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@@ -1,6 +1,7 @@
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<template>
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<template>
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<div class="game-container">
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<div class="game-container">
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<div id="game"></div>
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<div id="game"></div>
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+ <canvas ref="canvasRef" :width="clientObj.width" :height="clientObj.height" style="position:fixed;left: 0; top: 0;"></canvas>
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</div>
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</div>
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</template>
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</template>
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@@ -13,6 +14,7 @@ const { proxy } = getCurrentInstance() as any;
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const router = useRouter();
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const router = useRouter();
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const { bodyposeWs, startDevice, checkBodypose, openBodypose, terminateBodypose, suspendBodypose, resumeBodypose, getBodyposeState, closeWS } = useWebSocket();
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const { bodyposeWs, startDevice, checkBodypose, openBodypose, terminateBodypose, suspendBodypose, resumeBodypose, getBodyposeState, closeWS } = useWebSocket();
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const gameRef = ref(null); // 用于保存游戏实例的ref
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const gameRef = ref(null); // 用于保存游戏实例的ref
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+const canvasRef = ref(null);
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const data = reactive<any>({
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const data = reactive<any>({
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bodyposeData: {},//姿态信息
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bodyposeData: {},//姿态信息
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@@ -48,8 +50,9 @@ const getInit = async () => {
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return false;
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return false;
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}
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}
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speckText("正在姿态识别");
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speckText("正在姿态识别");
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+ proxy?.$modal.msgWarning(`正在姿态识别`);
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bodyposeWs((e: any) => {
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bodyposeWs((e: any) => {
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- console.log("bodyposeWS", e)
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+ //console.log("bodyposeWS", e)
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if (e?.wksid) {
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if (e?.wksid) {
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wsState.value = true;
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wsState.value = true;
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//获取设备信息
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//获取设备信息
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@@ -114,7 +117,7 @@ const getInit = async () => {
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for (let i = 0; i < arr.length; i += 3) {
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for (let i = 0; i < arr.length; i += 3) {
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result.push(arr.slice(i, i + 2));
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result.push(arr.slice(i, i + 2));
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}
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}
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- console.log("result", result)
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+ // console.log("result", result)
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bodyposeData.value = result;
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bodyposeData.value = result;
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if (boxes.value.length == 0) {
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if (boxes.value.length == 0) {
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speckText("识别成功");
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speckText("识别成功");
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@@ -123,7 +126,7 @@ const getInit = async () => {
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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] }]
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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] }]
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proportion.value = (clientObj.value.height / (arr[3] - arr[1])).toFixed(2);
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proportion.value = (clientObj.value.height / (arr[3] - arr[1])).toFixed(2);
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}
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}
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- getCanvas(result);
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+ getCanvas();
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}
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}
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if (e?.cmd == 'terminate_bodyposecontroller') {
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if (e?.cmd == 'terminate_bodyposecontroller') {
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if (e?.code == 0) {
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if (e?.code == 0) {
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@@ -165,9 +168,87 @@ const getCloseBodypose = () => {
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/**
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/**
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* 绘图
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* 绘图
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*/
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*/
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-const getCanvas = (data:any) => {
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- console.log("data", data)
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- externalMethod(data[10][0], data[10][1])
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+const getCanvas = () => {
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+ const canvas: any = canvasRef.value;
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+ const ctx = canvas.getContext('2d');
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+ // 清空整个画布
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+ ctx.clearRect(0, 0, canvas.width, canvas.height);
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+ // 保存当前状态
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+ ctx.save();
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+ function calculateOffset(a: any, b: any) {
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+ return {
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+ x: b.x - a.x,
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+ y: b.y - a.y
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+ };
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+ }
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+ const pointA = { x: clientObj.value.width / 2, y: clientObj.value.height / 2 };
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+ const pointB = { x: (boxes.value[2].x + boxes.value[0].x) / 2, y: (boxes.value[3].y + boxes.value[1].y) / 2 };
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+ const offset = calculateOffset(pointA, pointB);
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+ ctx.translate(-offset.x, -offset.y);
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+ // console.log("Canvas分辨率", clientObj.value);
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+ // console.log("人体图片四点坐标", boxes.value)
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+ // console.log("Canvas中心", pointA);
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+ // console.log("人体中心", pointB);
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+ // console.log("offset", offset)
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+ // console.log("proportion.value",proportion.value)
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+ const originalPoints = bodyposeData.value;
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+ // 计算缩放后坐标
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+ const postData = originalPoints.map((point: any) => {
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+ const newX = (point[0] - pointB.x) * proportion.value + pointB.x;
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+ const newY = (point[1] - pointB.y) * proportion.value + pointB.y;
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+ return [newX, newY];
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+ });
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+ // console.log("原始坐标:", originalPoints);
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+ // console.log("缩放后坐标:", postData);
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+ externalMethod(postData[10][0]-offset.x, postData[10][1]-offset.y)
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+ //绘制头部
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+ const point1 = { x: postData[4][0], y: postData[4][1] };
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+ const point2 = { x: postData[3][0], y: postData[3][1] };
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+ // 计算椭圆参数
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+ const centerX = (point1.x + point2.x) / 2; // 椭圆中心X
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+ const centerY = (point1.y + point2.y) / 2; // 椭圆中心Y
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+ const distance = Math.sqrt(
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+ Math.pow(point2.x - point1.x, 2) +
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+ Math.pow(point2.y - point1.y, 2)
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+ ); // 两个焦点之间的距离
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+ const radiusX = distance * 0.5; // 水平半径(可调整)
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+ const radiusY = distance * 0.6; // 垂直半径(可调整)
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+ // 1. 绘制填充椭圆
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+ ctx.beginPath();
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+ ctx.ellipse(centerX, centerY, radiusX, radiusY, 0, 0, Math.PI * 2);
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+ ctx.fillStyle = 'red'; // 填充颜色
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+ ctx.fill(); // 填充
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+ // 2. 绘制边框
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+ ctx.strokeStyle = 'red';
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+ ctx.lineWidth = 5;
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+ ctx.stroke();
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+ // 绘制每个点
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+ postData.forEach((point: any) => {
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+ const [x, y] = point;
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+ ctx.beginPath();
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+ ctx.arc(x, y, 5, 0, Math.PI * 2); // 绘制半径为5的圆点
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+ ctx.fillStyle = 'red';
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+ ctx.fill();
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+ ctx.lineWidth = 1;
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+ ctx.stroke();
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+ });
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+ // 根据点关系连线
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+ 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]]
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+ arr.forEach((point: any) => {
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+ let index1 = point[0];
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+ let index2 = point[1];
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+ //连线
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+ const dian1 = { x: postData[index1][0], y: postData[index1][1] };
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+ const dian2 = { x: postData[index2][0], y: postData[index2][1] };
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+ // 绘制连线
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+ ctx.beginPath();
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+ ctx.moveTo(dian1.x, dian1.y); // 起点
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+ ctx.lineTo(dian2.x, dian2.y); // 终点
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+ ctx.strokeStyle = 'red'; // 线条颜色
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+ ctx.lineWidth = 3; // 线条宽度
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+ ctx.stroke(); // 描边
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+ });
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+ ctx.restore(); // 恢复状态
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};
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};
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@@ -850,7 +931,7 @@ class PreloadScene extends Phaser.Scene {
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preload() {
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preload() {
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this.add.sprite(10, height / 2, 'loading').setPosition((width) / 2, height / 2);
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this.add.sprite(10, height / 2, 'loading').setPosition((width) / 2, height / 2);
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this.load.on('progress', (value) => {
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this.load.on('progress', (value) => {
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- console.log("进度", value)
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+ // console.log("进度", value)
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});
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});
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// 加载游戏资源
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// 加载游戏资源
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this.load.image('apple', 'static/images/fruit/apple.png');
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this.load.image('apple', 'static/images/fruit/apple.png');
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@@ -1533,7 +1614,6 @@ const externalMethod = (autoX, autoY) => {
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console.error("游戏未初始化");
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console.error("游戏未初始化");
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return;
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return;
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}
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}
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- console.log("game", game)
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// 2. 获取目标场景(根据当前活跃场景选择'main'或'play')
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// 2. 获取目标场景(根据当前活跃场景选择'main'或'play')
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// 例如:获取PlayScene(场景key为'play')
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// 例如:获取PlayScene(场景key为'play')
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const currentScene = getActiveScene();
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const currentScene = getActiveScene();
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