Files
unity-application/Assets/MediaPipeUnity/Common/Scripts/KeypointManager.cs
2023-03-18 19:53:17 +00:00

148 lines
4.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ModelInfo
{
public List<int> pose_landmarks;
public List<int> hand_landmarks;
}
public class KeypointManager
{
private ModelInfo model_info;
private List<List<float>> keypoints_buffer;
public KeypointManager()
{
TextAsset model_info_json = Resources.Load<TextAsset>("Models/FingerSpelling/landmarks");
this.model_info = JsonUtility.FromJson<ModelInfo>(model_info_json.text);
this.keypoints_buffer = new List<List<float>>();
}
private (List<float>, List<float>) normalizeHand(List<float> hand_x, List<float> hand_y)
{
float min_x = hand_x.Min();
float min_y = hand_y.Min();
float max_x = hand_x.Max();
float max_y = hand_y.Max();
float width = max_x - min_x;
float height = max_y - min_y;
if (width == 0 || height == 0)
{
return (hand_x, hand_y);
}
float center_x = (min_x + max_x) / 2;
float center_y = (min_y + max_y) / 2;
List<float> normalized_x = new List<float>();
List<float> normalized_y = new List<float>();
for (int i = 0; i < hand_x.Count; i++)
{
normalized_x.Add((hand_x[i] - center_x) / width);
normalized_y.Add((hand_y[i] - center_y) / height);
}
return (normalized_x, normalized_y);
}
public void addLandmarks(Mediapipe.NormalizedLandmarkList poseLandmarks, Mediapipe.NormalizedLandmarkList leftHandLandmarks, Mediapipe.NormalizedLandmarkList rightHandLandmarks)
{
List<float> pose_x = new List<float>();
List<float> pose_y = new List<float>();
List<float> left_hand_x = new List<float>();
List<float> left_hand_y = new List<float>();
List<float> right_hand_x = new List<float>();
List<float> right_hand_y = new List<float>();
if (poseLandmarks != null)
{
foreach (var landmark_index in model_info.pose_landmarks)
{
pose_x.Add(poseLandmarks.Landmark[landmark_index].X);
pose_y.Add(poseLandmarks.Landmark[landmark_index].Y);
}
}
else
{
foreach (var landmark_index in model_info.pose_landmarks)
{
pose_x.Add(0);
pose_y.Add(0);
}
}
foreach (var landmark_index in model_info.hand_landmarks)
{
if (leftHandLandmarks == null)
{
left_hand_x.Add(0);
left_hand_y.Add(0);
}
else
{
left_hand_x.Add(leftHandLandmarks.Landmark[landmark_index].X);
left_hand_y.Add(leftHandLandmarks.Landmark[landmark_index].Y);
}
if (rightHandLandmarks == null)
{
right_hand_x.Add(0);
right_hand_y.Add(0);
}
else
{
right_hand_x.Add(rightHandLandmarks.Landmark[landmark_index].X);
right_hand_y.Add(rightHandLandmarks.Landmark[landmark_index].Y);
}
}
// TODO: Add normalization
(left_hand_x, left_hand_y) = normalizeHand(left_hand_x, left_hand_y);
(right_hand_x, right_hand_y) = normalizeHand(right_hand_x, right_hand_y);
if (keypoints_buffer.Count >= 10)
{
keypoints_buffer.RemoveAt(0);
}
List<float> keypoints = new List<float>();
for (int i = 0; i < pose_x.Count; i++)
{
keypoints.Add(pose_x[i]);
keypoints.Add(pose_y[i]);
}
for (int i = 0; i < left_hand_x.Count; i++)
{
keypoints.Add(left_hand_x[i]);
keypoints.Add(left_hand_y[i]);
}
for (int i = 0; i < right_hand_x.Count; i++)
{
keypoints.Add(right_hand_x[i]);
keypoints.Add(right_hand_y[i]);
}
keypoints_buffer.Add(keypoints);
}
public List<List<float>> getAllKeypoints()
{
if (keypoints_buffer.Count < 10)
{
return null;
}
return keypoints_buffer;
}
}