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adding a test and test chracter

/validation-tool
Wesley Mareovich Smith 4 年前
当前提交
b5fd82ad
共有 33 个文件被更改,包括 5784 次插入22 次删除
  1. 28
      com.unity.perception/Editor/Character/CharacterTooling.cs
  2. 21
      com.unity.perception/Editor/Character/CharacterToolingLibrary.cs
  3. 2
      com.unity.perception/Editor/Character/ModelTestUI.cs
  4. 71
      com.unity.perception/Tests/Editor/CharacterToolingTests.cs
  5. 11
      com.unity.perception/Tests/Editor/CharacterToolingTests.cs.meta
  6. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters.meta
  7. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian.meta
  8. 1001
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01.fbx
  9. 1001
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01.fbx.meta
  10. 144
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_base.jpg.meta
  11. 662
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_clothes.mat
  12. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_clothes.mat.meta
  13. 327
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_eyes.mat
  14. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_eyes.mat.meta
  15. 297
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_hair.mat
  16. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_hair.mat.meta
  17. 144
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_mask.tga.meta
  18. 280
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_mouth.mat
  19. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_mouth.mat.meta
  20. 144
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_normal.jpg.meta
  21. 1001
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_prefab.prefab
  22. 7
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_prefab.prefab.meta
  23. 304
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_shoes.mat
  24. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_shoes.mat.meta
  25. 297
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_skin.mat
  26. 8
      com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_skin.mat.meta
  27. 0
      /com.unity.perception/Editor/Character.meta
  28. 0
      /com.unity.perception/Editor/Character

28
com.unity.perception/Editor/Character/CharacterTooling.cs


using System.Collections.Generic;
using static UnityEngine.Perception.Content.CharacterValidation;
using System.Linq;
using UnityEngine.Perception.GroundTruth;
namespace UnityEngine.Perception.Content
{

public bool CharacterCreateNose(GameObject selection, Animator animator, SkinnedMeshRenderer skinnedMeshRenderer, bool drawRays = false)
{
var model = AvatarCreateNose(selection, animator, skinnedMeshRenderer, drawRays);
var childCount = model.transform.childCount;
var jointLabels = model.GetComponentsInChildren<JointLabel>();
for (int i = 0; i < childCount; i++)
for (int i = 0; i < jointLabels.Length; i++)
if (model.transform.GetChild(i).name == "head")
{
var modelHead = model.transform.GetChild(i);
var headChildCount = modelHead.transform.childCount;
for (int h = 0; h > headChildCount; h++)
{
var childName = modelHead.transform.GetChild(h).name;
if (childName.Contains("nose"))
nose = true;
if (childName.Contains("earRight"))
earRight = true;
if (childName.Contains("earLeft"))
earLeft = true;
}
}
if (jointLabels[i].name.Contains("nose"))
nose = true;
if (jointLabels[i].name.Contains("earRight"))
earRight = true;
if (jointLabels[i].name.Contains("earLeft"))
earLeft = true;
}
if (nose && earRight && earLeft)

21
com.unity.perception/Editor/Character/CharacterToolingLibrary.cs


var verticies = skinnedMeshRenderer.sharedMesh.vertices;
var head = animator.GetBoneTransform(HumanBodyBones.Head);
//Currently stage left and stage right
var leftEye = animator.GetBoneTransform(HumanBodyBones.RightEye);
var rightEye = animator.GetBoneTransform(HumanBodyBones.LeftEye);
var faceCenter = Vector3.zero;

var earLeftPos = Vector3.zero;
var distanceCheck = 1f;
var eyeDistance = Vector3.Distance(leftEye.position, rightEye.position);
var directionLeft = Quaternion.AngleAxis(-45, -leftEye.right) * -leftEye.up;
var directionRight = Quaternion.AngleAxis(-45, rightEye.right) * -rightEye.up;
var eyeDistance = 0f;
var directionLeft = Vector3.zero;
var directionRight = Vector3.zero;
var rayHead = new Ray();
var rayLeftEye = new Ray();

var foundRightEar = false;
var foundLeftEar = false;
if(leftEye == null || rightEye == null)
{
Debug.LogWarning("Eye positions are null, unable to position nose joint!");
}
else
{
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;

public static GameObject CreateNewCharacterPrefab(GameObject selection, Vector3 nosePosition, Vector3 earRightPosition, Vector3 earLeftPosition)
{
var root = (GameObject)PrefabUtility.InstantiatePrefab(selection);
if(root == null)
root = Object.Instantiate(selection);
List<Transform> children = new List<Transform>();
root.GetComponentsInChildren(children);

2
com.unity.perception/Editor/Character/ModelTestUI.cs


UpdateSelection();
}
[MenuItem("Window/Content Validation")]
[MenuItem("Window/Character Tool")]
static void Init()
{
toolbarNames = new string[] { "Character", "Validation" };

71
com.unity.perception/Tests/Editor/CharacterToolingTests.cs


using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.Perception.Content;
namespace CharacterToolingTests
{
public class CharacterToolingTests
{
public List<GameObject> selectionLists = new List<GameObject>();
public List<string> assets = new List<string>();
private CharacterTooling contentTests = new CharacterTooling();
[SetUp]
public void Setup()
{
selectionLists = new List<GameObject>();
AssetListCreation();
}
[TearDown]
public void TearDown()
{
selectionLists.Clear();
}
[Test, TestCaseSource(typeof(AssetCollection), "GameObject")]
public void CreateEarsNoseJoints(GameObject gameObject)
{
var test = contentTests.CharacterCreateNose(gameObject, gameObject.GetComponentInChildren<Animator>(),
gameObject.GetComponentInChildren<SkinnedMeshRenderer>(), true);
Assert.True(test, "Failed to create ear and nose joints");
}
public void AssetListCreation()
{
assets = AssetDatabase.GetAllAssetPaths().Where(o => o.EndsWith(".fbx", StringComparison.OrdinalIgnoreCase)).ToList();
foreach (string o in assets)
{
if (o.Contains("TestAssets/Characters"))
{
var asset = AssetDatabase.LoadAssetAtPath<GameObject>(o);
if (asset != null && !selectionLists.Contains(asset))
selectionLists.Add(asset);
}
}
}
}
public class AssetCollection
{
public static IEnumerable<TestCaseData> GameObject
{
get
{
CharacterToolingTests tool = new CharacterToolingTests();
tool.AssetListCreation();
foreach (var asset in tool.selectionLists)
{
yield return new TestCaseData(asset);
}
}
}
}
}

11
com.unity.perception/Tests/Editor/CharacterToolingTests.cs.meta


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com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01.fbx
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
查看文件

144
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com.unity.perception/Tests/Runtime/TestAssets/Characters/sebastian/sebastian_athletic_01_skin.mat.meta


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/com.unity.perception/Editor/Validation.meta → /com.unity.perception/Editor/Character.meta

/com.unity.perception/Editor/Validation → /com.unity.perception/Editor/Character

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