跳跃运动 - 近端骨骼到掌骨的角度(从一侧到另一侧的运动)
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我试图获得骨骼之间的角度,例如掌骨和近端骨骼(手指左右移动的角度,例如当食指靠近拇指时的角度,你可以移动它和然后你的食指靠近你的中指的角度,你可以移动它)。
我已经尝试使用Vector3.Angle与骨骼的方向,但这不起作用,因为它包括手指的弯曲,所以如果手握拳,它给开放的手提供完全不同的值。
我真正想要的是一种我可以“正常化”的方式(我知道正常化不是正确的术语,但它是我能想到的最好的)骨骼的方向,这样即使手指弯曲,方向矢量仍然会指出向前而不是向下,但是会指向手指的方向(从一侧到另一侧)。
我在下面添加了一个图表,试图说明我的意思。
在第二个图中,蓝色代表我目前得到的东西,如果我使用骨骼的方向,绿色是掌骨方向,红色是我想要的(从侧视图)。第一个图表从上到下的视图显示了我正在寻找的内容。蓝线是掌骨方向,在这个例子中,红线是近端骨骼方向,绿色涂抹代表我正在寻找的角度。
答案
要获得此值,您需要根据当前的掌骨方向“展开”手指方向。它有点参与到最后;你必须构造一些基础向量,以便沿着右边的轴线展开手。希望这个示例脚本中的注释将解释所有内容。
using Leap;
using Leap.Unity;
using UnityEngine;
public class MeasureIndexSplay : MonoBehaviour {
// Update is called once per frame
void Update () {
var hand = Hands.Get(Chirality.Right);
if (hand != null) {
Debug.Log(GetIndexSplayAngle(hand));
}
}
// Some member variables for drawing gizmos.
private Ray _metacarpalRay;
private Ray _proximalRay;
private Ray _uncurledRay;
/// <summary>
/// This method returns the angle of the proximal bone of the index finger relative to
/// its metacarpal, when ignoring any angle due to the curling of the finger.
///
/// In other words, this method measures the "side-to-side" angle of the finger.
/// </summary>
public float GetIndexSplayAngle(Hand h) {
var index = h.GetIndex();
// These are the directions we care about.
var metacarpalDir = index.bones[0].Direction.ToVector3();
var proximalDir = index.bones[1].Direction.ToVector3();
// Let's start with the palm basis vectors.
var distalAxis = h.DistalAxis(); // finger axis
var radialAxis = h.RadialAxis(); // thumb axis
var palmarAxis = h.PalmarAxis(); // palm axis
// We need a basis whose forward direction is aligned to the metacarpal, so we can
// uncurl the finger with the proper uncurling axis. The hand's palm basis is close,
// but not aligned with any particular finger, so let's fix that.
//
// We construct a rotation from the palm "finger axis" to align it to the metacarpal
// direction. Then we apply that same rotation to the other two basis vectors so
// that we still have a set of orthogonal basis vectors.
var metacarpalRotation = Quaternion.FromToRotation(distalAxis, metacarpalDir);
distalAxis = metacarpalRotation * distalAxis;
radialAxis = metacarpalRotation * radialAxis;
palmarAxis = metacarpalRotation * palmarAxis;
// Note: At this point, we don't actually need the distal axis anymore, and we
// don't need to use the palmar axis, either. They're included above to clarify that
// we're able to apply the aligning rotation to each axis to maintain a set of
// orthogonal basis vectors, in case we wanted a complete "metacarpal-aligned basis"
// for performing other calculations.
// The radial axis, which has now been rotated a bit to be orthogonal to our
// metacarpal, is the axis pointing generally towards the thumb. This is our curl
// axis.
// If you're unfamiliar with using directions as rotation axes, check out the images
// here: https://en.wikipedia.org/wiki/Right-hand_rule
var curlAxis = radialAxis;
// We want to "uncurl" the proximal bone so that it is in line with the metacarpal,
// when considered only on the radial plane -- this is the plane defined by the
// direction approximately towards the thumb, and after the above step, it's also
// orthogonal to the direction our metacarpal is facing.
var proximalOnRadialPlane = Vector3.ProjectOnPlane(proximalDir, radialAxis);
var curlAngle = Vector3.SignedAngle(metacarpalDir, proximalOnRadialPlane,
curlAxis);
// Construct the uncurling rotation from the axis and angle and apply it to the
// *original* bone direction. We determined the angle of positive curl, so our
// rotation flips its sign to rotate the other direction -- to _un_curl.
var uncurlingRotation = Quaternion.AngleAxis(-curlAngle, curlAxis);
var uncurledProximal = uncurlingRotation * proximalDir;
// Upload some data for gizmo drawing (optional).
_metacarpalRay = new Ray(index.bones[0].PrevJoint.ToVector3(),
index.bones[0].Direction.ToVector3());
_proximalRay = new Ray(index.bones[1].PrevJoint.ToVector3(),
index.bones[1].Direction.ToVector3());
_uncurledRay = new Ray(index.bones[1].PrevJoint.ToVector3(),
uncurledProximal);
// This final direction is now uncurled and can be compared against the direction
// of the metacarpal under the assumption it was constructed from an open hand.
return Vector3.Angle(metacarpalDir, uncurledProximal);
}
// Draw some gizmos for debugging purposes.
public void OnDrawGizmos() {
Gizmos.color = Color.white;
Gizmos.DrawRay(_metacarpalRay.origin, _metacarpalRay.direction);
Gizmos.color = Color.blue;
Gizmos.DrawRay(_proximalRay.origin, _proximalRay.direction);
Gizmos.color = Color.red;
Gizmos.DrawRay(_uncurledRay.origin, _uncurledRay.direction);
}
}
对于它的价值,当食指卷曲时,跟踪的闰手在这个轴上没有很大的灵活性。
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