[MF]修改game骨骼显示错误,完善模型识别
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@ -939,8 +939,8 @@
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for (const [startIdx, endIdx] of HAND_CONNECTIONS) {
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const start = keypoints[startIdx];
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const end = keypoints[endIdx];
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// 只有当连接的两个关键点都存在且置信度较高时才绘制
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if (start && end && start.score > 0.3 && end.score > 0.3) {
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// 只有当连接的两个关键点都存在
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if (start && end) {
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canvasCtx.beginPath();
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canvasCtx.moveTo(start.x, start.y);
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canvasCtx.lineTo(end.x, end.y);
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@ -954,7 +954,7 @@
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canvasCtx.shadowBlur = 10; // 关键点发光更强
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for (const keypoint of keypoints) {
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if (keypoint.score > 0.3) { // 同样只绘制置信度高的关键点
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if (keypoint) { // 同样只绘制置信度高的关键点
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canvasCtx.beginPath();
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canvasCtx.arc(keypoint.x, keypoint.y, 6, 0, 2 * Math.PI); // 绘制半径为6的圆
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canvasCtx.fill();
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@ -1,38 +0,0 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Hand Pose Detection</title>
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<style>
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body { margin: 0; overflow: hidden; display: flex; justify-content: center; align-items: center; min-height: 100vh; background-color: #f0f0f0; }
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#container { position: relative; width: auto; height: auto; max-width: 100%; max-height: 100vh; }
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video, canvas {
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position: absolute;
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top: 0;
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left: 0;
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display: block;
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}
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canvas { z-index: 10; }
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</style>
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</head>
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<body>
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<div id="container">
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<video id="webcam" autoplay playsinline muted></video>
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<canvas id="output"></canvas>
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</div>
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<!-- 引入 TensorFlow.js 核心库 -->
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<script src="https://cdn.jsdelivr.net/npm/@tensorflow/tfjs-core"></script>
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<script src="https://cdn.jsdelivr.net/npm/@tensorflow/tfjs-converter"></script>
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<script src="https://cdn.jsdelivr.net/npm/@tensorflow/tfjs-backend-webgl"></script>
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<!-- 重点:引入 @mediapipe/hands 库 -->
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<script src="https://cdn.jsdelivr.net/npm/@mediapipe/hands"></script>
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<!-- 引入 TensorFlow Models - Hand Pose Detection 库 -->
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<script src="https://cdn.jsdelivr.net/npm/@tensorflow-models/hand-pose-detection"></script>
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<script src="script.js"></script> <!-- 你的主 JavaScript 文件 -->
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</body>
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</html>
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122
new/script.js
122
new/script.js
@ -1,122 +0,0 @@
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const video = document.getElementById('webcam');
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const canvas = document.getElementById('output');
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const ctx = canvas.getContext('2d');
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let detector, rafId;
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async function setupCamera() {
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if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
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try {
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const stream = await navigator.mediaDevices.getUserMedia({ video: true });
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video.srcObject = stream;
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return new Promise((resolve) => {
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video.onloadedmetadata = () => {
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video.play(); // 确保视频播放才能获取到正确的宽度和高度
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video.onplaying = () => { // 视频真正开始播放时
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canvas.width = video.videoWidth;
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canvas.height = video.videoHeight;
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resolve();
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};
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};
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});
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} catch (error) {
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console.error('Error accessing webcam:', error);
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alert('Cannot access webcam. Please check permissions.');
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}
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} else {
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alert('Your browser does not support webcam access.');
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}
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}
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async function loadModel() {
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const model = handPoseDetection.SupportedModels.MediaPipeHands;
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const detectorConfig = {
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runtime: 'mediapipe', // 或者 'tfjs'
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solutionPath: 'https://cdn.jsdelivr.net/npm/@mediapipe/hands' // MediaPipe solution files path
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};
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detector = await handPoseDetection.createDetector(model, detectorConfig);
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console.log('Hand Pose Detector loaded.');
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}
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const handSkeleton = {
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'thumb': [0, 1, 2, 3, 4],
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'indexFinger': [0, 5, 6, 7, 8],
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'middleFinger': [0, 9, 10, 11, 12],
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'ringFinger': [0, 13, 14, 15, 16],
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'pinky': [0, 17, 18, 19, 20],
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// 腕部和手掌基部的连接,确保0号点连接到所有手指的起始关节
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'palmBase': [0, 1, 5, 9, 13, 17, 0] // 形成手掌的近似轮廓
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};
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async function detectHands() {
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if (detector && video.readyState === 4) {
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const hands = await detector.estimateHands(video, {
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flipHorizontal: false
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});
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ctx.clearRect(0, 0, canvas.width, canvas.height); // 清空画布
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if (hands.length > 0) {
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for (const hand of hands) {
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// 绘制手部骨架连接线
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// MediaPipe Hands 模型通常有21个关键点,这些关键点有固定的索引
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// 这些连接关系是标准的,可以通过硬编码定义或查找库的定义
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const keypoints = hand.keypoints; // 简化访问
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// 直接根据索引绘制连接线
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const connectionsToDraw = [
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// Thumb (拇指)
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[0, 1], [1, 2], [2, 3], [3, 4],
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// Index finger (食指)
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[0, 5], [5, 6], [6, 7], [7, 8],
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// Middle finger (中指)
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[0, 9], [9, 10], [10, 11], [11, 12],
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// Ring finger (无名指)
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[0, 13], [13, 14], [14, 15], [15, 16],
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// Pinky finger (小指)
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[0, 17], [17, 18], [18, 19], [19, 20],
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// Palm base connections (手掌基部连接)
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[0, 5], [5, 9], [9, 13], [13, 17], [17, 0] // Connect wrist to finger bases and form a loop
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];
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ctx.strokeStyle = '#00FFFF'; // 青色
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ctx.lineWidth = 2; // 线宽
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for (const connection of connectionsToDraw) {
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const start = keypoints[connection[0]];
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const end = keypoints[connection[1]];
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if (start && end) { // 确保关键点存在
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ctx.beginPath();
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ctx.moveTo(start.x, start.y);
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ctx.lineTo(end.x, end.y);
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ctx.stroke();
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}
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}
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// 绘制关键点
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ctx.fillStyle = '#FF0000'; // 红色
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for (const keypoint of keypoints) {
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// keypoint.x, keypoint.y 是像素坐标
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// keypoint.z 是深度信息 (相对坐标),通常不用于2D绘制
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ctx.beginPath();
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ctx.arc(keypoint.x, keypoint.y, 4, 0, 2 * Math.PI); // 绘制半径为4的圆
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ctx.fill();
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}
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// 绘制手部关键点标记(如果仍想使用util函数绘制)
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// handPoseDetection.util.drawLandmarks(ctx, hand.keypoints, {color: '#FF0000', radius: 4});
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// 由于我们已经手动绘制了,这行可以注释掉或移除,避免重复绘制。
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}
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}
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}
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rafId = requestAnimationFrame(detectHands);
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}
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async function app() {
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await setupCamera();
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await loadModel();
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detectHands();
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}
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app();
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@ -1,7 +1,7 @@
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/**
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* =============================================================================
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* 动态版 - 手部姿态识别与模型管理脚本 (v3.0)
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* 由人体姿态识别修改为手部姿态识别,并确保非镜像显示
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* 由人体姿态识别修改为手部姿态识别
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* =============================================================================
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*/
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@ -180,14 +180,14 @@ async function addExample(classId) {
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}
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}
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// --- 模型与预测逻辑 (小修改) ---
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// --- 模型与预测逻辑 ---
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/**
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* 开始或停止姿态预测 (少量文案修改)
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* 开始或停止姿态预测
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*/
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function togglePrediction() {
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if (classifier.getNumClasses() === 0) {
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alert("请先为至少一个手势采集样本后再开始预测!"); // 文案修改
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alert("请先为至少一个手势采集样本后再开始预测!");
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return;
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}
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isPredicting = !isPredicting;
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@ -344,8 +344,8 @@ function drawHand(hand) {
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for (const connection of HAND_CONNECTIONS) {
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const start = keypoints[connection[0]];
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const end = keypoints[connection[1]];
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// 检查关键点的 score,确保是可靠的
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if (start && end && start.score > 0.3 && end.score > 0.3) {
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// 检查关键点是否存在
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if (start && end) {
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canvasCtx.beginPath();
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canvasCtx.moveTo(start.x, start.y);
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canvasCtx.lineTo(end.x, end.y);
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@ -356,7 +356,7 @@ function drawHand(hand) {
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// 绘制关键点
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canvasCtx.fillStyle = '#FF0000'; // 红色
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for (const keypoint of keypoints) {
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if (keypoint.score > 0.3) { // 同样检查 score
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if (keypoint) { // 同样检查
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canvasCtx.beginPath();
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// 关键点半径设置小一点,因为手部关键点比人体姿态更密集
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canvasCtx.arc(keypoint.x, keypoint.y, 4, 0, 2 * Math.PI);
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@ -92,7 +92,7 @@ h3 {
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width: 100%;
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height: 100%;
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/* 核心修改:移除以下两行,实现非镜像显示 */
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/* transform: scaleX(-1); */
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transform: scaleX(-1);
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}
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#video {
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