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2
.gitignore
vendored
2
.gitignore
vendored
@ -22,3 +22,5 @@ dist-ssr
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|||||||
*.njsproj
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*.njsproj
|
||||||
*.sln
|
*.sln
|
||||||
*.sw?
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*.sw?
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||||||
|
public/*.json
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||||||
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src/assets/*.json
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50
note.md
50
note.md
@ -107,6 +107,56 @@ The actual sequence is:
|
|||||||
|
|
||||||
Thank you for catching this! It's crucial to understand the correct order of operations, especially when dealing with coordinate system transformations.
|
Thank you for catching this! It's crucial to understand the correct order of operations, especially when dealing with coordinate system transformations.
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||||||
|
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||||||
|
Let me break this down more clearly:
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|
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||||||
|
## Why do we need these conversions?
|
||||||
|
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||||||
|
1. **World Coordinate Conversion (Z-up to Y-up)**:
|
||||||
|
- Your original data uses a Z-up coordinate system (Z is "up" in the real world)
|
||||||
|
- Three.js uses a Y-up coordinate system (Y is "up" in Three.js)
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||||||
|
- We need to convert between these two world coordinate systems
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||||||
|
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||||||
|
2. **Camera Coordinate Conversion (OpenCV to OpenGL)**:
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||||||
|
- Camera coordinate systems define how the camera "sees" the world
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||||||
|
- OpenCV uses a right-handed system where Z points forward from the camera
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||||||
|
- OpenGL/Three.js uses a system where Z points backward from the camera
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||||||
|
- We need to convert between these camera conventions
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||||||
|
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||||||
|
## What's the difference?
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||||||
|
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||||||
|
- **World conversion** (Z-up to Y-up) affects how we represent points in the world
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||||||
|
- **Camera conversion** (OpenCV to OpenGL) affects how the camera interprets what it sees
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||||||
|
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||||||
|
These are completely separate transforms that operate on different coordinate spaces:
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||||||
|
- One operates on the world before the camera sees it
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||||||
|
- The other operates on the camera's view of the world
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||||||
|
|
||||||
|
## Why this specific order?
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||||||
|
|
||||||
|
The order matters because we're dealing with a transformation pipeline:
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||||||
|
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||||||
|
1. First, we want to convert the world from Z-up to Y-up (`worldCvt`)
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|
- This makes the world match Three.js's expectations
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|
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|
2. Then, apply the camera's extrinsic matrix (`Rt`)
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|
- This transforms world points into the camera's coordinate system
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|
- At this point, we're in OpenCV camera space
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|
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|
3. Finally, convert from OpenCV to OpenGL camera conventions (`cameraCvt`)
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|
- This converts the camera space to match Three.js's expectations
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||||||
|
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||||||
|
If we changed the order:
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||||||
|
- Applying camera conversion before the camera transformation would incorrectly transform world points
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||||||
|
- Applying world conversion after the camera transformation would transform points that are already in camera space
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|
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|
Think of it as a pipeline:
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|
1. Fix the world coordinates (world conversion)
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|
2. View the world through the camera (camera extrinsic)
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|
3. Adjust how the camera interprets what it sees (camera conversion)
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|
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|
The fact that matrix multiplication is associative means we can compute this entire pipeline as a single matrix operation, but the conceptual order still matters for getting the correct result.
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|
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|
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---
|
---
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||||||
|
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||||||
[Matrix4.multiply](https://threejs.org/docs/#api/en/math/Matrix4.multiply)
|
[Matrix4.multiply](https://threejs.org/docs/#api/en/math/Matrix4.multiply)
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325
src/App.tsx
325
src/App.tsx
@ -1,10 +1,29 @@
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import { Grid, useBVH, useGLTF, CameraControls, AccumulativeShadows, OrbitControls, Stats } from '@react-three/drei'
|
import { Grid, useBVH, useGLTF, CameraControls, AccumulativeShadows, OrbitControls, Stats } from '@react-three/drei'
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||||||
import { Camera, Canvas, useFrame, useThree, useLoader } from '@react-three/fiber'
|
import { Camera, Canvas, useFrame, useThree, useLoader, RenderCallback, RootState } from '@react-three/fiber'
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import * as THREE from 'three'
|
import * as THREE from 'three'
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import { FontLoader } from 'three/addons/loaders/FontLoader.js'
|
import { FontLoader } from 'three/addons/loaders/FontLoader.js'
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import { TextGeometry } from 'three/addons/geometries/TextGeometry.js'
|
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js'
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import HelvetikerRegular from "three/examples/fonts/helvetiker_regular.typeface.json"
|
import HelvetikerRegular from "three/examples/fonts/helvetiker_regular.typeface.json"
|
||||||
import { useEffect, useRef, useState, JSX } from 'react'
|
import { useEffect, useRef, useState, JSX } from 'react'
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||||||
|
// import POSE_3D_ from "./assets/result_ae_01_ae_08.json"
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||||||
|
import POSE_3D_ from "./assets/temp_result.json"
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|
import POSE_3D_MANY_ from "./assets/many_people_all_3d_pose.json"
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||||||
|
import POSE_3D_04_02_ from "./assets/res.json"
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|
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|
// 133, 3
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|
type PosePoints3D = [number, number, number][]
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|
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|
// F, 133, 3
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|
type AnimePosePoints3D = PosePoints3D[]
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||||||
|
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||||||
|
interface Skeleton0402 {
|
||||||
|
"a": PosePoints3D
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||||||
|
"b": PosePoints3D
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||||||
|
}
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||||||
|
|
||||||
|
const POSE_3D = POSE_3D_ as AnimePosePoints3D
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||||||
|
const POSE_3D_MANY = POSE_3D_MANY_ as AnimePosePoints3D[] // N F 133 3
|
||||||
|
const POSE_3D_04_02 = POSE_3D_04_02_ as Skeleton0402
|
||||||
|
|
||||||
const THREE_ADDONS = {
|
const THREE_ADDONS = {
|
||||||
FontLoader,
|
FontLoader,
|
||||||
@ -24,57 +43,110 @@ const CV_TO_GL_MAT = new THREE.Matrix4().set(
|
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// Z-up to Y-up conversion matrix
|
// Z-up to Y-up conversion matrix
|
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// Rotate -90 degrees around X axis to convert from Z-up to Y-up
|
// Rotate -90 degrees around X axis to convert from Z-up to Y-up
|
||||||
const Z_UP_TO_Y_UP = new THREE.Matrix4().set(
|
const Z_UP_TO_Y_UP = new THREE.Matrix4().set(
|
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1, 0, 0, 0,
|
-1, 0, 0, 0,
|
||||||
0, 0, 1, 0,
|
0, 0, -1, 0,
|
||||||
0, -1, 0, 0,
|
0, -1, 0, 0,
|
||||||
0, 0, 0, 1
|
0, 0, 0, 1
|
||||||
)
|
)
|
||||||
|
|
||||||
|
const Z_UP_TO_Y_UP_PRIME = new THREE.Matrix4().set(
|
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|
1, 0, 0, 0,
|
||||||
|
0, 0, 1, 0,
|
||||||
|
0, 1, 0, 0,
|
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|
0, 0, 0, 1
|
||||||
|
)
|
||||||
|
|
||||||
|
// Color definitions for different body parts
|
||||||
|
const COLOR_SPINE = new THREE.Color(138 / 255, 201 / 255, 38 / 255) // green, spine & head
|
||||||
|
const COLOR_ARMS = new THREE.Color(255 / 255, 202 / 255, 58 / 255) // yellow, arms & shoulders
|
||||||
|
const COLOR_LEGS = new THREE.Color(25 / 255, 130 / 255, 196 / 255) // blue, legs & hips
|
||||||
|
const COLOR_FINGERS = new THREE.Color(255 / 255, 0, 0) // red, fingers
|
||||||
|
const COLOR_FACE = new THREE.Color(255 / 255, 200 / 255, 0) // yellow, face
|
||||||
|
const COLOR_FOOT = new THREE.Color(255 / 255, 128 / 255, 0) // orange, foot
|
||||||
|
const COLOR_HEAD = new THREE.Color(255 / 255, 0, 255 / 255) // purple, head
|
||||||
|
|
||||||
|
// Body bone connections
|
||||||
|
const BODY_BONES = [
|
||||||
|
// legs
|
||||||
|
[15, 13], [13, 11], [16, 14], [14, 12], [11, 12], // legs
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||||||
|
[5, 11], [6, 12], [5, 6], // torso
|
||||||
|
[5, 7], [7, 9], [6, 8], [8, 10], // arms
|
||||||
|
[1, 2], [0, 1], [0, 2], [1, 3], [2, 4], // head
|
||||||
|
[15, 17], [15, 18], [15, 19], // left foot
|
||||||
|
[16, 20], [16, 21], [16, 22], // right foot
|
||||||
|
] as const
|
||||||
|
|
||||||
|
// Body bone colors
|
||||||
|
const BODY_BONE_COLORS = [
|
||||||
|
COLOR_LEGS, COLOR_LEGS, COLOR_LEGS, COLOR_LEGS, COLOR_LEGS,
|
||||||
|
COLOR_SPINE, COLOR_SPINE, COLOR_SPINE,
|
||||||
|
COLOR_ARMS, COLOR_ARMS, COLOR_ARMS, COLOR_ARMS,
|
||||||
|
COLOR_HEAD, COLOR_HEAD, COLOR_HEAD, COLOR_HEAD, COLOR_HEAD,
|
||||||
|
COLOR_FOOT, COLOR_FOOT, COLOR_FOOT,
|
||||||
|
COLOR_FOOT, COLOR_FOOT, COLOR_FOOT,
|
||||||
|
] as const
|
||||||
|
|
||||||
|
// Hand bone connections (in pairs of [start, end] indices)
|
||||||
|
const HAND_BONES = [
|
||||||
|
// right hand
|
||||||
|
[91, 92], [92, 93], [93, 94], [94, 95], // right thumb
|
||||||
|
[91, 96], [96, 97], [97, 98], [98, 99], // right index
|
||||||
|
[91, 100], [100, 101], [101, 102], [102, 103], // right middle
|
||||||
|
[91, 104], [104, 105], [105, 106], [106, 107], // right ring
|
||||||
|
[91, 108], [108, 109], [109, 110], [110, 111], // right pinky
|
||||||
|
// left hand
|
||||||
|
[112, 113], [113, 114], [114, 115], [115, 116], // left thumb
|
||||||
|
[112, 117], [117, 118], [118, 119], [119, 120], // left index
|
||||||
|
[112, 121], [121, 122], [122, 123], [123, 124], // left middle
|
||||||
|
[112, 125], [125, 126], [126, 127], [127, 128], // left ring
|
||||||
|
[112, 129], [129, 130], [130, 131], [131, 132] // left pinky
|
||||||
|
] as const
|
||||||
|
|
||||||
const DEFAULT_TRANSFORMATION_MATRIX = [
|
const DEFAULT_TRANSFORMATION_MATRIX = [
|
||||||
1, 0, 0, 0,
|
1, 0, 0, 0,
|
||||||
0, 1, 0, 0,
|
0, 1, 0, 0,
|
||||||
0, 0, 1, 0,
|
0, 0, 1, 0,
|
||||||
0, 0, 0, 1,
|
0, 0, 0, 1,
|
||||||
]
|
] as const
|
||||||
const DEFAULT_NEAR = 0.05
|
const DEFAULT_NEAR = 0.05
|
||||||
const DEFAULT_FAR = 1
|
const DEFAULT_FAR = 1
|
||||||
const CAMERA_EXTRINSIC_MATRIX_MAP: Record<string, number[]> = {
|
const CAMERA_EXTRINSIC_MATRIX_MAP: Record<string, number[]> = {
|
||||||
"AE_01": [
|
"AE_01": [
|
||||||
0.2321047, -0.97264263, -0.0096808, -0.96323585, 0.06882254,
|
0.37408302, -0.91907411, 0.12395429, 1.18976111, 0.17243349,
|
||||||
0.02634936, -0.99728089, 0.03661007, 0.97025299, 0.23080732,
|
-0.06239751, -0.98304285, -0.06429779, 0.91122367, 0.38911351,
|
||||||
0.07305554, 3.34933242, 0., 0., 0.,
|
0.13513731, 2.51940833, 0., 0., 0.,
|
||||||
1.
|
1.
|
||||||
],
|
] as const,
|
||||||
"AE_1A": [
|
"AE_1A": [
|
||||||
0.93194049, -0.35571886, -0.07036343, -0.92123075, 0.01084819,
|
0.92998171, -0.36696694, -0.02166301, 2.21643671, -0.05110403,
|
||||||
0.22131041, -0.97514308, 0.24922173, 0.36244895, 0.908012,
|
-0.07070226, -0.99618752, -0.72948697, 0.36403626, 0.92754324,
|
||||||
0.21010704, 4.87284891, 0., 0., 0.,
|
-0.0845053, 6.45800206, 0., 0., 0.,
|
||||||
1.
|
1.
|
||||||
],
|
] as const,
|
||||||
"AE_08": [
|
"AE_08": [
|
||||||
0.66806102, -0.74355508, -0.02864123, -1.10173496, 0.05931037,
|
0.98195914, -0.18888337, -0.00890642, 1.43011854, -0.02247979,
|
||||||
0.09157787, -0.99403007, 0.26760438, 0.74173901, 0.66237402,
|
-0.06984105, -0.99730481, -0.61678831, 0.18775226, 0.97951279,
|
||||||
0.10528013, 6.92372493, 0., 0., 0.,
|
-0.07282712, 5.81983825, 0., 0., 0.,
|
||||||
1.
|
1.
|
||||||
]
|
] as const
|
||||||
} as const
|
}
|
||||||
const CAMERA_INTRINSIC_MATRIX_MAP: Record<string, number[]> = {
|
const CAMERA_INTRINSIC_MATRIX_MAP: Record<string, number[]> = {
|
||||||
"AE_01": [
|
"AE_01": [
|
||||||
1806.82137617, 0., 1230.53175624, 0.,
|
1806.82137617, 0., 1230.53175624, 0.,
|
||||||
1809.75580378, 766.36204406, 0., 0.,
|
1809.75580378, 766.36204406, 0., 0.,
|
||||||
1.
|
1.
|
||||||
],
|
] as const,
|
||||||
"AE_1A": [
|
"AE_1A": [
|
||||||
3467.39715751, 0., 1000.62548655, 0.,
|
3467.39715751, 0., 1000.62548655, 0.,
|
||||||
3473.7168112, 831.64048503, 0., 0.,
|
3473.7168112, 831.64048503, 0., 0.,
|
||||||
1.
|
1.
|
||||||
],
|
] as const,
|
||||||
"AE_08": [
|
"AE_08": [
|
||||||
2785.43931794, 0., 1254.98272372, 0.,
|
2785.43931794, 0., 1254.98272372, 0.,
|
||||||
2788.10437965, 738.82985324, 0., 0.,
|
2788.10437965, 738.82985324, 0., 0.,
|
||||||
1.
|
1.
|
||||||
]
|
] as const
|
||||||
} as const
|
}
|
||||||
|
|
||||||
const IMAGE_WIDTH = 2560
|
const IMAGE_WIDTH = 2560
|
||||||
const IMAGE_HEIGHT = 1440
|
const IMAGE_HEIGHT = 1440
|
||||||
@ -119,12 +191,14 @@ const Scene = () => {
|
|||||||
let Rt: THREE.Matrix4
|
let Rt: THREE.Matrix4
|
||||||
if (extrinsic instanceof THREE.Matrix4) {
|
if (extrinsic instanceof THREE.Matrix4) {
|
||||||
Rt = extrinsic
|
Rt = extrinsic
|
||||||
} else {
|
} else if (Array.isArray(extrinsic)) {
|
||||||
|
console.assert(extrinsic.length === 16, "extrinsic must be a 4x4 matrix")
|
||||||
Rt = new THREE.Matrix4()
|
Rt = new THREE.Matrix4()
|
||||||
// @ts-expect-error 16 elements
|
// @ts-expect-error 16 elements
|
||||||
Rt.set(...extrinsic)
|
Rt.set(...extrinsic)
|
||||||
|
} else {
|
||||||
|
throw new Error("extrinsic must be a 4x4 matrix or an array of 16 elements")
|
||||||
}
|
}
|
||||||
console.assert(Rt.elements.length === 16, "extrinsic must be a 4x4 matrix")
|
|
||||||
const font = new FontLoader().parse(HelvetikerRegular)
|
const font = new FontLoader().parse(HelvetikerRegular)
|
||||||
const camera = new THREE.PerspectiveCamera(fov ?? 60, aspect ?? 4 / 3, near ?? DEFAULT_NEAR, far ?? DEFAULT_FAR)
|
const camera = new THREE.PerspectiveCamera(fov ?? 60, aspect ?? 4 / 3, near ?? DEFAULT_NEAR, far ?? DEFAULT_FAR)
|
||||||
const helper = <cameraHelper args={[camera]} />
|
const helper = <cameraHelper args={[camera]} />
|
||||||
@ -161,17 +235,25 @@ const Scene = () => {
|
|||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
const preProcessExtrinsic = (extrinsic: number[]) => {
|
const preProcessExtrinsic = (extrinsic: number[] | THREE.Matrix4) => {
|
||||||
// Create the initial world-to-camera transform
|
let Rt: THREE.Matrix4
|
||||||
const worldToCamera = new THREE.Matrix4()
|
if (extrinsic instanceof THREE.Matrix4) {
|
||||||
|
Rt = extrinsic
|
||||||
|
} else if (Array.isArray(extrinsic)) {
|
||||||
|
console.assert(extrinsic.length === 16, "extrinsic must be a 4x4 matrix")
|
||||||
|
Rt = new THREE.Matrix4()
|
||||||
// @ts-expect-error 16 elements
|
// @ts-expect-error 16 elements
|
||||||
worldToCamera.set(...extrinsic)
|
Rt.set(...extrinsic)
|
||||||
|
} else {
|
||||||
|
throw new Error("extrinsic must be a 4x4 matrix or an array of 16 elements")
|
||||||
|
}
|
||||||
|
|
||||||
// Convert from Z-up to Y-up first (this affects world coordinates)
|
|
||||||
const worldZupToYup = Z_UP_TO_Y_UP.clone()
|
|
||||||
|
|
||||||
// Then handle OpenCV to OpenGL camera convention
|
// Then handle OpenCV to OpenGL camera convention
|
||||||
const cameraConversion = CV_TO_GL_MAT.clone()
|
const cameraCvt = CV_TO_GL_MAT.clone()
|
||||||
|
|
||||||
|
// Convert from Z-up to Y-up first (this affects world coordinates)
|
||||||
|
const worldCvt = Z_UP_TO_Y_UP.clone()
|
||||||
|
|
||||||
// Final transformation:
|
// Final transformation:
|
||||||
// 1. Convert world from Z-up to Y-up
|
// 1. Convert world from Z-up to Y-up
|
||||||
@ -179,36 +261,195 @@ const Scene = () => {
|
|||||||
// 3. Convert camera coordinates from OpenCV to OpenGL
|
// 3. Convert camera coordinates from OpenCV to OpenGL
|
||||||
const final = new THREE.Matrix4()
|
const final = new THREE.Matrix4()
|
||||||
final
|
final
|
||||||
.multiply(cameraConversion)
|
.multiply(cameraCvt)
|
||||||
.multiply(worldToCamera)
|
.multiply(Rt)
|
||||||
.multiply(worldZupToYup)
|
.multiply(worldCvt)
|
||||||
|
|
||||||
// Invert to get the camera-to-world transform
|
// Invert to get the camera-to-world transform
|
||||||
final.invert()
|
final.invert()
|
||||||
return final
|
return final
|
||||||
}
|
}
|
||||||
|
|
||||||
const scene = (<group>
|
interface Human3DSkeletonProps {
|
||||||
{/* <OrbitControls /> */}
|
skeleton: AnimePosePoints3D
|
||||||
<ambientLight intensity={0.05} />
|
startFrame?: number
|
||||||
<directionalLight castShadow position={[3.3, 6, 4.4]} intensity={5} />
|
jointRadius?: number
|
||||||
{/* <Floor /> */}
|
boneRadius?: number
|
||||||
{Object.entries(CAMERA_EXTRINSIC_MATRIX_MAP).map(([key, value]) => {
|
showJoints?: boolean
|
||||||
|
showBones?: boolean
|
||||||
|
frameRate?: number
|
||||||
|
}
|
||||||
|
|
||||||
|
const Human3DSkeleton = ({
|
||||||
|
skeleton,
|
||||||
|
startFrame = 0,
|
||||||
|
jointRadius = 0.01,
|
||||||
|
boneRadius = 0.005,
|
||||||
|
showJoints = true,
|
||||||
|
showBones = true,
|
||||||
|
frameRate = 30
|
||||||
|
}: Human3DSkeletonProps) => {
|
||||||
|
const [frameIndex, setFrameIndex] = useState(startFrame)
|
||||||
|
const totalFrames = skeleton.length
|
||||||
|
const onFrame: RenderCallback = (totalFrames === 0) ? (state, delta) => { } : (state: RootState, delta: number) => {
|
||||||
|
// Calculate next frame based on desired frame rate and delta time
|
||||||
|
setFrameIndex(prevFrame => {
|
||||||
|
// Calculate next frame
|
||||||
|
const nextFrame = prevFrame + frameRate * delta
|
||||||
|
// Loop back to start if we reach the end
|
||||||
|
return nextFrame >= totalFrames ? 0 : nextFrame
|
||||||
|
})
|
||||||
|
return null
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use frame to animate through the skeleton poses
|
||||||
|
useFrame(onFrame)
|
||||||
|
|
||||||
|
// Get the current frame joints - use Math.floor to get the nearest frame
|
||||||
|
const currentFrame = Math.floor(frameIndex) % totalFrames
|
||||||
|
const joints = skeleton[currentFrame]
|
||||||
|
|
||||||
|
// Function to get appropriate color for a joint index
|
||||||
|
const getJointColor = (idx: number) => {
|
||||||
|
// Face joints (23-90)
|
||||||
|
if (idx >= 23 && idx <= 90) return COLOR_FACE
|
||||||
|
// Hand joints (91-132)
|
||||||
|
if (idx >= 91 && idx <= 132) return COLOR_FINGERS
|
||||||
|
// Foot joints (17-22)
|
||||||
|
if (idx >= 17 && idx <= 22) return COLOR_FOOT
|
||||||
|
// Head (0-4)
|
||||||
|
if (idx <= 4) return COLOR_HEAD
|
||||||
|
// Arms (5-10)
|
||||||
|
if (idx >= 5 && idx <= 10) return COLOR_ARMS
|
||||||
|
// Legs (11-16)
|
||||||
|
if (idx >= 11 && idx <= 16) return COLOR_LEGS
|
||||||
|
// Default
|
||||||
|
return COLOR_SPINE
|
||||||
|
}
|
||||||
|
|
||||||
|
// Transform a joint position using the coordinate system conversion
|
||||||
|
const transformJointPosition = (j: [number, number, number]) => {
|
||||||
|
const [x, y, z] = j
|
||||||
|
const V = new THREE.Vector3(x, y, z)
|
||||||
|
const worldCvt = Z_UP_TO_Y_UP_PRIME.clone()
|
||||||
|
V.applyMatrix4(worldCvt)
|
||||||
|
return V
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the joint spheres
|
||||||
|
const jointMeshes = showJoints ? joints.map((j, idx) => {
|
||||||
|
const position = transformJointPosition(j)
|
||||||
|
const color = getJointColor(idx)
|
||||||
|
|
||||||
|
return (
|
||||||
|
<mesh key={`joint-${idx}`} position={position}>
|
||||||
|
<sphereGeometry args={[jointRadius, 16, 16]} />
|
||||||
|
<meshStandardMaterial color={color} />
|
||||||
|
</mesh>
|
||||||
|
)
|
||||||
|
}) : null
|
||||||
|
|
||||||
|
// Create the bone cylinders
|
||||||
|
const boneMeshes = showBones ? (
|
||||||
|
<>
|
||||||
|
{BODY_BONES.map((bone, idx) => {
|
||||||
|
const [startIdx, endIdx] = bone
|
||||||
|
if (startIdx >= joints.length || endIdx >= joints.length) return null
|
||||||
|
|
||||||
|
const startPos = transformJointPosition(joints[startIdx])
|
||||||
|
const endPos = transformJointPosition(joints[endIdx])
|
||||||
|
const color = BODY_BONE_COLORS[idx]
|
||||||
|
|
||||||
|
// Calculate midpoint and length
|
||||||
|
const midpoint = new THREE.Vector3().addVectors(startPos, endPos).multiplyScalar(0.5)
|
||||||
|
const length = startPos.distanceTo(endPos)
|
||||||
|
|
||||||
|
// Calculate rotation
|
||||||
|
const direction = new THREE.Vector3().subVectors(endPos, startPos).normalize()
|
||||||
|
const quaternion = new THREE.Quaternion()
|
||||||
|
const up = new THREE.Vector3(0, 1, 0)
|
||||||
|
quaternion.setFromUnitVectors(up, direction)
|
||||||
|
|
||||||
|
return (
|
||||||
|
<mesh key={`bone-body-${idx}`} position={midpoint} quaternion={quaternion}>
|
||||||
|
<cylinderGeometry args={[boneRadius, boneRadius, length, 8]} />
|
||||||
|
<meshStandardMaterial color={color} />
|
||||||
|
</mesh>
|
||||||
|
)
|
||||||
|
})}
|
||||||
|
|
||||||
|
{HAND_BONES.map((bone, idx) => {
|
||||||
|
const [startIdx, endIdx] = bone
|
||||||
|
if (startIdx >= joints.length || endIdx >= joints.length) return null
|
||||||
|
|
||||||
|
const startPos = transformJointPosition(joints[startIdx])
|
||||||
|
const endPos = transformJointPosition(joints[endIdx])
|
||||||
|
|
||||||
|
// Calculate midpoint and length
|
||||||
|
const midpoint = new THREE.Vector3().addVectors(startPos, endPos).multiplyScalar(0.5)
|
||||||
|
const length = startPos.distanceTo(endPos)
|
||||||
|
|
||||||
|
// Calculate rotation
|
||||||
|
const direction = new THREE.Vector3().subVectors(endPos, startPos).normalize()
|
||||||
|
const quaternion = new THREE.Quaternion()
|
||||||
|
const up = new THREE.Vector3(0, 1, 0)
|
||||||
|
quaternion.setFromUnitVectors(up, direction)
|
||||||
|
|
||||||
|
return (
|
||||||
|
<mesh key={`bone-hand-${idx}`} position={midpoint} quaternion={quaternion}>
|
||||||
|
<cylinderGeometry args={[boneRadius, boneRadius, length, 8]} />
|
||||||
|
<meshStandardMaterial color={COLOR_FINGERS} />
|
||||||
|
</mesh>
|
||||||
|
)
|
||||||
|
})}
|
||||||
|
</>
|
||||||
|
) : null
|
||||||
|
|
||||||
|
return (
|
||||||
|
<group>
|
||||||
|
{jointMeshes}
|
||||||
|
{boneMeshes}
|
||||||
|
</group>
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
// const S0 = [POSE_3D_MANY[0][0]]
|
||||||
|
// const S1 = [POSE_3D_MANY[0][1]]
|
||||||
|
// const skeletons = POSE_3D_MANY.map((el) => <Human3DSkeleton jointRadius={0.005} boneRadius={0.0025} frameRate={24} skeleton={el} />)
|
||||||
|
// const skeletons = [<Human3DSkeleton jointRadius={0.05} boneRadius={0.025} frameRate={1} skeleton={S0} />,
|
||||||
|
// <Human3DSkeleton jointRadius={0.05} boneRadius={0.025} frameRate={1} skeleton={S1} />
|
||||||
|
// ]
|
||||||
|
// const skeletons = [
|
||||||
|
// <Human3DSkeleton jointRadius={0.005} boneRadius={0.0025} frameRate={24} skeleton={POSE_3D} />,
|
||||||
|
// ]
|
||||||
|
const skeletons = [
|
||||||
|
<Human3DSkeleton jointRadius={0.005} boneRadius={0.0025} frameRate={24} skeleton={[POSE_3D_04_02.a]} />,
|
||||||
|
<Human3DSkeleton jointRadius={0.005} boneRadius={0.0025} frameRate={24} skeleton={[POSE_3D_04_02.b]} />,
|
||||||
|
]
|
||||||
|
|
||||||
|
const cameras = Object.entries(CAMERA_EXTRINSIC_MATRIX_MAP).map(([key, value]) => {
|
||||||
const intrinsic = CAMERA_INTRINSIC_MATRIX_MAP[key]
|
const intrinsic = CAMERA_INTRINSIC_MATRIX_MAP[key]
|
||||||
const { fov_x, fov_y } = intrinsicToFov(intrinsic, { width: IMAGE_WIDTH, height: IMAGE_HEIGHT })
|
const { fov_x, fov_y } = intrinsicToFov(intrinsic, { width: IMAGE_WIDTH, height: IMAGE_HEIGHT })
|
||||||
// make the far reverse proportional to the fov
|
// make the far reverse proportional to the fov
|
||||||
const far = (1 / fov_x) * 20
|
const far = (1 / fov_x) * 20
|
||||||
return <CameraViewFromExtrinsic key={key} name={`${key}(${fov_x.toFixed(1)})`} extrinsic={preProcessExtrinsic(value)} fov={fov_x} aspect={IMAGE_WIDTH / IMAGE_HEIGHT} far={far} />
|
return <CameraViewFromExtrinsic key={key} name={`${key}(${fov_x.toFixed(1)})`} extrinsic={preProcessExtrinsic(value)} fov={fov_x} aspect={IMAGE_WIDTH / IMAGE_HEIGHT} far={far} />
|
||||||
})}
|
})
|
||||||
<CameraViewFromExtrinsic name="default" extrinsic={DEFAULT_TRANSFORMATION_MATRIX} fov={60} aspect={IMAGE_WIDTH / IMAGE_HEIGHT} far={0.4} />
|
|
||||||
|
const scene = (<group>
|
||||||
|
{/* <OrbitControls /> */}
|
||||||
|
<ambientLight intensity={0.05} />
|
||||||
|
<directionalLight castShadow position={[3.3, 6, 4.4]} intensity={5} />
|
||||||
|
{/* <Floor /> */}
|
||||||
|
{ }
|
||||||
<Axes />
|
<Axes />
|
||||||
|
{cameras}
|
||||||
|
{skeletons}
|
||||||
</group>)
|
</group>)
|
||||||
return (
|
return (
|
||||||
// Note that we don't need to import anything, All three.js objects will be treated
|
// Note that we don't need to import anything, All three.js objects will be treated
|
||||||
// as native JSX elements, just like you can just write <div /> or <span /> in
|
// as native JSX elements, just like you can just write <div /> or <span /> in
|
||||||
// regular ReactDOM. The general rule is that Fiber components are available under
|
// regular ReactDOM. The general rule is that Fiber components are available under
|
||||||
// the camel-case version of their name in three.js.
|
// the camel-case version of their name in three.js.
|
||||||
|
|
||||||
<>
|
<>
|
||||||
<CameraControls />
|
<CameraControls />
|
||||||
<Stats />
|
<Stats />
|
||||||
|
|||||||
Reference in New Issue
Block a user