Refactor App.tsx to enhance skeleton animation capabilities by introducing a new pose data structure and updating the Human3DSkeleton component to accept customizable skeletons. Adjust camera extrinsic parameters for improved scene rendering.

This commit is contained in:
2025-04-16 10:24:45 +08:00
parent 0d8786f471
commit 42c5ff6540

View File

@ -1,5 +1,5 @@
import { Grid, useBVH, useGLTF, CameraControls, AccumulativeShadows, OrbitControls, Stats } from '@react-three/drei'
import { Camera, Canvas, useFrame, useThree, useLoader } from '@react-three/fiber'
import { Camera, Canvas, useFrame, useThree, useLoader, RenderCallback, RootState } from '@react-three/fiber'
import * as THREE from 'three'
import { FontLoader } from 'three/addons/loaders/FontLoader.js'
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js'
@ -7,9 +7,13 @@ import HelvetikerRegular from "three/examples/fonts/helvetiker_regular.typeface.
import { useEffect, useRef, useState, JSX } from 'react'
// import POSE_3D_ from "./assets/result_ae_01_ae_08.json"
import POSE_3D_ from "./assets/temp_result.json"
import POSE_3D_MANY_ from "./assets/many_people_all_3d_pose.json"
// F, 133, 3
const POSE_3D: Array<Array<[number, number, number]>> = POSE_3D_ as [number, number, number][][]
type SkeletonType = [number, number, number][][]
const POSE_3D = POSE_3D_ as SkeletonType
const POSE_3D_MANY = POSE_3D_MANY_ as SkeletonType[] // N F 133 3
const THREE_ADDONS = {
FontLoader,
@ -98,21 +102,21 @@ const DEFAULT_NEAR = 0.05
const DEFAULT_FAR = 1
const CAMERA_EXTRINSIC_MATRIX_MAP: Record<string, number[]> = {
"AE_01": [
0.2321047, -0.97264263, -0.0096808, -0.96323585, 0.06882254,
0.02634936, -0.99728089, 0.03661007, 0.97025299, 0.23080732,
0.07305554, 3.34933242, 0., 0., 0.,
0.37408302, -0.91907411, 0.12395429, 1.18976111, 0.17243349,
-0.06239751, -0.98304285, -0.06429779, 0.91122367, 0.38911351,
0.13513731, 2.51940833, 0., 0., 0.,
1.
] as const,
"AE_1A": [
0.93194049, -0.35571886, -0.07036343, -0.92123075, 0.01084819,
0.22131041, -0.97514308, 0.24922173, 0.36244895, 0.908012,
0.21010704, 4.87284891, 0., 0., 0.,
0.92998171, -0.36696694, -0.02166301, 2.21643671, -0.05110403,
-0.07070226, -0.99618752, -0.72948697, 0.36403626, 0.92754324,
-0.0845053, 6.45800206, 0., 0., 0.,
1.
] as const,
"AE_08": [
0.66806102, -0.74355508, -0.02864123, -1.10173496, 0.05931037,
0.09157787, -0.99403007, 0.26760438, 0.74173901, 0.66237402,
0.10528013, 6.92372493, 0., 0., 0.,
0.98195914, -0.18888337, -0.00890642, 1.43011854, -0.02247979,
-0.06984105, -0.99730481, -0.61678831, 0.18775226, 0.97951279,
-0.07282712, 5.81983825, 0., 0., 0.,
1.
] as const
}
@ -257,6 +261,7 @@ const Scene = () => {
}
interface Human3DSkeletonProps {
skeleton: SkeletonType
startFrame?: number
jointRadius?: number
boneRadius?: number
@ -266,6 +271,7 @@ const Scene = () => {
}
const Human3DSkeleton = ({
skeleton,
startFrame = 0,
jointRadius = 0.01,
boneRadius = 0.005,
@ -274,10 +280,8 @@ const Scene = () => {
frameRate = 30
}: Human3DSkeletonProps) => {
const [frameIndex, setFrameIndex] = useState(startFrame)
const totalFrames = POSE_3D.length
// Use frame to animate through the skeleton poses
useFrame((state, delta) => {
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
@ -285,11 +289,15 @@ const Scene = () => {
// 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 = POSE_3D[currentFrame]
const joints = skeleton[currentFrame]
// Function to get appropriate color for a joint index
const getJointColor = (idx: number) => {
@ -395,20 +403,33 @@ const Scene = () => {
)
}
// 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 cameras = Object.entries(CAMERA_EXTRINSIC_MATRIX_MAP).map(([key, value]) => {
const intrinsic = CAMERA_INTRINSIC_MATRIX_MAP[key]
const { fov_x, fov_y } = intrinsicToFov(intrinsic, { width: IMAGE_WIDTH, height: IMAGE_HEIGHT })
// make the far reverse proportional to the fov
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} />
})
const scene = (<group>
{/* <OrbitControls /> */}
<ambientLight intensity={0.05} />
<directionalLight castShadow position={[3.3, 6, 4.4]} intensity={5} />
{/* <Floor /> */}
{Object.entries(CAMERA_EXTRINSIC_MATRIX_MAP).map(([key, value]) => {
const intrinsic = CAMERA_INTRINSIC_MATRIX_MAP[key]
const { fov_x, fov_y } = intrinsicToFov(intrinsic, { width: IMAGE_WIDTH, height: IMAGE_HEIGHT })
// make the far reverse proportional to the fov
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} />
})}
{ }
<Axes />
<Human3DSkeleton jointRadius={0.005} boneRadius={0.0025} frameRate={24} />
{cameras}
{skeletons}
</group>)
return (
// Note that we don't need to import anything, All three.js objects will be treated