modular-avatar/Editor/SetupOutfit.cs

554 lines
21 KiB
C#

#region
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using nadena.dev.modular_avatar.ui;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
using static nadena.dev.modular_avatar.core.editor.Localization;
#endregion
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);
var style = new GUIStyle(EditorStyles.label);
style.wordWrap = true;
EditorGUILayout.LabelField(message, style);
}
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;
}
}
}
}
public static class SetupOutfit
{
private static string[] errorMessageGroups;
private static string errorHeader;
[MenuItem(UnityMenuItems.GameObject_SetupOutfit, false, UnityMenuItems.GameObject_SetupOutfitOrder)]
internal static void SetupOutfitMenu(MenuCommand cmd)
{
var outfitRoot = cmd.context as GameObject;
SetupOutfitUI(outfitRoot);
}
/// <summary>
/// Executes the `Setup Outfit` operation, as if the user selected `outfitRoot` and ran Setup Outfit from the
/// context menu. Any errors encountered will trigger a popup error window.
/// </summary>
/// <param name="outfitRoot"></param>
[PublicAPI]
public static void SetupOutfitUI(GameObject outfitRoot)
{
if (!ValidateSetupOutfit(outfitRoot))
{
ESOErrorWindow.Show(errorHeader, errorMessageGroups);
return;
}
if (!FindBones(outfitRoot,
out var avatarRoot, out var avatarHips, out var outfitHips)
) return;
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();
List<Transform> subRoots = new List<Transform>();
HeuristicBoneMapper.RenameBonesByHeuristic(merge, skipped: subRoots);
// If the outfit has an UpperChest bone but the avatar doesn't, add an additional MergeArmature to
// help with this
foreach (var subRoot in subRoots)
{
var subConfig = Undo.AddComponent<ModularAvatarMergeArmature>(subRoot.gameObject);
var parentTransform = subConfig.transform.parent;
var parentConfig = parentTransform.GetComponentInParent<ModularAvatarMergeArmature>();
var parentMapping = parentConfig.MapBone(parentTransform);
subConfig.mergeTarget = new AvatarObjectReference();
subConfig.mergeTarget.referencePath =
RuntimeUtil.RelativePath(avatarRoot, parentMapping.gameObject);
subConfig.LockMode = ArmatureLockMode.BaseToMerge;
subConfig.prefix = merge.prefix;
subConfig.suffix = merge.suffix;
subConfig.mangleNames = false;
}
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;
}
}
FixAPose(avatarRoot, outfitArmature);
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.SetOrInherit;
meshSettings.InheritBounds = ModularAvatarMeshSettings.InheritMode.SetOrInherit;
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 FixAPose(GameObject avatarRoot, Transform outfitArmature)
{
var mergeArmature = outfitArmature.GetComponent<ModularAvatarMergeArmature>();
if (mergeArmature == null) return;
var mergeTarget = mergeArmature.mergeTarget.Get(mergeArmature)?.transform;
if (mergeTarget == null) return;
var rootAnimator = avatarRoot.GetComponent<Animator>();
if (rootAnimator == null) return;
FixSingleArm(HumanBodyBones.LeftShoulder);
FixSingleArm(HumanBodyBones.RightShoulder);
FixSingleArm(HumanBodyBones.LeftUpperArm);
FixSingleArm(HumanBodyBones.RightUpperArm);
void FixSingleArm(HumanBodyBones arm)
{
var lowerArm = (HumanBodyBones)((int)arm + 2);
// check if the rotation of the arm differs, but distances and origin point are the same
var avatarArm = rootAnimator.GetBoneTransform(arm);
var outfitArm = avatarToOutfit(avatarArm);
var avatarLowerArm = rootAnimator.GetBoneTransform(lowerArm);
var outfitLowerArm = avatarToOutfit(avatarLowerArm);
if (outfitArm == null) return;
if (outfitLowerArm == null) return;
if ((avatarArm.position - outfitArm.position).magnitude > 0.001f) return;
// check relative distance to lower arm as well
var avatarArmLength = (avatarLowerArm.position - avatarArm.position).magnitude;
var outfitArmLength = (outfitLowerArm.position - outfitArm.position).magnitude;
if (Mathf.Abs(avatarArmLength - outfitArmLength) > 0.001f) return;
// Rotate the outfit arm to ensure these two points match.
var relRot = Quaternion.FromToRotation(
outfitLowerArm.position - outfitArm.position,
avatarLowerArm.position - avatarArm.position
);
outfitArm.rotation = relRot * outfitArm.rotation;
PrefabUtility.RecordPrefabInstancePropertyModifications(outfitArm);
EditorUtility.SetDirty(outfitArm);
}
Transform avatarToOutfit(Transform avBone)
{
if (avBone == null) return null;
if (!avBone.IsChildOf(mergeTarget)) return null;
var parts = RuntimeUtil.RelativePath(mergeTarget.gameObject, avBone.gameObject)
.Split('/');
var outfitPath = string.Join("/", parts.Select(p => mergeArmature.prefix + p + mergeArmature.suffix));
var candidate = outfitArmature.transform.Find(outfitPath);
if (candidate == null) return null;
var merger = candidate.GetComponentInParent<ModularAvatarMergeArmature>();
if (merger != mergeArmature) return null;
return candidate;
}
}
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;
if (!ValidateSetupOutfit(gameObj)) return false;
}
return true;
}
private static bool ValidateSetupOutfit(GameObject gameObj)
{
Object obj;
if (gameObj == null)
{
errorHeader = S("setup_outfit.err.header.notarget");
errorMessageGroups = new string[] { S("setup_outfit.err.no_selection") };
return false;
}
errorHeader = S_f("setup_outfit.err.header", gameObj.name);
var xform = gameObj.transform;
if (!FindBones(gameObj, 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)
{
errorMessageGroups = new[]
{
S_f("setup_outfit.err.no_avatar_descriptor", xform.gameObject.name)
};
return false;
}
if (nearestAvatarTransform == xform)
{
errorMessageGroups = new[]
{ S_f("setup_outfit.err.run_on_avatar_itself", xform.gameObject.name) };
return false;
}
var parent = nearestAvatarTransform.parent;
if (parent != null && RuntimeUtil.FindAvatarTransformInParents(parent) != null)
{
errorMessageGroups = new[]
{
S_f("setup_outfit.err.multiple_avatar_descriptors", 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;
if (outfitHips != null && outfitHips.transform.parent == outfitRoot.transform)
{
// Sometimes broken rigs can have the hips as a direct child of the root, instead of having
// an intermediate Armature object. We do not currently support this kind of rig, and so we'll
// assume the outfit's humanoid rig is broken and move on to heuristic matching.
outfitHips = 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) return true; // found an exact match, bail outgit
}
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;
}
}
}