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