比较提交
合并到: unity-tech-cn:main
unity-tech-cn:/main
unity-tech-cn:/readback_mode
unity-tech-cn:/fix-editor-pause
unity-tech-cn:/docs
unity-tech-cn:/format
unity-tech-cn:/dr-test1
unity-tech-cn:/fix-compile
unity-tech-cn:/fix-links
unity-tech-cn:/fix_startup_exception
unity-tech-cn:/fix-docs
unity-tech-cn:/fix_label_id_report
unity-tech-cn:/update-setup-steps
unity-tech-cn:/labeler_mock
unity-tech-cn:/publish-fix
unity-tech-cn:/result_visualization
unity-tech-cn:/labeler_mock_mb
unity-tech-cn:/labeler_mock_on_camera
unity-tech-cn:/0.1.0-staging
unity-tech-cn:/dr-test2
unity-tech-cn:/release_cleanup
unity-tech-cn:/RC_0.2.0-preview.1
unity-tech-cn:/aisv614_0.2.0
unity-tech-cn:/aisv614_fix
unity-tech-cn:/aisv647_visualizations
unity-tech-cn:/RC-0.2.0-preview.1
unity-tech-cn:/fix_seg_colors
unity-tech-cn:/test
unity-tech-cn:/0.3.0-staging
unity-tech-cn:/aisv565_bbox3d
unity-tech-cn:/aisv749_viz_mem_leak_bug
unity-tech-cn:/aisv754_seg_alpha_bug
unity-tech-cn:/test_request_tracking_completion
unity-tech-cn:/test_new_versions
unity-tech-cn:/usim-randomization
unity-tech-cn:/with_cloud_tests
unity-tech-cn:/0.2.0-staging
unity-tech-cn:/parameter-bahaviours
unity-tech-cn:/upgrade_deps
unity-tech-cn:/0.4.0-staging
unity-tech-cn:/0.5.0-staging-2020.1
unity-tech-cn:/0.5.0-staging
unity-tech-cn:/resint_updates
unity-tech-cn:/tutorial-spelling-fix
unity-tech-cn:/priyesh-urp-dist-render
unity-tech-cn:/multiple-perception-cameras
unity-tech-cn:/pre_release_tests_nov2020
unity-tech-cn:/0.6.0-staging
unity-tech-cn:/fix_performance_tests
unity-tech-cn:/manual_capture
unity-tech-cn:/fod_generator_randomization_changes
unity-tech-cn:/multipleCameras
unity-tech-cn:/Labelbug1101
unity-tech-cn:/replace_index_md
unity-tech-cn:/depth_occlusion
unity-tech-cn:/0.8.0-preview.1_staging
unity-tech-cn:/validation-tool
unity-tech-cn:/addressables-test
unity-tech-cn:/int_tests_on_hdrp
unity-tech-cn:/keypoint_self_occlusion
unity-tech-cn:/seg_opacity
unity-tech-cn:/foreground_object_bounds_normalization
unity-tech-cn:/generic-asset-sources
unity-tech-cn:/local-position-labeler
unity-tech-cn:/pyrception-integration
unity-tech-cn:/fix_sampler_rounding_issue
unity-tech-cn:/h-i
unity-tech-cn:/0.7.0-staging
unity-tech-cn:/Released-0.6.0-preview.1
unity-tech-cn:/moved-from-attribute
unity-tech-cn:/frontpage_shuffle
unity-tech-cn:/coco_export
unity-tech-cn:/public-spec
unity-tech-cn:/fix-3Dexception-typo
unity-tech-cn:/feat-light-randomizer
unity-tech-cn:/schema-0.1.0
unity-tech-cn:/data-cap-update
unity-tech-cn:/0.8.0.preview.4_staging
unity-tech-cn:/faq-page
unity-tech-cn:/orthographic-camera-metadata
unity-tech-cn:/update-docs-0.8.0.preview.4
unity-tech-cn:/priyesh-cloudrendering-test
unity-tech-cn:/Release_0.8.0-preview.4
unity-tech-cn:/tutorial_patch
unity-tech-cn:/add_imageLink_field
unity-tech-cn:/fix_label_config_editor_indexing
unity-tech-cn:/coco_perception_output_hybrid
unity-tech-cn:/fxaa-clarification
unity-tech-cn:/no_editor_coverage
unity-tech-cn:/keypoint_self_occlusion_2020_3
unity-tech-cn:/for_vulkan_mem_test
unity-tech-cn:/solo_support
unity-tech-cn:/fix_multi_cam
unity-tech-cn:/randomizer-serialization-update
unity-tech-cn:/semantic_shader_tests
unity-tech-cn:/revert-sample-scene
unity-tech-cn:/package-analytics
unity-tech-cn:/github-action
unity-tech-cn:/fix-one-extra-frame-before-scenario-starts
unity-tech-cn:/scene_gen
unity-tech-cn:/0.9.0.preview.1_staging
unity-tech-cn:/tag-RC-0.9.0.preview.2
unity-tech-cn:/remove-usim-from-docs
unity-tech-cn:/docs/fix-readme-image-names
unity-tech-cn:/fix-links/jonh
unity-tech-cn:/addressables-test/scheduledcapture
unity-tech-cn:/orthographic-camera-metadata/additions
unity-tech-cn:/github-action/test
拉取从: unity-tech-cn:validation-tool
unity-tech-cn:/main
unity-tech-cn:/readback_mode
unity-tech-cn:/fix-editor-pause
unity-tech-cn:/docs
unity-tech-cn:/format
unity-tech-cn:/dr-test1
unity-tech-cn:/fix-compile
unity-tech-cn:/fix-links
unity-tech-cn:/fix_startup_exception
unity-tech-cn:/fix-docs
unity-tech-cn:/fix_label_id_report
unity-tech-cn:/update-setup-steps
unity-tech-cn:/labeler_mock
unity-tech-cn:/publish-fix
unity-tech-cn:/result_visualization
unity-tech-cn:/labeler_mock_mb
unity-tech-cn:/labeler_mock_on_camera
unity-tech-cn:/0.1.0-staging
unity-tech-cn:/dr-test2
unity-tech-cn:/release_cleanup
unity-tech-cn:/RC_0.2.0-preview.1
unity-tech-cn:/aisv614_0.2.0
unity-tech-cn:/aisv614_fix
unity-tech-cn:/aisv647_visualizations
unity-tech-cn:/RC-0.2.0-preview.1
unity-tech-cn:/fix_seg_colors
unity-tech-cn:/test
unity-tech-cn:/0.3.0-staging
unity-tech-cn:/aisv565_bbox3d
unity-tech-cn:/aisv749_viz_mem_leak_bug
unity-tech-cn:/aisv754_seg_alpha_bug
unity-tech-cn:/test_request_tracking_completion
unity-tech-cn:/test_new_versions
unity-tech-cn:/usim-randomization
unity-tech-cn:/with_cloud_tests
unity-tech-cn:/0.2.0-staging
unity-tech-cn:/parameter-bahaviours
unity-tech-cn:/upgrade_deps
unity-tech-cn:/0.4.0-staging
unity-tech-cn:/0.5.0-staging-2020.1
unity-tech-cn:/0.5.0-staging
unity-tech-cn:/resint_updates
unity-tech-cn:/tutorial-spelling-fix
unity-tech-cn:/priyesh-urp-dist-render
unity-tech-cn:/multiple-perception-cameras
unity-tech-cn:/pre_release_tests_nov2020
unity-tech-cn:/0.6.0-staging
unity-tech-cn:/fix_performance_tests
unity-tech-cn:/manual_capture
unity-tech-cn:/fod_generator_randomization_changes
unity-tech-cn:/multipleCameras
unity-tech-cn:/Labelbug1101
unity-tech-cn:/replace_index_md
unity-tech-cn:/depth_occlusion
unity-tech-cn:/0.8.0-preview.1_staging
unity-tech-cn:/validation-tool
unity-tech-cn:/addressables-test
unity-tech-cn:/int_tests_on_hdrp
unity-tech-cn:/keypoint_self_occlusion
unity-tech-cn:/seg_opacity
unity-tech-cn:/foreground_object_bounds_normalization
unity-tech-cn:/generic-asset-sources
unity-tech-cn:/local-position-labeler
unity-tech-cn:/pyrception-integration
unity-tech-cn:/fix_sampler_rounding_issue
unity-tech-cn:/h-i
unity-tech-cn:/0.7.0-staging
unity-tech-cn:/Released-0.6.0-preview.1
unity-tech-cn:/moved-from-attribute
unity-tech-cn:/frontpage_shuffle
unity-tech-cn:/coco_export
unity-tech-cn:/public-spec
unity-tech-cn:/fix-3Dexception-typo
unity-tech-cn:/feat-light-randomizer
unity-tech-cn:/schema-0.1.0
unity-tech-cn:/data-cap-update
unity-tech-cn:/0.8.0.preview.4_staging
unity-tech-cn:/faq-page
unity-tech-cn:/orthographic-camera-metadata
unity-tech-cn:/update-docs-0.8.0.preview.4
unity-tech-cn:/priyesh-cloudrendering-test
unity-tech-cn:/Release_0.8.0-preview.4
unity-tech-cn:/tutorial_patch
unity-tech-cn:/add_imageLink_field
unity-tech-cn:/fix_label_config_editor_indexing
unity-tech-cn:/coco_perception_output_hybrid
unity-tech-cn:/fxaa-clarification
unity-tech-cn:/no_editor_coverage
unity-tech-cn:/keypoint_self_occlusion_2020_3
unity-tech-cn:/for_vulkan_mem_test
unity-tech-cn:/solo_support
unity-tech-cn:/fix_multi_cam
unity-tech-cn:/randomizer-serialization-update
unity-tech-cn:/semantic_shader_tests
unity-tech-cn:/revert-sample-scene
unity-tech-cn:/package-analytics
unity-tech-cn:/github-action
unity-tech-cn:/fix-one-extra-frame-before-scenario-starts
unity-tech-cn:/scene_gen
unity-tech-cn:/0.9.0.preview.1_staging
unity-tech-cn:/tag-RC-0.9.0.preview.2
unity-tech-cn:/remove-usim-from-docs
unity-tech-cn:/docs/fix-readme-image-names
unity-tech-cn:/fix-links/jonh
unity-tech-cn:/addressables-test/scheduledcapture
unity-tech-cn:/orthographic-camera-metadata/additions
unity-tech-cn:/github-action/test
此合并请求有变更与目标分支冲突。
/com.unity.perception/CHANGELOG.md
19 次代码提交
main
...
validation-tool
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
Wesley Mareovich Smith | b9aacb6b | few UI fixes | 4 年前 |
Wesley Mareovich Smith | cd067c21 | fixing the bone validation | 4 年前 |
Wesley Mareovich Smith | 7ebaf716 | changes to ui | 4 年前 |
Wesley Mareovich Smith | cfbc8ebd | adding feedback fixes | 4 年前 |
Wesley Mareovich Smith | 2f74d249 | UI changes | 4 年前 |
Wesley Mareovich Smith | fad7f529 | bug fix | 4 年前 |
Wesley Mareovich Smith | b8e58b57 | fix broken test | 4 年前 |
Wesley Mareovich Smith | 8379f309 | removed private | 4 年前 |
Wesley Mareovich Smith | ba3e8eff | template change and feedback fixes | 4 年前 |
Wesley Mareovich Smith | 8ffdb3e3 | changes from feedback | 4 年前 |
Wesley Mareovich Smith | 06b938d1 | adding fixes and changes to the UI | 4 年前 |
Wesley Mareovich Smith | 7bd43093 | last changes for feedback | 4 年前 |
Wesley Mareovich Smith | e414262f | fixing null ref | 4 年前 |
Wesley Mareovich Smith | c47184bf | fixing missing ref | 4 年前 |
Wesley Mareovich Smith | b5fd82ad | adding a test and test chracter | 4 年前 |
Wesley Mareovich Smith | eeb222df | fixing the build test fails | 4 年前 |
Wesley Mareovich Smith | 0c1c0ef5 | updating the changelog | 4 年前 |
Wesley Mareovich Smith | aa96fb53 | commit | 4 年前 |
Wesley Mareovich Smith | 73787b26 | adding changes | 4 年前 |
共有 40 个文件被更改,包括 6564 次插入 和 5 次删除
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4.github/pull_request_template.md
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1com.unity.perception/CHANGELOG.md
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3com.unity.perception/Tests/Runtime/Unity.Perception.Runtime.Tests.asmdef
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3com.unity.perception/Tests/Editor/Unity.Perception.Editor.Tests.asmdef
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8com.unity.perception/Tests/Runtime/TestAssets/Characters.meta
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11com.unity.perception/Tests/Editor/CharacterToolingTests.cs.meta
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104com.unity.perception/Tests/Editor/CharacterToolingTests.cs
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8com.unity.perception/Editor/Character.meta
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8com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian.meta
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1001com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01.fbx
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1001com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01.fbx.meta
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144com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_base.jpg.meta
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662com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_clothes.mat
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8com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_clothes.mat.meta
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327com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_eyes.mat
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8com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_eyes.mat.meta
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297com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_hair.mat
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8com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_hair.mat.meta
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144com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_mask.tga.meta
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280com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_mouth.mat
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8com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_mouth.mat.meta
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144com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_normal.jpg.meta
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1001com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_prefab.prefab
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7com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_prefab.prefab.meta
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304com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_shoes.mat
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8com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_shoes.mat.meta
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297com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_skin.mat
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8com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_skin.mat.meta
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115com.unity.perception/Editor/Character/CharacterTooling.cs
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11com.unity.perception/Editor/Character/CharacterTooling.cs.meta
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11com.unity.perception/Editor/Character/CharacterToolingLibrary.cs.meta
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11com.unity.perception/Editor/Character/CharacterToolingUI.cs.meta
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445com.unity.perception/Editor/Character/CharacterToolingLibrary.cs
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169com.unity.perception/Editor/Character/CharacterToolingUI.cs
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using System; |
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using System.Collections.Generic; |
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using System.Linq; |
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using NUnit.Framework; |
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using UnityEditor; |
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using UnityEngine; |
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using UnityEngine.Perception.Content; |
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|
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namespace CharacterToolingTests |
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{ |
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public class CharacterToolingTests |
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{ |
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public List<GameObject> selectionLists = new List<GameObject>(); |
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public List<string> assets = new List<string>(); |
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CharacterTooling contentTests = new CharacterTooling(); |
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|
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[SetUp] |
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public void Setup() |
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{ |
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selectionLists = new List<GameObject>(); |
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AssetListCreation(); |
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} |
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|
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[TearDown] |
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public void TearDown() |
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{ |
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selectionLists.Clear(); |
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} |
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|
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[Test, TestCaseSource(typeof(AssetCollection), "GameObject")] |
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public void CreateEarsNoseJoints(GameObject gameObject) |
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{ |
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var exampleTemplate = AssetDatabase.GetAllAssetPaths().Where(o => o.EndsWith("CocoKeypointTemplate.asset", StringComparison.OrdinalIgnoreCase)).ToList(); |
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var template = new UnityEngine.Object(); |
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|
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foreach (string o in exampleTemplate) |
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{ |
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if (o.Contains("com.unity.perception")) |
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{ |
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template = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(o); |
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} |
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} |
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var newModel = new GameObject(); |
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var model = contentTests.CharacterCreateNose(gameObject, out newModel, template, true); |
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var validate = false; |
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if (model) |
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validate = contentTests.ValidateNoseAndEars(newModel); |
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else if (!model) |
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Assert.Fail("Failed to create the Ear and Nose Joints"); |
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|
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Assert.True(validate, "Failed to create ear and nose joints"); |
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} |
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|
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[Test, TestCaseSource(typeof(AssetCollection), "GameObject")] |
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public void CharacterBones(GameObject gameObject) |
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{ |
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var failedBones = new Dictionary<HumanBone, bool>(); |
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var test = contentTests.CharacterRequiredBones(gameObject, out failedBones); |
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|
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Assert.True(test, "Character is missing required bones"); |
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} |
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|
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[Test, TestCaseSource(typeof(AssetCollection), "GameObject")] |
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public void CharacterPoseData(GameObject gameObject) |
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{ |
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var failedPose = new List<GameObject>(); |
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var test = contentTests.CharacterPoseData(gameObject, out failedPose); |
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|
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Assert.True(test, "Character is missing Pose Data"); |
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} |
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|
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public void AssetListCreation() |
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{ |
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assets = AssetDatabase.GetAllAssetPaths().Where(o => o.EndsWith(".fbx", StringComparison.OrdinalIgnoreCase)).ToList(); |
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foreach (string o in assets) |
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{ |
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if (o.Contains("TestAssets/Characters")) |
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{ |
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var asset = AssetDatabase.LoadAssetAtPath<GameObject>(o); |
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|
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if (asset != null && !selectionLists.Contains(asset)) |
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selectionLists.Add(asset); |
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} |
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} |
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} |
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|
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} |
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|
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public class AssetCollection |
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{ |
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public static IEnumerable<TestCaseData> GameObject |
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{ |
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get |
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{ |
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CharacterToolingTests tool = new CharacterToolingTests(); |
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tool.AssetListCreation(); |
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foreach (var asset in tool.selectionLists) |
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{ |
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yield return new TestCaseData(asset); |
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} |
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} |
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} |
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} |
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} |
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1001
com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01.fbx
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文件差异内容过多而无法显示
查看文件
1001
com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01.fbx.meta
文件差异内容过多而无法显示
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- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} |
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--- !u!114 &5085734597598856203 |
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m_MaterialReferences: [] |
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--- !u!114 &5481202508877371354 |
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} |
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m_Name: |
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version: 11 |
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externalObjects: {} |
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mainObjectFileID: 0 |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using UnityEngine.Perception.GroundTruth; |
|||
|
|||
namespace UnityEngine.Perception.Content |
|||
{ |
|||
public class CharacterTooling : MonoBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// Bool function used for testing to make sure the target character has the required 15 starting bones
|
|||
/// </summary>
|
|||
/// <param name="selection">target character selected</param>
|
|||
/// <param name="failed">Dictionary return if of Human Bones that tracks they are prsent or missing</param>
|
|||
/// <returns>True if all 15 bones are present, otherwise false</returns>
|
|||
public bool CharacterRequiredBones(GameObject selection, out Dictionary<HumanBone, bool> failed) |
|||
{ |
|||
var result = CharacterValidation.AvatarRequiredBones(selection); |
|||
failed = new Dictionary<HumanBone, bool>(); |
|||
|
|||
for (int i = 0; i < result.Count; i++) |
|||
{ |
|||
var bone = result.ElementAt(i); |
|||
var boneKey = bone.Key; |
|||
var boneValue = bone.Value; |
|||
|
|||
if (boneValue != true) |
|||
failed.Add(boneKey, boneValue); |
|||
} |
|||
|
|||
return failed.Count == 0; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Ensures there is pose data in the parent and child game objects of a character by checking for position and rotation
|
|||
/// </summary>
|
|||
/// <param name="gameObject">Target character selected</param>
|
|||
/// <param name="failedGameObjects">List of game objects that don't have nay pose data</param>
|
|||
/// <returns>The count of failed bones</returns>
|
|||
public bool CharacterPoseData(GameObject gameObject, out List<GameObject> failedGameObjects) |
|||
{ |
|||
failedGameObjects = new List<GameObject>(); |
|||
|
|||
var componentsParent = gameObject.GetComponents<Transform>(); |
|||
var componentsChild = gameObject.GetComponentsInChildren<Transform>(); |
|||
|
|||
for (int p = 0; p < componentsParent.Length; p++) |
|||
{ |
|||
var pos = componentsParent[p].transform.position; |
|||
var rot = componentsParent[p].transform.rotation.eulerAngles; |
|||
|
|||
if (pos == null || rot == null) |
|||
{ |
|||
failedGameObjects.Add(componentsParent[p].gameObject); |
|||
} |
|||
} |
|||
|
|||
for (int c = 0; c < componentsChild.Length; c++) |
|||
{ |
|||
var pos = componentsChild[c].transform.position; |
|||
var rot = componentsChild[c].transform.rotation.eulerAngles; |
|||
|
|||
if (pos == null || rot == null) |
|||
{ |
|||
failedGameObjects.Add(componentsChild[c].gameObject); |
|||
} |
|||
} |
|||
|
|||
return failedGameObjects.Count == 0; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Bool function to make create a new prefab Character with nose and ear joints
|
|||
/// </summary>
|
|||
/// <param name="selection"></param>
|
|||
/// <param name="drawRays"></param>
|
|||
/// <param name="savePath"></param>
|
|||
/// <returns>True if the model is created, false and a new game object named Failed if the model wasn't created</returns>
|
|||
public bool CharacterCreateNose(GameObject selection, out GameObject newModel,Object keypointTemplate, bool drawRays = false, string savePath = "Assets/") |
|||
{ |
|||
newModel = CharacterValidation.AvatarCreateNoseEars(selection, keypointTemplate, savePath, drawRays); |
|||
|
|||
if (newModel.name.Contains("Failed")) |
|||
{ |
|||
GameObject.DestroyImmediate(newModel); |
|||
return false; |
|||
} |
|||
else return true; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Validates the model to ensure the nose, ear L & R are created
|
|||
/// </summary>
|
|||
/// <param name="selection">Game Object selected by tge yser</param>
|
|||
/// <returns>True if the nose, ear L & R was created, false if the joints are missing</returns>
|
|||
public bool ValidateNoseAndEars(GameObject selection) |
|||
{ |
|||
var jointLabels = selection.GetComponentsInChildren<JointLabel>(); |
|||
var nose = false; |
|||
var earRight = false; |
|||
var earLeft = false; |
|||
|
|||
for (int i = 0; i < jointLabels.Length; i++) |
|||
{ |
|||
if (jointLabels[i].name.Contains("nose")) |
|||
nose = true; |
|||
if (jointLabels[i].name.Contains("earRight")) |
|||
earRight = true; |
|||
if (jointLabels[i].name.Contains("earLeft")) |
|||
earLeft = true; |
|||
} |
|||
|
|||
return nose && earRight && earLeft; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 543f5c12a920b31449320b9de408235e |
|||
MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
|||
assetBundleName: |
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assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using UnityEditor; |
|||
using UnityEngine.Perception.GroundTruth; |
|||
using UnityEngine.Windows; |
|||
|
|||
namespace UnityEngine.Perception.Content |
|||
{ |
|||
public static class CharacterValidation |
|||
{ |
|||
public static string[] s_RequiredBones = |
|||
{ |
|||
"Head", |
|||
"Hips", |
|||
"Spine", |
|||
"LeftUpperArm", |
|||
"LeftLowerArm", |
|||
"LeftHand", |
|||
"RightUpperArm", |
|||
"RightLowerArm", |
|||
"RightHand", |
|||
"LeftUpperLeg", |
|||
"LeftLowerLeg", |
|||
"LeftFoot", |
|||
"RightUpperLeg", |
|||
"RightLowerLeg", |
|||
"RightFoot", |
|||
}; |
|||
|
|||
/// <summary>
|
|||
/// Checks the selected character fbx or prefab to make sure the required bones defined bu the strong [] RequiredBones
|
|||
/// </summary>
|
|||
/// <param name="selection">GameObject selected by the user in the editor</param>
|
|||
/// <returns>Dictionary of the Human Bone and bool to track presence</returns>
|
|||
public static Dictionary<HumanBone, bool> AvatarRequiredBones(GameObject selection) |
|||
{ |
|||
var result = new Dictionary<HumanBone, bool>(); |
|||
var selectionInstance = (GameObject)PrefabUtility.InstantiatePrefab(selection); |
|||
|
|||
if (selectionInstance != null) |
|||
selection = selectionInstance; |
|||
|
|||
var animator = selection.GetComponentInChildren<Animator>(); |
|||
var bone = new HumanBone(); |
|||
|
|||
if (animator == null) |
|||
{ |
|||
Debug.LogWarning("Animator and/or the Skinned Mesh Renderer are missing or can't be found!"); |
|||
result.Add(bone, false); |
|||
GameObject.DestroyImmediate(selection); |
|||
return result; |
|||
} |
|||
|
|||
var human = animator.avatar.humanDescription.human; |
|||
var totalBones = 0; |
|||
|
|||
for(int h = 0; h < human.Length; h++) |
|||
{ |
|||
for (int b = 0; b < s_RequiredBones.Length; b++) |
|||
{ |
|||
if(human[h].humanName == s_RequiredBones[b]) |
|||
{ |
|||
if (human[h].boneName != null) |
|||
{ |
|||
bone.boneName = human[h].boneName; |
|||
totalBones = totalBones = +1; |
|||
result.Add(bone, true); |
|||
} |
|||
else |
|||
{ |
|||
result.Add(bone, false); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
GameObject.DestroyImmediate(selection); |
|||
return result; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Based on the selection of a fbx or prefab character will find the location of the nose, left ear, and right ear joints
|
|||
/// based on eye and the center head locations.
|
|||
/// </summary>
|
|||
/// <param name="selection"> fbx or prefab selection</param>
|
|||
/// <param name="savePath">Path where the new created prefab will be saved too</param>
|
|||
/// <param name="drawRays">Shows the rays on how the joint posiitons are found</param>
|
|||
/// <returns></returns>
|
|||
public static GameObject AvatarCreateNoseEars (GameObject selection, Object keypointTemplate, string savePath, bool drawRays = false) |
|||
{ |
|||
if (selection == null) |
|||
{ |
|||
Debug.LogWarning("Selected Game Object is null or missing"); |
|||
return new GameObject("Failed"); |
|||
} |
|||
|
|||
var selectionInstance = (GameObject)PrefabUtility.InstantiatePrefab(selection); |
|||
if (selectionInstance != null) |
|||
selection = selectionInstance; |
|||
var animator = selection.GetComponentInChildren<Animator>(); |
|||
var skinnedMeshRenderer = selection.GetComponentInChildren<SkinnedMeshRenderer>(); |
|||
|
|||
if (animator == null || skinnedMeshRenderer == null) |
|||
{ |
|||
Debug.LogWarning("Animator and/or the Skinned Mesh Renderer are missing or can't be found!"); |
|||
return new GameObject("Failed"); |
|||
} |
|||
|
|||
var human = animator.avatar.humanDescription.human; |
|||
var skeleton = animator.avatar.humanDescription.skeleton; |
|||
var verticies = skinnedMeshRenderer.sharedMesh.vertices; |
|||
|
|||
var head = animator.GetBoneTransform(HumanBodyBones.Head); |
|||
//Currently stage left and stage right for the eyes
|
|||
var leftEye = animator.GetBoneTransform(HumanBodyBones.RightEye); |
|||
var rightEye = animator.GetBoneTransform(HumanBodyBones.LeftEye); |
|||
|
|||
var faceCenter = Vector3.zero; |
|||
var earCenter = Vector3.zero; |
|||
var nosePos = Vector3.zero; |
|||
var earRightPos = Vector3.zero; |
|||
var earLeftPos = Vector3.zero; |
|||
var distanceCheck = 1f; |
|||
|
|||
var eyeDistance = 0f; |
|||
var directionLeft = Vector3.zero; |
|||
var directionRight = Vector3.zero; |
|||
|
|||
var rayHead = new Ray(); |
|||
var rayLeftEye = new Ray(); |
|||
var rayRightEye = new Ray(); |
|||
var noseRayFor = new Ray(); |
|||
var rayNoseBack = new Ray(); |
|||
var rayEarLeft = new Ray(); |
|||
var rayEarRight = new Ray(); |
|||
|
|||
if(leftEye == null || rightEye == null) |
|||
{ |
|||
Debug.LogWarning("Eye positions are null, unable to position nose joint!"); |
|||
return new GameObject("Failed"); |
|||
} |
|||
else |
|||
{ |
|||
// getting the angle direction from the start point of the eyes and the distance between the left and right eyes
|
|||
eyeDistance = Vector3.Distance(leftEye.position, rightEye.position); |
|||
directionLeft = Quaternion.AngleAxis(-45, -leftEye.right) * -leftEye.up; |
|||
directionRight = Quaternion.AngleAxis(-45, rightEye.right) * -rightEye.up; |
|||
} |
|||
|
|||
rayLeftEye.origin = leftEye.position; |
|||
rayLeftEye.direction = directionLeft * eyeDistance; |
|||
|
|||
rayRightEye.origin = rightEye.position; |
|||
rayRightEye.direction = directionRight * eyeDistance; |
|||
|
|||
// Find the center of the face by taking where the left and right eye rays drawn at 45 degrees intersect to find
|
|||
// the average point of the nose
|
|||
for (var i = 0f; i < distanceCheck; i += 0.01f) |
|||
{ |
|||
var pointR = rayRightEye.GetPoint(i); |
|||
var pointL = rayLeftEye.GetPoint(i); |
|||
|
|||
var distanceX = Math.Abs(pointR.x - pointL.x); |
|||
var distanceY = Math.Abs(pointR.y - pointL.y); |
|||
|
|||
if (distanceX < 0.01 && distanceY < 0.01 ) |
|||
{ |
|||
faceCenter = pointR; |
|||
} |
|||
} |
|||
|
|||
rayHead.origin = head.position; |
|||
rayHead.direction = Vector3.up * distanceCheck; |
|||
|
|||
noseRayFor.origin = faceCenter; |
|||
noseRayFor.direction = Vector3.forward * distanceCheck; |
|||
|
|||
rayNoseBack.origin = faceCenter; |
|||
rayNoseBack.direction = Vector3.back * distanceCheck; |
|||
|
|||
// Find the ear center which can be used to go left and right to find the edge of the mesh for the ear
|
|||
for (var i = 0f; i < distanceCheck; i += 0.01f) |
|||
{ |
|||
var pointH = rayHead.GetPoint(i); |
|||
var pointF = rayNoseBack.GetPoint(i); |
|||
|
|||
var distanceZ = Math.Abs(pointH.z - pointF.z); |
|||
|
|||
if (distanceZ < 0.01f) |
|||
{ |
|||
earCenter = pointF; |
|||
} |
|||
} |
|||
|
|||
var allPos = new Dictionary<Vector3, float>(); |
|||
// Find the position of the nose using the nose ray from the starting point found by the eyes
|
|||
for (int v = 0; v < verticies.Length; v++) |
|||
{ |
|||
for (var c = eyeDistance / 2; c < distanceCheck; c += 0.001f) |
|||
{ |
|||
var pointNoseRay = noseRayFor.GetPoint(c); |
|||
var pointVert = verticies[v]; |
|||
var def = 0.005f; |
|||
var offset = pointVert - pointNoseRay; |
|||
var len = offset.sqrMagnitude; |
|||
|
|||
|
|||
if(len < def * def) |
|||
{ |
|||
nosePos = pointNoseRay; |
|||
if(!allPos.ContainsKey(pointNoseRay)) |
|||
allPos.Add(pointNoseRay, len); |
|||
} |
|||
} |
|||
} |
|||
|
|||
rayEarRight.origin = earCenter; |
|||
rayEarRight.direction = Vector3.right * distanceCheck; |
|||
|
|||
rayEarLeft.origin = earCenter; |
|||
rayEarLeft.direction = Vector3.left * distanceCheck; |
|||
|
|||
// Find both the left and right ear from the ear center in the right and left directions
|
|||
for (int v = 0; v < verticies.Length; v++) |
|||
{ |
|||
for (var c = eyeDistance / 2; c < distanceCheck; c += 0.001f) |
|||
{ |
|||
var pointEarRight = rayEarRight.GetPoint(c); |
|||
var pointEarLeft = rayEarLeft.GetPoint(c); |
|||
var pointVert = verticies[v]; |
|||
var def = 0.09f; |
|||
var offsetR = pointVert - pointEarRight; |
|||
// TODO: Need to fix the left offset because of negative numbers
|
|||
var offsetL = pointVert - pointEarLeft; |
|||
var lenR = offsetR.sqrMagnitude; |
|||
var lenL = offsetL.sqrMagnitude; |
|||
|
|||
if (lenR < def * def || lenR < def) |
|||
{ |
|||
earRightPos = pointEarRight; |
|||
} |
|||
|
|||
if (lenL < def * def || lenL < def) |
|||
{ |
|||
earLeftPos = pointEarLeft; |
|||
} |
|||
} |
|||
} |
|||
|
|||
var earLeftCheck = Vector3.Distance(earLeftPos, earCenter); |
|||
var earRightCheck = Vector3.Distance(earRightPos, earCenter); |
|||
var eyeCenterDistance = eyeDistance + 0.01f; |
|||
|
|||
if (earLeftCheck > eyeCenterDistance) |
|||
{ |
|||
earLeftPos.x = (-eyeDistance); |
|||
} |
|||
|
|||
if (earRightCheck > eyeCenterDistance) |
|||
{ |
|||
earRightPos.x = eyeDistance; |
|||
} |
|||
|
|||
if(drawRays) |
|||
{ |
|||
DebugDrawRays(30f, distanceCheck, rightEye, leftEye, head, rayRightEye, rayLeftEye, faceCenter, earCenter); |
|||
} |
|||
|
|||
return CreateNewCharacterPrefab(selection, nosePos, earRightPos, earLeftPos, keypointTemplate, savePath); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Drays the rays used to create the nose and ears
|
|||
/// </summary>
|
|||
/// <param name="duration">Duration of the ray being drawn</param>
|
|||
/// <param name="distanceCheck">How far the ray goes</param>
|
|||
/// <param name="rightEye">transform of the right eye</param>
|
|||
/// <param name="leftEye">transform of the left eye</param>
|
|||
/// <param name="head">transform of the head</param>
|
|||
/// <param name="rayRightEye">ray from the right eye transform</param>
|
|||
/// <param name="rayLeftEye">ray from the left eye transform</param>
|
|||
/// <param name="faceCenter">center of face found from the eyes</param>
|
|||
/// <param name="earCenter">center of eyes found from the center of the head</param>
|
|||
public static void DebugDrawRays(float duration, float distanceCheck, Transform rightEye, Transform leftEye, Transform head,Ray rayRightEye, Ray rayLeftEye, Vector3 faceCenter, Vector3 earCenter) |
|||
{ |
|||
Debug.DrawLine(rightEye.position, leftEye.position, Color.magenta, duration); |
|||
Debug.DrawRay(rayLeftEye.origin, rayLeftEye.direction, Color.green, duration); |
|||
Debug.DrawRay(rayRightEye.origin, rayRightEye.direction, Color.blue, duration); |
|||
Debug.DrawRay(faceCenter, Vector3.forward * distanceCheck, Color.cyan, duration); |
|||
Debug.DrawRay(faceCenter, Vector3.back, Color.cyan, duration); |
|||
Debug.DrawRay(head.position, Vector3.up, Color.red, duration); |
|||
Debug.DrawRay(earCenter, Vector3.right, Color.blue, duration); |
|||
Debug.DrawRay(earCenter, Vector3.left, Color.green, duration); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Grabs the positions for the nose and ears then creates the joint, adds labels, parents the joints to the head, then saves the prefab
|
|||
/// </summary>
|
|||
/// <param name="selection">target character</param>
|
|||
/// <param name="nosePosition">Vector 3 position</param>
|
|||
/// <param name="earRightPosition">Vector 3 position</param>
|
|||
/// <param name="earLeftPosition">Vector 3 position</param>
|
|||
/// <param name="savePath">Save path for the creation of a new prefab</param>
|
|||
/// <returns></returns>
|
|||
public static GameObject CreateNewCharacterPrefab(GameObject selection, Vector3 nosePosition, Vector3 earRightPosition, Vector3 earLeftPosition, Object keypointTemplate, string savePath = "Assets/") |
|||
{ |
|||
var head = FindBodyPart(selection, HumanBodyBones.Head); |
|||
|
|||
if (savePath == string.Empty || !Directory.Exists(savePath)) |
|||
{ |
|||
savePath = "Assets/"; |
|||
Debug.Log("Save file path didn't exist, defaulting to Assets folder in project!"); |
|||
} |
|||
|
|||
var filePath = savePath + selection.name + ".prefab"; |
|||
|
|||
if (head != null) |
|||
{ |
|||
if (nosePosition != Vector3.zero) |
|||
{ |
|||
var nose = new GameObject(); |
|||
nose.transform.position = nosePosition; |
|||
nose.name = "nose"; |
|||
nose.transform.SetParent(head); |
|||
|
|||
AddJointLabel(nose, keypointTemplate); |
|||
} |
|||
|
|||
if (earRightPosition != Vector3.zero) |
|||
{ |
|||
var earRight = new GameObject(); |
|||
earRight.transform.position = earRightPosition; |
|||
earRight.name = "earRight"; |
|||
earRight.transform.SetParent(head); |
|||
|
|||
AddJointLabel(earRight, keypointTemplate); |
|||
} |
|||
|
|||
if (earLeftPosition != Vector3.zero) |
|||
{ |
|||
var earLeft = new GameObject(); |
|||
earLeft.transform.position = earLeftPosition; |
|||
earLeft.name = "earLeft"; |
|||
earLeft.transform.SetParent(head); |
|||
|
|||
AddJointLabel(earLeft, keypointTemplate); |
|||
} |
|||
} |
|||
|
|||
var model = PrefabUtility.SaveAsPrefabAsset(selection, filePath); |
|||
|
|||
return model; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Finds that name of the bone Transform that matches the target string
|
|||
/// </summary>
|
|||
/// <param name="name">Target name of the bone that we need to find</param>
|
|||
/// <param name="root">Target selection transform</param>
|
|||
/// <returns>Will return the target Human bone as a Transform, or returns null</returns>
|
|||
public static Transform FindBodyPart(string name, Transform root) |
|||
{ |
|||
var children = new List<Transform>(); |
|||
root.GetComponentsInChildren(children); |
|||
|
|||
foreach (var child in children) |
|||
{ |
|||
if (child.name == name || child.name.Contains(name)) |
|||
return child; |
|||
} |
|||
|
|||
return null; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Finds that Human Bone in the Avatar of the animator of the character
|
|||
/// </summary>
|
|||
/// <param name="selection">Target Character that we need to find a part on</param>
|
|||
/// <param name="humanBone">Target Human Body Bone</param>
|
|||
/// <returns>Will return the target Human bone as a Transform, or returns null</returns>
|
|||
public static Transform FindBodyPart(GameObject selection, HumanBodyBones humanBone) |
|||
{ |
|||
var animator = selection.GetComponentInChildren<Animator>(); |
|||
if (animator != null) |
|||
{ |
|||
var targetBone = animator.GetBoneTransform(humanBone); |
|||
|
|||
if (targetBone != null) |
|||
return targetBone; |
|||
} |
|||
|
|||
return null; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Will ensure the target game object's avatar has the target Human Bone
|
|||
/// </summary>
|
|||
/// <param name="selection">Target game object</param>
|
|||
/// <param name="humanBone">Target human bone we are sreaching for in the avatar of the selected game object</param>
|
|||
/// <returns>Return true if the bone was found, or false if the bone is missing</returns>
|
|||
public static bool ValidateBodyPart(GameObject selection, HumanBodyBones humanBone) |
|||
{ |
|||
var animator = selection.GetComponentInChildren<Animator>(); |
|||
|
|||
if (animator != null) |
|||
{ |
|||
var targetBone = animator.GetBoneTransform(humanBone); |
|||
|
|||
if (targetBone != null) |
|||
return true; |
|||
} |
|||
|
|||
return false; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Add a joint label and add the template data for the joint, uses base CocoKeypointTemplate in perception since the plan is to
|
|||
/// remove the template from the template data
|
|||
/// </summary>
|
|||
/// <param name="gameObject">target gameobject from the joint</param>
|
|||
/// <param name="keypointTemplate">selected keypoint template from the UI, if blank it will grab the example CocoKeypointTemplate</param>
|
|||
static void AddJointLabel(GameObject gameObject, Object keypointTemplate) |
|||
{ |
|||
var jointLabel = gameObject.AddComponent<JointLabel>(); |
|||
var data = new JointLabel.TemplateData(); |
|||
var exampleTemplate = AssetDatabase.GetAllAssetPaths().Where(o => o.EndsWith("CocoKeypointTemplate.asset", StringComparison.OrdinalIgnoreCase)).ToList(); |
|||
|
|||
if (keypointTemplate == null) |
|||
{ |
|||
foreach (string o in exampleTemplate) |
|||
{ |
|||
if (o.Contains("com.unity.perception")) |
|||
{ |
|||
keypointTemplate = AssetDatabase.LoadAssetAtPath<Object>(o); |
|||
} |
|||
} |
|||
} |
|||
|
|||
data.label = gameObject.name; |
|||
data.template = (KeypointTemplate)keypointTemplate; |
|||
jointLabel.templateInformation = new List<JointLabel.TemplateData>(); |
|||
jointLabel.templateInformation.Add(data); |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections.Generic; |
|||
using UnityEditor; |
|||
using UnityEngine.Perception.Content; |
|||
using MenuItem = UnityEditor.MenuItem; |
|||
using UnityEngine; |
|||
using System.Linq; |
|||
using UnityEngine.Perception.GroundTruth; |
|||
|
|||
public class CharacterToolingUI : EditorWindow |
|||
{ |
|||
static string[] s_ToolbarNames = null; |
|||
|
|||
CharacterTooling m_ContentTests = new CharacterTooling(); |
|||
Object m_KeypointTemplate; |
|||
|
|||
GameObject m_Selection = null; |
|||
int m_ToolbarSelection = 0; |
|||
bool m_DrawFaceRays = false; |
|||
bool m_ApiResult = false; |
|||
bool m_CheckJoints = false; |
|||
bool m_VaildCharacter = false; |
|||
string m_SavePath = "Assets/"; |
|||
string m_Status = "Unknown"; |
|||
|
|||
void OnSelectionChange() |
|||
{ |
|||
m_Selection = Selection.activeGameObject; |
|||
|
|||
if(m_Selection != null) |
|||
{ |
|||
var head = CharacterValidation.ValidateBodyPart(m_Selection, HumanBodyBones.Head); |
|||
var leftEye = CharacterValidation.ValidateBodyPart(m_Selection, HumanBodyBones.LeftEye); |
|||
var rightEye = CharacterValidation.ValidateBodyPart(m_Selection, HumanBodyBones.RightEye); |
|||
|
|||
if (head && leftEye && rightEye ) |
|||
{ |
|||
m_Status = "Character ready to add joints"; |
|||
m_VaildCharacter = true; |
|||
m_CheckJoints = m_ContentTests.ValidateNoseAndEars(m_Selection); |
|||
} |
|||
else |
|||
{ |
|||
m_Status = "Missing either the head/left or right eye joint transforms!"; |
|||
m_VaildCharacter = false; |
|||
} |
|||
} |
|||
} |
|||
|
|||
void OnInspectorUpdate() |
|||
{ |
|||
Repaint(); |
|||
m_Selection = Selection.activeGameObject; |
|||
} |
|||
|
|||
[MenuItem("Window/Perception Character Tool")] |
|||
static void Init() |
|||
{ |
|||
s_ToolbarNames = new string[] { "Keypoints", "Validation" }; |
|||
CharacterToolingUI window = (CharacterToolingUI)GetWindow(typeof(CharacterToolingUI)); |
|||
window.autoRepaintOnSceneChange = true; |
|||
window.Show(); |
|||
} |
|||
|
|||
void OnGUI() |
|||
{ |
|||
if (m_Selection != null && m_Selection.GetType() == typeof(GameObject)) |
|||
{ |
|||
EditorGUILayout.TextField("Selected GameObject : ", m_Selection.name); |
|||
m_SavePath = EditorGUILayout.TextField("Prefab Save Location : ", m_SavePath); |
|||
GUILayout.Label("Keypoint Template : ", EditorStyles.whiteLargeLabel); |
|||
m_KeypointTemplate = EditorGUILayout.ObjectField(m_KeypointTemplate, typeof(KeypointTemplate), true, GUILayout.MaxWidth(500)); |
|||
|
|||
GUILayout.BeginHorizontal(); |
|||
m_ToolbarSelection = GUILayout.Toolbar(m_ToolbarSelection, s_ToolbarNames); |
|||
GUILayout.EndHorizontal(); |
|||
|
|||
switch (m_ToolbarSelection) |
|||
{ |
|||
case 0: |
|||
GUILayout.Label("Character Tools", EditorStyles.whiteLargeLabel); |
|||
|
|||
|
|||
var failedBones = new Dictionary<HumanBone, bool>(); |
|||
var failedPose = new List<GameObject>(); |
|||
GameObject newModel; |
|||
|
|||
m_DrawFaceRays = GUILayout.Toggle(m_DrawFaceRays, "Draw Face Rays"); |
|||
GUILayout.Label(string.Format("Ears and Nose status: {0}", m_Status), EditorStyles.boldLabel); |
|||
|
|||
if (m_CheckJoints) |
|||
{ |
|||
m_Status = "Joints already exist"; |
|||
|
|||
} |
|||
else if (!m_CheckJoints && m_VaildCharacter) |
|||
{ |
|||
m_Status = "Joints don't exist"; |
|||
if (GUILayout.Button("Create Nose and Ears", GUILayout.Width(160))) |
|||
{ |
|||
if (m_SavePath == "Assets/") |
|||
m_ApiResult = m_ContentTests.CharacterCreateNose(m_Selection, out newModel, m_KeypointTemplate, m_DrawFaceRays); |
|||
else |
|||
m_ApiResult = m_ContentTests.CharacterCreateNose(m_Selection, out newModel, m_KeypointTemplate, m_DrawFaceRays, m_SavePath); |
|||
|
|||
var modelValidate = m_ContentTests.ValidateNoseAndEars(newModel); |
|||
|
|||
if (modelValidate) |
|||
m_Status = "Ear and Nose joints created"; |
|||
else if (!modelValidate) |
|||
m_Status = "Failed to create the Ear and Nose joints"; |
|||
} |
|||
} |
|||
|
|||
break; |
|||
|
|||
case 1: |
|||
var animator = m_Selection.GetComponentInChildren<Animator>(); |
|||
GUILayout.Label("Character Validation", EditorStyles.whiteLargeLabel); |
|||
if (animator != null) |
|||
{ |
|||
GUILayout.Label(string.Format("Character has Human Avatar: {0}", animator.avatar.isHuman), EditorStyles.boldLabel); |
|||
GUILayout.Label(string.Format("Character has Valid Avatar: {0}", animator.avatar.isValid), EditorStyles.boldLabel); |
|||
} |
|||
|
|||
GUILayout.Label(string.Format("Validation for Character : {0}", m_ApiResult), EditorStyles.whiteLabel); |
|||
|
|||
if (GUILayout.Button("Validate Bones", GUILayout.Width(160))) |
|||
{ |
|||
m_ApiResult = m_ContentTests.CharacterRequiredBones(m_Selection, out failedBones); |
|||
|
|||
if (failedBones.Count > 0) |
|||
{ |
|||
for (int i = 0; i < CharacterValidation.s_RequiredBones.Length; i++) |
|||
{ |
|||
for (int b = 0; b < failedBones.Count; b++) |
|||
{ |
|||
var bone = failedBones.ElementAt(i); |
|||
var boneKey = bone.Key; |
|||
var boneValue = bone.Value; |
|||
|
|||
if (CharacterValidation.s_RequiredBones[i] == boneKey.humanName) |
|||
{ |
|||
GUILayout.Label(string.Format("Bone {0}: {1}", CharacterValidation.s_RequiredBones[i], "Missing"), EditorStyles.boldLabel); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
else if (failedBones.Count == 0) |
|||
{ |
|||
GUILayout.Label(string.Format("Required Bones Present : {0}", m_ApiResult), EditorStyles.whiteLabel); |
|||
} |
|||
|
|||
} |
|||
|
|||
if (GUILayout.Button("Validate Pose Data", GUILayout.Width(160))) |
|||
{ |
|||
m_ApiResult = m_ContentTests.CharacterPoseData(m_Selection, out failedPose); |
|||
} |
|||
|
|||
break; |
|||
} |
|||
} |
|||
else |
|||
{ |
|||
GUILayout.Label("The selected asset(s) is invalid, please select a Game Object.", EditorStyles.boldLabel); |
|||
} |
|||
} |
|||
} |
|||
|
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