基于Mediapipe_Unity_Plugin实现手势识别

GitHub - homuler/MediaPipeUnityPlugin: Unity plugin to run MediaPipehttps://github.com/homuler/MediaPipeUnityPlugin

实现了以下:

public enum HandGesture

{

None,

Stop,

ThumbsUp,

Victory,

OK,

OpenHand

}

核心脚本:

复制代码
// Copyright (c) 2023 homuler
//
// Use of this source code is governed by an MIT-style
// license that can be found in the LICENSE file or at
// https://opensource.org/licenses/MIT.

using System.Collections;
using Mediapipe.Tasks.Vision.HandLandmarker;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Rendering;

namespace Mediapipe.Unity.Sample.HandLandmarkDetection
{
    public class HandLandmarkerRunner : VisionTaskApiRunner<HandLandmarker>
    {
        [SerializeField] private HandLandmarkerResultAnnotationController _handLandmarkerResultAnnotationController;

        private Experimental.TextureFramePool _textureFramePool;

        public readonly HandLandmarkDetectionConfig config = new HandLandmarkDetectionConfig();

        public UnityAction<HandLandmarkerResult> ProcessHandLandmark;

        public override void Stop()
        {
            base.Stop();
            _textureFramePool?.Dispose();
            _textureFramePool = null;
        }

        protected override IEnumerator Run()
        {
            Debug.Log($"Delegate = {config.Delegate}");
            Debug.Log($"Image Read Mode = {config.ImageReadMode}");
            Debug.Log($"Running Mode = {config.RunningMode}");
            Debug.Log($"NumHands = {config.NumHands}");
            Debug.Log($"MinHandDetectionConfidence = {config.MinHandDetectionConfidence}");
            Debug.Log($"MinHandPresenceConfidence = {config.MinHandPresenceConfidence}");
            Debug.Log($"MinTrackingConfidence = {config.MinTrackingConfidence}");

            yield return AssetLoader.PrepareAssetAsync(config.ModelPath);

            var options = config.GetHandLandmarkerOptions(config.RunningMode == Tasks.Vision.Core.RunningMode.LIVE_STREAM ? OnHandLandmarkDetectionOutput : null);
            taskApi = HandLandmarker.CreateFromOptions(options, GpuManager.GpuResources);
            var imageSource = ImageSourceProvider.ImageSource;

            yield return imageSource.Play();

            if (!imageSource.isPrepared)
            {
                Debug.LogError("Failed to start ImageSource, exiting...");
                yield break;
            }

            // Use RGBA32 as the input format.
            // TODO: When using GpuBuffer, MediaPipe assumes that the input format is BGRA, so maybe the following code needs to be fixed.
            _textureFramePool = new Experimental.TextureFramePool(imageSource.textureWidth, imageSource.textureHeight, TextureFormat.RGBA32, 10);

            // NOTE: The screen will be resized later, keeping the aspect ratio.
            screen.Initialize(imageSource);

            SetupAnnotationController(_handLandmarkerResultAnnotationController, imageSource);

            var transformationOptions = imageSource.GetTransformationOptions();
            var flipHorizontally = transformationOptions.flipHorizontally;
            var flipVertically = transformationOptions.flipVertically;
            var imageProcessingOptions = new Tasks.Vision.Core.ImageProcessingOptions(rotationDegrees: (int)transformationOptions.rotationAngle);

            AsyncGPUReadbackRequest req = default;
            var waitUntilReqDone = new WaitUntil(() => req.done);
            var waitForEndOfFrame = new WaitForEndOfFrame();
            var result = HandLandmarkerResult.Alloc(options.numHands);

            // NOTE: we can share the GL context of the render thread with MediaPipe (for now, only on Android)
            var canUseGpuImage = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 && GpuManager.GpuResources != null;
            using var glContext = canUseGpuImage ? GpuManager.GetGlContext() : null;

            while (true)
            {
                if (isPaused)
                {
                    yield return new WaitWhile(() => isPaused);
                }

                if (!_textureFramePool.TryGetTextureFrame(out var textureFrame))
                {
                    yield return new WaitForEndOfFrame();
                    continue;
                }

                // Build the input Image
                Image image;
                switch (config.ImageReadMode)
                {
                    case ImageReadMode.GPU:
                        if (!canUseGpuImage)
                        {
                            throw new System.Exception("ImageReadMode.GPU is not supported");
                        }
                        textureFrame.ReadTextureOnGPU(imageSource.GetCurrentTexture(), flipHorizontally, flipVertically);
                        image = textureFrame.BuildGPUImage(glContext);
                        // TODO: Currently we wait here for one frame to make sure the texture is fully copied to the TextureFrame before sending it to MediaPipe.
                        // This usually works but is not guaranteed. Find a proper way to do this. See: https://github.com/homuler/MediaPipeUnityPlugin/pull/1311
                        yield return waitForEndOfFrame;
                        break;
                    case ImageReadMode.CPU:
                        yield return waitForEndOfFrame;
                        textureFrame.ReadTextureOnCPU(imageSource.GetCurrentTexture(), flipHorizontally, flipVertically);
                        image = textureFrame.BuildCPUImage();
                        textureFrame.Release();
                        break;
                    case ImageReadMode.CPUAsync:
                    default:
                        req = textureFrame.ReadTextureAsync(imageSource.GetCurrentTexture(), flipHorizontally, flipVertically);
                        yield return waitUntilReqDone;

                        if (req.hasError)
                        {
                            Debug.LogWarning($"Failed to read texture from the image source");
                            continue;
                        }
                        image = textureFrame.BuildCPUImage();
                        textureFrame.Release();
                        break;
                }

                switch (taskApi.runningMode)
                {
                    case Tasks.Vision.Core.RunningMode.IMAGE:
                        if (taskApi.TryDetect(image, imageProcessingOptions, ref result))
                        {
                            _handLandmarkerResultAnnotationController.DrawNow(result);
                        }
                        else
                        {
                            _handLandmarkerResultAnnotationController.DrawNow(default);
                        }
                        break;
                    case Tasks.Vision.Core.RunningMode.VIDEO:
                        if (taskApi.TryDetectForVideo(image, GetCurrentTimestampMillisec(), imageProcessingOptions, ref result))
                        {
                            _handLandmarkerResultAnnotationController.DrawNow(result);
                        }
                        else
                        {
                            _handLandmarkerResultAnnotationController.DrawNow(default);
                        }
                        break;
                    case Tasks.Vision.Core.RunningMode.LIVE_STREAM:
                        taskApi.DetectAsync(image, GetCurrentTimestampMillisec(), imageProcessingOptions);
                        break;
                }
            }
        }

        private void OnHandLandmarkDetectionOutput(HandLandmarkerResult result, Image image, long timestamp)
        {
            _handLandmarkerResultAnnotationController.DrawLater(result);

            ProcessHandLandmark?.Invoke(result);
        }
    }
}

对于ProcessHandLandmark?.Invoke(result);进行处理手部21个关键点的三维坐标信息。

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