modular-avatar/Editor/EasySetupOutfit.cs

410 lines
15 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
using static nadena.dev.modular_avatar.core.editor.Localization;
namespace nadena.dev.modular_avatar.core.editor
{
internal class ESOErrorWindow : EditorWindow
{
private string header;
private string[] messageGroups;
private static GUIStyle buttonStyle, labelStyle;
private const float SeparatorSize = 6f;
internal static bool Suppress = false;
static ESOErrorWindow()
{
}
internal static void InitStyles()
{
buttonStyle = new GUIStyle(EditorStyles.miniButtonRight);
labelStyle = new GUIStyle(EditorStyles.label);
labelStyle.wordWrap = true;
buttonStyle.fixedWidth = 40f;
buttonStyle.fixedHeight = EditorGUIUtility.singleLineHeight * 1.5f;
}
internal static void Show(
string header,
string[] messageGroups
)
{
if (Suppress) return;
InitStyles();
var window = CreateInstance<ESOErrorWindow>();
window.titleContent = new GUIContent("Setup Outfit");
window.header = header;
window.messageGroups = messageGroups;
// Compute required window size
var height = 0f;
var width = 450f;
height += SeparatorSize;
height += EditorStyles.helpBox.CalcHeight(new GUIContent(header), width);
foreach (var message in messageGroups)
{
height += 6f; // TODO: constant
height += labelStyle.CalcHeight(new GUIContent(message), width);
}
height += buttonStyle.fixedHeight;
height += SeparatorSize;
window.minSize = new Vector2(width, height);
window.ShowModal();
}
private void OnGUI()
{
EditorGUILayout.Space(SeparatorSize);
EditorGUILayout.HelpBox(header, MessageType.Error);
foreach (var message in messageGroups)
{
EditorGUILayout.Space(SeparatorSize);
EditorGUILayout.LabelField(message);
}
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("OK", buttonStyle))
{
Close();
}
EditorGUILayout.EndHorizontal();
var finalRect = GUILayoutUtility.GetRect(SeparatorSize, SeparatorSize, GUILayout.ExpandWidth(true));
var size = this.minSize;
size.y = finalRect.position.y + finalRect.height;
if (size.y > 10)
{
if (Vector2.Distance(this.minSize, size) > 1f)
{
this.minSize = size;
}
if (Vector2.Distance(this.maxSize, size) > 1f)
{
this.maxSize = size;
}
}
}
}
internal static class EasySetupOutfit
{
private const int PRIORITY = 49;
private static string[] errorMessageGroups;
private static string errorHeader;
[MenuItem("GameObject/ModularAvatar/Setup Outfit", false, PRIORITY)]
internal static void SetupOutfit(MenuCommand cmd)
{
if (!ValidateSetupOutfit())
{
ESOErrorWindow.Show(errorHeader, errorMessageGroups);
return;
}
if (!FindBones(cmd.context,
out var avatarRoot, out var avatarHips, out var outfitHips)
) return;
var outfitRoot = cmd.context as GameObject;
var avatarArmature = avatarHips.transform.parent;
var outfitArmature = outfitHips.transform.parent;
if (outfitArmature.GetComponent<ModularAvatarMergeArmature>() == null)
{
var merge = Undo.AddComponent<ModularAvatarMergeArmature>(outfitArmature.gameObject);
merge.mergeTarget = new AvatarObjectReference();
merge.mergeTarget.referencePath = RuntimeUtil.RelativePath(avatarRoot, avatarArmature.gameObject);
merge.LockMode = ArmatureLockMode.BaseToMerge;
merge.InferPrefixSuffix();
HeuristicBoneMapper.RenameBonesByHeuristic(merge);
var avatarRootMatchingArmature = avatarRoot.transform.Find(outfitArmature.gameObject.name);
if (merge.prefix == "" && merge.suffix == "" && avatarRootMatchingArmature != null)
{
// We have an armature whose names exactly match the root armature - this can cause some serious
// confusion in Unity's humanoid armature matching system. Fortunately, we can avoid this by
// renaming a bone close to the root; this will ensure the number of matching bones is small, and
// Unity's heuristics (apparently) will choose the base avatar's armature as the "true" armature.
outfitArmature.name += ".1";
// Also make sure to refresh the avatar's animator humanoid bone cache.
var avatarAnimator = avatarRoot.GetComponent<Animator>();
var humanDescription = avatarAnimator.avatar;
avatarAnimator.avatar = null;
// ReSharper disable once Unity.InefficientPropertyAccess
avatarAnimator.avatar = humanDescription;
}
}
if (outfitRoot != null
&& outfitRoot.GetComponent<ModularAvatarMeshSettings>() == null
&& outfitRoot.GetComponentInParent<ModularAvatarMeshSettings>() == null)
{
var meshSettings = Undo.AddComponent<ModularAvatarMeshSettings>(outfitRoot.gameObject);
Transform rootBone = null, probeAnchor = null;
Bounds bounds = ModularAvatarMeshSettings.DEFAULT_BOUNDS;
FindConsistentSettings(avatarRoot, avatarHips.transform, ref probeAnchor, ref rootBone, ref bounds);
if (probeAnchor == null)
{
probeAnchor = avatarHips.transform;
}
if (rootBone == null)
{
rootBone = avatarRoot.transform;
}
meshSettings.InheritProbeAnchor = ModularAvatarMeshSettings.InheritMode.Set;
meshSettings.InheritBounds = ModularAvatarMeshSettings.InheritMode.Set;
meshSettings.ProbeAnchor = new AvatarObjectReference();
meshSettings.ProbeAnchor.referencePath = RuntimeUtil.RelativePath(avatarRoot, probeAnchor.gameObject);
meshSettings.RootBone = new AvatarObjectReference();
meshSettings.RootBone.referencePath = RuntimeUtil.RelativePath(avatarRoot, rootBone.gameObject);
meshSettings.Bounds = bounds;
}
}
private static void FindConsistentSettings(
GameObject avatarRoot,
Transform avatarHips,
ref Transform probeAnchor,
ref Transform rootBone,
ref Bounds bounds
)
{
// We assume the renderers directly under the avatar root came from the original avatar and are _probably_
// set consistently. If so, we use this as a basis for the new outfit's settings.
bool firstRenderer = true;
bool firstSkinnedMeshRenderer = true;
foreach (Transform directChild in avatarRoot.transform)
{
var renderer = directChild.GetComponent<Renderer>();
if (renderer == null) continue;
if (firstRenderer)
{
probeAnchor = renderer.probeAnchor;
}
else
{
if (renderer.probeAnchor != probeAnchor)
{
probeAnchor = null; // inconsistent configuration
}
}
firstRenderer = false;
var skinnedMeshRenderer = renderer as SkinnedMeshRenderer;
if (skinnedMeshRenderer == null) continue;
if (firstSkinnedMeshRenderer)
{
rootBone = skinnedMeshRenderer.rootBone;
bounds = skinnedMeshRenderer.localBounds;
}
else
{
if (rootBone != skinnedMeshRenderer.rootBone)
{
rootBone = avatarHips; // inconsistent configuration
bounds = TransformBounds(rootBone, ModularAvatarMeshSettings.DEFAULT_BOUNDS);
}
else if (Vector3.Distance(bounds.center, skinnedMeshRenderer.bounds.center) > 0.01f
|| Vector3.Distance(bounds.extents, skinnedMeshRenderer.bounds.extents) > 0.01f)
{
bounds = TransformBounds(rootBone, ModularAvatarMeshSettings.DEFAULT_BOUNDS);
}
}
firstSkinnedMeshRenderer = false;
}
}
private static Bounds TransformBounds(Transform rootBone, Bounds bounds)
{
bounds.extents = bounds.extents / (Vector3.Dot(rootBone.lossyScale, Vector3.one) / 3);
return bounds;
}
static bool ValidateSetupOutfit()
{
errorHeader = S("setup_outfit.err.header.notarget");
errorMessageGroups = new string[] {S("setup_outfit.err.unknown")};
if (Selection.objects.Length == 0)
{
errorMessageGroups = new string[] {S("setup_outfit.err.no_selection")};
return false;
}
foreach (var obj in Selection.objects)
{
errorHeader = S_f("setup_outfit.err.header", obj.name);
if (!(obj is GameObject gameObj)) return false;
var xform = gameObj.transform;
if (!FindBones(obj, out var _, out var _, out var outfitHips))
{
return false;
}
// Some users have been accidentally running Setup Outfit on the avatar itself, and/or nesting avatar
// descriptors when transplanting outfits. Block this (and require that there be only one avdesc) by
// refusing to run if we detect multiple avatar descriptors above the current object (or if we're run on
// the avdesc object itself)
var nearestAvatarTransform = RuntimeUtil.FindAvatarTransformInParents(xform);
if (nearestAvatarTransform == null || nearestAvatarTransform == xform)
{
errorMessageGroups = new string[]
{S_f("setup_outfit.err.multiple_avatar_descriptors", xform.gameObject.name)};
return false;
}
var parent = nearestAvatarTransform.parent;
if (parent != null && RuntimeUtil.FindAvatarTransformInParents(parent) != null)
{
errorMessageGroups = new string[]
{
S_f("setup_outfit.err.no_avatar_descriptor", xform.gameObject.name)
};
return false;
}
}
return true;
}
internal static bool FindBones(Object obj, out GameObject avatarRoot, out GameObject avatarHips,
out GameObject outfitHips)
{
avatarHips = outfitHips = null;
var outfitRoot = obj as GameObject;
avatarRoot = outfitRoot != null
? RuntimeUtil.FindAvatarTransformInParents(outfitRoot.transform)?.gameObject
: null;
if (avatarRoot == null)
{
errorMessageGroups = new string[]
{
S_f("setup_outfit.err.no_avatar_descriptor", outfitRoot != null ? outfitRoot.name : "<null>")
};
}
if (outfitRoot == null || avatarRoot == null) return false;
var avatarAnimator = avatarRoot.GetComponent<Animator>();
if (avatarAnimator == null)
{
errorMessageGroups = new string[]
{
S("setup_outfit.err.no_animator")
};
return false;
}
avatarHips = avatarAnimator.isHuman ? avatarAnimator.GetBoneTransform(HumanBodyBones.Hips)?.gameObject : null;
if (avatarHips == null)
{
errorMessageGroups = new string[]
{
S("setup_outfit.err.no_hips")
};
return false;
}
var outfitAnimator = outfitRoot.GetComponent<Animator>();
if (outfitAnimator != null)
{
outfitHips = outfitAnimator.isHuman ? outfitAnimator.GetBoneTransform(HumanBodyBones.Hips)?.gameObject : null;
}
var hipsCandidates = new List<string>();
if (outfitHips == null)
{
// Heuristic search - usually there'll be root -> Armature -> (single child) Hips.
// First, look for an exact match.
foreach (Transform child in outfitRoot.transform)
{
foreach (Transform tempHip in child)
{
if (tempHip.name.Contains(avatarHips.name))
{
outfitHips = tempHip.gameObject;
// Prefer the first hips we find
break;
}
}
if (outfitHips != null) break;
}
hipsCandidates.Add(avatarHips.name);
// If that doesn't work out, we'll check for heuristic bone mapper mappings.
foreach (var hbm in HeuristicBoneMapper.BoneToNameMap[HumanBodyBones.Hips])
{
if (hipsCandidates[0] != hbm)
{
hipsCandidates.Add(hbm);
}
}
foreach (Transform child in outfitRoot.transform)
{
foreach (Transform tempHip in child)
{
foreach (var candidate in hipsCandidates)
{
if (HeuristicBoneMapper.NormalizeName(tempHip.name).Contains(candidate))
{
outfitHips = tempHip.gameObject;
}
}
}
}
}
if (outfitHips == null)
{
errorMessageGroups = new string[]
{
S("setup_outfit.err.no_outfit_hips"),
string.Join("\n", hipsCandidates.Select(c => "・ " + c).ToArray())
};
}
return avatarHips != null && outfitHips != null;
}
}
}