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import { Grid, useBVH, useGLTF, CameraControls, AccumulativeShadows, OrbitControls, Stats } from '@react-three/drei'
import { Camera, Canvas, useFrame, useThree, useLoader, RenderCallback, RootState } from '@react-three/fiber'
import { Text as DreiText, TextProps as DreiTextProps } from '@react-three/drei';
import * as THREE from 'three'
import { FontLoader } from 'three/addons/loaders/FontLoader.js'
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js'
import HelvetikerRegular from "three/examples/fonts/helvetiker_regular.typeface.json"
import { useEffect, useRef, useState, JSX, forwardRef } from 'react'
import Boxing from "./assets/Test_WeiHua_Segment_1.json"
// 133, 3
type PosePoints3D = [number, number, number][]
// F, 133, 3
type AnimePosePoints3D = PosePoints3D[]
interface Skeleton {
"1": PosePoints3D[],
"2": PosePoints3D[],
"3": PosePoints3D[],
}
// 扩展 Drei 的 TextProps 接口
interface TextProps extends DreiTextProps {
position?: [number, number, number];
fontSize?: number;
color?: string;
billboard?: boolean;
}
// 创建类型安全的 Text 组件
const Text = forwardRef<THREE.Mesh, TextProps>((props, ref) => {
return <DreiText {...props} ref={ref} />;
});
// const POSE_3D = POSE_3D_ as AnimePosePoints3D
// const POSE_3D_MANY = POSE_3D_MANY_ as AnimePosePoints3D[] // N F 133 3
const BOXING = Boxing as Skeleton
const THREE_ADDONS = {
FontLoader,
TextGeometry,
} as const
// Create OpenCV to OpenGL conversion matrix
// OpenCV: X right, Y down, Z forward
// OpenGL: X right, Y up, Z backward
const CV_TO_GL_MAT = new THREE.Matrix4().set(
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, -1, 0,
0, 0, 0, 1
)
// Z-up to Y-up conversion matrix
// Rotate -90 degrees around X axis to convert from Z-up to Y-up
const Z_UP_TO_Y_UP = new THREE.Matrix4().set(
-1, 0, 0, 0,
0, 0, -1, 0,
0, -1, 0, 0,
0, 0, 0, 1
)
const Z_UP_TO_Y_UP_PRIME = new THREE.Matrix4().set(
1, 0, 0, 0,
0, 0, 1, 0,
0, 1, 0, 0,
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
[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 = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
] as const
const DEFAULT_NEAR = 0.05
const DEFAULT_FAR = 1
const CAMERA_EXTRINSIC_MATRIX_MAP: Record<string, number[]> = {
"5602": [
-0.76138617, 0.16195241, 0.62774399, -0.73832425, -0.40758532,
-0.87257285, -0.26924121, 0.55561231, 0.5041481, -0.46085577,
0.73037432, 3.28663985, 0., 0., 0.,
1.
] as const,
"5603": [
-0.44966325, -0.02806161, -0.89275725, -0.24260155, 0.21789368,
-0.97275592, -0.07917234, 0.41197614, -0.8662132, -0.23012705,
0.44352704, 4.37769458, 0., 0., 0.,
1.
] as const,
"5604": [
0.9551736, -0.02735669, 0.29477958, 0.5908996, -0.06148677,
-0.99234061, 0.10714238, 0.87629594, 0.28959069, -0.12046462,
-0.94953963, 4.1617598, 0., 0., 0.,
1.
] as const,
"5605": [
0.57140284, 0.03118154, -0.82007713, -0.22679438, 0.11021058,
-0.99314166, 0.0390292, 0.83904835, -0.81323577, -0.11268257,
-0.5709205, 4.17730229, 0., 0., 0.,
1.
] as const,
}
const CAMERA_INTRINSIC_MATRIX_MAP: Record<string, number[]> = {
"5602": [
2686.00393399, 0., 1470.49106388, 0.,
2699.92688641, 765.51266883, 0., 0.,
1.
] as const,
"5603": [
2791.38378418, 0., 1258.11161208, 0.,
2790.67070205, 788.14860021, 0., 0.,
1.
] as const,
"5604": [
2789.25680621, 0., 1231.13101573, 0.,
2787.08458106, 677.69385417, 0., 0.,
1.
] as const,
"5605": [
2644.68145454, 0., 1285.34889127, 0.,
2644.9700955, 627.20808584, 0., 0.,
1.
] as const,
}
const IMAGE_WIDTH = 2560
const IMAGE_HEIGHT = 1440
const intrinsicToFov = (intrinsic: number[], image_size: { width: number, height: number }) => {
console.assert(intrinsic.length === 9, "intrinsic must be a 3x3 matrix")
const fx = intrinsic[0]
const fy = intrinsic[4]
const cx = intrinsic[2]
const cy = intrinsic[5]
// in degrees
const fov_x = 2 * Math.atan(image_size.width / (2 * fx)) * (180 / Math.PI)
const fov_y = 2 * Math.atan(image_size.height / (2 * fy)) * (180 / Math.PI)
return { fov_x, fov_y }
}
const calculaterCubeVersices = (position: number[], dimensions: number[]) => {
const [cx, cy, cz] = position
const [width, height, depth] = dimensions
const halfWidth = width / 2
const halfHeight = height / 2
const halfDepth = depth / 2
return [
[cx - halfWidth, cy - halfHeight, cz - halfDepth],
[cx + halfWidth, cy - halfHeight, cz - halfDepth],
[cx + halfWidth, cy + halfHeight, cz - halfDepth],
[cx - halfWidth, cy + halfHeight, cz - halfDepth],
[cx - halfWidth, cy - halfHeight, cz + halfDepth],
[cx + halfWidth, cy - halfHeight, cz + halfDepth],
[cx + halfWidth, cy + halfHeight, cz + halfDepth],
[cx - halfWidth, cy + halfHeight, cz + halfDepth]
]
}
const Scene = () => {
// 定义立方体绘制组件
const Cube = () => {
const vertices = calculaterCubeVersices([0, -0.205 + 0.9, 0.90], [0.5, 1.8, 0.5])
return (
<>
<mesh position={[0, -0.205 + 0.9, 0.90]}> {/** 原点位置,相对于六面体中心偏移 */}
<boxGeometry args={[0.5, 1.8, 0.5]} /> {/** 边长0.5米1.8米深度0.5米 */}
<meshStandardMaterial
color="#007BFF" // 蓝色
opacity={0.2} // 半透明
transparent={true}
wireframe={true} // 线框模式,仅显示边框
/>
</mesh>
{/* 顶点标记(带坐标系和文本) */}
{vertices.map(([x, y, z], index) => (
<group key={index} position={[x, y, z]}>
{/* 顶点处的小标记点 */}
<mesh>
<sphereGeometry args={[0.0, 16, 16]} />
<meshBasicMaterial color="#ff0000" />
</mesh>
{/* 坐标轴X:红, Y:绿, Z:蓝) */}
<axesHelper args={[0.2]} />
{/* 沙袋上的坐标文本(始终面向相机) */}
{/* <Text
position={[0, 0.1, 0]} // 文本在顶点上方
fontSize={0.08}
color="#007Bff"
billboard
>
{`P${index}: (${x.toFixed(2)}, ${y.toFixed(2)}, ${z.toFixed(2)})`}
</Text> */}
</group>
))}
</>
)
}
function Floor() {
return (
<mesh rotation-x={-Math.PI / 2} position-y={-0.5} receiveShadow>
<planeGeometry args={[15, 15]} />
<meshStandardMaterial color="#ccc" />
</mesh>
)
}
const Axes = () => {
return <axesHelper args={[15]} />
}
interface CameraViewFromExtrinsicProps {
extrinsic: number[] | THREE.Matrix4
aspect?: number
name?: string
near?: number
far?: number
fov?: number
textSize?: number
}
// https://threejs.org/docs/#examples/en/loaders/FontLoader
// https://www.ilyameerovich.com/simple-3d-text-meshes-in-three-js/
const CameraViewFromExtrinsic = ({ extrinsic, name, near, far, fov, textSize, aspect }: CameraViewFromExtrinsicProps) => {
let Rt: 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
Rt.set(...extrinsic)
} else {
throw new Error("extrinsic must be a 4x4 matrix or an array of 16 elements")
}
const font = new FontLoader().parse(HelvetikerRegular)
const camera = new THREE.PerspectiveCamera(fov ?? 60, aspect ?? 4 / 3, near ?? DEFAULT_NEAR, far ?? DEFAULT_FAR)
const helper = <cameraHelper args={[camera]} />
camera.applyMatrix4(Rt)
const textRef = useRef<THREE.Mesh>(null)
const { camera: viewCamera } = useThree()
useFrame(() => {
if (textRef.current) {
textRef.current.lookAt(viewCamera.position)
}
})
let text: JSX.Element | null = null
if (name) {
const geo = new THREE_ADDONS.TextGeometry(name ?? "", { font, size: textSize ?? 0.1, depth: 0.001 })
const position = new THREE.Vector3()
position.setFromMatrixPosition(Rt)
text = (
<mesh ref={textRef} position={position}>
<primitive object={geo} />
<meshStandardMaterial color="black" />
</mesh>
)
}
return (
<group>
{text}
<primitive object={camera} />
{helper}
</group>
)
}
const preProcessExtrinsic = (extrinsic: number[] | THREE.Matrix4) => {
let Rt: 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
Rt.set(...extrinsic)
} else {
throw new Error("extrinsic must be a 4x4 matrix or an array of 16 elements")
}
// Then handle OpenCV to OpenGL camera convention
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:
// 1. Convert world from Z-up to Y-up
// 2. Apply the camera transform
// 3. Convert camera coordinates from OpenCV to OpenGL
const final = new THREE.Matrix4()
final
.multiply(cameraCvt)
.multiply(Rt)
// .multiply(worldCvt)
// Invert to get the camera-to-world transform
final.invert()
return final
}
interface Human3DSkeletonProps {
skeleton: AnimePosePoints3D
startFrame?: number
jointRadius?: number
boneRadius?: number
showJoints?: boolean
showBones?: boolean
frameRate?: number
}
/**
* 3D人体骨架动画组件
* @param skeleton 动画帧序列每帧为133个关节点的三维坐标
* @param startFrame 起始帧
* @param jointRadius 关节点球体半径
* @param boneRadius 骨骼圆柱体半径
* @param showJoints 是否显示关节点
* @param showBones 是否显示骨骼
* @param frameRate 动画帧率
*/
const Human3DSkeleton = ({
skeleton,
startFrame = 0,
jointRadius = 0.01,
boneRadius = 0.005,
showJoints = true,
showBones = true,
frameRate = 24
}: Human3DSkeletonProps) => {
// 当前动画帧索引
const [frameIndex, setFrameIndex] = useState(startFrame)
const totalFrames = skeleton.length
// 动画帧推进函数按frameRate自动推进
const onFrame: RenderCallback = (totalFrames === 0) ? (state, delta) => { } : (state: RootState, delta: number) => {
// 根据帧率和delta推进帧索引实现动画
setFrameIndex(prevFrame => {
const nextFrame = prevFrame + frameRate * delta
// 到末尾自动循环
return nextFrame >= totalFrames ? 0 : nextFrame
})
return null
}
// 注册动画帧推进
useFrame(onFrame)
// 当前帧的133个关节点坐标
const currentFrame = Math.floor(frameIndex) % totalFrames
const joints = skeleton[currentFrame]
/**
* 右腕关键点10速度计算
* 速度 = (当前帧位置 - 上一帧位置) / (1 / frameRate)
* 单位:与坐标单位一致/秒
*/
let wristSpeed: number | null = null;
if (currentFrame > 0 && joints && joints.length > 16) {
const prevJoints = skeleton[(currentFrame - 1 + totalFrames) % totalFrames];
if (prevJoints && prevJoints.length > 16) {
const wNow = joints[10];
const wPrev = prevJoints[10];
if (wNow && wPrev) {
const dx = wNow[0] - wPrev[0];
const dy = wNow[1] - wPrev[1];
const dz = wNow[2] - wPrev[2];
const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
wristSpeed = dist * frameRate; // 单位/秒
}
}
}
/**
* 右手大臂(右肩-右肘)和小臂(右肘-右腕)夹角计算
* COCO/BlazePose: 右肩=6, 右肘=8, 右腕=10
* 夹角为两向量的夹角,单位度
*/
let rightUpperArmAngle: number | null = null;
if (joints && joints.length > 16) {
const shoulder = joints[6]; // 右肩
const elbow = joints[8]; // 右肘
const wrist = joints[10]; // 右腕
if (shoulder && elbow && wrist) {
// 大臂向量(肩->肘)
const v1 = new THREE.Vector3(
shoulder[0] - elbow[0],
shoulder[1] - elbow[1],
shoulder[2] - elbow[2]
);
// 小臂向量(腕->肘)
const v2 = new THREE.Vector3(
wrist[0] - elbow[0],
wrist[1] - elbow[1],
wrist[2] - elbow[2]
);
// 计算夹角
const dot = v1.dot(v2);
const len1 = v1.length();
const len2 = v2.length();
if (len1 > 1e-6 && len2 > 1e-6) {
const angle = Math.acos(Math.max(-1, Math.min(1, dot / (len1 * len2))));
rightUpperArmAngle = angle * 180 / Math.PI;
}
}
}
/**
* 获取关节点颜色
* @param idx 关节点索引
*/
const getJointColor = (idx: number) => {
// 脸部
if (idx >= 23 && idx <= 90) return COLOR_FACE
// 手指
if (idx >= 91 && idx <= 132) return COLOR_FINGERS
// 脚
if (idx >= 17 && idx <= 22) return COLOR_FOOT
// 头部
if (idx <= 4) return COLOR_HEAD
// 手臂
if (idx >= 5 && idx <= 10) return COLOR_ARMS
// 腿
if (idx >= 11 && idx <= 16) return COLOR_LEGS
// 躯干
return COLOR_SPINE
}
/**
* 关节点坐标转换(如需坐标系变换可在此处理)
*/
const transformJointPosition = (j: [number, number, number]) => {
const [x, y, z] = j
const V = new THREE.Vector3(x, y, z)
return V
}
// 生成关节点球体
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
// 生成骨骼圆柱体
const boneMeshes = showBones ? (
<>
{/* 身体主骨骼 */}
{BODY_BONES.map((bone, idx) => {
const [startIdx, endIdx] = bone
if (startIdx >= joints.length || endIdx >= joints.length) return null
// 起止点
const startPos = transformJointPosition(joints[startIdx])
const endPos = transformJointPosition(joints[endIdx])
const color = BODY_BONE_COLORS[idx]
// 骨骼中点和长度
const midpoint = new THREE.Vector3().addVectors(startPos, endPos).multiplyScalar(0.5)
const length = startPos.distanceTo(endPos)
// 旋转对齐
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-${idx}`} position={midpoint} quaternion={quaternion}>
<cylinderGeometry args={[boneRadius, boneRadius, length, 8]} />
<meshStandardMaterial color={color} />
</mesh>
)
})}
{/* 手部骨骼 */}
{HAND_BONES.map((bone, idx) => {
const [startIdx, endIdx] = bone
if (startIdx >= joints.length || endIdx >= joints.length) return null
const startPos = transformJointPosition(joints[startIdx])
const endPos = transformJointPosition(joints[endIdx])
const midpoint = new THREE.Vector3().addVectors(startPos, endPos).multiplyScalar(0.5)
const length = startPos.distanceTo(endPos)
const direction = new THREE.Vector3().subVectors(endPos, startPos).normalize()
const quaternion = new THREE.Quaternion()
const up = new THREE.Vector3(0, 1, 0)
quaternion.setFromUnitVectors(up, direction)
return (
<mesh key={`bone-hand-${idx}`} position={midpoint} quaternion={quaternion}>
<cylinderGeometry args={[boneRadius, boneRadius, length, 8]} />
<meshStandardMaterial color={COLOR_FINGERS} />
</mesh>
)
})}
</>
) : null
// 渲染骨架、关节点、骨骼、右臂夹角和右腕速度文本
return (
<group>
{jointMeshes}
{boneMeshes}
{/* 实时显示右手大臂和小臂夹角,文本位于右肘上方 */}
{rightUpperArmAngle !== null && joints[8] && (
<Text
position={[1.5, 2.5, 0]}
fontSize={0.3}
color="#ff00ff"
billboard
>
{`右臂夹角: ${rightUpperArmAngle.toFixed(1)}°`}
</Text>
)}
{/* 实时显示右腕速度,文本位于右腕上方 */}
{wristSpeed !== null && joints[10] && (
<Text
position={[-1.5, 2.5, 0]}
fontSize={0.3}
color="#00bfff"
billboard
>
{`右腕速度: ${wristSpeed.toFixed(3)}`}
</Text>
)}
</group>
)
}
// 调小关节点和骨骼的半径
const skeletons = [
<Human3DSkeleton jointRadius={0.03} boneRadius={0.014} frameRate={24} skeleton={BOXING[1]} />,
]
const cameras = Object.entries(CAMERA_EXTRINSIC_MATRIX_MAP).map(([key, value]) => {
const intrinsic = CAMERA_INTRINSIC_MATRIX_MAP[key]
const { fov_x, fov_y } = intrinsicToFov(intrinsic, { width: IMAGE_WIDTH, height: IMAGE_HEIGHT })
// make the far reverse proportional to the fov
const far = (1 / fov_x) * 20
return <CameraViewFromExtrinsic key={key} name={`${key}(${fov_x.toFixed(1)})`} extrinsic={preProcessExtrinsic(value)} fov={fov_x} aspect={IMAGE_WIDTH / IMAGE_HEIGHT} far={far} />
})
// 在场景中添加立方体
const scene = (<group>
{/* <OrbitControls /> */}
<ambientLight intensity={0.05} />
<directionalLight castShadow position={[3.3, 6, 4.4]} intensity={5} />
{/* <Floor /> */}
{ }
<Axes />
<Cube /> {/** 新增立方体 */}
{cameras}
{skeletons}
</group>)
return (
// 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
// regular ReactDOM. The general rule is that Fiber components are available under
// the camel-case version of their name in three.js.
<>
<CameraControls />
<Stats />
{scene}
</>
)
}
function App() {
return (
<Canvas shadows style={{ background: "#e9e9e9", width: "100vw", height: "100vh" }}>
<Scene />
</Canvas>
)
}
export default App