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MeshTransferToolEditor.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Configuration;
#if UNITY_EDITOR
class MeshTransferToolEditor : EditorWindow
{
public GameObject Armature;
public List<SkinnedMeshRenderer> Mesh_Renderers = new List<SkinnedMeshRenderer>();
public Dictionary<string, Transform> boneMap = new Dictionary<string, Transform>();
private int meshNum = 0;
[MenuItem("Cascadian/MeshTransferTool")]
static void Init()
{
// Get existing open window or if none, make a new one:
MeshTransferToolEditor window = (MeshTransferToolEditor)EditorWindow.GetWindow(typeof(MeshTransferToolEditor));
window.Show();
}
// Put in a map every bones until there is no more children
void GetBones(Transform pBone)
{
foreach (Transform bone in pBone){
if (bone.name.Equals("Armature")) { continue; } // skip sub-avatar in main avatar
boneMap[bone.gameObject.name] = bone;
GetBones(bone);
}
}
//https://answers.unity.com/questions/44355/shared-skeleton-and-animation-state.html
void BoneRemap(SkinnedMeshRenderer Mesh)
{
Transform[] newBonesList = new Transform[Mesh.bones.Length];
for (int j = 0; j < Mesh.bones.Length; ++j)
{
Transform tempBone = Mesh.bones[j];
if (tempBone == null) { continue; }
GameObject bone = tempBone.gameObject;
if (!boneMap.TryGetValue(bone.name, out newBonesList[j])) // Check to see if bone exists in bone map
{
if (boneMap.TryGetValue(bone.transform.parent.name, out Transform pBone)) // try to find the parent reference in the target armature
{
//add the new bones to the target armature
bone.transform.SetParent(pBone);
GetBones(pBone.transform);
boneMap.TryGetValue(bone.name, out newBonesList[j]);
}
else
{
Debug.Log("Unable to map bone \"" + bone.name + "\" to target skeleton.");
}
}
}
Mesh.bones = newBonesList;
}
void TransferMeshes(SkinnedMeshRenderer Mesh)
{
Mesh.gameObject.transform.SetParent(Armature.gameObject.transform.parent);
Mesh.rootBone = Armature.gameObject.transform.parent.gameObject.GetComponent<Animator>().GetBoneTransform(HumanBodyBones.Hips);
}
public void OnGUI()
{
GUILayout.Label("Remap Meshes", EditorStyles.largeLabel);
GUILayout.Space(10f);
GUILayout.Label("Armature From Target Skeleton:", EditorStyles.boldLabel);
Armature = (GameObject)EditorGUILayout.ObjectField(Armature, typeof(GameObject), true, GUILayout.Height(25f));
GUILayout.Space(20f);
{ // Meshes
EditorGUILayout.BeginHorizontal();
GUILayout.Label("Meshes to Transfer", EditorStyles.boldLabel);
GUIStyle customButton = new GUIStyle("button");
customButton.fontSize = 20;
if (GUILayout.Button("-", customButton, GUILayout.Width(25f), GUILayout.Height(25f)))
{
if (meshNum <= 0) {return;}
meshNum--;
Mesh_Renderers.RemoveAt(Mesh_Renderers.Count - 1);
}
if (GUILayout.Button("+", customButton, GUILayout.Width(25f), GUILayout.Height(25f)))
{
meshNum++;
Mesh_Renderers.Add(null);
}
EditorGUILayout.EndHorizontal();
for (int i = 0; i < meshNum; i++)
{
Mesh_Renderers[i] = (SkinnedMeshRenderer)EditorGUILayout.ObjectField(Mesh_Renderers[i], typeof(SkinnedMeshRenderer), true, GUILayout.Height(30f));
}
}
GUILayout.Space(10f);
if (GUILayout.Button("Remap Meshes"))
{
if (Armature.gameObject.transform.parent.gameObject.GetComponent<Animator>() == null) { Debug.LogError("Base Armature not Humanoid. Please set rig type to humanoid to proceed."); }
if (Armature.name.Equals("Armature"))//the gameobject must be the armature of target avatar
{
GetBones(Armature.transform);
for (int i = 0; i < Mesh_Renderers.Count; i++)
{
SkinnedMeshRenderer Mesh = Mesh_Renderers[i];
if (Mesh == null) { continue; }
if (PrefabUtility.GetPrefabInstanceStatus(Mesh.transform.parent.gameObject) == PrefabInstanceStatus.Connected) //unpack prefab to move mesh and bones to the target avatar
{
PrefabUtility.UnpackPrefabInstance(Mesh.transform.parent.gameObject, unpackMode: PrefabUnpackMode.Completely, action: InteractionMode.AutomatedAction);
}
BoneRemap(Mesh);
TransferMeshes(Mesh);
}
}
else
{
Debug.LogError("Please select the \"Armature\" of target skeleton.");
}
}
}
}
#endif