/// <summary>
        /// Creates a generic avatar for a UMA character.
        /// </summary>
        /// <returns>The generic avatar.</returns>
        /// <param name="umaData">UMA data.</param>
        public static Avatar CreateGenericAvatar(UMAData umaData)
        {
            Avatar res = AvatarBuilder.BuildGenericAvatar(umaData.gameObject, umaData.umaRecipe.GetRace().genericRootMotionTransformName);

            res.name = umaData.name;
            return(res);
        }
示例#2
0
        public override object WriteTo(object obj)
        {
            if (obj is Avatar)
            {
                obj = base.WriteTo(obj);
                if (obj == null)
                {
                    return(null);
                }
                return(obj);
            }

            Animator animator = (Animator)obj;

            if (isHuman)
            {
                HumanDescription desc = (HumanDescription)humanDescription.WriteTo(new HumanDescription());
                desc.skeleton[0].name = animator.gameObject.name;
                animator.avatar       = AvatarBuilder.BuildHumanAvatar(animator.gameObject, desc);
                base.WriteTo(animator.avatar);
            }
            else
            {
                animator.avatar = AvatarBuilder.BuildGenericAvatar(animator.gameObject, "");
            }

            return(obj);
        }
        bool CreatePlayableGraph()
        {
            var animator = GetComponent <Animator>();

            if (animator.avatar == null)
            {
                animator.avatar      = AvatarBuilder.BuildGenericAvatar(animator.gameObject, transform.name);
                animator.avatar.name = "Avatar";
            }

            var deltaTimeProperty = animator.BindSceneProperty(transform, typeof(Kinematica), "_deltaTime");

            job = new UpdateAnimationPoseJob();
            if (!job.Setup(animator,
                           GetComponentsInChildren <Transform>(), ref Synthesizer.Ref, deltaTimeProperty))
            {
                return(false);
            }

            playableGraph =
                PlayableGraph.Create(
                    $"Kinematica_{animator.transform.name}");

            var output = AnimationPlayableOutput.Create(playableGraph, "output", animator);

            var playable = AnimationScriptPlayable.Create(playableGraph, job);

            output.SetSourcePlayable(playable);

            playableGraph.Play();

            return(true);
        }
示例#4
0
    static int BuildGenericAvatar(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 2);
        GameObject arg0 = LuaScriptMgr.GetNetObject <GameObject>(L, 1);
        string     arg1 = LuaScriptMgr.GetLuaString(L, 2);
        Avatar     o    = AvatarBuilder.BuildGenericAvatar(arg0, arg1);

        LuaScriptMgr.Push(L, o);
        return(1);
    }
示例#5
0
                private static Avatar GetDummyAvatar()
                {
                    if (_dummyAvatar == null)
                    {
                        GameObject temp = new GameObject();
                        _dummyAvatar      = AvatarBuilder.BuildGenericAvatar(temp, "");
                        _dummyAvatar.name = "GPU Animated Avatar";
                        Destroy(temp);
                    }

                    return(_dummyAvatar);
                }
示例#6
0
        private static void CreateAvatar()
        {
            GameObject activeGameObject = Selection.activeGameObject;

            if (activeGameObject != null)
            {
                Avatar avatar = AvatarBuilder.BuildGenericAvatar(activeGameObject, "");
                avatar.name = activeGameObject.name;
                Debug.Log(avatar.isHuman ? "is human" : "is generic");

                var path = string.Format("Assets/{0}.ht", avatar.name.Replace(':', '_'));
                AssetDatabase.CreateAsset(avatar, path);
            }
        }
示例#7
0
        public Avatar Create()
        {
            // check if it's a valid mecanim avatar
            var boneName = HumanTrait.BoneName;

            for (var x = 0; x < boneName.Length; x++)
            {
                if (!HumanTrait.RequiredBone(x))
                {
                    continue;
                }
                var requiredBoneType = Naming.MecanimNameToBoneType(boneName[x]);
                if (!_boneMapping.ContainsKey(requiredBoneType))
                {
                    return(AvatarBuilder.BuildGenericAvatar(_root, ""));
                }
            }

            var humanBones    = new HumanBone[_boneMapping.Count];
            var skeletonBones = GetSkeletonBones();

            for (var x = 0; x < _boneMapping.Count; x++)
            {
                var item            = _boneMapping.ElementAt(x);
                var boneType        = item.Key;
                var go              = item.Value;
                var mecanimBoneName = Naming.BoneTypeToMecanimName(boneType);
                if (mecanimBoneName == "default")
                {
                    mecanimBoneName = go.name;
                }

                var humanBone = new HumanBone
                {
                    humanName = mecanimBoneName,
                    boneName  = go.name,
                    limit     = { useDefaultValues = true }
                };
                humanBones[x] = humanBone;
            }

            var humanDescription = new HumanDescription()
            {
                skeleton = skeletonBones,
                human    = humanBones
            };

            return(AvatarBuilder.BuildHumanAvatar(_root, humanDescription));
        }
        static void CreateAvatar(SpineArmatureEditor armatureEditor, Animator animator, string path)
        {
            Avatar avatar = AvatarBuilder.BuildGenericAvatar(armatureEditor.armature.gameObject, "");

            animator.avatar = avatar;
            AvatarMask avatarMask = new AvatarMask();

            string[] transofrmPaths = GetTransformPaths(armatureEditor);
            avatarMask.transformCount = transofrmPaths.Length;
            for (int i = 0; i < transofrmPaths.Length; i++)
            {
                avatarMask.SetTransformPath(i, transofrmPaths[i]);
                avatarMask.SetTransformActive(i, true);
            }
            AssetDatabase.CreateAsset(avatar, path + "/" + armatureEditor.armature.name + "Avatar.asset");
            AssetDatabase.CreateAsset(avatarMask, path + "/" + armatureEditor.armature.name + "Mask.asset");
        }
示例#9
0
    // Use this for initialization
    void Start()
    {
        SkinnedMeshRenderer rend = gameObject.GetComponent <SkinnedMeshRenderer>();

        mesh = new Mesh();

        Utils.LoadMesh(meshpath, mesh, rend, transform);
        Animation anim = GetComponent <Animation>();

        Utils.LoadAnim(anipath, anim);
        //anim.Play("test");
        //anim.Play("站立01");

        avatar      = AvatarBuilder.BuildGenericAvatar(gameObject, "");
        avatar.name = "Bob";
        Debug.Log(avatar.isHuman ? "is human" : "is generic");
    }
示例#10
0
        public static void builAvatarMask(GameObject gameObject, SpineData spineData, Animator animator, string directory, string name)
        {
            Avatar avatar = AvatarBuilder.BuildGenericAvatar(gameObject, "");

            animator.avatar = avatar;
            AvatarMask avatarMask = new AvatarMask();

            string[] transofrmPaths = getTransformPaths(gameObject, spineData);
            avatarMask.transformCount = transofrmPaths.Length;
            for (int i = 0; i < transofrmPaths.Length; i++)
            {
                avatarMask.SetTransformPath(i, transofrmPaths[i]);
                avatarMask.SetTransformActive(i, true);
            }
            createFolderIfNoExists(directory, ANIMATION_FOLDER);
            AssetDatabase.CreateAsset(avatar, directory + "/" + ANIMATION_FOLDER + "/" + name + ".anim.asset");
            AssetDatabase.CreateAsset(avatarMask, directory + "/" + ANIMATION_FOLDER + "/" + name + ".mask.asset");
        }
示例#11
0
    public static int BuildGenericAvatar_s(IntPtr l)
    {
        int result;

        try
        {
            GameObject go;
            LuaObject.checkType <GameObject>(l, 1, out go);
            string rootMotionTransformName;
            LuaObject.checkType(l, 2, out rootMotionTransformName);
            Avatar o = AvatarBuilder.BuildGenericAvatar(go, rootMotionTransformName);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
            private static Avatar CreateAvatar(RuntimeAnimatorController controller, AvatarMask avatarMask)
            {
                GameObject avatarGameObject = new GameObject(controller.name + " LOD Avatar");

                if (avatarMask != null)
                {
                    for (int i = 0; i < avatarMask.transformCount; i++)
                    {
                        if (avatarMask.GetTransformActive(i))
                        {
                            string[] pathObjects = avatarMask.GetTransformPath(i).Split('/');
                            AddPath(avatarGameObject.transform, pathObjects, 0);
                        }
                    }
                }

                Avatar avatar = AvatarBuilder.BuildGenericAvatar(avatarGameObject, "");

                Destroy(avatarGameObject);

                return(avatar);
            }
    private static void GenerateAvatarData(string file, List <SkinBone> bones)
    {
        string basePath = Path.GetDirectoryName(file) + "/" + Path.GetFileNameWithoutExtension(file);

        SkinAvatar skinAvatar = ScriptableObject.CreateInstance <SkinAvatar>();

        skinAvatar.bonesParent = new int[bones.Count];
        skinAvatar.bonesName   = new string[bones.Count];
        skinAvatar.invBindPose = new float[bones.Count * 7];

        for (int i = 0; i < bones.Count; ++i)
        {
            skinAvatar.bonesParent[i] = bones[i].parent;
            skinAvatar.bonesName[i]   = bones[i].transform.name;

            var inv = bones[i].transform.worldToLocalMatrix;
            var pos = inv.GetColumn(3);
            var rot = Quaternion.LookRotation(inv.GetColumn(2), inv.GetColumn(1));

            skinAvatar.invBindPose[i * SkinAnimationClip.STRIDE + 0] = pos.x;
            skinAvatar.invBindPose[i * SkinAnimationClip.STRIDE + 1] = pos.y;
            skinAvatar.invBindPose[i * SkinAnimationClip.STRIDE + 2] = pos.z;

            skinAvatar.invBindPose[i * SkinAnimationClip.STRIDE + 3] = rot.x;
            skinAvatar.invBindPose[i * SkinAnimationClip.STRIDE + 4] = rot.y;
            skinAvatar.invBindPose[i * SkinAnimationClip.STRIDE + 5] = rot.z;
            skinAvatar.invBindPose[i * SkinAnimationClip.STRIDE + 6] = rot.w;
        }

        AssetDatabase.CreateAsset(skinAvatar, basePath + "_SkeletonAvatar.asset");

        GameObject gameObject = new GameObject();

        gameObject.name = "Empty";
        Avatar avatar = AvatarBuilder.BuildGenericAvatar(gameObject, "Empty");

        AssetDatabase.CreateAsset(avatar, basePath + "_Empty.avatar.asset");
        GameObject.DestroyImmediate(gameObject);
    }
示例#14
0
    /// <summary>
    /// 汎用アバダーを設定する
    /// </summary>
    /// <returns>アニメーター</returns>
    public Animator SettingGenericAvatar()
    {
        //アバタールートトランスフォームの取得
        Transform avatar_root_transform = root_game_object_.transform.Find("Model");

        if (null == avatar_root_transform)
        {
            //ルートゲームオブジェクト直下にモデルルートオブジェクトが無い(PMDConverter)なら
            //ルートゲームオブジェクトをアバタールートオブジェクトとする
            avatar_root_transform = root_game_object_.transform;
        }

        //ジェネリックアバター作成
        string root_name = ((HasBone("全ての親"))? "全ての親": "");

        avatar_ = AvatarBuilder.BuildGenericAvatar(avatar_root_transform.gameObject, root_name);

        //アバターをアニメーターに設定
        animator_        = root_game_object_.AddComponent <Animator>();
        animator_.avatar = avatar_;

        return(animator_);
    }
示例#15
0
    public override void OnInspectorGUI()
    {
        var obj = target as AnimatorParameterSetter;

        if (obj == null)
        {
            return;
        }

        Animator animator = obj.GetComponentInParent <Animator>() as Animator;

        //as of 5_6_f3, putting an empty avatar onto the animator seems to fix the "animator is not playing an AnimatorController" warning
        if (animator.runtimeAnimatorController != null && animator.avatar == null)
        {
            if (GUILayout.Button("Generate Avatar"))
            {
                string path = AssetDatabase.GetAssetPath(animator.runtimeAnimatorController);
                path = path.Split(new string[1] {
                    ".controller"
                }, StringSplitOptions.RemoveEmptyEntries)[0] + "_avatar.avatar";
                var avatar = AvatarBuilder.BuildGenericAvatar(animator.transform.root.gameObject, "");
                AssetDatabase.CreateAsset(avatar, path);
                animator.avatar = avatar;
            }
        }

        if (animator != null && animator.runtimeAnimatorController != null)
        {
            var serializedUpdateMode = serializedObject.FindProperty("mode");
            EditorGUILayout.PropertyField(serializedUpdateMode, new GUIContent("Mode: "));
            if (animator.parameterCount == 0)
            {
                return;
            }

            AnimatorControllerParameter[] parameters = new AnimatorControllerParameter[animator.parameterCount];
            string[] parameterNames = new string[animator.parameterCount];
            for (int i = 0; i < animator.parameterCount; ++i)
            {
                parameters[i]     = animator.GetParameter(i);
                parameterNames[i] = parameters[i].name;
            }

            SerializedProperty serializedParameter = serializedObject.FindProperty("parameter");
            int parameterIndex = 0;
            for (int i = 0; i < parameterNames.Length; ++i)
            {
                if (string.Equals(parameterNames[i], serializedParameter.stringValue, StringComparison.Ordinal))
                {
                    parameterIndex = i;
                    break;
                }
            }
            parameterIndex = EditorGUILayout.Popup("Parameter: ", parameterIndex, parameterNames);
            if (parameterIndex >= 0 && parameterIndex < parameterNames.Length)
            {
                serializedParameter.stringValue = parameterNames[parameterIndex];
                AnimatorControllerParameter selectedParameter = parameters[parameterIndex];
                if (selectedParameter != null)
                {
                    switch (selectedParameter.type)
                    {
                    case AnimatorControllerParameterType.Bool:
                        SerializedProperty boolProp = serializedObject.FindProperty("value_bool");
                        EditorGUILayout.PropertyField(boolProp, new GUIContent("Value: "));
                        break;

                    case AnimatorControllerParameterType.Float:
                        SerializedProperty floatProp = serializedObject.FindProperty("value_number");
                        EditorGUILayout.PropertyField(floatProp, new GUIContent("Value: "));
                        break;

                    case AnimatorControllerParameterType.Int:
                        SerializedProperty intProp = serializedObject.FindProperty("value_number");
                        EditorGUILayout.PropertyField(intProp, new GUIContent("Value: "));
                        break;

                    case AnimatorControllerParameterType.Trigger:
                        break;
                    }
                }
            }
        }

        serializedObject.ApplyModifiedProperties();
    }
示例#16
0
        public void BuildPrefab(bool erase = false)
        {
            ToolBox.DirExNorCreate("Assets/Resources/Prefabs/Zones/");
            string zoneFolder = "Assets/Resources/Prefabs/Zones/Zone" + ZoneID + "/";

            ToolBox.DirExNorCreate(zoneFolder);
            string path = zoneFolder + "Unit" + UnitID + ".prefab";

            GameObject pref = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;

            if (pref != null && erase == false)
            {
                return;
            }
            else
            {
                if (erase)
                {
                    AssetDatabase.DeleteAsset(path);
                }
            }


#if UNITY_EDITOR
            GameObject shapeGO = null;
            GameObject weaponGO;
            GameObject shieldGO;

            if (zudShape != null)
            {
                shapeGO = zudShape.BuildGameObject();
                AssetDatabase.AddObjectToAsset(zudShape.mesh, path);
                AssetDatabase.AddObjectToAsset(zudShape.texture, path);
                AssetDatabase.AddObjectToAsset(zudShape.material, path);
            }
            if (zudWeapon != null)
            {
                weaponGO = zudWeapon.BuildGameObject();
                if (shapeGO)
                {
                    weaponGO.transform.parent = shapeGO.transform;
                }

                AssetDatabase.AddObjectToAsset(zudWeapon.mesh, path);
                AssetDatabase.AddObjectToAsset(zudWeapon.texture, path);
                AssetDatabase.AddObjectToAsset(zudWeapon.material, path);
            }
            if (zudShield != null)
            {
                shieldGO = zudShield.BuildGameObject();
                if (shapeGO)
                {
                    shieldGO.transform.parent = shapeGO.transform;
                }

                AssetDatabase.AddObjectToAsset(zudShield.mesh, path);
                AssetDatabase.AddObjectToAsset(zudShield.texture, path);
                AssetDatabase.AddObjectToAsset(zudShield.material, path);
            }
            AnimatorController ac;
            if ((zudComSeq != null || zudBatSeq != null) && shapeGO != null)
            {
                Avatar ava = AvatarBuilder.BuildGenericAvatar(shapeGO, "");
                //Avatar ava = AvatarBuilder.BuildHumanAvatar(shapeGO, new HumanDescription());
                ava.name = FileName + "_Ava";
                //ava.humanDescription.

                AssetDatabase.AddObjectToAsset(ava, path);
                Animator animator = shapeGO.GetComponent <Animator>();
                if (!animator)
                {
                    animator = shapeGO.AddComponent <Animator>();
                }

                ac      = AnimatorController.Instantiate(AssetDatabase.LoadAssetAtPath <AnimatorController>("Assets/Resources/Prefabs/DefaultAC.controller") as AnimatorController);
                ac.name = FileName + "_AC";
                animator.runtimeAnimatorController = ac;
                animator.avatar = ava;

                AssetDatabase.AddObjectToAsset(ac, path);
                int i = 0;
                if (zudComSeq != null && shapeGO != null)
                {
                    zudComSeq.FirstPoseModel(shapeGO);
                    AnimationClip[] clips = zudComSeq.BuildAnimationClips(shapeGO);
                    ac.AddLayer(FileName + "_COM");
                    i++;
                    foreach (AnimationClip clip in clips)
                    {
                        if (clip != null)
                        {
                            AssetDatabase.AddObjectToAsset(clip, path);
                            AnimatorState state = ac.layers[i].stateMachine.AddState(clip.name);
                            state.motion = clip;
                        }
                    }
                }
                if (zudBatSeq != null && shapeGO != null)
                {
                    if (zudComSeq == null)
                    {
                        zudBatSeq.FirstPoseModel(shapeGO);
                    }

                    AnimationClip[] clips = zudBatSeq.BuildAnimationClips(shapeGO);
                    ac.AddLayer(FileName + "_BAT");
                    i++;
                    foreach (AnimationClip clip in clips)
                    {
                        if (clip != null)
                        {
                            AssetDatabase.AddObjectToAsset(clip, path);
                            AnimatorState state = ac.layers[i].stateMachine.AddState(clip.name);
                            state.motion = clip;
                        }
                    }
                }
            }

            GameObject prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(shapeGO, path, InteractionMode.AutomatedAction);
            AssetDatabase.SaveAssets();
            GameObject.DestroyImmediate(shapeGO);
#endif
        }
示例#17
0
    /*
     *
     * Convert Meshes
     */
    public Dictionary <long, Mesh> ConvertMeshes(AMF amf, Dictionary <string, Material> mats, Dictionary <string, AMFShaderInfo> matHelpers, GameObject root)
    {
        //List<Mesh> meshList = new List<Mesh>();
        Dictionary <long, Mesh> meshCache = new Dictionary <long, Mesh>();
        float             meshComplete    = 0;
        float             totalMeshCount  = 0;
        List <GameObject> meshNodes       = new List <GameObject>();
        List <Transform>  nodes           = null;

        if (CreateSkinnedMeshes)
        {
            nodes           = CreateRigging(amf);
            nodes[0].parent = root.transform;
            Animator anim = root.AddComponent <Animator>();
            //Transform rigRoot=root.GetComponentInChildren<SkinnedMeshRenderer>().rootBone;
            if (copyAvatar)
            {
                //ctx.AddObjectToAsset(m_LastHumanDescriptionAvatarSource.name,m_LastHumanDescriptionAvatarSource);
                anim.avatar = m_LastHumanDescriptionAvatarSource;
            }
            else
            {
                //EditorUtility.DisplayProgressBar("Parsing "+ctx.assetPath,"Creating Avatar",(5f/5f));
                List <string>    reports = new List <string>();
                HumanDescription hd      = new HumanDescription();
                AvatarSetupTool.SkeletonBone[] skeletonBones;
                bool hasTranslationDOF;
                reports = AvatarSetupTool.SetupHumanSkeleton(nodes[0].parent.gameObject, ref hd.human, out skeletonBones, out hasTranslationDOF);
                hd.hasTranslationDoF = hasTranslationDOF;
                SkeletonBone[] sb = new SkeletonBone[skeletonBones.Length + 1];
                Array.Copy(Array.ConvertAll(skeletonBones, (p => (SkeletonBone)p)), sb, sb.Length - 1);
                sb[sb.Length - 1].name     = nodes[0].parent.name;
                sb[sb.Length - 1].position = nodes[0].parent.localPosition;
                sb[sb.Length - 1].rotation = nodes[0].parent.localRotation;
                sb[sb.Length - 1].scale    = nodes[0].parent.localScale;
                hd.skeleton = sb;
                Avatar a;
                if (rigType == RigType.Humanoid)
                {
                    a = AvatarBuilder.BuildHumanAvatar(nodes[0].parent.gameObject, hd);
                }
                else
                {
                    a = AvatarBuilder.BuildGenericAvatar(nodes[0].parent.gameObject, nodes[0].parent.name);
                }
                a.name = root.name + "Avatar";
                //ctx.AddObjectToAsset(a.name,a);
                anim.avatar = a;
            }
        }


        foreach (AMF_RegionInfo ri in amf.regionInfo)
        {
            totalMeshCount += ri.permutations.Count;
        }

        for (int ri = 0; ri < amf.regionInfo.Count; ri++)
        {
            GameObject riNode = new GameObject(amf.regionInfo[ri].name);
            GameObjectUtility.SetParentAndAlign(riNode, root);
            foreach (AMF_Permutations perm in amf.regionInfo[ri].permutations)
            {
                EditorUtility.DisplayProgressBar("Creating Meshes", perm.pName, (meshComplete / totalMeshCount));
                Mesh temp;
                if (createDuplicateInstances || !meshCache.ContainsKey(perm.vAddress))
                {
                    temp = ConvertInstanceToMesh(perm);
                    //we have to flip the normals due to the coordinate system translation
                    temp.FlipNormals();
                    temp.RecalculateNormals();
                    if (GenerateLightmapUVs)
                    {
                        EditorUtility.DisplayProgressBar("Generating Lightmap UVs", perm.pName, (meshComplete / totalMeshCount));
                        uvSettings.angleError = angleError;
                        uvSettings.areaError  = areaError;
                        uvSettings.hardAngle  = hardAngle;
                        uvSettings.packMargin = packMargin;
                        Unwrapping.GenerateSecondaryUVSet(temp, uvSettings);
                    }
                    meshCache.Add(perm.vAddress, temp);
                }
                else
                {
                    temp = meshCache[perm.vAddress];
                }
                GameObject meshNode = new GameObject(perm.pName);
                Matrix4x4  matr     = Matrix4x4.identity;
                if (!float.IsNaN(perm.mult))
                {
                    Matrix4x4 scalerM = new Matrix4x4();
                    scalerM.SetRow(0, new Vector4(100f * m_FileScaleFactor, 0));
                    scalerM.SetRow(1, new Vector4(0, 100f * m_FileScaleFactor));
                    scalerM.SetRow(2, new Vector4(0, 0, 100f * m_FileScaleFactor));
                    scalerM.SetRow(3, new Vector4(0, 0, 0, 1));
                    matr.SetRow(0, new Vector4(perm.mult, 0));
                    matr.SetRow(1, new Vector4(0, perm.mult));
                    matr.SetRow(2, new Vector4(0, 0, perm.mult));
                    matr.SetRow(3, new Vector4(0, 0, 0, 1));
                    matr *= perm.matrix4x4;
                    matr *= scalerM;
                    Matrix4x4 unityMatr = matr.Convert3DSMatrixToUnity();
                    meshNode.transform.localScale    = unityMatr.ExtractScale();
                    meshNode.transform.localRotation = unityMatr.GetRotation();
                    meshNode.transform.localPosition = unityMatr.ExtractPosition();
                }
                else
                {
                    meshNode.transform.localScale = new Vector3(m_FileScaleFactor, m_FileScaleFactor, m_FileScaleFactor);
                }

                //GameObjectUtility.SetParentAndAlign(meshNode,riNode);

                //meshNode.transform.localToWorldMatrix=matr;


                Renderer mr;
                if (temp.boneWeights.Length > 0 && CreateSkinnedMeshes)
                {
                    mr = meshNode.AddComponent <SkinnedMeshRenderer>();
                    meshNode.transform.localRotation = Quaternion.Euler(0, 90, 0);
                    Matrix4x4[] bindPoses = new Matrix4x4[nodes.Count];
                    for (int m = 0; m < bindPoses.Length; m++)
                    {
                        bindPoses[m] = nodes[m].worldToLocalMatrix * meshNode.transform.localToWorldMatrix;
                    }
                    temp.bindposes = bindPoses;
                    ((SkinnedMeshRenderer)mr).sharedMesh = temp;
                    ((SkinnedMeshRenderer)mr).bones      = nodes.ToArray();
                    ((SkinnedMeshRenderer)mr).rootBone   = nodes[0];
                }
                else
                {
                    MeshFilter mf = meshNode.AddComponent <MeshFilter>();
                    mf.sharedMesh = temp;
                    mr            = meshNode.AddComponent <MeshRenderer>();
                    if (RecenterPivots && !splitSubmeshes)
                    {
                        //for safety, lets guard this against splitting submeshes.
                        mf.RecenterPivot();
                    }
                }


                meshNode.transform.parent = riNode.transform;
                if (GenerateMeshCollidersOnClusters && amf.regionInfo[ri].name.Equals("Clusters"))
                {
                    MeshCollider mc = meshNode.AddComponent <MeshCollider>();
                    mc.sharedMesh = temp;
                }
                Material[]           materials = new Material[temp.subMeshCount];
                List <AMFShaderInfo> si        = new List <AMFShaderInfo>();
                for (int i = 0; i < materials.Length; i++)
                {
                    materials[i] = mats[amf.shaderInfos[perm.meshes[i].shaderIndex].sName];
                    si.Add(matHelpers[amf.shaderInfos[perm.meshes[i].shaderIndex].sName]);
                    //si[i].SaveData(amf.shaderInfos[perm.meshes[i].shaderIndex]);
                }
                mr.sharedMaterials = materials;



                AMFMaterialHelper mh = meshNode.AddComponent <AMFMaterialHelper>();
                mh.shaderSettings = si;

                //mh.SaveData(amf.shaderInfos[perm.meshes[0].shaderIndex]);
                //Debug.LogFormat("Transform: Pos:{0} Rot:{1} Scale:{2}",perm.matrix4x4.ExtractPosition(),perm.matrix4x4.ExtractRotation(),perm.matrix4x4.ExtractScale());
                meshComplete++;
                meshNodes.Add(meshNode);
            }
        }

        //This is annoying to do this here, but we have to wait until after the mesh cache is fully populated before we start splitting submeshes out.
        if (splitSubmeshes)
        {
            meshCache.Clear();
            long fakeKey = 0;
            foreach (GameObject go in meshNodes)
            {
                MeshFilter mf = go.GetComponent <MeshFilter>();
                if (mf != null && mf.sharedMesh.subMeshCount > 1)
                {
                    Renderer r = go.GetComponent <MeshRenderer>();
                    for (int i = 0; i < mf.sharedMesh.subMeshCount; i++)
                    {
                        int        matIndex = Mathf.Min(i, r.sharedMaterials.Length);
                        GameObject tempGo   = new GameObject(go.name + "_" + r.sharedMaterials[matIndex].name);
                        MeshFilter tempMF   = tempGo.AddComponent <MeshFilter>();
                        tempMF.sharedMesh = mf.sharedMesh.ExtractSubmesh(i);

                        tempGo.AddComponent <MeshRenderer>().sharedMaterial = r.sharedMaterials[matIndex];
                        GameObjectUtility.SetParentAndAlign(tempGo, go);
                        if (RecenterPivots)
                        {
                            tempMF.RecenterPivot();
                        }
                        meshCache.Add(fakeKey, tempGo.GetComponent <MeshFilter>().sharedMesh);
                        fakeKey++;
                    }
                    DestroyImmediate(mf);
                    DestroyImmediate(r);
                }
                else
                {
                    if (RecenterPivots)
                    {
                        go.GetComponent <MeshFilter>().RecenterPivot();
                    }
                    meshCache.Add(fakeKey, go.GetComponent <MeshFilter>().sharedMesh);
                    fakeKey++;
                }
            }
        }

        return(meshCache);
    }
示例#18
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            string[] text = ReadFile(ctx.assetPath);

            this.Populate(text);

            var root = new GameObject();

            root.name = Path.GetFileNameWithoutExtension(ctx.assetPath);
            GameObject[] nodes = this.GenerateNodes();
            this.GenerateMarkers(nodes);

            nodes[0].transform.parent = root.transform;

            Material[] materials = this.materials.Select(
                m => {
                var material  = new Material(Shader.Find("Diffuse"));
                material.name = m.name;
                return(material);
            }
                ).ToArray();

            Mesh[] meshes = this.GenerateMeshesh();

            GameObject[] models = meshes.Select(
                mesh => {
                var model = new GameObject(mesh.name);

                MeshFilter meshFilter = model.AddComponent <MeshFilter>();
                SkinnedMeshRenderer skinnedMeshRenderer = model.AddComponent <SkinnedMeshRenderer>();

                meshFilter.sharedMesh          = mesh;
                skinnedMeshRenderer.sharedMesh = mesh;

                skinnedMeshRenderer.quality = SkinQuality.Bone2;

                mesh.bindposes = nodes.Select(
                    node => node.transform.worldToLocalMatrix * model.transform.localToWorldMatrix
                    ).ToArray();

                skinnedMeshRenderer.bones    = nodes.Select(e => e.transform).ToArray();
                skinnedMeshRenderer.rootBone = nodes[0].transform;

                skinnedMeshRenderer.sharedMaterials = materials;

                model.transform.parent = root.transform;

                return(model);
            }
                ).ToArray();

            foreach (Material mat in materials)
            {
                ctx.AddObjectToAsset(mat.name, mat);
            }

            foreach (Mesh mesh in meshes)
            {
                ctx.AddObjectToAsset(mesh.name, mesh);
            }


            // avatar
            Avatar avatar = AvatarBuilder.BuildGenericAvatar(root, nodes[0].transform.name);

            avatar.name = root.name + "Avatar";

            avatar.hideFlags = HideFlags.None;

            Animator animator = root.AddComponent <Animator>();

            animator.avatar = avatar;

            AvatarMask mask = new AvatarMask();

            mask.name = root.name + "AvatarMask";
            foreach (var node in nodes)
            {
                mask.AddTransformPath(node.transform);
            }

            ctx.AddObjectToAsset(avatar.name, avatar);
            ctx.AddObjectToAsset(mask.name, mask);
            ctx.AddObjectToAsset("root", root);

            ctx.SetMainObject(root);
        }
示例#19
0
        public void Build(bool buildPrefab = false)
        {
            // Building Model
            for (int i = 0; i < numFaces; i++)
            {
                for (int j = 0; j < faces[i].verticesCount; j++)
                {
                    if (tim != null)
                    {
                        float u = faces[i].uv[j].x / tim.width;
                        float v = faces[i].uv[j].y / tim.height;
                        faces[i].uv[j] = (new Vector2(u, v));
                    }
                    else
                    {
                        faces[i].uv[j] = Vector2.zero;
                    }
                }
            }
            Mesh              shapeMesh       = new Mesh();
            List <Vector3>    meshVertices    = new List <Vector3>();
            List <int>        meshTriangles   = new List <int>();
            List <Vector2>    meshTrianglesUV = new List <Vector2>();
            List <BoneWeight> meshWeights     = new List <BoneWeight>();
            List <Color32>    meshColors      = new List <Color32>();

            for (int i = 0; i < faces.Count; i++)
            {
                //Debug.Log("faces["+i+"]     .type : " + faces[i].type + " ||    .size : " + faces[i].size + " ||    .side : " + faces[i].side + " ||    .alpha : " + faces[i].alpha);
                if (faces[i].type == 0x2C || faces[i].type == 0x3C)
                {
                    if (faces[i].side != 4)
                    {
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[0]].position);
                        meshWeights.Add(vertices[faces[i].vertices[0]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[0]);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        meshTrianglesUV.Add(faces[i].uv[2]);

                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[3]].position);
                        meshWeights.Add(vertices[faces[i].vertices[3]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[3]);
                        meshTrianglesUV.Add(faces[i].uv[2]);
                        meshTrianglesUV.Add(faces[i].uv[1]);

                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[0]].position);
                        meshWeights.Add(vertices[faces[i].vertices[0]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[2]);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        meshTrianglesUV.Add(faces[i].uv[0]);

                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[3]].position);
                        meshWeights.Add(vertices[faces[i].vertices[3]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        meshTrianglesUV.Add(faces[i].uv[2]);
                        meshTrianglesUV.Add(faces[i].uv[3]);

                        if (excpFaces)
                        {
                            // we have colored vertices
                            meshColors.Add(faces[i].colors[0]);
                            meshColors.Add(faces[i].colors[1]);
                            meshColors.Add(faces[i].colors[2]);

                            meshColors.Add(faces[i].colors[3]);
                            meshColors.Add(faces[i].colors[2]);
                            meshColors.Add(faces[i].colors[1]);

                            meshColors.Add(faces[i].colors[2]);
                            meshColors.Add(faces[i].colors[1]);
                            meshColors.Add(faces[i].colors[0]);

                            meshColors.Add(faces[i].colors[1]);
                            meshColors.Add(faces[i].colors[2]);
                            meshColors.Add(faces[i].colors[3]);
                        }
                    }
                    else
                    {
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[0]].position);
                        meshWeights.Add(vertices[faces[i].vertices[0]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[0]);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        meshTrianglesUV.Add(faces[i].uv[2]);

                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[3]].position);
                        meshWeights.Add(vertices[faces[i].vertices[3]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[3]);
                        meshTrianglesUV.Add(faces[i].uv[2]);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        if (excpFaces)
                        {
                            // we have colored vertices
                            meshColors.Add(faces[i].colors[0]);
                            meshColors.Add(faces[i].colors[1]);
                            meshColors.Add(faces[i].colors[2]);

                            meshColors.Add(faces[i].colors[3]);
                            meshColors.Add(faces[i].colors[2]);
                            meshColors.Add(faces[i].colors[1]);
                        }
                    }
                }
                else if (faces[i].type == 0x24 || faces[i].type == 0x34)
                {
                    if (faces[i].side != 4)
                    {
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[0]].position);
                        meshWeights.Add(vertices[faces[i].vertices[0]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        meshTrianglesUV.Add(faces[i].uv[2]);
                        meshTrianglesUV.Add(faces[i].uv[0]);

                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[0]].position);
                        meshWeights.Add(vertices[faces[i].vertices[0]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[0]);
                        meshTrianglesUV.Add(faces[i].uv[2]);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        if (excpFaces)
                        {
                            // we have colored vertices
                            meshColors.Add(faces[i].colors[0]);
                            meshColors.Add(faces[i].colors[1]);
                            meshColors.Add(faces[i].colors[2]);

                            meshColors.Add(faces[i].colors[2]);
                            meshColors.Add(faces[i].colors[1]);
                            meshColors.Add(faces[i].colors[0]);
                        }
                    }
                    else
                    {
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[0]].position);
                        meshWeights.Add(vertices[faces[i].vertices[0]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[1]].position);
                        meshWeights.Add(vertices[faces[i].vertices[1]].boneWeight);
                        meshTriangles.Add(meshVertices.Count);
                        meshVertices.Add(vertices[faces[i].vertices[2]].position);
                        meshWeights.Add(vertices[faces[i].vertices[2]].boneWeight);
                        meshTrianglesUV.Add(faces[i].uv[1]);
                        meshTrianglesUV.Add(faces[i].uv[2]);
                        meshTrianglesUV.Add(faces[i].uv[0]);
                        if (excpFaces)
                        {
                            // we have colored vertices
                            meshColors.Add(faces[i].colors[0]);
                            meshColors.Add(faces[i].colors[1]);
                            meshColors.Add(faces[i].colors[2]);
                        }
                    }
                }
            }
            shapeMesh.name        = FileName + "_mesh";
            shapeMesh.vertices    = meshVertices.ToArray();
            shapeMesh.triangles   = meshTriangles.ToArray();
            shapeMesh.uv          = meshTrianglesUV.ToArray();
            shapeMesh.boneWeights = meshWeights.ToArray();
            if (excpFaces)
            {
                shapeMesh.colors32 = meshColors.ToArray();
            }

            if (tim != null)
            {
                texture            = tim.textures[0];
                texture.filterMode = FilterMode.Trilinear;
                texture.anisoLevel = 4;
#if UNITY_EDITOR
                texture.alphaIsTransparency = true;
#endif
                texture.wrapMode = TextureWrapMode.Repeat;
                texture.Compress(true);
            }
            else
            {
                texture = new Texture2D(128, 128);
            }

            Material mat = null;
            if (excpFaces)
            {
                Shader shader = Shader.Find("Particles/Standard Unlit");
                mat      = new Material(shader);
                mat.name = string.Concat("Material_SHP_", FileName);
                mat.SetTexture("_MainTex", texture);
                mat.SetFloat("_Mode", 0);
                mat.SetFloat("_ColorMode", 0);
                mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                mat.SetInt("_ZWrite", 1);
                mat.EnableKeyword("_ALPHATEST_ON");
                mat.DisableKeyword("_ALPHABLEND_ON");
                mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                mat.SetTextureScale("_MainTex", new Vector2(1, -1));
            }
            else
            {
                Shader shader = Shader.Find("Standard");
                mat      = new Material(shader);
                mat.name = string.Concat("Material_SHP_", FileName);
                mat.SetTexture("_MainTex", texture);
                mat.SetFloat("_Mode", 1);
                mat.SetFloat("_Cutoff", 0.5f);
                mat.SetFloat("_Glossiness", 0.0f);
                mat.SetFloat("_SpecularHighlights", 0.0f);
                mat.SetFloat("_GlossyReflections", 0.0f);
                mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                mat.SetInt("_ZWrite", 1);
                mat.EnableKeyword("_ALPHATEST_ON");
                mat.DisableKeyword("_ALPHABLEND_ON");
                mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                mat.SetTextureScale("_MainTex", new Vector2(1, -1));
            }

            material = mat;

            GameObject shapeGo = new GameObject(FileName);
            GameObject meshGo  = new GameObject(FileName + "_mesh");
            meshGo.transform.parent = shapeGo.transform;


            Transform[] meshBones = new Transform[numBones];
            Matrix4x4[] bindPoses = new Matrix4x4[numBones];
            for (int i = 0; i < numBones; i++)
            {
                meshBones[i] = new GameObject(bones[i].name).transform;
                meshBones[i].localRotation = Quaternion.identity;
                bindPoses[i] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one);
                if (bones[i].parentIndex == -1)
                {
                    meshBones[i].parent        = shapeGo.transform;
                    meshBones[i].localPosition = Vector3.zero;
                }
                else
                {
                    meshBones[i].parent        = meshBones[bones[i].parentIndex];
                    meshBones[i].localPosition = new Vector3((float)(bones[bones[i].parentIndex].length) / 100, 0, 0);
                }
            }
            SkinnedMeshRenderer mr = meshGo.AddComponent <SkinnedMeshRenderer>();
            mr.material         = mat;
            mr.bones            = meshBones;
            shapeMesh.bindposes = bindPoses;

            mr.rootBone   = meshBones[0];
            mr.sharedMesh = shapeMesh;

            mesh = shapeMesh;

            this.shapeGo = shapeGo;

            string modFolder   = "Assets/Resources/Prefabs/Models/";
            string modFilename = string.Concat(modFolder, "SHP_", FileName, ".prefab");



#if UNITY_EDITOR
            if (buildPrefab == true)
            {
                GameObject shpBase = shapeGo;
                GameObject prefab  = PrefabUtility.SaveAsPrefabAsset(shpBase, modFilename);
                string     shpId   = FileName;
                if (shpId == "06" || shpId == "99" || shpId == "C9" || shpId == "CA")
                {
                    shpId = "00"; // Ashley Shapes
                }


                if (shpId == "7C")
                {
                    shpId = "02"; // Rozencrantz
                }

                if (shpId == "9B")
                {
                    shpId = "03"; // Merlose
                }

                if (shpId == "98")
                {
                    shpId = "83"; // Sydney
                }

                // Animations seeker
                Avatar ava = AvatarBuilder.BuildGenericAvatar(shpBase, "bone_0");
                ava.name = FileName + "_Ava";
                AssetDatabase.AddObjectToAsset(ava, modFilename);
                Animator animator = shpBase.GetComponent <Animator>();
                if (!animator)
                {
                    animator = shpBase.AddComponent <Animator>();
                }

                AnimatorController ac = AnimatorController.Instantiate(AssetDatabase.LoadAssetAtPath <AnimatorController>("Assets/Resources/Prefabs/DefaultAC.controller") as AnimatorController);
                ac.name = FileName + "_AC";
                animator.runtimeAnimatorController = ac;
                animator.avatar = ava;
                AssetDatabase.AddObjectToAsset(ac, modFilename);


                string[] hash = FilePath.Split("/"[0]);
                hash[hash.Length - 1] = "";
                string[] files = Directory.GetFiles(String.Join("/", hash), "*.SEQ");
                bool     posed = false;
                uint     i     = 0;
                foreach (string file in files)
                {
                    List <string> topa = new List <string>();
                    topa.Add("_COM.SEQ");
                    topa.Add("_BT1.SEQ");
                    topa.Add("_BT2.SEQ");
                    topa.Add("_BT3.SEQ");
                    topa.Add("_BT4.SEQ");
                    topa.Add("_BT5.SEQ");
                    topa.Add("_BT6.SEQ");
                    topa.Add("_BT7.SEQ");
                    topa.Add("_BT8.SEQ");
                    topa.Add("_BT9.SEQ");
                    topa.Add("_BTA.SEQ");
                    hash = file.Split("/"[0]);
                    if (hash[hash.Length - 1].StartsWith(shpId) && file.EndsWith(".SEQ"))
                    {
                        if (topa.Contains(hash[hash.Length - 1].Substring(2, 8)))
                        {
                            SEQ _seq = new SEQ();
                            _seq.Parse(file);
                            if (!posed || file == shpId + "_COM.SEQ")
                            {
                                posed = true;


                                _seq.FirstPoseModel(shpBase);

                                Mesh baked = new Mesh();
                                baked.name = string.Concat("Baked_Mesh_SHP_", FileName);
                                mr.BakeMesh(baked);
                                //baked.bindposes = bindPoses; // need to recalculate this before using the baked mesh
                                //baked.boneWeights = meshWeights.ToArray();
                                //mr.sharedMesh = baked;

                                //shapeMesh.RecalculateNormals();
                                shapeMesh.RecalculateTangents();
                                shapeMesh.Optimize();

                                //AssetDatabase.RemoveObjectFromAsset(mesh);
                                AssetDatabase.AddObjectToAsset(baked, modFilename);
                            }

                            AnimationClip[]         clips = _seq.BuildAnimationClips(shpBase);
                            AnimatorControllerLayer layer = new AnimatorControllerLayer();
                            layer.name                = hash[hash.Length - 1].Substring(0, 6);
                            layer.stateMachine        = new AnimatorStateMachine();
                            layer.stateMachine.states = ac.layers[0].stateMachine.states;
                            ac.AddLayer(hash[hash.Length - 1].Substring(0, 6));
                            i++;
                            foreach (AnimationClip clip in clips)
                            {
                                if (clip != null)
                                {
                                    AssetDatabase.AddObjectToAsset(clip, modFilename);
                                    AnimatorState state = ac.layers[i].stateMachine.AddState(clip.name);
                                    state.motion = clip;
                                }
                            }
                        }
                    }
                }

                if (shpBase != null)
                {
                    mesh = shapeMesh;
                    AssetDatabase.AddObjectToAsset(mesh, modFilename);
                    AssetDatabase.AddObjectToAsset(material, modFilename);
                    AssetDatabase.AddObjectToAsset(texture, modFilename);
                }
                //PrefabUtility.ReplacePrefab(shpBase, prefab);
                prefab = PrefabUtility.SaveAsPrefabAsset(shpBase, modFilename);
                AssetDatabase.SaveAssets();
                GameObject.DestroyImmediate(shpBase);
            }
#endif
            mesh = shapeMesh;
        }
示例#20
0
        protected void UpdateAvatar()
        {
            Undo.RecordObject(animationObject, "Update Avatar");

            string assetPath = "";

            if (animationObject.avatar != null &&
                AssetDatabase.Contains(animationObject.avatar))
            {
                assetPath = AssetDatabase.GetAssetPath(animationObject.avatar);
            }

            animationObject.avatar = null;
            switch (animationObject.rigAnimationType)
            {
            case VoxelSkinnedAnimationObject.RigAnimationType.Legacy:
                break;

            case VoxelSkinnedAnimationObject.RigAnimationType.Generic:
                if (animationObject.rootBone != null)
                {
                    Dictionary <Transform, Transform> saveList = new Dictionary <Transform, Transform>();
                    List <Transform> findList = new List <Transform>();
                    for (int j = 0; j < animationObject.transform.childCount; j++)
                    {
                        findList.Add(animationObject.transform.GetChild(j));
                    }
                    for (int i = 0; i < findList.Count; i++)
                    {
                        for (int j = 0; j < findList[i].childCount; j++)
                        {
                            findList.Add(findList[i].GetChild(j));
                        }
                        if (findList[i].GetComponent <VoxelSkinnedAnimationObjectBone>() == null)
                        {
                            saveList.Add(findList[i], findList[i].parent);
                            findList[i].SetParent(null);
                        }
                    }
                    animationObject.avatar = AvatarBuilder.BuildGenericAvatar(animationObject.gameObject, animationObject.rootBone.gameObject.name);
                    {
                        var enu = saveList.GetEnumerator();
                        while (enu.MoveNext())
                        {
                            enu.Current.Key.SetParent(enu.Current.Value);
                        }
                    }
                }
                break;

            case VoxelSkinnedAnimationObject.RigAnimationType.Humanoid:
                if (animationObject.rootBone != null)
                {
                    HumanDescription humanDescription = new HumanDescription()
                    {
                        upperArmTwist     = animationObject.humanDescription.upperArmTwist,
                        lowerArmTwist     = animationObject.humanDescription.lowerArmTwist,
                        upperLegTwist     = animationObject.humanDescription.upperLegTwist,
                        lowerLegTwist     = animationObject.humanDescription.lowerLegTwist,
                        armStretch        = animationObject.humanDescription.armStretch,
                        legStretch        = animationObject.humanDescription.legStretch,
                        feetSpacing       = animationObject.humanDescription.feetSpacing,
                        hasTranslationDoF = animationObject.humanDescription.hasTranslationDoF,
                    };
                    #region CreateHumanAndSkeleton
                    {
                        List <HumanBone>    humanBones    = new List <HumanBone>();
                        List <SkeletonBone> skeletonBones = new List <SkeletonBone>();

                        if (!animationObject.humanDescription.firstAutomapDone)
                        {
                            AutomapHumanDescriptionHuman();
                            animationObject.humanDescription.firstAutomapDone = true;
                        }
                        for (int i = 0; i < VoxelSkinnedAnimationObject.HumanTraitBoneNameTable.Length; i++)
                        {
                            var index = VoxelSkinnedAnimationObject.HumanTraitBoneNameTable[i];
                            if (animationObject.humanDescription.bones[(int)index] == null)
                            {
                                continue;
                            }

                            humanBones.Add(new HumanBone()
                            {
                                boneName  = animationObject.humanDescription.bones[(int)index].name,
                                humanName = HumanTrait.BoneName[i],
                                limit     = new HumanLimit()
                                {
                                    useDefaultValues = true
                                },
                            });
                        }

                        #region FindBones
                        {
                            skeletonBones.Add(new SkeletonBone()
                            {
                                name     = animationObject.rootBone.parent.name,
                                position = animationObject.rootBone.parent.localPosition,
                                rotation = animationObject.rootBone.parent.localRotation,
                                scale    = animationObject.rootBone.parent.localScale,
                            });
                            for (int i = 0; i < VoxelSkinnedAnimationObject.HumanTraitBoneNameTable.Length; i++)
                            {
                                var index = VoxelSkinnedAnimationObject.HumanTraitBoneNameTable[i];
                                if (animationObject.humanDescription.bones[(int)index] == null)
                                {
                                    continue;
                                }

                                skeletonBones.Add(new SkeletonBone()
                                {
                                    name     = animationObject.humanDescription.bones[(int)index].name,
                                    position = animationObject.humanDescription.bones[(int)index].transform.localPosition,
                                    rotation = Quaternion.identity,
                                    scale    = Vector3.one,
                                });
                            }
                        }
                        #endregion
                        humanDescription.human    = humanBones.ToArray();
                        humanDescription.skeleton = skeletonBones.ToArray();
                    }
                    #endregion
                    animationObject.avatar = AvatarBuilder.BuildHumanAvatar(animationObject.gameObject, humanDescription);
                }
                break;
            }
            if (animationObject.avatar != null)
            {
                animationObject.avatar.name = animationObject.gameObject.ToString();

                if (!string.IsNullOrEmpty(assetPath))
                {
                    AssetDatabase.DeleteAsset(assetPath);
                    AssetDatabase.CreateAsset(animationObject.avatar, assetPath);
                }
            }
        }