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| dbe3662088 | |||
| 42c5ff6540 | |||
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| d4e86e60ff | |||
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| 2ec78b5d74 |
2
.gitignore
vendored
2
.gitignore
vendored
@ -22,3 +22,5 @@ dist-ssr
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*.njsproj
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*.njsproj
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*.sln
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*.sln
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*.sw?
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*.sw?
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public/*.json
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src/assets/*.json
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286
src/App.tsx
286
src/App.tsx
@ -1,10 +1,29 @@
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import { Grid, useBVH, useGLTF, CameraControls, AccumulativeShadows, OrbitControls, Stats } from '@react-three/drei'
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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'
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import { Camera, Canvas, useFrame, useThree, useLoader, RenderCallback, RootState } from '@react-three/fiber'
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import * as THREE from 'three'
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import * as THREE from 'three'
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import { FontLoader } from 'three/addons/loaders/FontLoader.js'
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import { FontLoader } from 'three/addons/loaders/FontLoader.js'
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import { TextGeometry } from 'three/addons/geometries/TextGeometry.js'
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import { TextGeometry } from 'three/addons/geometries/TextGeometry.js'
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import HelvetikerRegular from "three/examples/fonts/helvetiker_regular.typeface.json"
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import HelvetikerRegular from "three/examples/fonts/helvetiker_regular.typeface.json"
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import { useEffect, useRef, useState, JSX } from 'react'
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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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// 133, 3
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type PosePoints3D = [number, number, number][]
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// F, 133, 3
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type AnimePosePoints3D = PosePoints3D[]
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interface Skeleton0402 {
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"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
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const POSE_3D_04_02 = POSE_3D_04_02_ as Skeleton0402
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const THREE_ADDONS = {
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const THREE_ADDONS = {
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FontLoader,
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FontLoader,
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@ -30,51 +49,104 @@ const Z_UP_TO_Y_UP = new THREE.Matrix4().set(
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0, 0, 0, 1
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0, 0, 0, 1
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)
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)
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|
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const Z_UP_TO_Y_UP_PRIME = new THREE.Matrix4().set(
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1, 0, 0, 0,
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0, 0, 1, 0,
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|
0, 1, 0, 0,
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0, 0, 0, 1
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)
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|
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// Color definitions for different body parts
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const COLOR_SPINE = new THREE.Color(138 / 255, 201 / 255, 38 / 255) // green, spine & head
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const COLOR_ARMS = new THREE.Color(255 / 255, 202 / 255, 58 / 255) // yellow, arms & shoulders
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const COLOR_LEGS = new THREE.Color(25 / 255, 130 / 255, 196 / 255) // blue, legs & hips
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const COLOR_FINGERS = new THREE.Color(255 / 255, 0, 0) // red, fingers
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const COLOR_FACE = new THREE.Color(255 / 255, 200 / 255, 0) // yellow, face
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const COLOR_FOOT = new THREE.Color(255 / 255, 128 / 255, 0) // orange, foot
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const COLOR_HEAD = new THREE.Color(255 / 255, 0, 255 / 255) // purple, head
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|
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// Body bone connections
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const BODY_BONES = [
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// legs
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[15, 13], [13, 11], [16, 14], [14, 12], [11, 12], // legs
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[5, 11], [6, 12], [5, 6], // torso
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[5, 7], [7, 9], [6, 8], [8, 10], // arms
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[1, 2], [0, 1], [0, 2], [1, 3], [2, 4], // head
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[15, 17], [15, 18], [15, 19], // left foot
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[16, 20], [16, 21], [16, 22], // right foot
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] as const
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|
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// Body bone colors
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const BODY_BONE_COLORS = [
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COLOR_LEGS, COLOR_LEGS, COLOR_LEGS, COLOR_LEGS, COLOR_LEGS,
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COLOR_SPINE, COLOR_SPINE, COLOR_SPINE,
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|
COLOR_ARMS, COLOR_ARMS, COLOR_ARMS, COLOR_ARMS,
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COLOR_HEAD, COLOR_HEAD, COLOR_HEAD, COLOR_HEAD, COLOR_HEAD,
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COLOR_FOOT, COLOR_FOOT, COLOR_FOOT,
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COLOR_FOOT, COLOR_FOOT, COLOR_FOOT,
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] as const
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|
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// Hand bone connections (in pairs of [start, end] indices)
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const HAND_BONES = [
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// right hand
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[91, 92], [92, 93], [93, 94], [94, 95], // right thumb
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[91, 96], [96, 97], [97, 98], [98, 99], // right index
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[91, 100], [100, 101], [101, 102], [102, 103], // right middle
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[91, 104], [104, 105], [105, 106], [106, 107], // right ring
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[91, 108], [108, 109], [109, 110], [110, 111], // right pinky
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// left hand
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[112, 113], [113, 114], [114, 115], [115, 116], // left thumb
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[112, 117], [117, 118], [118, 119], [119, 120], // left index
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[112, 121], [121, 122], [122, 123], [123, 124], // left middle
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[112, 125], [125, 126], [126, 127], [127, 128], // left ring
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[112, 129], [129, 130], [130, 131], [131, 132] // left pinky
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] as const
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|
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const DEFAULT_TRANSFORMATION_MATRIX = [
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const DEFAULT_TRANSFORMATION_MATRIX = [
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1, 0, 0, 0,
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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0, 0, 0, 1,
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]
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] as const
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const DEFAULT_NEAR = 0.05
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const DEFAULT_NEAR = 0.05
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const DEFAULT_FAR = 1
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const DEFAULT_FAR = 1
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const CAMERA_EXTRINSIC_MATRIX_MAP: Record<string, number[]> = {
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const CAMERA_EXTRINSIC_MATRIX_MAP: Record<string, number[]> = {
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"AE_01": [
|
"AE_01": [
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0.2321047, -0.97264263, -0.0096808, -0.96323585, 0.06882254,
|
0.37408302, -0.91907411, 0.12395429, 1.18976111, 0.17243349,
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0.02634936, -0.99728089, 0.03661007, 0.97025299, 0.23080732,
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-0.06239751, -0.98304285, -0.06429779, 0.91122367, 0.38911351,
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0.07305554, 3.34933242, 0., 0., 0.,
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0.13513731, 2.51940833, 0., 0., 0.,
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1.
|
1.
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],
|
] as const,
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"AE_1A": [
|
"AE_1A": [
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0.93194049, -0.35571886, -0.07036343, -0.92123075, 0.01084819,
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0.92998171, -0.36696694, -0.02166301, 2.21643671, -0.05110403,
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0.22131041, -0.97514308, 0.24922173, 0.36244895, 0.908012,
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-0.07070226, -0.99618752, -0.72948697, 0.36403626, 0.92754324,
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0.21010704, 4.87284891, 0., 0., 0.,
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-0.0845053, 6.45800206, 0., 0., 0.,
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1.
|
1.
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||||||
],
|
] as const,
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"AE_08": [
|
"AE_08": [
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0.66806102, -0.74355508, -0.02864123, -1.10173496, 0.05931037,
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0.98195914, -0.18888337, -0.00890642, 1.43011854, -0.02247979,
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0.09157787, -0.99403007, 0.26760438, 0.74173901, 0.66237402,
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-0.06984105, -0.99730481, -0.61678831, 0.18775226, 0.97951279,
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0.10528013, 6.92372493, 0., 0., 0.,
|
-0.07282712, 5.81983825, 0., 0., 0.,
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1.
|
1.
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||||||
]
|
] as const
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} as const
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}
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const CAMERA_INTRINSIC_MATRIX_MAP: Record<string, number[]> = {
|
const CAMERA_INTRINSIC_MATRIX_MAP: Record<string, number[]> = {
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||||||
"AE_01": [
|
"AE_01": [
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||||||
1806.82137617, 0., 1230.53175624, 0.,
|
1806.82137617, 0., 1230.53175624, 0.,
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1809.75580378, 766.36204406, 0., 0.,
|
1809.75580378, 766.36204406, 0., 0.,
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1.
|
1.
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||||||
],
|
] as const,
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"AE_1A": [
|
"AE_1A": [
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3467.39715751, 0., 1000.62548655, 0.,
|
3467.39715751, 0., 1000.62548655, 0.,
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3473.7168112, 831.64048503, 0., 0.,
|
3473.7168112, 831.64048503, 0., 0.,
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1.
|
1.
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||||||
],
|
] as const,
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"AE_08": [
|
"AE_08": [
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2785.43931794, 0., 1254.98272372, 0.,
|
2785.43931794, 0., 1254.98272372, 0.,
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2788.10437965, 738.82985324, 0., 0.,
|
2788.10437965, 738.82985324, 0., 0.,
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1.
|
1.
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||||||
]
|
] as const
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} as const
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}
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|
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const IMAGE_WIDTH = 2560
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const IMAGE_WIDTH = 2560
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const IMAGE_HEIGHT = 1440
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const IMAGE_HEIGHT = 1440
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@ -198,26 +270,186 @@ const Scene = () => {
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return final
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return final
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}
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}
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|
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const scene = (<group>
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interface Human3DSkeletonProps {
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{/* <OrbitControls /> */}
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skeleton: AnimePosePoints3D
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<ambientLight intensity={0.05} />
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startFrame?: number
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<directionalLight castShadow position={[3.3, 6, 4.4]} intensity={5} />
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jointRadius?: number
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{/* <Floor /> */}
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boneRadius?: number
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{Object.entries(CAMERA_EXTRINSIC_MATRIX_MAP).map(([key, value]) => {
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showJoints?: boolean
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|
showBones?: boolean
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frameRate?: number
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}
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|
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const Human3DSkeleton = ({
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skeleton,
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startFrame = 0,
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jointRadius = 0.01,
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boneRadius = 0.005,
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showJoints = true,
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showBones = true,
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frameRate = 30
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}: Human3DSkeletonProps) => {
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const [frameIndex, setFrameIndex] = useState(startFrame)
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|
const totalFrames = skeleton.length
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const onFrame: RenderCallback = (totalFrames === 0) ? (state, delta) => { } : (state: RootState, delta: number) => {
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// Calculate next frame based on desired frame rate and delta time
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setFrameIndex(prevFrame => {
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// Calculate next frame
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const nextFrame = prevFrame + frameRate * delta
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// Loop back to start if we reach the end
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return nextFrame >= totalFrames ? 0 : nextFrame
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|
})
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return null
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|
}
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|
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|
// Use frame to animate through the skeleton poses
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|
useFrame(onFrame)
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|
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|
// Get the current frame joints - use Math.floor to get the nearest frame
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|
const currentFrame = Math.floor(frameIndex) % totalFrames
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|
const joints = skeleton[currentFrame]
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|
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// Function to get appropriate color for a joint index
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|
const getJointColor = (idx: number) => {
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|
// Face joints (23-90)
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|
if (idx >= 23 && idx <= 90) return COLOR_FACE
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|
// Hand joints (91-132)
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|
if (idx >= 91 && idx <= 132) return COLOR_FINGERS
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|
// Foot joints (17-22)
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if (idx >= 17 && idx <= 22) return COLOR_FOOT
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|
// Head (0-4)
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|
if (idx <= 4) return COLOR_HEAD
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|
// Arms (5-10)
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if (idx >= 5 && idx <= 10) return COLOR_ARMS
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|
// Legs (11-16)
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|
if (idx >= 11 && idx <= 16) return COLOR_LEGS
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|
// Default
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|
return COLOR_SPINE
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|
}
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|
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|
// Transform a joint position using the coordinate system conversion
|
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|
const transformJointPosition = (j: [number, number, number]) => {
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|
const [x, y, z] = j
|
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|
const V = new THREE.Vector3(x, y, z)
|
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|
const worldCvt = Z_UP_TO_Y_UP_PRIME.clone()
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|
V.applyMatrix4(worldCvt)
|
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|
return V
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|
}
|
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|
|
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|
// Create the joint spheres
|
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|
const jointMeshes = showJoints ? joints.map((j, idx) => {
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|
const position = transformJointPosition(j)
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|
const color = getJointColor(idx)
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|
|
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|
return (
|
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|
<mesh key={`joint-${idx}`} position={position}>
|
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|
<sphereGeometry args={[jointRadius, 16, 16]} />
|
||||||
|
<meshStandardMaterial color={color} />
|
||||||
|
</mesh>
|
||||||
|
)
|
||||||
|
}) : null
|
||||||
|
|
||||||
|
// Create the bone cylinders
|
||||||
|
const boneMeshes = showBones ? (
|
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|
<>
|
||||||
|
{BODY_BONES.map((bone, idx) => {
|
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|
const [startIdx, endIdx] = bone
|
||||||
|
if (startIdx >= joints.length || endIdx >= joints.length) return null
|
||||||
|
|
||||||
|
const startPos = transformJointPosition(joints[startIdx])
|
||||||
|
const endPos = transformJointPosition(joints[endIdx])
|
||||||
|
const color = BODY_BONE_COLORS[idx]
|
||||||
|
|
||||||
|
// Calculate midpoint and length
|
||||||
|
const midpoint = new THREE.Vector3().addVectors(startPos, endPos).multiplyScalar(0.5)
|
||||||
|
const length = startPos.distanceTo(endPos)
|
||||||
|
|
||||||
|
// Calculate rotation
|
||||||
|
const direction = new THREE.Vector3().subVectors(endPos, startPos).normalize()
|
||||||
|
const quaternion = new THREE.Quaternion()
|
||||||
|
const up = new THREE.Vector3(0, 1, 0)
|
||||||
|
quaternion.setFromUnitVectors(up, direction)
|
||||||
|
|
||||||
|
return (
|
||||||
|
<mesh key={`bone-body-${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} />
|
||||||
})}
|
})
|
||||||
|
|
||||||
|
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