forked from HQU-gxy/camera-extrinsic-play
x
This commit is contained in:
634
src/Boxing.tsx
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634
src/Boxing.tsx
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@ -0,0 +1,634 @@
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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, RenderCallback, RootState } from '@react-three/fiber'
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import { Text as DreiText, TextProps as DreiTextProps } from '@react-three/drei';
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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 { 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 { useEffect, useRef, useState, JSX, forwardRef } from 'react'
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import Boxing from "./assets/Test_WeiHua_Segment_1.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 Skeleton {
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"1": PosePoints3D[],
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"2": PosePoints3D[],
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"3": PosePoints3D[],
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}
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// 扩展 Drei 的 TextProps 接口
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interface TextProps extends DreiTextProps {
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position?: [number, number, number];
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fontSize?: number;
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color?: string;
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billboard?: boolean;
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}
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// 创建类型安全的 Text 组件
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const Text = forwardRef<THREE.Mesh, TextProps>((props, ref) => {
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return <DreiText {...props} ref={ref} />;
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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 BOXING = Boxing as Skeleton
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const THREE_ADDONS = {
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FontLoader,
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TextGeometry,
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} as const
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// Create OpenCV to OpenGL conversion matrix
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// OpenCV: X right, Y down, Z forward
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// OpenGL: X right, Y up, Z backward
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const CV_TO_GL_MAT = new THREE.Matrix4().set(
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1, 0, 0, 0,
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0, -1, 0, 0,
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0, 0, -1, 0,
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0, 0, 0, 1
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)
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// 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
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const Z_UP_TO_Y_UP = 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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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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// 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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// 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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// 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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// 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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const DEFAULT_TRANSFORMATION_MATRIX = [
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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] as const
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const DEFAULT_NEAR = 0.05
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const DEFAULT_FAR = 1
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const CAMERA_EXTRINSIC_MATRIX_MAP: Record<string, number[]> = {
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"5602": [
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-0.76138617, 0.16195241, 0.62774399, -0.73832425, -0.40758532,
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-0.87257285, -0.26924121, 0.55561231, 0.5041481, -0.46085577,
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0.73037432, 3.28663985, 0., 0., 0.,
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1.
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] as const,
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"5603": [
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-0.44966325, -0.02806161, -0.89275725, -0.24260155, 0.21789368,
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-0.97275592, -0.07917234, 0.41197614, -0.8662132, -0.23012705,
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0.44352704, 4.37769458, 0., 0., 0.,
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1.
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] as const,
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"5604": [
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0.9551736, -0.02735669, 0.29477958, 0.5908996, -0.06148677,
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-0.99234061, 0.10714238, 0.87629594, 0.28959069, -0.12046462,
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-0.94953963, 4.1617598, 0., 0., 0.,
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1.
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] as const,
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"5605": [
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0.57140284, 0.03118154, -0.82007713, -0.22679438, 0.11021058,
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-0.99314166, 0.0390292, 0.83904835, -0.81323577, -0.11268257,
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-0.5709205, 4.17730229, 0., 0., 0.,
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1.
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] as const,
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}
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const CAMERA_INTRINSIC_MATRIX_MAP: Record<string, number[]> = {
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"5602": [
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2686.00393399, 0., 1470.49106388, 0.,
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2699.92688641, 765.51266883, 0., 0.,
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1.
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] as const,
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"5603": [
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2791.38378418, 0., 1258.11161208, 0.,
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2790.67070205, 788.14860021, 0., 0.,
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1.
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] as const,
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"5604": [
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2789.25680621, 0., 1231.13101573, 0.,
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2787.08458106, 677.69385417, 0., 0.,
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1.
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] as const,
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"5605": [
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2644.68145454, 0., 1285.34889127, 0.,
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2644.9700955, 627.20808584, 0., 0.,
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1.
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] as const,
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}
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const IMAGE_WIDTH = 2560
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const IMAGE_HEIGHT = 1440
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const intrinsicToFov = (intrinsic: number[], image_size: { width: number, height: number }) => {
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console.assert(intrinsic.length === 9, "intrinsic must be a 3x3 matrix")
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const fx = intrinsic[0]
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const fy = intrinsic[4]
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const cx = intrinsic[2]
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const cy = intrinsic[5]
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// in degrees
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const fov_x = 2 * Math.atan(image_size.width / (2 * fx)) * (180 / Math.PI)
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const fov_y = 2 * Math.atan(image_size.height / (2 * fy)) * (180 / Math.PI)
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return { fov_x, fov_y }
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}
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const calculaterCubeVersices = (position: number[], dimensions: number[]) => {
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const [cx, cy, cz] = position
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const [width, height, depth] = dimensions
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const halfWidth = width / 2
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const halfHeight = height / 2
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const halfDepth = depth / 2
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return [
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[cx - halfWidth, cy - halfHeight, cz - halfDepth],
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[cx + halfWidth, cy - halfHeight, cz - halfDepth],
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[cx + halfWidth, cy + halfHeight, cz - halfDepth],
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[cx - halfWidth, cy + halfHeight, cz - halfDepth],
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[cx - halfWidth, cy - halfHeight, cz + halfDepth],
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[cx + halfWidth, cy - halfHeight, cz + halfDepth],
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[cx + halfWidth, cy + halfHeight, cz + halfDepth],
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[cx - halfWidth, cy + halfHeight, cz + halfDepth]
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]
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}
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const Scene = () => {
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// 定义立方体绘制组件
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const Cube = () => {
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const vertices = calculaterCubeVersices([0, -0.205 + 0.9, 0.90], [0.5, 1.8, 0.5])
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return (
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<>
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<mesh position={[0, -0.205 + 0.9, 0.90]}> {/** 原点位置,相对于六面体中心偏移 */}
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<boxGeometry args={[0.5, 1.8, 0.5]} /> {/** 边长,宽:0.5米,高:1.8米,深度:0.5米 */}
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<meshStandardMaterial
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color="#007BFF" // 蓝色
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opacity={0.2} // 半透明
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transparent={true}
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wireframe={true} // 线框模式,仅显示边框
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/>
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</mesh>
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{/* 顶点标记(带坐标系和文本) */}
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{vertices.map(([x, y, z], index) => (
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<group key={index} position={[x, y, z]}>
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{/* 顶点处的小标记点 */}
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<mesh>
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<sphereGeometry args={[0.0, 16, 16]} />
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<meshBasicMaterial color="#ff0000" />
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</mesh>
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{/* 坐标轴(X:红, Y:绿, Z:蓝) */}
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<axesHelper args={[0.2]} />
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{/* 沙袋上的坐标文本(始终面向相机) */}
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{/* <Text
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position={[0, 0.1, 0]} // 文本在顶点上方
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fontSize={0.08}
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color="#007Bff"
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billboard
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>
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{`P${index}: (${x.toFixed(2)}, ${y.toFixed(2)}, ${z.toFixed(2)})`}
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</Text> */}
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</group>
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))}
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</>
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)
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}
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function Floor() {
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return (
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<mesh rotation-x={-Math.PI / 2} position-y={-0.5} receiveShadow>
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<planeGeometry args={[15, 15]} />
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<meshStandardMaterial color="#ccc" />
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</mesh>
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)
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}
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const Axes = () => {
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return <axesHelper args={[15]} />
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}
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interface CameraViewFromExtrinsicProps {
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extrinsic: number[] | THREE.Matrix4
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aspect?: number
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name?: string
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near?: number
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far?: number
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fov?: number
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textSize?: number
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}
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// https://threejs.org/docs/#examples/en/loaders/FontLoader
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// https://www.ilyameerovich.com/simple-3d-text-meshes-in-three-js/
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const CameraViewFromExtrinsic = ({ extrinsic, name, near, far, fov, textSize, aspect }: CameraViewFromExtrinsicProps) => {
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let Rt: THREE.Matrix4
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if (extrinsic instanceof THREE.Matrix4) {
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Rt = extrinsic
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} else if (Array.isArray(extrinsic)) {
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console.assert(extrinsic.length === 16, "extrinsic must be a 4x4 matrix")
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Rt = new THREE.Matrix4()
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// @ts-expect-error 16 elements
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Rt.set(...extrinsic)
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} else {
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throw new Error("extrinsic must be a 4x4 matrix or an array of 16 elements")
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}
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const font = new FontLoader().parse(HelvetikerRegular)
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const camera = new THREE.PerspectiveCamera(fov ?? 60, aspect ?? 4 / 3, near ?? DEFAULT_NEAR, far ?? DEFAULT_FAR)
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const helper = <cameraHelper args={[camera]} />
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camera.applyMatrix4(Rt)
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const textRef = useRef<THREE.Mesh>(null)
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const { camera: viewCamera } = useThree()
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useFrame(() => {
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if (textRef.current) {
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textRef.current.lookAt(viewCamera.position)
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}
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})
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let text: JSX.Element | null = null
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if (name) {
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const geo = new THREE_ADDONS.TextGeometry(name ?? "", { font, size: textSize ?? 0.1, depth: 0.001 })
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const position = new THREE.Vector3()
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position.setFromMatrixPosition(Rt)
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text = (
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<mesh ref={textRef} position={position}>
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<primitive object={geo} />
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<meshStandardMaterial color="black" />
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</mesh>
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)
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}
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return (
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<group>
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{text}
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<primitive object={camera} />
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{helper}
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</group>
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)
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}
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const preProcessExtrinsic = (extrinsic: number[] | THREE.Matrix4) => {
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let Rt: THREE.Matrix4
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if (extrinsic instanceof THREE.Matrix4) {
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Rt = extrinsic
|
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} else if (Array.isArray(extrinsic)) {
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console.assert(extrinsic.length === 16, "extrinsic must be a 4x4 matrix")
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Rt = new THREE.Matrix4()
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// @ts-expect-error 16 elements
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Rt.set(...extrinsic)
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} else {
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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()
|
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|
||||
// Convert from Z-up to Y-up first (this affects world coordinates)
|
||||
// const worldCvt = Z_UP_TO_Y_UP.clone()
|
||||
|
||||
// Final transformation:
|
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// 1. Convert world from Z-up to Y-up
|
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// 2. Apply the camera transform
|
||||
// 3. Convert camera coordinates from OpenCV to OpenGL
|
||||
const final = new THREE.Matrix4()
|
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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
|
||||
Reference in New Issue
Block a user