feat(android): T-AND-004 239 字节帧编解码 + 跨端金标准向量测试
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package com.opendance.studio.model
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import java.nio.ByteBuffer
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import java.nio.ByteOrder
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/**
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* 239 字节关键点帧编解码 —— 契约 contracts/websocket-keypoints.md §2(冻结)
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*
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* 帧布局(**小端序**):
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* ```
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* 偏移 长度 字段
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* 0 2 magic u16 = 0x4F44 ('OD')
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* 2 1 version u8 = 1
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* 3 1 flags u8 bit0 镜像 | bit1 含低置信度点 | bit2 上半身模式
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* 4 4 frame_id u32 LE,从 0 起单调递增
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* 8 231 keypoints 33 × 7B:s16 x, s16 y, s16 z, u8 conf
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* 合计 239
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* ```
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*
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* 坐标语义(contracts/skeleton-topology.md §4):
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* x,y ∈ [0,1] 归一化图像坐标(原点左上,y 向下);z 与 x 同尺度,
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* 负值朝向相机。归一化系数统一 **32767**。
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*
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* 本实现与 opendance-web 的 TypeScript 参考实现、opendance-windows 的 GDScript
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* 实现逐位对齐,并由单元测试用同一份金标准字节向量交叉校验。
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*/
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object KeypointFrame {
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const val MAGIC = 0x4F44
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const val PROTOCOL_VERSION = 1
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const val BINARY_SIZE = 239
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const val KEYPOINT_COUNT = 33
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const val HEADER_SIZE = 8
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const val POINT_BYTES = 7
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const val SCALE = 32767.0
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const val FLAG_MIRRORED = 1 shl 0
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const val FLAG_LOW_CONFIDENCE = 1 shl 1
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const val FLAG_UPPER_BODY_ONLY = 1 shl 2
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/** 低于该置信度的点坐标无意义,接收端必须插值 */
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const val CONFIDENCE_THRESHOLD = 0.5f
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/** 一帧姿态数据(并行数组,避免 30 FPS 循环里的对象分配) */
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class PoseFrame(
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val frameId: Int,
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val flags: Int,
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val x: FloatArray,
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val y: FloatArray,
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val z: FloatArray,
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val confidence: FloatArray,
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) {
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init {
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require(x.size == KEYPOINT_COUNT) { "x 必须为 $KEYPOINT_COUNT 项" }
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require(y.size == KEYPOINT_COUNT) { "y 必须为 $KEYPOINT_COUNT 项" }
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require(z.size == KEYPOINT_COUNT) { "z 必须为 $KEYPOINT_COUNT 项" }
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require(confidence.size == KEYPOINT_COUNT) { "confidence 必须为 $KEYPOINT_COUNT 项" }
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}
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val isMirrored: Boolean get() = (flags and FLAG_MIRRORED) != 0
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val isUpperBodyOnly: Boolean get() = (flags and FLAG_UPPER_BODY_ONLY) != 0
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val hasLowConfidence: Boolean get() = (flags and FLAG_LOW_CONFIDENCE) != 0
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/** 该点是否可用于评分 */
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fun isReliable(index: Int): Boolean = confidence[index] >= CONFIDENCE_THRESHOLD
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/** 平均置信度,用于运行页质量指示 */
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fun averageConfidence(): Float {
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var total = 0f
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for (c in confidence) total += c
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return total / confidence.size
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}
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/** 已镜像的帧需翻转 x 才能与对端坐标系一致 */
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fun xUnmirrored(index: Int): Float = if (isMirrored) 1f - x[index] else x[index]
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}
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/**
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* 校验帧字节流;合法返回 null,否则返回可读原因。
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*/
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fun validate(bytes: ByteArray): String? {
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if (bytes.size != BINARY_SIZE) {
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return "帧长度必须为 $BINARY_SIZE 字节,实际 ${bytes.size}"
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}
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val buffer = ByteBuffer.wrap(bytes).order(ByteOrder.LITTLE_ENDIAN)
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val magic = buffer.getShort(0).toInt() and 0xFFFF
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if (magic != MAGIC) {
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return "magic 校验失败:期望 0x%04X,实际 0x%04X".format(MAGIC, magic)
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}
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val version = buffer.get(2).toInt() and 0xFF
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if (version != PROTOCOL_VERSION) {
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return "不支持的协议版本 $version(本端支持 $PROTOCOL_VERSION)"
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}
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return null
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}
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/**
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* 编码为 239 字节帧 —— 本端(Android)的主要职责。
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*
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* @param xs 归一化 x,[0,1]
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* @param ys 归一化 y,[0,1]
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* @param zs 深度,约 [-1,1],负值朝相机
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* @param confidence [0,1]
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* @param flags 见 FLAG_* 常量
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*/
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fun encode(
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frameId: Int,
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xs: FloatArray,
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ys: FloatArray,
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zs: FloatArray,
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confidence: FloatArray,
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flags: Int = 0,
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): ByteArray {
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require(xs.size == KEYPOINT_COUNT) { "xs 必须为 $KEYPOINT_COUNT 项" }
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require(ys.size == KEYPOINT_COUNT) { "ys 必须为 $KEYPOINT_COUNT 项" }
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require(zs.size == KEYPOINT_COUNT) { "zs 必须为 $KEYPOINT_COUNT 项" }
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require(confidence.size == KEYPOINT_COUNT) { "confidence 必须为 $KEYPOINT_COUNT 项" }
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val buffer = ByteBuffer.allocate(BINARY_SIZE).order(ByteOrder.LITTLE_ENDIAN)
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buffer.putShort(0, MAGIC.toShort())
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buffer.put(2, PROTOCOL_VERSION.toByte())
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buffer.put(3, (flags and 0xFF).toByte())
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buffer.putInt(4, frameId)
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for (i in 0 until KEYPOINT_COUNT) {
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val offset = HEADER_SIZE + i * POINT_BYTES
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buffer.putShort(offset, toFixed16(xs[i]))
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buffer.putShort(offset + 2, toFixed16(ys[i]))
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buffer.putShort(offset + 4, toFixed16(zs[i]))
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buffer.put(offset + 6, toConfidenceByte(confidence[i]))
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}
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return buffer.array()
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}
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/** 解码 239 字节帧;非法输入抛 IllegalArgumentException */
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fun decode(bytes: ByteArray): PoseFrame {
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validate(bytes)?.let { throw IllegalArgumentException(it) }
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val buffer = ByteBuffer.wrap(bytes).order(ByteOrder.LITTLE_ENDIAN)
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val frameId = buffer.getInt(4)
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val flags = buffer.get(3).toInt() and 0xFF
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val xs = FloatArray(KEYPOINT_COUNT)
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val ys = FloatArray(KEYPOINT_COUNT)
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val zs = FloatArray(KEYPOINT_COUNT)
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val confidence = FloatArray(KEYPOINT_COUNT)
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for (i in 0 until KEYPOINT_COUNT) {
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val offset = HEADER_SIZE + i * POINT_BYTES
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xs[i] = buffer.getShort(offset) / SCALE.toFloat()
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ys[i] = buffer.getShort(offset + 2) / SCALE.toFloat()
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zs[i] = buffer.getShort(offset + 4) / SCALE.toFloat()
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confidence[i] = (buffer.get(offset + 6).toInt() and 0xFF) / 255f
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}
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return PoseFrame(frameId, flags, xs, ys, zs, confidence)
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}
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/** 依据置信度数组计算是否应置 FLAG_LOW_CONFIDENCE */
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fun computeLowConfidence(confidence: FloatArray): Boolean =
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confidence.any { it < CONFIDENCE_THRESHOLD }
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fun withLowConfidenceFlag(flags: Int, confidence: FloatArray): Int =
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if (computeLowConfidence(confidence)) flags or FLAG_LOW_CONFIDENCE else flags and FLAG_LOW_CONFIDENCE.inv()
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private fun toFixed16(value: Float): Short {
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val scaled = Math.round(value * SCALE)
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return scaled.coerceIn(-32768L, 32767L).toShort()
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}
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private fun toConfidenceByte(value: Float): Byte =
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Math.round(value.coerceIn(0f, 1f) * 255f).coerceIn(0, 255).toByte()
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}
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@@ -0,0 +1,115 @@
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package com.opendance.studio.model
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/**
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* MediaPipe 33 点骨骼拓扑 —— 契约 contracts/skeleton-topology.md §1(冻结)
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*
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* 顺序一旦冻结不得插入或重排;新增点只能追加新协议版本。
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* 本文件同时提供绘制骨架叠加层所需的连线表。
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*/
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object SkeletonTopology {
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const val KEYPOINT_COUNT = 33
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/** 33 点名称,索引即 MediaPipe 索引 */
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val NAMES: List<String> = listOf(
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"nose", // 0
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"left_eye_inner", // 1
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"left_eye", // 2
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"left_eye_outer", // 3
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"right_eye_inner", // 4
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"right_eye", // 5
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"right_eye_outer", // 6
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"left_ear", // 7
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"right_ear", // 8
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"mouth_left", // 9
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"mouth_right", // 10
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"left_shoulder", // 11
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"right_shoulder", // 12
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"left_elbow", // 13
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"right_elbow", // 14
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"left_wrist", // 15
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"right_wrist", // 16
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"left_pinky", // 17
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"right_pinky", // 18
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"left_index", // 19
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"right_index", // 20
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"left_thumb", // 21
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"right_thumb", // 22
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"left_hip", // 23
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"right_hip", // 24
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"left_knee", // 25
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"right_knee", // 26
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"left_ankle", // 27
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"right_ankle", // 28
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"left_heel", // 29
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"right_heel", // 30
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"left_foot_index", // 31
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"right_foot_index", // 32
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)
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// 常用索引常量
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const val NOSE = 0
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const val LEFT_SHOULDER = 11
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const val RIGHT_SHOULDER = 12
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const val LEFT_ELBOW = 13
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const val RIGHT_ELBOW = 14
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const val LEFT_WRIST = 15
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const val RIGHT_WRIST = 16
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const val LEFT_HIP = 23
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const val RIGHT_HIP = 24
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const val LEFT_KNEE = 25
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const val RIGHT_KNEE = 26
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const val LEFT_ANKLE = 27
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const val RIGHT_ANKLE = 28
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/**
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* 父节点表(索引 0..34)—— 契约 §3。
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* 33 = neck(双肩中点),34 = pelvis(双髋中点),-1 表示世界根。
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* 仅用于骨骼角特征与调试,与坐标传输无关。
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*/
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val PARENT_TABLE: IntArray = intArrayOf(
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33, // 0 nose
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0, 0, 0, // 1-3 左眼内/眼/眼外
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0, 0, 0, // 4-6 右眼内/眼/眼外
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3, // 7 left_ear
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6, // 8 right_ear
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0, 0, // 9-10 嘴角
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33, 33, // 11-12 双肩
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11, 12, // 13-14 双肘
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13, 14, // 15-16 双腕
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15, 16, // 17-18 小指
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15, 16, // 19-20 食指
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15, 16, // 21-22 拇指
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34, 34, // 23-24 双髋
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23, 24, // 25-26 双膝
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25, 26, // 27-28 双踝
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27, 28, // 29-30 双足跟
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29, 30, // 31-32 双足尖
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34, // 33 neck
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-1, // 34 pelvis
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)
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/** 运行页骨架叠加层连线(起点, 终点) */
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val CONNECTIONS: List<Pair<Int, Int>> = listOf(
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// 躯干
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LEFT_SHOULDER to RIGHT_SHOULDER,
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LEFT_SHOULDER to LEFT_HIP,
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RIGHT_SHOULDER to RIGHT_HIP,
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LEFT_HIP to RIGHT_HIP,
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// 头
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LEFT_SHOULDER to NOSE,
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RIGHT_SHOULDER to NOSE,
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// 左臂
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LEFT_SHOULDER to LEFT_ELBOW,
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LEFT_ELBOW to LEFT_WRIST,
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// 右臂
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RIGHT_SHOULDER to RIGHT_ELBOW,
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RIGHT_ELBOW to RIGHT_WRIST,
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// 左腿
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LEFT_HIP to LEFT_KNEE,
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LEFT_KNEE to LEFT_ANKLE,
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// 右腿
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RIGHT_HIP to RIGHT_KNEE,
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RIGHT_KNEE to RIGHT_ANKLE,
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)
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}
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