Browse Source

日常开发

林旭祥 1 month ago
parent
commit
0a292e8f9d
2 changed files with 381 additions and 5 deletions
  1. 1 1
      src/views/game/basketball.vue
  2. 380 4
      src/views/game/football.vue

+ 1 - 1
src/views/game/basketball.vue

@@ -55,7 +55,7 @@ watch(
 );
 
 /**
- * 监听投篮
+ * 监听跑动
  */
 watch(
   () => direction.value,

+ 380 - 4
src/views/game/football.vue

@@ -1,7 +1,8 @@
 <template>
   <div class="game-container">
     <div id="gameCanvas" class="game-canvas"></div>
-
+    <canvas ref="canvasRef" :width="clientObj.width" :height="clientObj.height"
+      style="position:fixed;left: 0; top: 0; z-index: 999;"></canvas>
     <!-- 游戏启动界面 -->
     <div v-if="currentScene === 'start'" class="gamestart">
       <img v-if="currentScene === 'start'" src="/static/images/football/game_start.jpg" class="start_bg" />
@@ -58,9 +59,34 @@
   </div>
 </template>
 
-<script setup>
-import { ref, onMounted, watch } from 'vue';
+<script setup name="Football" lang="ts">
 import Phaser from 'phaser';
+import { onMounted, ref, reactive, onBeforeUnmount, watch } from 'vue';
+import { initSpeech, speckText, playMusic, controlMusic, speckCancel, chineseNumber } from '@/utils/speech';
+import { useWebSocket } from '@/utils/bodyposeWs';
+const { proxy } = getCurrentInstance() as any;
+const router = useRouter();
+const { bodyposeWs, startDevice, checkBodypose, openBodypose, terminateBodypose, suspendBodypose, resumeBodypose, getBodyposeState, closeWS } = useWebSocket();
+const canvasRef = ref(null);
+
+
+const data = reactive<any>({
+  bodyposeData: {},//姿态信息
+  bodyposeState: false,//姿态识别窗口状态
+  parameter: {},//参数
+  deviceInfo: {},//设备信息
+  againNum: 0,//再次启动次数
+  againTimer: null,//定时状态
+  wsState: false,//WS状态
+  clientObj: {},//浏览器对象
+  boxes: [],//四个点坐标
+  proportion: null,//人框和屏幕比例
+  myThrow: 0,//0踢腿 1收腿
+  myTimer: null,
+  direction: null,//跑动
+});
+
+const { bodyposeData, bodyposeState, parameter, deviceInfo, againNum, againTimer, wsState, clientObj, boxes, proportion, myThrow, myTimer, direction } = toRefs(data);
 
 // 游戏状态管理
 const currentScene = ref('start');
@@ -677,7 +703,7 @@ class GameScene extends Phaser.Scene {
     this.tweens.add({
       targets: this.goalkeeper,
       x: [GAME_WIDTH / 2 - 50, GAME_WIDTH / 2 + 50],
-      duration: 2000,
+      duration: 4000,
       ease: 'Sine.inOut',
       repeat: -1,
       yoyo: true
@@ -1042,6 +1068,356 @@ watch(currentScene, (newVal) => {
   }
 });
 
+/**
+ * 监听投篮
+ */
+watch(
+  () => myThrow.value,
+  (newData, oldData) => {
+    if (myTimer.value) {
+      return false;
+    }
+    console.log("ppp", oldData, newData)
+    if (newData == 1) {
+      console.log("收腿准备")
+    } else {
+      console.log("踢出去了")
+      myTimer.value = setTimeout(() => {
+        clearTimeout(myTimer.value);
+        myTimer.value = null;
+      }, 1000)
+    }
+  },
+  { immediate: true }
+);
+
+/**
+ * 监听跑动
+ */
+watch(
+  () => direction.value,
+  (newData, oldData) => {
+    nextTick(() => {
+      if (newData > oldData) {
+
+      } else {
+
+
+      }
+    });
+  },
+  { immediate: true }
+);
+
+
+/**
+ * 初始化
+ */
+const getInit = async () => {
+  console.log("触发姿态识别")
+  let deviceid = localStorage.getItem('deviceid') || '';
+  if (!deviceid) {
+    proxy?.$modal.msgError(`请重新登录绑定设备号后使用`);
+    return false;
+  }
+  bodyposeState.value = true;
+  if (wsState.value) {
+    proxy?.$modal.msgWarning(`操作过快,请稍后重试`);
+    setTimeout(() => {
+      bodyposeState.value = false;
+    }, 1000)
+    return false;
+  }
+  speckText("正在姿态识别");
+  proxy?.$modal.msgWarning(`正在姿态识别`);
+  bodyposeWs((e: any) => {
+    //console.log("bodyposeWS", e)
+    if (e?.wksid) {
+      wsState.value = true;
+      //获取设备信息
+      startDevice({ deviceid: deviceid });
+      console.log("获取设备信息")
+    }
+    if (e?.type == 'fe_device_init_result') {
+      //接收设备信息并发送请求
+      if (e?.device_info) {
+        deviceInfo.value = e.device_info;
+        getCheckBodypose();
+        console.log("返回设备信息,检查是否支持姿态识别")
+      } else {
+        proxy?.$modal.msgError(`设备信息缺失,请重新登录绑定设备号后使用`);
+      }
+    }
+    if (e?.cmd == 'check_bodyposecontroller_available') {
+      let handcontroller_id = deviceInfo.value.handcontroller_id;
+      if (e?.code == 0) {
+        //查看姿态识别状态,如果不处于关闭就先关闭再重新启动(可能会APP退出然后工作站还在运行的可能性)
+        getBodyposeState(handcontroller_id);
+        againNum.value = 0;
+        againTimer.value = null;
+        clearTimeout(againTimer.value);
+        console.log("查看姿态识别状态")
+      } else {
+        //尝试多次查询姿态识别状态
+        if (againNum.value <= 2) {
+          againTimer.value = setTimeout(() => {
+            getCheckBodypose();
+          }, 500)
+          againNum.value++;
+        } else {
+          let msg = "";
+          if (e.code == 102402) {
+            msg = `多次连接失败请重试,姿态识别模块被占用`;
+          } else {
+            msg = `多次连接失败请重试,姿态识别模块不可用,code:${e.code}`;
+          }
+          proxy?.$modal.msgWarning(msg);
+          againNum.value = 0;
+          againTimer.value = null;
+          clearTimeout(againTimer.value);
+          getCloseBodypose();//直接关闭 
+        }
+
+      }
+    }
+    if (e?.cmd == 'get_bodyposecontroller_state') {
+      let handcontroller_id = deviceInfo.value.handcontroller_id;
+      //state说明: 0:关闭,3:空闲,36:工作中
+      if ([3, 36].includes(e.state)) {
+        getCloseBodypose();
+        proxy?.$modal.msgWarning(`请重新姿态识别`);
+      } else {
+        openBodypose(handcontroller_id);
+      }
+    }
+    if (e?.type == 'bodyposecontroller_result') {
+      let arr = e.data.result.keypoints;
+      let result = [];
+      for (let i = 0; i < arr.length; i += 3) {
+        result.push(arr.slice(i, i + 2));
+      }
+      //console.log("result", result)
+      bodyposeData.value = result;
+      if (boxes.value.length == 0) {
+        speckText("识别成功");
+        proxy?.$modal.msgWarning(`识别成功`);
+        let arr = e.data.result.boxes;
+        boxes.value = [{ x: arr[0], y: arr[3] }, { x: arr[0], y: arr[1] }, { x: arr[2], y: arr[1] }, { x: arr[2], y: arr[3] }]
+        proportion.value = (clientObj.value.height / (arr[3] - arr[1])).toFixed(2);
+      }
+      getCanvas();
+    }
+    if (e?.cmd == 'terminate_bodyposecontroller') {
+      if (e?.code == 0) {
+        closeWS();
+        bodyposeState.value = false;
+      }
+    }
+    if (e?.type == 'disconnect') {
+      wsState.value = false;
+    }
+  });
+};
+
+
+/**
+ * 查询姿态识别状态
+*/
+const getCheckBodypose = () => {
+  let handcontroller_id = deviceInfo.value.handcontroller_id;
+  //检查是否支持姿态识别
+  checkBodypose(handcontroller_id);
+};
+
+/**
+ * 关闭姿态识别
+*/
+const getCloseBodypose = () => {
+  let handcontroller_id = deviceInfo.value.handcontroller_id;
+  terminateBodypose(handcontroller_id);
+  bodyposeState.value = false;
+  speckCancel(); //停止播报
+  setTimeout(() => {
+    if (wsState.value) {
+      closeWS();
+    }
+  }, 3000)
+};
+
+
+const getCanvas = () => {
+
+  let leftA = { x: bodyposeData.value[12][0], y: bodyposeData.value[12][1] };//大腿
+  let leftB = { x: bodyposeData.value[14][0], y: bodyposeData.value[14][1] };//膝盖
+  let leftC = { x: bodyposeData.value[16][0], y: bodyposeData.value[16][1] };//脚
+
+  let rightA = { x: bodyposeData.value[11][0], y: bodyposeData.value[11][1] };//大腿
+  let rightB = { x: bodyposeData.value[13][0], y: bodyposeData.value[13][1] };//膝盖
+  let rightC = { x: bodyposeData.value[15][0], y: bodyposeData.value[15][1] };//脚
+
+  let jiaodu1 = calculateAngleAtB(leftA, leftB, leftC)
+  let jiaodu2 = calculateAngleAtB(rightA, rightB, rightC)
+  // console.log("jiaodu1",jiaodu1)
+  // console.log("jiaodu2",jiaodu2)
+  if (jiaodu1 <= 80 && jiaodu2 >= 120 || jiaodu2 <= 80 && jiaodu2 >= 120) {
+    myThrow.value = 1;
+  } else {
+    myThrow.value = 0;
+  }
+
+  const canvas: any = canvasRef.value;
+  const ctx = canvas.getContext('2d');
+  // 清空整个画布
+  ctx.clearRect(0, 0, canvas.width, canvas.height);
+  // 保存当前状态 
+  ctx.save();
+  function calculateOffset(a: any, b: any) {
+    return {
+      x: b.x - a.x,
+      y: b.y - a.y
+    };
+  }
+  const pointA = { x: clientObj.value.width / 2, y: clientObj.value.height / 2 };
+  const pointB = { x: (boxes.value[2].x + boxes.value[0].x) / 2, y: (boxes.value[3].y + boxes.value[1].y) / 2 };
+  const offset = calculateOffset(pointA, pointB);
+  ctx.translate(-offset.x, -offset.y);
+  // console.log("Canvas分辨率", clientObj.value);
+  // console.log("人体图片四点坐标", boxes.value)
+  // console.log("Canvas中心", pointA);
+  // console.log("人体中心", pointB);
+  // console.log("offset", offset)
+  // console.log("proportion.value",proportion.value)
+  const originalPoints = bodyposeData.value;
+  // 计算缩放后坐标
+  const postData = originalPoints.map((point: any) => {
+    const newX = (point[0] - pointB.x) * proportion.value + pointB.x;
+    const newY = (point[1] - pointB.y) * proportion.value + pointB.y;
+    return [newX, newY];
+  });
+  // console.log("原始坐标:", originalPoints);
+  // console.log("缩放后坐标:", postData);
+
+  direction.value = postData[0][0] - offset.x - (94 / 2);//鼻子X
+  //绘制头部
+  const point1 = { x: postData[4][0], y: postData[4][1] };
+  const point2 = { x: postData[3][0], y: postData[3][1] };
+  // 计算椭圆参数
+  const centerX = (point1.x + point2.x) / 2; // 椭圆中心X
+  const centerY = (point1.y + point2.y) / 2; // 椭圆中心Y
+  const distance = Math.sqrt(
+    Math.pow(point2.x - point1.x, 2) +
+    Math.pow(point2.y - point1.y, 2)
+  ); // 两个焦点之间的距离
+  const radiusX = distance * 0.5; // 水平半径(可调整)
+  const radiusY = distance * 0.6; // 垂直半径(可调整)
+  // 1. 绘制填充椭圆
+  ctx.beginPath();
+  ctx.ellipse(centerX, centerY, radiusX, radiusY, 0, 0, Math.PI * 2);
+  ctx.fillStyle = 'red'; // 填充颜色
+  ctx.fill(); // 填充
+  // 2. 绘制边框
+  ctx.strokeStyle = 'red';
+  ctx.lineWidth = 5;
+  ctx.stroke();
+  // 绘制每个点
+  postData.forEach((point: any) => {
+    const [x, y] = point;
+    ctx.beginPath();
+    ctx.arc(x, y, 5, 0, Math.PI * 2); // 绘制半径为5的圆点
+    ctx.fillStyle = 'red';
+    ctx.fill();
+    ctx.lineWidth = 1;
+    ctx.stroke();
+  });
+  // 根据点关系连线
+  const arr = [[10, 8], [8, 6], [6, 5], [5, 7], [7, 9], [6, 12], [5, 11], [12, 11], [12, 14], [14, 16], [11, 13], [13, 15]]
+  arr.forEach((point: any) => {
+    let index1 = point[0];
+    let index2 = point[1];
+    //连线
+    const dian1 = { x: postData[index1][0], y: postData[index1][1] };
+    const dian2 = { x: postData[index2][0], y: postData[index2][1] };
+    // 绘制连线
+    ctx.beginPath();
+    ctx.moveTo(dian1.x, dian1.y); // 起点
+    ctx.lineTo(dian2.x, dian2.y); // 终点
+    ctx.strokeStyle = 'red'; // 线条颜色
+    ctx.lineWidth = 3; // 线条宽度
+    ctx.stroke(); // 描边
+  });
+  ctx.restore(); // 恢复状态
+
+
+};
+
+/**
+ * 计算B点的夹角度数(∠ABC)
+ * @param {Object} pointA - A点坐标 {x, y, z可选}
+ * @param {Object} pointB - B点坐标 {x, y, z可选}
+ * @param {Object} pointC - C点坐标 {x, y, z可选}
+ * @returns {number} B点的夹角度数(保留两位小数)
+ */
+function calculateAngleAtB(pointA, pointB, pointC) {
+  // 计算向量BA和向量BC
+  const vectorBA = {
+    x: pointA.x - pointB.x,
+    y: pointA.y - pointB.y,
+    z: (pointA.z || 0) - (pointB.z || 0)
+  };
+
+  const vectorBC = {
+    x: pointC.x - pointB.x,
+    y: pointC.y - pointB.y,
+    z: (pointC.z || 0) - (pointB.z || 0)
+  };
+
+  // 计算点积
+  const dotProduct =
+    vectorBA.x * vectorBC.x +
+    vectorBA.y * vectorBC.y +
+    vectorBA.z * vectorBC.z;
+
+  // 计算向量BA的模长
+  const lengthBA = Math.sqrt(
+    vectorBA.x ** 2 +
+    vectorBA.y ** 2 +
+    vectorBA.z ** 2
+  );
+
+  // 计算向量BC的模长
+  const lengthBC = Math.sqrt(
+    vectorBC.x ** 2 +
+    vectorBC.y ** 2 +
+    vectorBC.z ** 2
+  );
+
+  // 防止除以零的情况
+  if (lengthBA === 0 || lengthBC === 0) {
+    throw new Error("点A、B、C不能重合");
+  }
+
+  // 计算余弦值
+  const cosine = dotProduct / (lengthBA * lengthBC);
+
+  // 由于计算误差可能导致cosine略超出[-1, 1]范围,需要修正
+  const clampedCosine = Math.max(Math.min(cosine, 1), -1);
+
+  // 计算弧度并转换为角度
+  const angleRadians = Math.acos(clampedCosine);
+  const angleDegrees = angleRadians * (180 / Math.PI);
+
+  // 保留两位小数并返回
+  return parseFloat(angleDegrees.toFixed(2));
+}
+
+onBeforeMount(() => {
+  clientObj.value = {
+    width: document.documentElement.clientWidth,
+    height: document.documentElement.clientHeight,
+  }
+  getInit();
+});
+
 // 组件卸载时清理事件监听
 onUnmounted(() => {
   if (game.value && game.value.events && scoreListener) {