking using Machine Learning in Unity through Barracuda to move avatar 3d model
3 |
4 |
5 | This proyect is a system body tracking using Machine Learning in Unity
6 | through Barracuda, using a training model (https://digital-standard.com/threedpose/models/Resnet34_3inputs_448x448_20200609.onnx) in ONX to recognice the body from a video or webcam to transfer the joint position to a model 3d.
7 |
8 | This project is based on the "ThreeDPoseUnityBarracuda”, developed by Hinori (https://github.com/digital-standard/ThreeDPoseUnityBarracuda).
9 |
10 |
11 | This is the new tutorial with unity package to Unity:
12 | [https://youtu.be/p-ZyqOd9Wqs](https://youtu.be/Mpp3H5bqb_c)
13 |
14 | This is the steps for Unity 2019
15 | In this project you can add easly a 3d model, following the next steps:
16 |
17 | 1. Download file .onnx model: https://drive.google.com/file/d/1yviZ3Mze8MNf2TYpYA12_p66YOzfkmvY/view?usp=sharing
18 | 2. Copy the file .onnx on folder: BarracudaBodyTracking\Assets\Scripts\Model
19 | 3. Open SampleScene from Scenes folder
20 | 4. Put the .onnx file into NNModel checkbox, ininspector of BarracudaRunner Component of the herarchy (https://drive.google.com/drive/folders/1CG-R0I8QfW8EGsgMyWn7Yk1pwOeK2DR9?usp=share_link)
21 | 5. Unity -> Play
22 |
23 | If you like to change model 3d Avatar you need:
24 | 1. Add 3d model with rigging (bones for al the body include hands finger bones) in Unity project.
25 | 2. Modify the features of the rigging, using the tool Rig/Configure of Unity.
26 | 3. The bones are automatically associated with the components of the 3d model.
27 | 4. Put the 3d model on the scene and add the script VNectModel to the 3d model.
28 | 5. On BarracudaRunner Object in inspector select the new 3d model on VNectModel section.
29 |
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