overte/tools/unity-avatar-exporter/Assets/Editor/AvatarExporter.cs

1012 lines
52 KiB
C#

// AvatarExporter.cs
//
// Created by David Back on 28 Nov 2018
// Copyright 2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections.Generic;
class AvatarExporter : MonoBehaviour {
// update version number for every PR that changes this file, also set updated version in README file
static readonly string AVATAR_EXPORTER_VERSION = "0.1";
static readonly float HIPS_GROUND_MIN_Y = 0.01f;
static readonly float HIPS_SPINE_CHEST_MIN_SEPARATION = 0.001f;
static readonly int MAXIMUM_USER_BONE_COUNT = 256;
static readonly string EMPTY_WARNING_TEXT = "None";
static readonly string[] RECOMMENDED_UNITY_VERSIONS = new string[] {
"2018.2.12f1",
"2018.2.11f1",
"2018.2.10f1",
"2018.2.9f1",
"2018.2.8f1",
"2018.2.7f1",
"2018.2.6f1",
"2018.2.5f1",
"2018.2.4f1",
"2018.2.3f1",
"2018.2.2f1",
"2018.2.1f1",
"2018.2.0f2",
"2018.1.9f2",
"2018.1.8f1",
"2018.1.7f1",
"2018.1.6f1",
"2018.1.5f1",
"2018.1.4f1",
"2018.1.3f1",
"2018.1.2f1",
"2018.1.1f1",
"2018.1.0f2",
"2017.4.18f1",
"2017.4.17f1",
};
static readonly Dictionary<string, string> HUMANOID_TO_HIFI_JOINT_NAME = new Dictionary<string, string> {
{"Chest", "Spine1"},
{"Head", "Head"},
{"Hips", "Hips"},
{"Left Index Distal", "LeftHandIndex3"},
{"Left Index Intermediate", "LeftHandIndex2"},
{"Left Index Proximal", "LeftHandIndex1"},
{"Left Little Distal", "LeftHandPinky3"},
{"Left Little Intermediate", "LeftHandPinky2"},
{"Left Little Proximal", "LeftHandPinky1"},
{"Left Middle Distal", "LeftHandMiddle3"},
{"Left Middle Intermediate", "LeftHandMiddle2"},
{"Left Middle Proximal", "LeftHandMiddle1"},
{"Left Ring Distal", "LeftHandRing3"},
{"Left Ring Intermediate", "LeftHandRing2"},
{"Left Ring Proximal", "LeftHandRing1"},
{"Left Thumb Distal", "LeftHandThumb3"},
{"Left Thumb Intermediate", "LeftHandThumb2"},
{"Left Thumb Proximal", "LeftHandThumb1"},
{"LeftEye", "LeftEye"},
{"LeftFoot", "LeftFoot"},
{"LeftHand", "LeftHand"},
{"LeftLowerArm", "LeftForeArm"},
{"LeftLowerLeg", "LeftLeg"},
{"LeftShoulder", "LeftShoulder"},
{"LeftToes", "LeftToeBase"},
{"LeftUpperArm", "LeftArm"},
{"LeftUpperLeg", "LeftUpLeg"},
{"Neck", "Neck"},
{"Right Index Distal", "RightHandIndex3"},
{"Right Index Intermediate", "RightHandIndex2"},
{"Right Index Proximal", "RightHandIndex1"},
{"Right Little Distal", "RightHandPinky3"},
{"Right Little Intermediate", "RightHandPinky2"},
{"Right Little Proximal", "RightHandPinky1"},
{"Right Middle Distal", "RightHandMiddle3"},
{"Right Middle Intermediate", "RightHandMiddle2"},
{"Right Middle Proximal", "RightHandMiddle1"},
{"Right Ring Distal", "RightHandRing3"},
{"Right Ring Intermediate", "RightHandRing2"},
{"Right Ring Proximal", "RightHandRing1"},
{"Right Thumb Distal", "RightHandThumb3"},
{"Right Thumb Intermediate", "RightHandThumb2"},
{"Right Thumb Proximal", "RightHandThumb1"},
{"RightEye", "RightEye"},
{"RightFoot", "RightFoot"},
{"RightHand", "RightHand"},
{"RightLowerArm", "RightForeArm"},
{"RightLowerLeg", "RightLeg"},
{"RightShoulder", "RightShoulder"},
{"RightToes", "RightToeBase"},
{"RightUpperArm", "RightArm"},
{"RightUpperLeg", "RightUpLeg"},
{"Spine", "Spine"},
{"UpperChest", "Spine2"},
};
// absolute reference rotations for each Humanoid bone using Artemis fbx in Unity 2018.2.12f1
static readonly Dictionary<string, Quaternion> REFERENCE_ROTATIONS = new Dictionary<string, Quaternion> {
{"Chest", new Quaternion(-0.0824653f, 1.25274e-7f, -6.75759e-6f, 0.996594f)},
{"Head", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"Hips", new Quaternion(-3.043941e-10f, -1.573706e-7f, 5.112975e-6f, 1f)},
{"Left Index Distal", new Quaternion(-0.5086057f, 0.4908088f, -0.4912299f, -0.5090388f)},
{"Left Index Intermediate", new Quaternion(-0.4934928f, 0.5062312f, -0.5064303f, -0.4936835f)},
{"Left Index Proximal", new Quaternion(-0.4986293f, 0.5017503f, -0.5013659f, -0.4982448f)},
{"Left Little Distal", new Quaternion(-0.490056f, 0.5143053f, -0.5095307f, -0.4855038f)},
{"Left Little Intermediate", new Quaternion(-0.5083722f, 0.4954255f, -0.4915887f, -0.5044324f)},
{"Left Little Proximal", new Quaternion(-0.5062528f, 0.497324f, -0.4937346f, -0.5025966f)},
{"Left Middle Distal", new Quaternion(-0.4871885f, 0.5123404f, -0.5125002f, -0.4873383f)},
{"Left Middle Intermediate", new Quaternion(-0.5171652f, 0.4827828f, -0.4822642f, -0.5166069f)},
{"Left Middle Proximal", new Quaternion(-0.4955998f, 0.5041052f, -0.5043675f, -0.4958555f)},
{"Left Ring Distal", new Quaternion(-0.4936301f, 0.5097645f, -0.5061787f, -0.4901562f)},
{"Left Ring Intermediate", new Quaternion(-0.5089865f, 0.4943658f, -0.4909532f, -0.5054707f)},
{"Left Ring Proximal", new Quaternion(-0.5020972f, 0.5005084f, -0.4979034f, -0.4994819f)},
{"Left Thumb Distal", new Quaternion(-0.6617184f, 0.2884935f, -0.3604706f, -0.5907297f)},
{"Left Thumb Intermediate", new Quaternion(-0.6935627f, 0.1995147f, -0.2805665f, -0.6328092f)},
{"Left Thumb Proximal", new Quaternion(-0.6663674f, 0.278572f, -0.3507071f, -0.5961183f)},
{"LeftEye", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"LeftFoot", new Quaternion(0.009215056f, 0.3612514f, 0.9323555f, -0.01121602f)},
{"LeftHand", new Quaternion(-0.4797408f, 0.5195366f, -0.5279632f, -0.4703038f)},
{"LeftLowerArm", new Quaternion(-0.4594738f, 0.4594729f, -0.5374805f, -0.5374788f)},
{"LeftLowerLeg", new Quaternion(-0.0005380471f, -0.03154583f, 0.9994993f, 0.002378627f)},
{"LeftShoulder", new Quaternion(-0.3840606f, 0.525857f, -0.5957767f, -0.47013f)},
{"LeftToes", new Quaternion(-0.0002536641f, 0.7113448f, 0.7027079f, -0.01379319f)},
{"LeftUpperArm", new Quaternion(-0.4591927f, 0.4591916f, -0.5377204f, -0.5377193f)},
{"LeftUpperLeg", new Quaternion(-0.0006682819f, 0.0006864658f, 0.9999968f, -0.002333928f)},
{"Neck", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"Right Index Distal", new Quaternion(0.5083892f, 0.4911618f, -0.4914584f, 0.5086939f)},
{"Right Index Intermediate", new Quaternion(0.4931984f, 0.5065879f, -0.5067145f, 0.4933202f)},
{"Right Index Proximal", new Quaternion(0.4991491f, 0.5012957f, -0.5008481f, 0.4987026f)},
{"Right Little Distal", new Quaternion(0.4890696f, 0.5154139f, -0.5104482f, 0.4843578f)},
{"Right Little Intermediate", new Quaternion(0.5084175f, 0.495413f, -0.4915423f, 0.5044444f)},
{"Right Little Proximal", new Quaternion(0.5069782f, 0.4965974f, -0.4930001f, 0.5033045f)},
{"Right Middle Distal", new Quaternion(0.4867662f, 0.5129694f, -0.5128888f, 0.4866894f)},
{"Right Middle Intermediate", new Quaternion(0.5167004f, 0.4833596f, -0.4827653f, 0.5160643f)},
{"Right Middle Proximal", new Quaternion(0.4965845f, 0.5031784f, -0.5033959f, 0.4967981f)},
{"Right Ring Distal", new Quaternion(0.4933217f, 0.5102056f, -0.5064691f, 0.4897075f)},
{"Right Ring Intermediate", new Quaternion(0.5085972f, 0.494844f, -0.4913519f, 0.505007f)},
{"Right Ring Proximal", new Quaternion(0.502959f, 0.4996676f, -0.4970418f, 0.5003144f)},
{"Right Thumb Distal", new Quaternion(0.6611374f, 0.2896575f, -0.3616535f, 0.5900872f)},
{"Right Thumb Intermediate", new Quaternion(0.6937408f, 0.1986776f, -0.279922f, 0.6331626f)},
{"Right Thumb Proximal", new Quaternion(0.6664271f, 0.2783172f, -0.3505667f, 0.596253f)},
{"RightEye", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"RightFoot", new Quaternion(-0.009482829f, 0.3612484f, 0.9323512f, 0.01144584f)},
{"RightHand", new Quaternion(0.4797273f, 0.5195542f, -0.5279628f, 0.4702987f)},
{"RightLowerArm", new Quaternion(0.4594217f, 0.4594215f, -0.5375242f, 0.5375237f)},
{"RightLowerLeg", new Quaternion(0.0005446263f, -0.03177159f, 0.9994922f, -0.002395923f)},
{"RightShoulder", new Quaternion(0.3841222f, 0.5257177f, -0.5957286f, 0.4702966f)},
{"RightToes", new Quaternion(0.0001034f, 0.7113398f, 0.7027067f, 0.01411251f)},
{"RightUpperArm", new Quaternion(0.4591419f, 0.4591423f, -0.537763f, 0.5377624f)},
{"RightUpperLeg", new Quaternion(0.0006750703f, 0.0008973633f, 0.9999966f, 0.002352045f)},
{"Spine", new Quaternion(-0.05427956f, 1.508558e-7f, -2.775203e-6f, 0.9985258f)},
{"UpperChest", new Quaternion(-0.0824653f, 1.25274e-7f, -6.75759e-6f, 0.996594f)},
};
// Humanoid mapping name suffixes for each set of appendages
static readonly string[] LEG_MAPPING_SUFFIXES = new string[] {
"UpperLeg",
"LowerLeg",
"Foot",
"Toes",
};
static readonly string[] ARM_MAPPING_SUFFIXES = new string[] {
"Shoulder",
"UpperArm",
"LowerArm",
"Hand",
};
static readonly string[] HAND_MAPPING_SUFFIXES = new string[] {
" Index Distal",
" Index Intermediate",
" Index Proximal",
" Little Distal",
" Little Intermediate",
" Little Proximal",
" Middle Distal",
" Middle Intermediate",
" Middle Proximal",
" Ring Distal",
" Ring Intermediate",
" Ring Proximal",
" Thumb Distal",
" Thumb Intermediate",
" Thumb Proximal",
};
enum BoneRule {
RecommendedUnityVersion,
SingleRoot,
NoDuplicateMapping,
NoAsymmetricalLegMapping,
NoAsymmetricalArmMapping,
NoAsymmetricalHandMapping,
HipsMapped,
SpineMapped,
SpineDescendantOfHips,
ChestMapped,
ChestDescendantOfSpine,
NeckMapped,
HeadMapped,
HeadDescendantOfChest,
EyesMapped,
HipsNotOnGround,
HipsSpineChestNotCoincident,
TotalBoneCountUnderLimit,
BoneRuleEnd,
};
// rules that are treated as errors and prevent exporting, otherwise rules will show as warnings
static readonly BoneRule[] EXPORT_BLOCKING_BONE_RULES = new BoneRule[] {
BoneRule.HipsMapped,
BoneRule.SpineMapped,
BoneRule.ChestMapped,
BoneRule.HeadMapped,
};
class UserBoneInformation {
public string humanName; // bone name in Humanoid if it is mapped, otherwise ""
public string parentName; // parent user bone name
public int mappingCount; // number of times this bone is mapped in Humanoid
public Vector3 position; // absolute position
public Quaternion rotation; // absolute rotation
public BoneTreeNode boneTreeNode;
public UserBoneInformation() {
humanName = "";
parentName = "";
mappingCount = 0;
position = new Vector3();
rotation = new Quaternion();
boneTreeNode = new BoneTreeNode();
}
public bool HasHumanMapping() { return !string.IsNullOrEmpty(humanName); }
}
class BoneTreeNode {
public string boneName;
public List<BoneTreeNode> children = new List<BoneTreeNode>();
public BoneTreeNode() {}
public BoneTreeNode(string name) {
boneName = name;
}
}
static Dictionary<string, UserBoneInformation> userBoneInfos = new Dictionary<string, UserBoneInformation>();
static Dictionary<string, string> humanoidToUserBoneMappings = new Dictionary<string, string>();
static BoneTreeNode userBoneTree = new BoneTreeNode();
static Dictionary<BoneRule, string> failedBoneRules = new Dictionary<BoneRule, string>();
static string assetPath = "";
static string assetName = "";
static HumanDescription humanDescription;
[MenuItem("High Fidelity/Export New Avatar")]
static void ExportNewAvatar() {
ExportSelectedAvatar(false);
}
[MenuItem("High Fidelity/Update Existing Avatar")]
static void UpdateAvatar() {
ExportSelectedAvatar(true);
}
[MenuItem("High Fidelity/About")]
static void About() {
EditorUtility.DisplayDialog("About", "High Fidelity, Inc.\nAvatar Exporter\nVersion " + AVATAR_EXPORTER_VERSION, "Ok");
}
static void ExportSelectedAvatar(bool updateAvatar) {
string[] guids = Selection.assetGUIDs;
if (guids.Length != 1) {
if (guids.Length == 0) {
EditorUtility.DisplayDialog("Error", "Please select an asset to export.", "Ok");
} else {
EditorUtility.DisplayDialog("Error", "Please select a single asset to export.", "Ok");
}
return;
}
assetPath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
assetName = Path.GetFileNameWithoutExtension(assetPath);
ModelImporter modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
if (Path.GetExtension(assetPath).ToLower() != ".fbx" || modelImporter == null) {
EditorUtility.DisplayDialog("Error", "Please select an .fbx model asset to export.", "Ok");
return;
}
if (modelImporter.animationType != ModelImporterAnimationType.Human) {
EditorUtility.DisplayDialog("Error", "Please set model's Animation Type to Humanoid in " +
" the Rig section of it's Inspector window.", "Ok");
return;
}
humanDescription = modelImporter.humanDescription;
SetUserBoneInformation();
// format resulting bone rule failure strings
// consider export-blocking bone rules to be errors and show them in an error dialog,
// and also include any other bone rule failures as warnings in the dialog
string boneErrors = "";
string boneWarnings = "";
foreach (var failedBoneRule in failedBoneRules) {
if (Array.IndexOf(EXPORT_BLOCKING_BONE_RULES, failedBoneRule.Key) >= 0) {
boneErrors += failedBoneRule.Value + "\n\n";
} else {
boneWarnings += failedBoneRule.Value + "\n\n";
}
}
if (!string.IsNullOrEmpty(boneErrors)) {
// if there are both errors and warnings then warnings will be displayed with errors in the error dialog
if (!string.IsNullOrEmpty(boneWarnings)) {
boneErrors = "Errors:\n\n" + boneErrors;
boneErrors += "Warnings:\n\n" + boneWarnings;
}
// remove ending newlines from the last rule failure string that was added above
boneErrors = boneErrors.Substring(0, boneErrors.LastIndexOf("\n\n"));
EditorUtility.DisplayDialog("Error", boneErrors, "Ok");
return;
}
if (!humanoidToUserBoneMappings.ContainsKey("UpperChest")) {
// if parent of Neck is not Chest then map the parent to UpperChest
string neckUserBone;
if (humanoidToUserBoneMappings.TryGetValue("Neck", out neckUserBone)) {
UserBoneInformation neckParentBoneInfo;
string neckParentUserBone = userBoneInfos[neckUserBone].parentName;
if (userBoneInfos.TryGetValue(neckParentUserBone, out neckParentBoneInfo) && !neckParentBoneInfo.HasHumanMapping()) {
neckParentBoneInfo.humanName = "UpperChest";
humanoidToUserBoneMappings.Add("UpperChest", neckParentUserBone);
}
}
// if there is still no UpperChest bone but there is a Chest bone then we remap Chest to UpperChest
string chestUserBone;
if (!humanoidToUserBoneMappings.ContainsKey("UpperChest") &&
humanoidToUserBoneMappings.TryGetValue("Chest", out chestUserBone)) {
userBoneInfos[chestUserBone].humanName = "UpperChest";
humanoidToUserBoneMappings.Remove("Chest");
humanoidToUserBoneMappings.Add("UpperChest", chestUserBone);
}
}
string documentsFolder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments);
string hifiFolder = documentsFolder + "\\High Fidelity Projects";
if (updateAvatar) { // Update Existing Avatar menu option
bool copyModelToExport = false;
string initialPath = Directory.Exists(hifiFolder) ? hifiFolder : documentsFolder;
// open file explorer defaulting to hifi projects folder in user documents to select target fst to update
string exportFstPath = EditorUtility.OpenFilePanel("Select .fst to update", initialPath, "fst");
if (exportFstPath.Length == 0) { // file selection cancelled
return;
}
exportFstPath = exportFstPath.Replace('/', '\\');
// lookup the project name field from the fst file to update
string projectName = "";
try {
string[] lines = File.ReadAllLines(exportFstPath);
foreach (string line in lines) {
int separatorIndex = line.IndexOf("=");
if (separatorIndex >= 0) {
string key = line.Substring(0, separatorIndex).Trim();
if (key == "name") {
projectName = line.Substring(separatorIndex + 1).Trim();
break;
}
}
}
} catch {
EditorUtility.DisplayDialog("Error", "Failed to read from existing file " + exportFstPath +
". Please check the file and try again.", "Ok");
return;
}
string exportModelPath = Path.GetDirectoryName(exportFstPath) + "\\" + assetName + ".fbx";
if (File.Exists(exportModelPath)) {
// if the fbx in Unity Assets is newer than the fbx in the target export
// folder or vice-versa then ask to replace the older fbx with the newer fbx
DateTime assetModelWriteTime = File.GetLastWriteTime(assetPath);
DateTime targetModelWriteTime = File.GetLastWriteTime(exportModelPath);
if (assetModelWriteTime > targetModelWriteTime) {
int option = EditorUtility.DisplayDialogComplex("Error", "The " + assetName +
".fbx model in the Unity Assets folder is newer than the " + exportModelPath +
" model.\n\nDo you want to replace the older .fbx with the newer .fbx?",
"Yes", "No", "Cancel");
if (option == 2) { // Cancel
return;
}
copyModelToExport = option == 0; // Yes
} else if (assetModelWriteTime < targetModelWriteTime) {
int option = EditorUtility.DisplayDialogComplex("Error", "The " + exportModelPath +
" model is newer than the " + assetName + ".fbx model in the Unity Assets folder." +
"\n\nDo you want to replace the older .fbx with the newer .fbx and re-import it?",
"Yes", "No" , "Cancel");
if (option == 2) { // Cancel
return;
} else if (option == 0) { // Yes - copy model to Unity project
// copy the fbx from the project folder to Unity Assets, overwriting the existing fbx, and re-import it
File.Copy(exportModelPath, assetPath, true);
AssetDatabase.ImportAsset(assetPath);
// set model to Humanoid animation type and force another refresh on it to process Humanoid
modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
modelImporter.animationType = ModelImporterAnimationType.Human;
EditorUtility.SetDirty(modelImporter);
modelImporter.SaveAndReimport();
// redo parent names, joint mappings, and user bone positions due to the fbx change
// as well as re-check the bone rules for failures
humanDescription = modelImporter.humanDescription;
SetUserBoneInformation();
}
}
} else {
// if no matching fbx exists in the target export folder then ask to copy fbx over
int option = EditorUtility.DisplayDialogComplex("Error", "There is no existing " + exportModelPath +
" model.\n\nDo you want to copy over the " + assetName +
".fbx model from the Unity Assets folder?", "Yes", "No", "Cancel");
if (option == 2) { // Cancel
return;
}
copyModelToExport = option == 0; // Yes
}
// copy asset fbx over deleting any existing fbx if we agreed to overwrite it
if (copyModelToExport) {
try {
File.Copy(assetPath, exportModelPath, true);
} catch {
EditorUtility.DisplayDialog("Error", "Failed to copy existing file " + assetPath + " to " + exportModelPath +
". Please check the location and try again.", "Ok");
return;
}
}
// delete existing fst file since we will write a new file
// TODO: updating fst should only rewrite joint mappings and joint rotation offsets to existing file
try {
File.Delete(exportFstPath);
} catch {
EditorUtility.DisplayDialog("Error", "Failed to overwrite existing file " + exportFstPath +
". Please check the file and try again.", "Ok");
return;
}
// write out a new fst file in place of the old file
WriteFST(exportFstPath, projectName);
// display success dialog with any bone rule warnings
string successDialog = "Avatar successfully updated!";
if (!string.IsNullOrEmpty(boneWarnings)) {
successDialog += "\n\nWarnings:\n" + boneWarnings;
}
EditorUtility.DisplayDialog("Success!", successDialog, "Ok");
} else { // Export New Avatar menu option
// create High Fidelity Projects folder in user documents folder if it doesn't exist
if (!Directory.Exists(hifiFolder)) {
Directory.CreateDirectory(hifiFolder);
}
if (string.IsNullOrEmpty(boneWarnings)) {
boneWarnings = EMPTY_WARNING_TEXT;
}
// open a popup window to enter new export project name and project location
ExportProjectWindow window = ScriptableObject.CreateInstance<ExportProjectWindow>();
window.Init(hifiFolder, boneWarnings, OnExportProjectWindowClose);
}
}
static void OnExportProjectWindowClose(string projectDirectory, string projectName, string warnings) {
// copy the fbx from the Unity Assets folder to the project directory
string exportModelPath = projectDirectory + assetName + ".fbx";
File.Copy(assetPath, exportModelPath);
// create empty Textures and Scripts folders in the project directory
string texturesDirectory = projectDirectory + "\\textures";
string scriptsDirectory = projectDirectory + "\\scripts";
Directory.CreateDirectory(texturesDirectory);
Directory.CreateDirectory(scriptsDirectory);
// write out the avatar.fst file to the project directory
string exportFstPath = projectDirectory + "avatar.fst";
WriteFST(exportFstPath, projectName);
// remove any double slashes in texture directory path, display success dialog with any
// bone warnings previously mentioned, and suggest user to copy external textures over
texturesDirectory = texturesDirectory.Replace("\\\\", "\\");
string successDialog = "Avatar successfully exported!\n\n";
if (warnings != EMPTY_WARNING_TEXT) {
successDialog += "Warnings:\n" + warnings;
}
successDialog += "Note: If you are using any external textures with your model, " +
"please copy those textures to " + texturesDirectory;
EditorUtility.DisplayDialog("Success!", successDialog, "Ok");
}
static void WriteFST(string exportFstPath, string projectName) {
// write out core fields to top of fst file
try {
File.WriteAllText(exportFstPath, "name = " + projectName + "\ntype = body+head\nscale = 1\nfilename = " +
assetName + ".fbx\n" + "texdir = textures\n");
} catch {
EditorUtility.DisplayDialog("Error", "Failed to write file " + exportFstPath +
". Please check the location and try again.", "Ok");
return;
}
// write out joint mappings to fst file
foreach (var userBoneInfo in userBoneInfos) {
if (userBoneInfo.Value.HasHumanMapping()) {
string hifiJointName = HUMANOID_TO_HIFI_JOINT_NAME[userBoneInfo.Value.humanName];
File.AppendAllText(exportFstPath, "jointMap = " + hifiJointName + " = " + userBoneInfo.Key + "\n");
}
}
// calculate and write out joint rotation offsets to fst file
SkeletonBone[] skeletonMap = humanDescription.skeleton;
foreach (SkeletonBone userBone in skeletonMap) {
string userBoneName = userBone.name;
UserBoneInformation userBoneInfo;
if (!userBoneInfos.TryGetValue(userBoneName, out userBoneInfo)) {
continue;
}
Quaternion userBoneRotation = userBone.rotation;
string parentName = userBoneInfo.parentName;
if (parentName == "root") {
// if the parent is root then use bone's rotation
userBoneInfo.rotation = userBoneRotation;
} else {
// otherwise multiply bone's rotation by parent bone's absolute rotation
userBoneInfo.rotation = userBoneInfos[parentName].rotation * userBoneRotation;
}
// generate joint rotation offsets for both humanoid-mapped bones as well as extra unmapped bones
Quaternion jointOffset = new Quaternion();
string outputJointName = "";
if (userBoneInfo.HasHumanMapping()) {
outputJointName = HUMANOID_TO_HIFI_JOINT_NAME[userBoneInfo.humanName];
Quaternion rotation = REFERENCE_ROTATIONS[userBoneInfo.humanName];
jointOffset = Quaternion.Inverse(userBoneInfo.rotation) * rotation;
} else {
outputJointName = userBoneName;
jointOffset = Quaternion.Inverse(userBoneInfo.rotation);
string lastRequiredParent = FindLastRequiredAncestorBone(userBoneName);
if (lastRequiredParent != "root") {
// take the previous offset and multiply it by the current local when we have an extra joint
string lastRequiredParentHumanName = userBoneInfos[lastRequiredParent].humanName;
Quaternion lastRequiredParentRotation = REFERENCE_ROTATIONS[lastRequiredParentHumanName];
jointOffset *= lastRequiredParentRotation;
}
}
// swap from left-handed (Unity) to right-handed (HiFi) coordinates and write out joint rotation offset to fst
if (!string.IsNullOrEmpty(outputJointName)) {
jointOffset = new Quaternion(-jointOffset.x, jointOffset.y, jointOffset.z, -jointOffset.w);
File.AppendAllText(exportFstPath, "jointRotationOffset = " + outputJointName + " = (" + jointOffset.x + ", " +
jointOffset.y + ", " + jointOffset.z + ", " + jointOffset.w + ")\n");
}
}
// open File Explorer to the project directory once finished
System.Diagnostics.Process.Start("explorer.exe", "/select," + exportFstPath);
}
static void SetUserBoneInformation() {
userBoneInfos.Clear();
humanoidToUserBoneMappings.Clear();
userBoneTree = new BoneTreeNode();
// instantiate a game object of the user avatar to traverse the bone tree to gather
// bone parents and positions as well as build a bone tree, then destroy it
UnityEngine.Object avatarResource = AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object));
GameObject assetGameObject = (GameObject)Instantiate(avatarResource);
TraverseUserBoneTree(assetGameObject.transform);
DestroyImmediate(assetGameObject);
// iterate over Humanoid bones and update user bone info to increase human mapping counts for each bone
// as well as set their Humanoid name and build a Humanoid to user bone mapping
HumanBone[] boneMap = humanDescription.human;
foreach (HumanBone bone in boneMap) {
string humanName = bone.humanName;
string userBoneName = bone.boneName;
string hifiJointName;
if (userBoneInfos.ContainsKey(userBoneName)) {
++userBoneInfos[userBoneName].mappingCount;
if (HUMANOID_TO_HIFI_JOINT_NAME.TryGetValue(humanName, out hifiJointName)) {
userBoneInfos[userBoneName].humanName = humanName;
humanoidToUserBoneMappings.Add(humanName, userBoneName);
}
}
}
// generate the list of bone rule failure strings for any bone rules that are not satisfied by this avatar
SetFailedBoneRules();
}
static void TraverseUserBoneTree(Transform modelBone) {
GameObject gameObject = modelBone.gameObject;
// check if this transform is a node containing mesh, light, or camera instead of a bone
bool mesh = gameObject.GetComponent<MeshRenderer>() != null || gameObject.GetComponent<SkinnedMeshRenderer>() != null;
bool light = gameObject.GetComponent<Light>() != null;
bool camera = gameObject.GetComponent<Camera>() != null;
// if it is in fact a bone, add it to the bone tree as well as user bone infos list with position and parent name
if (!mesh && !light && !camera) {
UserBoneInformation userBoneInfo = new UserBoneInformation();
userBoneInfo.position = modelBone.position; // bone's absolute position
string boneName = modelBone.name;
if (modelBone.parent == null) {
// if no parent then this is actual root bone node of the user avatar, so consider it's parent as "root"
userBoneTree = new BoneTreeNode(boneName); // initialize root of tree
userBoneInfo.parentName = "root";
userBoneInfo.boneTreeNode = userBoneTree;
} else {
// otherwise add this bone node as a child to it's parent's children list
string parentName = modelBone.parent.name;
BoneTreeNode boneTreeNode = new BoneTreeNode(boneName);
userBoneInfos[parentName].boneTreeNode.children.Add(boneTreeNode);
userBoneInfo.parentName = parentName;
}
userBoneInfos.Add(boneName, userBoneInfo);
}
// recurse over transform node's children
for (int i = 0; i < modelBone.childCount; ++i) {
TraverseUserBoneTree(modelBone.GetChild(i));
}
}
static string FindLastRequiredAncestorBone(string currentBone) {
string result = currentBone;
// iterating upward through user bone info parent names, find the first ancestor bone that is mapped in Humanoid
while (result != "root" && userBoneInfos.ContainsKey(result) && !userBoneInfos[result].HasHumanMapping()) {
result = userBoneInfos[result].parentName;
}
return result;
}
static void SetFailedBoneRules() {
failedBoneRules.Clear();
string hipsUserBone = "";
string spineUserBone = "";
string chestUserBone = "";
string headUserBone = "";
Vector3 hipsPosition = new Vector3();
// iterate over all bone rules in order and add any rules that fail
// to the failed bone rules map with appropriate error or warning text
for (BoneRule boneRule = 0; boneRule < BoneRule.BoneRuleEnd; ++boneRule) {
switch (boneRule) {
case BoneRule.RecommendedUnityVersion:
if (Array.IndexOf(RECOMMENDED_UNITY_VERSIONS, Application.unityVersion) == -1) {
failedBoneRules.Add(boneRule, "The current version of Unity is not one of the recommended Unity " +
"versions. If you are using a version of Unity later than 2018.2.12f1, " +
"it is recommended to apply Enforce T-Pose under the Pose dropdown " +
"in Humanoid configuration.");
}
break;
case BoneRule.SingleRoot:
// bone rule fails if the root bone node has more than one child bone
if (userBoneTree.children.Count > 1) {
failedBoneRules.Add(boneRule, "There is more than one bone at the top level of the selected avatar's " +
"bone hierarchy. Please ensure all bones for Humanoid mappings are " +
"under the same bone hierarchy.");
}
break;
case BoneRule.NoDuplicateMapping:
// bone rule fails if any user bone is mapped to more than one Humanoid bone
foreach (var userBoneInfo in userBoneInfos) {
string boneName = userBoneInfo.Key;
int mappingCount = userBoneInfo.Value.mappingCount;
if (mappingCount > 1) {
string text = "The " + boneName + " bone is mapped to more than one bone in Humanoid.";
if (failedBoneRules.ContainsKey(boneRule)) {
failedBoneRules[boneRule] += "\n" + text;
} else {
failedBoneRules.Add(boneRule, text);
}
}
}
break;
case BoneRule.NoAsymmetricalLegMapping:
CheckAsymmetricalMappingRule(boneRule, LEG_MAPPING_SUFFIXES, "leg");
break;
case BoneRule.NoAsymmetricalArmMapping:
CheckAsymmetricalMappingRule(boneRule, ARM_MAPPING_SUFFIXES, "arm");
break;
case BoneRule.NoAsymmetricalHandMapping:
CheckAsymmetricalMappingRule(boneRule, HAND_MAPPING_SUFFIXES, "hand");
break;
case BoneRule.HipsMapped:
hipsUserBone = CheckHumanBoneMappingRule(boneRule, "Hips");
break;
case BoneRule.SpineMapped:
spineUserBone = CheckHumanBoneMappingRule(boneRule, "Spine");
break;
case BoneRule.SpineDescendantOfHips:
CheckUserBoneDescendantOfHumanRule(boneRule, spineUserBone, "Hips");
break;
case BoneRule.ChestMapped:
if (!humanoidToUserBoneMappings.TryGetValue("Chest", out chestUserBone)) {
// check to see if there is a child of Spine that we can suggest to be mapped to Chest
string spineChild = "";
if (!string.IsNullOrEmpty(spineUserBone)) {
BoneTreeNode spineTreeNode = userBoneInfos[spineUserBone].boneTreeNode;
if (spineTreeNode.children.Count == 1) {
spineChild = spineTreeNode.children[0].boneName;
}
}
failedBoneRules.Add(boneRule, "There is no Chest bone mapped in Humanoid for the selected avatar.");
// if the only found child of Spine is not yet mapped then add it as a suggestion for Chest mapping
if (!string.IsNullOrEmpty(spineChild) && !userBoneInfos[spineChild].HasHumanMapping()) {
failedBoneRules[boneRule] += " It is suggested that you map bone " + spineChild +
" to Chest in Humanoid.";
}
}
break;
case BoneRule.ChestDescendantOfSpine:
CheckUserBoneDescendantOfHumanRule(boneRule, chestUserBone, "Spine");
break;
case BoneRule.NeckMapped:
CheckHumanBoneMappingRule(boneRule, "Neck");
break;
case BoneRule.HeadMapped:
headUserBone = CheckHumanBoneMappingRule(boneRule, "Head");
break;
case BoneRule.HeadDescendantOfChest:
CheckUserBoneDescendantOfHumanRule(boneRule, headUserBone, "Chest");
break;
case BoneRule.EyesMapped:
bool leftEyeMapped = humanoidToUserBoneMappings.ContainsKey("LeftEye");
bool rightEyeMapped = humanoidToUserBoneMappings.ContainsKey("RightEye");
if (!leftEyeMapped || !rightEyeMapped) {
if (leftEyeMapped && !rightEyeMapped) {
failedBoneRules.Add(boneRule, "There is no RightEye bone mapped in Humanoid " +
"for the selected avatar.");
} else if (!leftEyeMapped && rightEyeMapped) {
failedBoneRules.Add(boneRule, "There is no LeftEye bone mapped in Humanoid " +
"for the selected avatar.");
} else {
failedBoneRules.Add(boneRule, "There is no LeftEye or RightEye bone mapped in Humanoid " +
"for the selected avatar.");
}
}
break;
case BoneRule.HipsNotOnGround:
// ensure the absolute Y position for the bone mapped to Hips (if its mapped) is at least HIPS_GROUND_MIN_Y
if (!string.IsNullOrEmpty(hipsUserBone)) {
UserBoneInformation hipsBoneInfo = userBoneInfos[hipsUserBone];
hipsPosition = hipsBoneInfo.position;
if (hipsPosition.y < HIPS_GROUND_MIN_Y) {
failedBoneRules.Add(boneRule, "The bone mapped to Hips in Humanoid (" + hipsUserBone +
") should not be at ground level.");
}
}
break;
case BoneRule.HipsSpineChestNotCoincident:
// ensure the bones mapped to Hips, Spine, and Chest are all not in the same position,
// check Hips to Spine and Spine to Chest lengths are within HIPS_SPINE_CHEST_MIN_SEPARATION
if (!string.IsNullOrEmpty(spineUserBone) && !string.IsNullOrEmpty(chestUserBone) &&
!string.IsNullOrEmpty(hipsUserBone)) {
UserBoneInformation spineBoneInfo = userBoneInfos[spineUserBone];
UserBoneInformation chestBoneInfo = userBoneInfos[chestUserBone];
Vector3 hipsToSpine = hipsPosition - spineBoneInfo.position;
Vector3 spineToChest = spineBoneInfo.position - chestBoneInfo.position;
if (hipsToSpine.magnitude < HIPS_SPINE_CHEST_MIN_SEPARATION &&
spineToChest.magnitude < HIPS_SPINE_CHEST_MIN_SEPARATION) {
failedBoneRules.Add(boneRule, "The bone mapped to Hips in Humanoid (" + hipsUserBone +
"), the bone mapped to Spine in Humanoid (" + spineUserBone +
"), and the bone mapped to Chest in Humanoid (" + chestUserBone +
") should not be coincidental.");
}
}
break;
case BoneRule.TotalBoneCountUnderLimit:
int userBoneCount = userBoneInfos.Count;
if (userBoneCount > MAXIMUM_USER_BONE_COUNT) {
failedBoneRules.Add(boneRule, "The total number of bones in the avatar (" + userBoneCount +
") exceeds the maximum bone limit (" + MAXIMUM_USER_BONE_COUNT + ").");
}
break;
}
}
}
static string CheckHumanBoneMappingRule(BoneRule boneRule, string humanBoneName) {
string userBoneName = "";
// bone rule fails if bone is not mapped in Humanoid
if (!humanoidToUserBoneMappings.TryGetValue(humanBoneName, out userBoneName)) {
failedBoneRules.Add(boneRule, "There is no " + humanBoneName + " bone mapped in Humanoid for the selected avatar.");
}
return userBoneName;
}
static void CheckUserBoneDescendantOfHumanRule(BoneRule boneRule, string userBoneName, string descendantOfHumanName) {
if (string.IsNullOrEmpty(userBoneName)) {
return;
}
string descendantOfUserBoneName = "";
if (!humanoidToUserBoneMappings.TryGetValue(descendantOfHumanName, out descendantOfUserBoneName)) {
return;
}
string userBone = userBoneName;
string ancestorUserBone = "";
UserBoneInformation userBoneInfo = new UserBoneInformation();
// iterate upward from user bone through user bone info parent names until root
// is reached or the ancestor bone name matches the target descendant of name
while (ancestorUserBone != "root") {
if (userBoneInfos.TryGetValue(userBone, out userBoneInfo)) {
ancestorUserBone = userBoneInfo.parentName;
if (ancestorUserBone == descendantOfUserBoneName) {
return;
}
userBone = ancestorUserBone;
} else {
break;
}
}
// bone rule fails if no ancestor of given user bone matched the descendant of name (no early return)
failedBoneRules.Add(boneRule, "The bone mapped to " + userBoneInfo.humanName + " in Humanoid (" + userBoneName +
") is not a child of the bone mapped to " + descendantOfHumanName + " in Humanoid (" +
descendantOfUserBoneName + ").");
}
static void CheckAsymmetricalMappingRule(BoneRule boneRule, string[] mappingSuffixes, string appendage) {
int leftCount = 0;
int rightCount = 0;
// add Left/Right to each mapping suffix to make Humanoid mapping names,
// and count the number of bones mapped in Humanoid on each side
foreach (string mappingSuffix in mappingSuffixes) {
string leftMapping = "Left" + mappingSuffix;
string rightMapping = "Right" + mappingSuffix;
if (humanoidToUserBoneMappings.ContainsKey(leftMapping)) {
++leftCount;
}
if (humanoidToUserBoneMappings.ContainsKey(rightMapping)) {
++rightCount;
}
}
// bone rule fails if number of left appendage mappings doesn't match number of right appendage mappings
if (leftCount != rightCount) {
failedBoneRules.Add(boneRule, "The number of bones mapped in Humanoid for the left " + appendage + " (" +
leftCount + ") does not match the number of bones mapped in Humanoid for the right " +
appendage + " (" + rightCount + ").");
}
}
}
class ExportProjectWindow : EditorWindow {
const int WINDOW_WIDTH = 500;
const int WINDOW_HEIGHT = 460;
const int BUTTON_FONT_SIZE = 16;
const int LABEL_FONT_SIZE = 16;
const int TEXT_FIELD_FONT_SIZE = 14;
const int TEXT_FIELD_HEIGHT = 20;
const int ERROR_FONT_SIZE = 12;
const int WARNING_SCROLL_HEIGHT = 170;
const string EMPTY_ERROR_TEXT = "None\n";
string projectName = "";
string projectLocation = "";
string projectDirectory = "";
string errorText = EMPTY_ERROR_TEXT;
string warningText = "";
Vector2 warningScrollPosition = new Vector2(0, 0);
public delegate void OnCloseDelegate(string projectDirectory, string projectName, string warnings);
OnCloseDelegate onCloseCallback;
public void Init(string initialPath, string warnings, OnCloseDelegate closeCallback) {
minSize = new Vector2(WINDOW_WIDTH, WINDOW_HEIGHT);
maxSize = new Vector2(WINDOW_WIDTH, WINDOW_HEIGHT);
titleContent.text = "Export New Avatar";
projectLocation = initialPath;
warningText = warnings;
onCloseCallback = closeCallback;
ShowUtility();
}
void OnGUI() {
// define UI styles for all GUI elements to be created
GUIStyle buttonStyle = new GUIStyle(GUI.skin.button);
buttonStyle.fontSize = BUTTON_FONT_SIZE;
GUIStyle labelStyle = new GUIStyle(GUI.skin.label);
labelStyle.fontSize = LABEL_FONT_SIZE;
GUIStyle textStyle = new GUIStyle(GUI.skin.textField);
textStyle.fontSize = TEXT_FIELD_FONT_SIZE;
textStyle.fixedHeight = TEXT_FIELD_HEIGHT;
GUIStyle errorStyle = new GUIStyle(GUI.skin.label);
errorStyle.fontSize = ERROR_FONT_SIZE;
errorStyle.normal.textColor = Color.red;
errorStyle.wordWrap = true;
GUIStyle warningStyle = new GUIStyle(errorStyle);
warningStyle.normal.textColor = Color.yellow;
GUILayout.Space(10);
// Project name label and input text field
GUILayout.Label("Export project name:", labelStyle);
projectName = GUILayout.TextField(projectName, textStyle);
GUILayout.Space(10);
// Project location label and input text field
GUILayout.Label("Export project location:", labelStyle);
projectLocation = GUILayout.TextField(projectLocation, textStyle);
// Browse button to open folder explorer that starts at project location path and then updates project location
if (GUILayout.Button("Browse", buttonStyle)) {
string result = EditorUtility.OpenFolderPanel("Select export location", projectLocation, "");
if (result.Length > 0) { // folder selection not cancelled
projectLocation = result.Replace('/', '\\');
}
}
// Red error label text to display any file-related errors
GUILayout.Label("Error:", errorStyle);
GUILayout.Label(errorText, errorStyle);
GUILayout.Space(10);
// Yellow warning label text to display scrollable list of any bone-related warnings
GUILayout.Label("Warnings:", warningStyle);
warningScrollPosition = GUILayout.BeginScrollView(warningScrollPosition, GUILayout.Width(WINDOW_WIDTH),
GUILayout.Height(WARNING_SCROLL_HEIGHT));
GUILayout.Label(warningText, warningStyle);
GUILayout.EndScrollView();
GUILayout.Space(10);
// Export button which will verify project folder can actually be created
// before closing popup window and calling back to initiate the export
bool export = false;
if (GUILayout.Button("Export", buttonStyle)) {
export = true;
if (!CheckForErrors(true)) {
Close();
onCloseCallback(projectDirectory, projectName, warningText);
}
}
// Cancel button just closes the popup window without callback
if (GUILayout.Button("Cancel", buttonStyle)) {
Close();
}
// When either text field changes check for any errors if we didn't just check errors from clicking Export above
if (GUI.changed && !export) {
CheckForErrors(false);
}
}
bool CheckForErrors(bool exporting) {
errorText = EMPTY_ERROR_TEXT; // default to None if no errors found
projectDirectory = projectLocation + "\\" + projectName + "\\";
if (projectName.Length > 0) {
// new project must have a unique folder name since the folder will be created for it
if (Directory.Exists(projectDirectory)) {
errorText = "A folder with the name " + projectName +
" already exists at that location.\nPlease choose a different project name or location.";
return true;
}
}
if (projectLocation.Length > 0) {
// before clicking Export we can verify that the project location at least starts with a drive
if (!Char.IsLetter(projectLocation[0]) || projectLocation.Length == 1 || projectLocation[1] != ':') {
errorText = "Project location is invalid. Please choose a different project location.\n";
return true;
}
}
if (exporting) {
// when exporting, project name and location must both be defined, and project location must
// be valid and accessible (we attempt to create the project folder at this time to verify this)
if (projectName.Length == 0) {
errorText = "Please define a project name.\n";
return true;
} else if (projectLocation.Length == 0) {
errorText = "Please define a project location.\n";
return true;
} else {
try {
Directory.CreateDirectory(projectDirectory);
} catch {
errorText = "Project location is invalid. Please choose a different project location.\n";
return true;
}
}
}
return false;
}
}