VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Editor/Utils/ControllerDrivenHandAnimatorWizard.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

475 lines
20 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Input;
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections.Generic;
using System.IO;
namespace Oculus.Interaction.Utils
{
/// <summary>
/// This wizard helps creating a set of fixed Animation Clips using HandTracking
/// to be used in a skinned synthetic hand with an Animator.
/// Assign a HandVisual and click the buttons as you perform the relevant
/// poses with your tracked hand. The output will be an Animator that can be directly
/// used in a Skinned hand. Once you are done you can automatically create the opposite
/// hand data by providing the strings internally used for differentiating the left and
/// right transforms. (typically _l_ and _r_)
/// </summary>
public class ControllerDrivenHandAnimatorWizard : EditorWindow
{
[SerializeField]
[Tooltip("Joint poses will be recorded from this hand visual")]
private HandVisual _handVisual;
[SerializeField]
[Tooltip("Assets subfolder used to store the animations. Will be created if missing")]
private string _folder = "GeneratedAnimations";
[SerializeField]
[Tooltip("Name for the generated Animation Controller")]
private string _controllerName = "HandController";
[SerializeField]
[Tooltip("If true, local Position will be included in the animations. " +
"If false just the rotation will be recorded.")]
private bool _recordPosition = true;
[SerializeField]
private AnimationClip _handFist;
[SerializeField]
private AnimationClip _hand3qtrFist;
[SerializeField]
private AnimationClip _handMidFist;
[SerializeField]
private AnimationClip _handPinch;
[SerializeField]
private AnimationClip _handSlide;
[SerializeField]
private AnimationClip _handCap;
[SerializeField]
private AnimationClip _thumbUp;
[SerializeField]
private AnimationClip _indexPoint;
[SerializeField]
private AvatarMask _indexMask;
[SerializeField]
private AvatarMask _thumbMask;
[SerializeField, Optional]
[Tooltip("Sub-string in the transform names indicating that this is a Left Hand transform." +
"This is used to determine the handedness when mirroring.")]
private string _handLeftPrefix = "_l_";
[SerializeField, Optional]
[Tooltip("Sub-string in the transform names indicating that this is a Right Hand transform" +
"This is used to determine the handedness when mirroring.")]
private string _handRightPrefix = "_r_";
private GUIStyle _richTextStyle;
private Vector2 _scrollPos = Vector2.zero;
private static readonly List<HandJointId> INDEX_MASK = new List<HandJointId>()
{
#if ISDK_OPENXR_HAND
HandJointId.HandIndex0,
#endif
HandJointId.HandIndex1,
HandJointId.HandIndex2,
HandJointId.HandIndex3,
HandJointId.HandIndexTip
};
private static readonly List<HandJointId> THUMB_MASK = new List<HandJointId>()
{
#if !ISDK_OPENXR_HAND
HandJointId.HandThumb0,
#endif
HandJointId.HandThumb1,
HandJointId.HandThumb2,
HandJointId.HandThumb3,
HandJointId.HandThumbTip
};
private const string FLEX_PARAM = "Flex";
private const string PINCH_PARAM = "Pinch";
private const string INDEXSLIDE_PARAM = "IndexSlide";
[MenuItem("Meta/Interaction/Controller Driven Hand Animator Recorder")]
private static void CreateWizard()
{
ControllerDrivenHandAnimatorWizard window = EditorWindow.GetWindow<ControllerDrivenHandAnimatorWizard>();
window.titleContent = new GUIContent("Controller Driven Hand Animator Recorder");
window.Show();
}
private void OnEnable()
{
_richTextStyle = EditorGUIUtility.GetBuiltinSkin(EditorGUIUtility.isProSkin ? EditorSkin.Scene : EditorSkin.Inspector).label;
_richTextStyle.richText = true;
_richTextStyle.wordWrap = true;
}
private void OnGUI()
{
GUILayout.Label("This tool generates an Animator for a Skinned Hand that moves accordingly to the controller input.", _richTextStyle);
_scrollPos = GUILayout.BeginScrollView(_scrollPos);
GUILayout.Label("<b>1</b> Assign the Hand Visual to record animations from in <b>Play Mode</b> and paths to store the generated files. ", _richTextStyle);
HandAnimationUtils.GenerateObjectField(ref _handVisual, "Hand Visual");
_folder = EditorGUILayout.TextField("Assets sub-folder", _folder);
_controllerName = EditorGUILayout.TextField("Animator name", _controllerName);
_recordPosition = EditorGUILayout.Toggle("Record position", _recordPosition);
GUILayout.Space(20);
GUILayout.Label("<b>2</b> Record the HandVisual poses in <b>Play Mode</b> or directly assign the animation clips to use for the different animator states.", _richTextStyle);
DrawAnimationControls(ref _handFist, "HandFist");
DrawAnimationControls(ref _hand3qtrFist, "Hand3qtrFist");
DrawAnimationControls(ref _handMidFist, "HandMidFist");
DrawAnimationControls(ref _handPinch, "HandPinch");
DrawAnimationControls(ref _handSlide, "HandSlide");
DrawAnimationControls(ref _handCap, "HandCap");
DrawAnimationControls(ref _thumbUp, "ThumbUp");
DrawAnimationControls(ref _indexPoint, "IndexPoint");
GUILayout.Space(20);
GUILayout.Label("<b>3</b> Generate the AvatarMasks for the Thumb and Index fingers from the HandVisual", _richTextStyle);
DrawMaskControls(ref _indexMask, INDEX_MASK, "indexMask");
DrawMaskControls(ref _thumbMask, THUMB_MASK, "thumbMask");
GUILayout.Space(20);
GUILayout.Label("<b>4</b> With all the clips and masks, generate the animator", _richTextStyle);
if (GUILayout.Button("Generate Animator", GUILayout.Height(40)))
{
GenerateAnimatorAsset();
}
GUILayout.Space(20);
GUILayout.Label("<b>5</b> Generate a mirrored copy of the Animator for the opposite hand", _richTextStyle);
_handLeftPrefix = EditorGUILayout.TextField("Left prefix", _handLeftPrefix);
_handRightPrefix = EditorGUILayout.TextField("Right prefix", _handRightPrefix);
if (GUILayout.Button("Generate Mirrored Animator"))
{
GenerateMirrorAnimatorAsset();
}
GUILayout.EndScrollView();
}
private void DrawAnimationControls(ref AnimationClip clip, string name)
{
GUILayout.BeginHorizontal();
HandAnimationUtils.GenerateObjectField(ref clip, name);
if (GUILayout.Button("Record"))
{
clip = GenerateClipAsset(name);
}
GUILayout.EndHorizontal();
}
private void DrawMaskControls(ref AvatarMask mask, List<HandJointId> maskedJoints, string name)
{
GUILayout.BeginHorizontal();
HandAnimationUtils.GenerateObjectField(ref mask, name);
if (GUILayout.Button("Generate"))
{
mask = GenerateMaskAsset(maskedJoints, name);
}
GUILayout.EndHorizontal();
}
private void GenerateAnimatorAsset()
{
HandClips clips = new HandClips()
{
handFist = _handFist,
hand3qtrFist = _hand3qtrFist,
handMidFist = _handMidFist,
handPinch = _handPinch,
handSlide = _handSlide,
handCap = _handCap,
thumbUp = _thumbUp,
indexPoint = _indexPoint,
indexMask = _indexMask,
thumbMask = _thumbMask
};
string path = GenerateAnimatorPath(string.Empty);
CreateAnimator(path, clips);
}
private void GenerateMirrorAnimatorAsset()
{
AnimationClip handFist = GenerateMirrorClipAsset(_handFist);
AnimationClip hand3qtrFist = GenerateMirrorClipAsset(_hand3qtrFist);
AnimationClip handMidFist = GenerateMirrorClipAsset(_handMidFist);
AnimationClip handPinch = GenerateMirrorClipAsset(_handPinch);
AnimationClip handSlide = GenerateMirrorClipAsset(_handSlide);
AnimationClip handCap = GenerateMirrorClipAsset(_handCap);
AnimationClip thumbUp = GenerateMirrorClipAsset(_thumbUp);
AnimationClip indexPoint = GenerateMirrorClipAsset(_indexPoint);
AvatarMask indexMask = GenerateMirrorMaskAsset(_indexMask);
AvatarMask thumbMask = GenerateMirrorMaskAsset(_thumbMask);
HandClips clips = new HandClips()
{
handFist = handFist,
hand3qtrFist = hand3qtrFist,
handMidFist = handMidFist,
handPinch = handPinch,
handSlide = handSlide,
handCap = handCap,
thumbUp = thumbUp,
indexPoint = indexPoint,
indexMask = indexMask,
thumbMask = thumbMask
};
string path = GenerateAnimatorPath("_mirror");
CreateAnimator(path, clips);
}
private AnimationClip GenerateClipAsset(string title)
{
AnimationClip clip = new AnimationClip();
for (HandJointId jointId = HandJointId.HandStart; jointId < HandJointId.HandEnd; ++jointId)
{
Transform jointTransform = _handVisual.GetTransformByHandJointId(jointId);
string path = HandAnimationUtils.GetGameObjectPath(jointTransform, _handVisual.Root);
JointRecord record = new JointRecord(jointId, path);
Pose pose = jointTransform.GetPose(Space.Self);
record.RecordPose(0f, pose);
HandAnimationUtils.WriteAnimationCurves(ref clip, record, _recordPosition);
}
HandAnimationUtils.StoreAsset(clip, _folder, $"{title}.anim");
return clip;
}
private AvatarMask GenerateMaskAsset(List<HandJointId> maskData, string title)
{
AvatarMask mask = new AvatarMask();
List<string> paths = new List<string>(maskData.Count);
foreach (var maskJoints in maskData)
{
Transform jointTransform = _handVisual.Joints[(int)maskJoints];
string localPath = HandAnimationUtils.GetGameObjectPath(jointTransform, _handVisual.Root);
paths.Add(localPath);
}
mask.transformCount = paths.Count;
for (int i = 0; i < paths.Count; ++i)
{
mask.SetTransformPath(i, paths[i]);
mask.SetTransformActive(i, true);
}
HandAnimationUtils.StoreAsset(mask, _folder, $"{title}.mask");
return mask;
}
private AnimationClip GenerateMirrorClipAsset(AnimationClip originalClip)
{
if (!HandAnimationUtils.TryGetClipHandedness(originalClip, _handLeftPrefix, _handRightPrefix,
out Handedness fromHandedness))
{
string rootName = _handVisual.Root.name;
fromHandedness = rootName.ToLower().Contains("left") ? Handedness.Left : Handedness.Right;
}
AnimationClip mirrorClip = HandAnimationUtils.Mirror(originalClip,
_handVisual.Joints, _handVisual.Root, HandFingerJointFlags.All,
fromHandedness, _handLeftPrefix, _handRightPrefix, _recordPosition);
HandAnimationUtils.StoreAsset(mirrorClip, _folder, $"{originalClip.name}_mirror.anim");
return mirrorClip;
}
private AvatarMask GenerateMirrorMaskAsset(AvatarMask originalMask)
{
if (originalMask == null)
{
Debug.LogError("Please generate a valid mask first");
return null;
}
AvatarMask mirrorMask = new AvatarMask();
mirrorMask.transformCount = originalMask.transformCount;
for (int i = 0; i < originalMask.transformCount; ++i)
{
string path = originalMask.GetTransformPath(i);
if (path.Contains(_handLeftPrefix))
{
path = path.Replace(_handLeftPrefix, _handRightPrefix);
}
else
{
path = path.Replace(_handRightPrefix, _handLeftPrefix);
}
bool active = originalMask.GetTransformActive(i);
mirrorMask.SetTransformPath(i, path);
mirrorMask.SetTransformActive(i, active);
}
HandAnimationUtils.StoreAsset(mirrorMask, _folder, $"{originalMask.name}_mirror.mask");
return mirrorMask;
}
private AnimatorController CreateAnimator(string path, HandClips clips)
{
if (!clips.IsComplete())
{
Debug.LogError("Missing clips and masks to generate the animator");
return null;
}
AnimatorController animator = AnimatorController.CreateAnimatorControllerAtPath(path);
animator.AddParameter(FLEX_PARAM, AnimatorControllerParameterType.Float);
animator.AddParameter(PINCH_PARAM, AnimatorControllerParameterType.Float);
animator.AddParameter(INDEXSLIDE_PARAM, AnimatorControllerParameterType.Float);
animator.RemoveLayer(0);
CreateLayer(animator, "Flex Layer", null);
CreateLayer(animator, "Thumb Layer", clips.thumbMask);
CreateLayer(animator, "Point Layer", clips.indexMask);
CreateFlexStates(animator, 0, clips);
CreateThumbUpStates(animator, 1, clips);
CreatePointStates(animator, 2, clips);
return animator;
}
private AnimatorControllerLayer CreateLayer(AnimatorController animator, string layerName, AvatarMask mask = null)
{
AnimatorControllerLayer layer = new AnimatorControllerLayer();
layer.name = layerName;
AnimatorStateMachine stateMachine = new AnimatorStateMachine();
stateMachine.name = layer.name;
AssetDatabase.AddObjectToAsset(stateMachine, animator);
stateMachine.hideFlags = HideFlags.HideInHierarchy;
layer.stateMachine = stateMachine;
layer.avatarMask = mask;
animator.AddLayer(layer);
return layer;
}
private void CreateFlexStates(AnimatorController animator, int layerIndex, HandClips clips)
{
BlendTree blendTree;
AnimatorState flexState = animator.CreateBlendTreeInController("Flex", out blendTree, layerIndex);
blendTree.blendType = BlendTreeType.FreeformCartesian2D;
blendTree.blendParameter = FLEX_PARAM;
blendTree.blendParameterY = PINCH_PARAM;
{
BlendTree blendTreeSlide = blendTree.CreateBlendTreeChild(new Vector2(0f, 0f));
blendTreeSlide.blendType = BlendTreeType.FreeformCartesian2D;
blendTreeSlide.blendParameter = PINCH_PARAM;
blendTreeSlide.blendParameterY = INDEXSLIDE_PARAM;
blendTreeSlide.AddChild(clips.handCap, new Vector2(0f, 0f));
blendTreeSlide.AddChild(clips.handPinch, new Vector2(1f, 0f));
blendTreeSlide.AddChild(clips.handSlide, new Vector2(0f, 1f));
}
blendTree.AddChild(clips.handPinch, new Vector2(0f, 0.835f));
blendTree.AddChild(clips.handPinch, new Vector2(0f, 1f));
blendTree.AddChild(clips.handMidFist, new Vector2(0.5f, 0f));
blendTree.AddChild(clips.handMidFist, new Vector2(0.5f, 1f));
blendTree.AddChild(clips.hand3qtrFist, new Vector2(0.835f, 0f));
blendTree.AddChild(clips.hand3qtrFist, new Vector2(0.835f, 1f));
blendTree.AddChild(clips.handFist, new Vector2(1f, 0f));
blendTree.AddChild(clips.handFist, new Vector2(1f, 1f));
animator.layers[layerIndex].stateMachine.defaultState = flexState;
}
private void CreateThumbUpStates(AnimatorController animator, int layerIndex, HandClips clips)
{
if (clips.thumbUp == null)
{
Debug.LogError("No thumb clip provided");
return;
}
AnimatorState thumbupState = animator.AddMotion(clips.thumbUp, layerIndex);
animator.layers[layerIndex].stateMachine.defaultState = thumbupState;
}
private void CreatePointStates(AnimatorController animator, int layerIndex, HandClips clips)
{
BlendTree blendTree;
AnimatorState flexState = animator.CreateBlendTreeInController("Point", out blendTree, layerIndex);
blendTree.blendType = BlendTreeType.Simple1D;
blendTree.blendParameter = FLEX_PARAM;
blendTree.AddChild(clips.handCap, 0f);
blendTree.AddChild(clips.indexPoint, 1f);
blendTree.useAutomaticThresholds = true;
animator.layers[layerIndex].stateMachine.defaultState = flexState;
}
private string GenerateAnimatorPath(string prefix)
{
string targetFolder = Path.Combine("Assets", _folder);
HandAnimationUtils.CreateFolder(targetFolder);
string path = Path.Combine(targetFolder, $"{_controllerName}{prefix}.controller");
return path;
}
private class HandClips
{
public AnimationClip handFist;
public AnimationClip hand3qtrFist;
public AnimationClip handMidFist;
public AnimationClip handPinch;
public AnimationClip handSlide;
public AnimationClip handCap;
public AnimationClip thumbUp;
public AnimationClip indexPoint;
public AvatarMask indexMask;
public AvatarMask thumbMask;
public bool IsComplete()
{
return handFist != null
&& hand3qtrFist != null
&& handMidFist != null
&& handPinch != null
&& handSlide != null
&& handCap != null
&& thumbUp != null
&& indexPoint != null
&& indexMask != null
&& thumbMask != null;
}
}
}
}