Resolve WES-131-Feedback-REfactor
This commit is contained in:
committed by
Dries Van Schuylenbergh
parent
b955d2164c
commit
a808e73a29
8
Assets/MediaPipeUnity/Interfaces.meta
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8
Assets/MediaPipeUnity/Interfaces.meta
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@@ -0,0 +1,8 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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14
Assets/MediaPipeUnity/Interfaces/Listener.cs
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14
Assets/MediaPipeUnity/Interfaces/Listener.cs
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@@ -0,0 +1,14 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Listener interface with an IEnumerator as its processing-function.
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/// </summary>
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public interface Listener
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{
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/// <summary>
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/// The function that is called by the publisher.
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/// </summary>
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/// <returns></returns>
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public IEnumerator ProcessIncomingCall();
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: e4c1da9896d9ba2449549a016b5fd15e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -0,0 +1,14 @@
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{
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"name": "SignPredictorInterfaces",
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"rootNamespace": "",
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"references": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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@@ -0,0 +1,7 @@
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -9,7 +9,6 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4318122119930585316}
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- component: {fileID: 4318122119930585317}
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m_Layer: 5
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m_Name: Feedback
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m_TagString: Untagged
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@@ -39,22 +38,6 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 200}
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m_SizeDelta: {x: 500, y: 150}
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m_Pivot: {x: 0.5, y: 0}
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--- !u!114 &4318122119930585317
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 4318122119930585319}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 44e682a32ee15cc489bf50f3a06f717b, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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feedbackText: {fileID: 4318122120222767928}
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feedbackProgress: {fileID: 4318122119968934242}
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feedbackProgressImage: {fileID: 4318122120334233319}
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signPredictor: {fileID: 0}
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--- !u!1 &4318122119968934244
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GameObject:
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m_ObjectHideFlags: 0
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@@ -17,4 +17,4 @@ MonoBehaviour:
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- index: 0
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model: {fileID: 5022602860645237092, guid: e6d85df707405ad4f97c23b07227ee99, type: 3}
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- index: 1
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model: {fileID: 5022602860645237092, guid: e6d85df707405ad4f97c23b07227ee99, type: 3}
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model: {fileID: 0}
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40
Assets/MediaPipeUnity/Scripts/AbstractFeedback.cs
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40
Assets/MediaPipeUnity/Scripts/AbstractFeedback.cs
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@@ -0,0 +1,40 @@
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using DigitalRuby.Tween;
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using Mediapipe.Unity.Tutorial;
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using System;
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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/// <summary>
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/// Class to display feedback during a course
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/// </summary>
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public abstract class AbstractFeedback : MonoBehaviour, Listener
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{
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/// <summary>
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/// Reference to the sign predictor
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/// </summary>
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public SignPredictor signPredictor;
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/// <summary>
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/// The function that is called by the publisher on all its listeners
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/// </summary>
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/// <returns></returns>
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public IEnumerator ProcessIncomingCall()
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{
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yield return StartCoroutine(UpdateFeedback());
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}
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/// <summary>
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/// A function to add yourself as listener to the signPredictor you are holding
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/// </summary>
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public void AddSelfAsListener()
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{
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signPredictor.listeners.Add(this);
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}
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/// <summary>
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/// The function that holds the logic to process the new probabilities of the signPredictor
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/// </summary>
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/// <returns></returns>
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protected abstract IEnumerator UpdateFeedback();
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}
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11
Assets/MediaPipeUnity/Scripts/AbstractFeedback.cs.meta
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11
Assets/MediaPipeUnity/Scripts/AbstractFeedback.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7b5ac794337a54143a6e3077483d96c9
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@@ -1,182 +0,0 @@
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using DigitalRuby.Tween;
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using Mediapipe.Unity.Tutorial;
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using System;
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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/// <summary>
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/// Class to display feedback during a course
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/// </summary>
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public class Feedback : MonoBehaviour
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{
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/// <summary>
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/// Reference to the feedback field
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/// </summary>
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public TMP_Text feedbackText;
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/// <summary>
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/// Reference to the progress bar
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/// </summary>
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public Slider feedbackProgress;
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/// <summary>
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/// Reference to the progress bar image, so we can add fancy colors
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/// </summary>
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public Image feedbackProgressImage;
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/// <summary>
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/// Reference to the sign predictor
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/// </summary>
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public SignPredictor signPredictor;
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/// <summary>
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/// Callback for getting the correct sign
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/// </summary>
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public Func<string> getSignCallback;
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/// <summary>
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/// Callback to initiate the next sign
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/// </summary>
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public UnityAction<string> predictSignCallback;
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/// <summary>
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/// Timer to keep track of how long a incorrect sign is performed
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/// </summary>
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private DateTime timer;
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/// <summary>
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/// Current predicted sign
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/// </summary>
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private string predictedSign = null;
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/// <summary>
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/// Previous incorrect sign, so we can keep track whether the user is wrong or the user is still changing signs
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/// </summary>
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private string previousIncorrectSign = null;
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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void Start()
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{
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// Start the coroutine to update the scale every 200 milliseconds
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StartCoroutine(UpdateFeedback());
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}
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/// <summary>
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/// UpdateScale updates the progress bar every 200ms, updated the feedback text, and progress bar color
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/// If a high enough accuracy is detected, it will go to the next sign
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/// </summary>
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/// <returns></returns>
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IEnumerator UpdateFeedback()
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{
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while (true)
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{
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if (getSignCallback != null && predictSignCallback != null)
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{
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// Get current sign
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string currentSign = getSignCallback();
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// Get the predicted sign
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if (signPredictor != null && signPredictor.learnableProbabilities != null &&
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currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign))
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{
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float accuracy = signPredictor.learnableProbabilities[currentSign];
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if (feedbackText != null && feedbackProgressImage != null){
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if (accuracy > 0.98)
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{
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// TODO: fix emojis
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feedbackText.text = "✨ Perfect ✨";
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Color col = new Color(0xff / 255.0f, 0xcc / 255.0f, 0x00 / 255.0f);
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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}
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else if (accuracy > 0.95)
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{
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feedbackText.text = "Super!";
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Color col = new Color(0x00 / 255.0f, 0xff / 255.0f, 0xcc / 255.0f);
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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}
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else if (accuracy > 0.90)
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{
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feedbackText.text = "Goed";
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feedbackText.color = Color.green;
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feedbackProgressImage.color = Color.green;
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}
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else if (accuracy > 0.80)
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{
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feedbackText.text = "Bijna...";
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Color col = new Color(0xff / 255.0f, 0x66 / 255.0f, 0x00 / 255.0f);
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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}
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else
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{
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feedbackText.text = "Detecteren...";
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feedbackText.color = Color.red;
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feedbackProgressImage.color = Color.red;
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}
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float oldValue = feedbackProgress.value;
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// use an exponential scale
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float newValue = Mathf.Exp(4 * (accuracy - 1.0f));
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feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
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{
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if (feedbackProgress != null)
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{
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feedbackProgress.value = t.CurrentValue;
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}
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});
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}
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// Check whether (in)correct sign has high accuracy
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foreach (var kv in signPredictor.learnableProbabilities)
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{
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if (kv.Value > 0.90)
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{
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predictedSign = kv.Key;
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// Correct sign
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if (predictedSign == currentSign)
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{
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yield return new WaitForSeconds(1.0f);
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predictSignCallback(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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// Incorrect sign
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else
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{
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if (previousIncorrectSign != predictedSign)
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{
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timer = DateTime.Now;
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previousIncorrectSign = predictedSign;
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}
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else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
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{
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predictSignCallback(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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}
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break;
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}
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}
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}
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else if(feedbackProgress != null)
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{
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feedbackProgress.value = 0.0f;
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}
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}
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// Wait for 200 milliseconds before updating the scale again
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yield return new WaitForSeconds(0.2f);
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}
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}
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}
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@@ -7,7 +7,8 @@
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"GUID:04c4d86a70aa56c55a78c61f1ab1a56d",
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"GUID:edc93f477bb73a743a97d6882ed330b3",
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"GUID:58e104b97fb3752438ada2902a36dcbf",
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"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25"
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"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
|
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"GUID:f55a02e98b01bc849b30d9650ccd8f15"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -141,6 +141,8 @@ namespace Mediapipe.Unity.Tutorial
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/// </summary>
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private Tensor inputTensor;
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public List<Listener> listeners = new List<Listener>();
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/// <summary>
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/// Google Mediapipe setup & run
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/// </summary>
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@@ -159,6 +161,7 @@ namespace Mediapipe.Unity.Tutorial
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webcamTexture.Play();
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yield return new WaitUntil(() => webcamTexture.width > 16);
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// Set webcam aspect ratio
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@@ -167,63 +170,63 @@ namespace Mediapipe.Unity.Tutorial
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float webcamAspect = (float)webcamTexture.width / (float)webcamTexture.height;
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screen.rectTransform.sizeDelta = new Vector2(screen.rectTransform.sizeDelta.y * webcamAspect, (screen.rectTransform.sizeDelta.y));
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screen.texture = webcamTexture;
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if(screen2 != null)
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if (screen2 != null)
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{
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screen2.rectTransform.sizeDelta = new Vector2(screen2.rectTransform.sizeDelta.y * webcamAspect, (screen2.rectTransform.sizeDelta.y));
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}
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// TODO this method is kinda meh you should use
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inputTexture = new Texture2D(width, height, TextureFormat.RGBA32, false);
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pixelData = new Color32[width * height];
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if (!resourceManagerIsInitialized)
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if (modelList.GetCurrentModel() != null)
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{
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resourceManager = new StreamingAssetsResourceManager();
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yield return resourceManager.PrepareAssetAsync("pose_detection.bytes");
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yield return resourceManager.PrepareAssetAsync("pose_landmark_full.bytes");
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yield return resourceManager.PrepareAssetAsync("face_landmark.bytes");
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yield return resourceManager.PrepareAssetAsync("hand_landmark_full.bytes");
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yield return resourceManager.PrepareAssetAsync("face_detection_short_range.bytes");
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yield return resourceManager.PrepareAssetAsync("hand_recrop.bytes");
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yield return resourceManager.PrepareAssetAsync("handedness.txt");
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resourceManagerIsInitialized = true;
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// TODO this method is kinda meh you should use
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inputTexture = new Texture2D(width, height, TextureFormat.RGBA32, false);
|
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pixelData = new Color32[width * height];
|
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if (!resourceManagerIsInitialized)
|
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{
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resourceManager = new StreamingAssetsResourceManager();
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yield return resourceManager.PrepareAssetAsync("pose_detection.bytes");
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yield return resourceManager.PrepareAssetAsync("pose_landmark_full.bytes");
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yield return resourceManager.PrepareAssetAsync("face_landmark.bytes");
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yield return resourceManager.PrepareAssetAsync("hand_landmark_full.bytes");
|
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yield return resourceManager.PrepareAssetAsync("face_detection_short_range.bytes");
|
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yield return resourceManager.PrepareAssetAsync("hand_recrop.bytes");
|
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yield return resourceManager.PrepareAssetAsync("handedness.txt");
|
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resourceManagerIsInitialized = true;
|
||||
}
|
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|
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stopwatch = new Stopwatch();
|
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|
||||
// Setting up the graph
|
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graph = new CalculatorGraph(configAsset.text);
|
||||
|
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posestream = new OutputStream<NormalizedLandmarkListPacket, NormalizedLandmarkList>(graph, "pose_landmarks", "pose_landmarks_presence");
|
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leftstream = new OutputStream<NormalizedLandmarkListPacket, NormalizedLandmarkList>(graph, "left_hand_landmarks", "left_hand_landmarks_presence");
|
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rightstream = new OutputStream<NormalizedLandmarkListPacket, NormalizedLandmarkList>(graph, "right_hand_landmarks", "right_hand_landmarks_presence");
|
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|
||||
posestream.StartPolling().AssertOk();
|
||||
leftstream.StartPolling().AssertOk();
|
||||
rightstream.StartPolling().AssertOk();
|
||||
|
||||
graph.StartRun().AssertOk();
|
||||
stopwatch.Start();
|
||||
|
||||
|
||||
keypointManager = new KeypointManager(modelInfoFile);
|
||||
// check if model exists at path
|
||||
//var model = ModelLoader.Load(Resources.Load<NNModel>("Models/Fingerspelling/model_A-L"));
|
||||
worker = modelList.GetCurrentModel().CreateWorker();
|
||||
|
||||
StartCoroutine(SignRecognitionCoroutine());
|
||||
StartCoroutine(MediapipeCoroutine());
|
||||
}
|
||||
|
||||
stopwatch = new Stopwatch();
|
||||
|
||||
// Setting up the graph
|
||||
graph = new CalculatorGraph(configAsset.text);
|
||||
|
||||
posestream = new OutputStream<NormalizedLandmarkListPacket, NormalizedLandmarkList>(graph, "pose_landmarks", "pose_landmarks_presence");
|
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leftstream = new OutputStream<NormalizedLandmarkListPacket, NormalizedLandmarkList>(graph, "left_hand_landmarks", "left_hand_landmarks_presence");
|
||||
rightstream = new OutputStream<NormalizedLandmarkListPacket, NormalizedLandmarkList>(graph, "right_hand_landmarks", "right_hand_landmarks_presence");
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|
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posestream.StartPolling().AssertOk();
|
||||
leftstream.StartPolling().AssertOk();
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||||
rightstream.StartPolling().AssertOk();
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||||
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||||
graph.StartRun().AssertOk();
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stopwatch.Start();
|
||||
|
||||
|
||||
keypointManager = new KeypointManager(modelInfoFile);
|
||||
|
||||
// check if model exists at path
|
||||
//var model = ModelLoader.Load(Resources.Load<NNModel>("Models/Fingerspelling/model_A-L"));
|
||||
worker = modelList.GetCurrentModel().CreateWorker();
|
||||
|
||||
StartCoroutine(SignRecognitionCoroutine());
|
||||
StartCoroutine(MediapipeCoroutine());
|
||||
}
|
||||
|
||||
public void ChangeModel(ModelIndex index)
|
||||
/// <summary>
|
||||
/// Called at the start of course/Minigame, will set the model before the start of SIgnPredictor is called.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the model to be used</param>
|
||||
public void SetModel(ModelIndex index)
|
||||
{
|
||||
this.modelList.SetCurrentModel(index);
|
||||
// If a worker already existed, we throw it out
|
||||
worker?.Dispose();
|
||||
|
||||
// Add a new worker for the new model
|
||||
worker = modelList.GetCurrentModel().CreateWorker();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -325,6 +328,10 @@ namespace Mediapipe.Unity.Tutorial
|
||||
learnableProbabilities.Add(((char)(i + 65)).ToString(), softmaxedOutput2[i]);
|
||||
}
|
||||
//Debug.Log($"prob = [{learnableProbabilities.Aggregate(" ", (t, kv) => $"{t}{kv.Key}:{kv.Value} ")}]");
|
||||
foreach(Listener listener in listeners)
|
||||
{
|
||||
yield return listener.ProcessIncomingCall();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user