mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 18:55:06 +08:00
438 lines
17 KiB
C#
438 lines
17 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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using static nadena.dev.modular_avatar.core.editor.Localization;
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namespace nadena.dev.modular_avatar.core.editor
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{
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internal class ESOErrorWindow : EditorWindow
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{
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private string header;
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private string[] messageGroups;
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private static GUIStyle buttonStyle, labelStyle;
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private const float SeparatorSize = 6f;
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internal static bool Suppress = false;
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static ESOErrorWindow()
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{
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}
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internal static void InitStyles()
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{
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buttonStyle = new GUIStyle(EditorStyles.miniButtonRight);
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labelStyle = new GUIStyle(EditorStyles.label);
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labelStyle.wordWrap = true;
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buttonStyle.fixedWidth = 40f;
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buttonStyle.fixedHeight = EditorGUIUtility.singleLineHeight * 1.5f;
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}
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internal static void Show(
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string header,
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string[] messageGroups
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)
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{
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if (Suppress) return;
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InitStyles();
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var window = CreateInstance<ESOErrorWindow>();
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window.titleContent = new GUIContent("Setup Outfit");
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window.header = header;
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window.messageGroups = messageGroups;
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// Compute required window size
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var height = 0f;
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var width = 450f;
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height += SeparatorSize;
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height += EditorStyles.helpBox.CalcHeight(new GUIContent(header), width);
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foreach (var message in messageGroups)
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{
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height += 6f; // TODO: constant
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height += labelStyle.CalcHeight(new GUIContent(message), width);
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}
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height += buttonStyle.fixedHeight;
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height += SeparatorSize;
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window.minSize = new Vector2(width, height);
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window.ShowModal();
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}
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private void OnGUI()
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{
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EditorGUILayout.Space(SeparatorSize);
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EditorGUILayout.HelpBox(header, MessageType.Error);
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foreach (var message in messageGroups)
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{
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EditorGUILayout.Space(SeparatorSize);
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var style = new GUIStyle(EditorStyles.label);
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style.wordWrap = true;
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EditorGUILayout.LabelField(message, style);
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}
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("OK", buttonStyle))
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{
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Close();
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}
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EditorGUILayout.EndHorizontal();
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var finalRect = GUILayoutUtility.GetRect(SeparatorSize, SeparatorSize, GUILayout.ExpandWidth(true));
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var size = this.minSize;
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size.y = finalRect.position.y + finalRect.height;
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if (size.y > 10)
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{
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if (Vector2.Distance(this.minSize, size) > 1f)
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{
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this.minSize = size;
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}
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if (Vector2.Distance(this.maxSize, size) > 1f)
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{
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this.maxSize = size;
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}
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}
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}
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}
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internal static class EasySetupOutfit
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{
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private const int PRIORITY = 49;
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private static string[] errorMessageGroups;
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private static string errorHeader;
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[MenuItem("GameObject/ModularAvatar/Setup Outfit", false, PRIORITY)]
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internal static void SetupOutfit(MenuCommand cmd)
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{
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if (!ValidateSetupOutfit())
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{
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ESOErrorWindow.Show(errorHeader, errorMessageGroups);
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return;
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}
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if (!FindBones(cmd.context,
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out var avatarRoot, out var avatarHips, out var outfitHips)
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) return;
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var outfitRoot = cmd.context as GameObject;
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var avatarArmature = avatarHips.transform.parent;
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var outfitArmature = outfitHips.transform.parent;
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if (outfitArmature.GetComponent<ModularAvatarMergeArmature>() == null)
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{
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var merge = Undo.AddComponent<ModularAvatarMergeArmature>(outfitArmature.gameObject);
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merge.mergeTarget = new AvatarObjectReference();
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merge.mergeTarget.referencePath = RuntimeUtil.RelativePath(avatarRoot, avatarArmature.gameObject);
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merge.LockMode = ArmatureLockMode.BaseToMerge;
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merge.InferPrefixSuffix();
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List<Transform> subRoots = new List<Transform>();
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HeuristicBoneMapper.RenameBonesByHeuristic(merge, skipped: subRoots);
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Debug.Log("Skipped: " + subRoots.Count);
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// If the outfit has an UpperChest bone but the avatar doesn't, add an additional MergeArmature to
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// help with this
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foreach (var subRoot in subRoots)
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{
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Debug.Log("$$$ Add subconfig to " + RuntimeUtil.RelativePath(avatarRoot, subRoot.gameObject));
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var subConfig = Undo.AddComponent<ModularAvatarMergeArmature>(subRoot.gameObject);
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var parentConfig = subConfig.transform.parent.GetComponentInParent<ModularAvatarMergeArmature>();
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var parentMapping = parentConfig.MapBone(parentConfig.transform);
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subConfig.mergeTarget = new AvatarObjectReference();
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subConfig.mergeTarget.referencePath =
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RuntimeUtil.RelativePath(avatarRoot, parentMapping.gameObject);
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subConfig.LockMode = ArmatureLockMode.BaseToMerge;
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subConfig.prefix = merge.prefix;
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subConfig.suffix = merge.suffix;
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subConfig.mangleNames = false;
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}
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var avatarRootMatchingArmature = avatarRoot.transform.Find(outfitArmature.gameObject.name);
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if (merge.prefix == "" && merge.suffix == "" && avatarRootMatchingArmature != null)
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{
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// We have an armature whose names exactly match the root armature - this can cause some serious
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// confusion in Unity's humanoid armature matching system. Fortunately, we can avoid this by
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// renaming a bone close to the root; this will ensure the number of matching bones is small, and
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// Unity's heuristics (apparently) will choose the base avatar's armature as the "true" armature.
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outfitArmature.name += ".1";
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// Also make sure to refresh the avatar's animator humanoid bone cache.
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var avatarAnimator = avatarRoot.GetComponent<Animator>();
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var humanDescription = avatarAnimator.avatar;
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avatarAnimator.avatar = null;
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// ReSharper disable once Unity.InefficientPropertyAccess
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avatarAnimator.avatar = humanDescription;
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}
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}
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if (outfitRoot != null
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&& outfitRoot.GetComponent<ModularAvatarMeshSettings>() == null
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&& outfitRoot.GetComponentInParent<ModularAvatarMeshSettings>() == null)
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{
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var meshSettings = Undo.AddComponent<ModularAvatarMeshSettings>(outfitRoot.gameObject);
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Transform rootBone = null, probeAnchor = null;
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Bounds bounds = ModularAvatarMeshSettings.DEFAULT_BOUNDS;
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FindConsistentSettings(avatarRoot, avatarHips.transform, ref probeAnchor, ref rootBone, ref bounds);
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if (probeAnchor == null)
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{
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probeAnchor = avatarHips.transform;
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}
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if (rootBone == null)
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{
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rootBone = avatarRoot.transform;
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}
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meshSettings.InheritProbeAnchor = ModularAvatarMeshSettings.InheritMode.Set;
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meshSettings.InheritBounds = ModularAvatarMeshSettings.InheritMode.Set;
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meshSettings.ProbeAnchor = new AvatarObjectReference();
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meshSettings.ProbeAnchor.referencePath = RuntimeUtil.RelativePath(avatarRoot, probeAnchor.gameObject);
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meshSettings.RootBone = new AvatarObjectReference();
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meshSettings.RootBone.referencePath = RuntimeUtil.RelativePath(avatarRoot, rootBone.gameObject);
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meshSettings.Bounds = bounds;
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}
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}
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private static void FindConsistentSettings(
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GameObject avatarRoot,
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Transform avatarHips,
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ref Transform probeAnchor,
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ref Transform rootBone,
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ref Bounds bounds
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)
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{
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// We assume the renderers directly under the avatar root came from the original avatar and are _probably_
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// set consistently. If so, we use this as a basis for the new outfit's settings.
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bool firstRenderer = true;
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bool firstSkinnedMeshRenderer = true;
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foreach (Transform directChild in avatarRoot.transform)
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{
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var renderer = directChild.GetComponent<Renderer>();
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if (renderer == null) continue;
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if (firstRenderer)
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{
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probeAnchor = renderer.probeAnchor;
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}
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else
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{
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if (renderer.probeAnchor != probeAnchor)
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{
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probeAnchor = null; // inconsistent configuration
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}
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}
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firstRenderer = false;
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var skinnedMeshRenderer = renderer as SkinnedMeshRenderer;
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if (skinnedMeshRenderer == null) continue;
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if (firstSkinnedMeshRenderer)
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{
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rootBone = skinnedMeshRenderer.rootBone;
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bounds = skinnedMeshRenderer.localBounds;
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}
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else
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{
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if (rootBone != skinnedMeshRenderer.rootBone)
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{
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rootBone = avatarHips; // inconsistent configuration
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bounds = TransformBounds(rootBone, ModularAvatarMeshSettings.DEFAULT_BOUNDS);
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}
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else if (Vector3.Distance(bounds.center, skinnedMeshRenderer.bounds.center) > 0.01f
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|| Vector3.Distance(bounds.extents, skinnedMeshRenderer.bounds.extents) > 0.01f)
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{
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bounds = TransformBounds(rootBone, ModularAvatarMeshSettings.DEFAULT_BOUNDS);
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}
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}
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firstSkinnedMeshRenderer = false;
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}
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}
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private static Bounds TransformBounds(Transform rootBone, Bounds bounds)
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{
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bounds.extents = bounds.extents / (Vector3.Dot(rootBone.lossyScale, Vector3.one) / 3);
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return bounds;
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}
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static bool ValidateSetupOutfit()
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{
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errorHeader = S("setup_outfit.err.header.notarget");
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errorMessageGroups = new string[] { S("setup_outfit.err.unknown") };
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if (Selection.objects.Length == 0)
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{
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errorMessageGroups = new string[] { S("setup_outfit.err.no_selection") };
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return false;
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}
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foreach (var obj in Selection.objects)
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{
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errorHeader = S_f("setup_outfit.err.header", obj.name);
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if (!(obj is GameObject gameObj)) return false;
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var xform = gameObj.transform;
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if (!FindBones(obj, out var _, out var _, out var outfitHips))
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{
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return false;
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}
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// Some users have been accidentally running Setup Outfit on the avatar itself, and/or nesting avatar
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// descriptors when transplanting outfits. Block this (and require that there be only one avdesc) by
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// refusing to run if we detect multiple avatar descriptors above the current object (or if we're run on
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// the avdesc object itself)
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var nearestAvatarTransform = RuntimeUtil.FindAvatarTransformInParents(xform);
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if (nearestAvatarTransform == null || nearestAvatarTransform == xform)
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{
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errorMessageGroups = new string[]
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{ S_f("setup_outfit.err.multiple_avatar_descriptors", xform.gameObject.name) };
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return false;
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}
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var parent = nearestAvatarTransform.parent;
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if (parent != null && RuntimeUtil.FindAvatarTransformInParents(parent) != null)
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{
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errorMessageGroups = new string[]
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{
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S_f("setup_outfit.err.no_avatar_descriptor", xform.gameObject.name)
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};
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return false;
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}
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}
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return true;
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}
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internal static bool FindBones(Object obj, out GameObject avatarRoot, out GameObject avatarHips,
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out GameObject outfitHips)
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{
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avatarHips = outfitHips = null;
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var outfitRoot = obj as GameObject;
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avatarRoot = outfitRoot != null
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? RuntimeUtil.FindAvatarTransformInParents(outfitRoot.transform)?.gameObject
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: null;
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if (avatarRoot == null)
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{
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errorMessageGroups = new string[]
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{
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S_f("setup_outfit.err.no_avatar_descriptor", outfitRoot != null ? outfitRoot.name : "<null>")
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};
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}
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if (outfitRoot == null || avatarRoot == null) return false;
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var avatarAnimator = avatarRoot.GetComponent<Animator>();
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if (avatarAnimator == null)
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{
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errorMessageGroups = new string[]
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{
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S("setup_outfit.err.no_animator")
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};
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return false;
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}
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avatarHips = avatarAnimator.isHuman
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? avatarAnimator.GetBoneTransform(HumanBodyBones.Hips)?.gameObject
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: null;
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if (avatarHips == null)
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{
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errorMessageGroups = new string[]
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{
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S("setup_outfit.err.no_hips")
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};
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return false;
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}
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var outfitAnimator = outfitRoot.GetComponent<Animator>();
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if (outfitAnimator != null)
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{
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outfitHips = outfitAnimator.isHuman
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? outfitAnimator.GetBoneTransform(HumanBodyBones.Hips)?.gameObject
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: null;
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}
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var hipsCandidates = new List<string>();
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if (outfitHips == null)
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{
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// Heuristic search - usually there'll be root -> Armature -> (single child) Hips.
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// First, look for an exact match.
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foreach (Transform child in outfitRoot.transform)
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{
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foreach (Transform tempHip in child)
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{
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if (tempHip.name.Contains(avatarHips.name))
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{
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outfitHips = tempHip.gameObject;
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// Prefer the first hips we find
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break;
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}
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}
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if (outfitHips != null) break;
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}
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hipsCandidates.Add(avatarHips.name);
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// If that doesn't work out, we'll check for heuristic bone mapper mappings.
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foreach (var hbm in HeuristicBoneMapper.BoneToNameMap[HumanBodyBones.Hips])
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{
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if (hipsCandidates[0] != hbm)
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{
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hipsCandidates.Add(hbm);
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}
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}
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foreach (Transform child in outfitRoot.transform)
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{
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foreach (Transform tempHip in child)
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{
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foreach (var candidate in hipsCandidates)
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{
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if (HeuristicBoneMapper.NormalizeName(tempHip.name).Contains(candidate))
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{
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outfitHips = tempHip.gameObject;
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}
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}
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}
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}
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}
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if (outfitHips == null)
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{
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errorMessageGroups = new string[]
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{
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S("setup_outfit.err.no_outfit_hips"),
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string.Join("\n", hipsCandidates.Select(c => "・ " + c).ToArray())
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};
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}
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return avatarHips != null && outfitHips != null;
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}
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}
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} |