mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-03-30 06:14:59 -05:00
418 lines
15 KiB
C#
418 lines
15 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using UnityEditor;
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using UniGLTF;
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using UniGLTF.M17N;
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namespace UniGLTF.MeshUtility
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{
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[CustomEditor(typeof(MeshProcessDialog), true)]
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public class BoneMeshEraserGUI : Editor
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{
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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var skinnedMesh = serializedObject.FindProperty("_cSkinnedMesh");
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EditorGUILayout.PropertyField(skinnedMesh, new GUIContent("Skinned Mesh"), true);
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var animator = serializedObject.FindProperty("_cAnimator");
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EditorGUILayout.PropertyField(animator, new GUIContent("Animator"), false);
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var eraseRoot = serializedObject.FindProperty("_cEraseRoot");
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EditorGUILayout.PropertyField(eraseRoot, new GUIContent("Erase Root"), false);
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var list = serializedObject.FindProperty("_eraseBones");
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EditorGUILayout.PropertyField(list, new GUIContent("Erase Bones"), true);
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serializedObject.ApplyModifiedProperties();
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}
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}
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public class MeshProcessDialog : EditorWindow
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{
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enum Tabs
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{
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MeshSeparator,
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MeshIntegrator,
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StaticMeshIntegrator,
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BoneMeshEraser,
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}
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private Tabs _tab;
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private GameObject _exportTarget;
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private Editor _boneMeshEraserEditor;
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private SkinnedMeshRenderer _pSkinnedMesh;
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private Animator _pAnimator;
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private Transform _pEraseRoot;
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private Vector2 _scrollPos = new Vector2(0, 0);
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[SerializeField]
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private SkinnedMeshRenderer _cSkinnedMesh = null;
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[SerializeField]
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private Animator _cAnimator = null;
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[SerializeField]
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private Transform _cEraseRoot = null;
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[SerializeField]
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private BoneMeshEraser.EraseBone[] _eraseBones;
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private MethodInfo _processFunction;
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private bool _isInvokeSuccess = false;
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GUIStyle _tabButtonStyle => "LargeButton";
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GUI.ToolbarButtonSize _tabButtonSize => GUI.ToolbarButtonSize.Fixed;
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private enum MeshProcessingMessages
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{
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[LangMsg(Languages.ja, "ターゲットオブジェクト")]
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[LangMsg(Languages.en, "TargetObject")]
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TARGET_OBJECT,
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[LangMsg(Languages.ja, "BlendShapeを含むメッシュは分割されます")]
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[LangMsg(Languages.en, "Meshes containing BlendShape will be split")]
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MESH_SEPARATOR,
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[LangMsg(Languages.ja, "メッシュを統合します。BlendShapeを含むメッシュは独立して統合されます")]
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[LangMsg(Languages.en, "Generate a single mesh. Meshes w/ BlendShape will be grouped into another one")]
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MESH_INTEGRATOR,
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[LangMsg(Languages.ja, "静的メッシュを一つに統合します")]
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[LangMsg(Languages.en, "Integrate static meshes into one")]
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STATIC_MESH_INTEGRATOR,
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[LangMsg(Languages.ja, "ボーン(Erase Rootのヒエラルキー)に関連するメッシュを削除します")]
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[LangMsg(Languages.en, "Eliminate meshes associated with the bones in EraseRoot hierarchy")]
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BONE_MESH_ERASER,
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[LangMsg(Languages.ja, "Skinned Meshを選んでください")]
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[LangMsg(Languages.en, "Select a skinned mesh")]
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SELECT_SKINNED_MESH,
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[LangMsg(Languages.ja, "Erase Rootを選んでください")]
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[LangMsg(Languages.en, "Select a erase root")]
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SELECT_ERASE_ROOT,
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[LangMsg(Languages.ja, "GameObjectを選んでください")]
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[LangMsg(Languages.en, "Select a GameObject first")]
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NO_GAMEOBJECT_SELECTED,
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[LangMsg(Languages.ja, "GameObjectにスキンメッシュが含まれていません")]
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[LangMsg(Languages.en, "No skinned mesh is contained")]
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NO_SKINNED_MESH,
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[LangMsg(Languages.ja, "GameObjectに静的メッシュが含まれていません")]
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[LangMsg(Languages.en, "No static mesh is contained")]
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NO_STATIC_MESH,
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[LangMsg(Languages.ja, "GameObjectにスキンメッシュ・静的メッシュが含まれていません")]
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[LangMsg(Languages.en, "Skinned/Static mesh is not contained")]
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NO_MESH,
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[LangMsg(Languages.ja, "ターゲットオブジェクトはVRMモデルです。`VRM0-> MeshIntegrator`を使ってください")]
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[LangMsg(Languages.en, "Target object is VRM model, use `VRM0 -> MeshIntegrator` instead")]
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VRM_DETECTED,
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}
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private void OnEnable()
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{
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if (!_boneMeshEraserEditor)
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{
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_boneMeshEraserEditor = Editor.CreateEditor(this);
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}
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}
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private void OnGUI()
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{
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_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
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EditorGUIUtility.labelWidth = 150;
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// lang
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LanguageGetter.OnGuiSelectLang();
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_tab = TabBar.OnGUI(_tab, _tabButtonStyle, _tabButtonSize);
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switch (_tab)
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{
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case Tabs.MeshSeparator:
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EditorGUILayout.LabelField(MeshProcessingMessages.MESH_SEPARATOR.Msg());
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break;
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case Tabs.MeshIntegrator:
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EditorGUILayout.LabelField(MeshProcessingMessages.MESH_INTEGRATOR.Msg());
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break;
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case Tabs.StaticMeshIntegrator:
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EditorGUILayout.LabelField(MeshProcessingMessages.STATIC_MESH_INTEGRATOR.Msg());
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break;
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case Tabs.BoneMeshEraser:
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EditorGUILayout.LabelField(MeshProcessingMessages.BONE_MESH_ERASER.Msg());
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break;
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}
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(MeshProcessingMessages.TARGET_OBJECT.Msg(), GUILayout.MaxWidth(146.0f));
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_exportTarget = (GameObject)EditorGUILayout.ObjectField(_exportTarget, typeof(GameObject), true);
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EditorGUILayout.EndHorizontal();
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if (_exportTarget == null && MeshUtility.IsGameObjectSelected())
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{
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_exportTarget = Selection.activeObject as GameObject;
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}
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if (_tab == Tabs.BoneMeshEraser)
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{
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if (_boneMeshEraserEditor)
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{
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_boneMeshEraserEditor.OnInspectorGUI();
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}
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// any better way we can detect component change?
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if (_cSkinnedMesh != _pSkinnedMesh || _cAnimator != _pAnimator || _cEraseRoot != _pEraseRoot)
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{
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BoneMeshEraserValidate();
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}
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_pSkinnedMesh = _cSkinnedMesh;
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_pAnimator = _cAnimator;
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_pEraseRoot = _cEraseRoot;
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}
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// Create Other Buttons
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{
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GUILayout.BeginVertical();
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{
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Process", GUILayout.MinWidth(100)))
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{
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switch (_tab)
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{
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case Tabs.MeshSeparator:
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_isInvokeSuccess = InvokeWizardUpdate("MeshSeparator");
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break;
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case Tabs.MeshIntegrator:
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_isInvokeSuccess = InvokeWizardUpdate("MeshIntegrator");
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break;
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case Tabs.StaticMeshIntegrator:
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_isInvokeSuccess = InvokeWizardUpdate("StaticMeshIntegrator");
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break;
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case Tabs.BoneMeshEraser:
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_isInvokeSuccess = InvokeWizardUpdate("BoneMeshRemover");
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break;
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}
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if (_isInvokeSuccess)
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{
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Close();
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GUIUtility.ExitGUI();
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}
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}
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GUI.enabled = true;
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GUILayout.EndHorizontal();
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}
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GUILayout.EndVertical();
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}
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EditorGUILayout.EndScrollView();
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}
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private bool InvokeWizardUpdate(string processFuntion)
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{
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const BindingFlags kInstanceInvokeFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.FlattenHierarchy;
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_processFunction = GetType().GetMethod(processFuntion, kInstanceInvokeFlags);
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if (_processFunction != null)
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{
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return (Boolean)_processFunction.Invoke(this, null);
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}
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else
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{
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Debug.LogError("This function has not been implemented in script");
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return false;
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}
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}
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private bool GameObjectNull()
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{
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EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(), "ok");
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return false;
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}
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private bool MeshSeparator()
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{
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if (_exportTarget == null) return GameObjectNull();
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var go = _exportTarget;
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if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length > 0)
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{
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MeshUtility.SeparationProcessing(go);
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return true;
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}
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else
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{
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EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_SKINNED_MESH.Msg(), "ok");
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return false;
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}
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}
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private bool MeshIntegrator()
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{
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if (_exportTarget == null) return GameObjectNull();
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var go = _exportTarget;
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Component[] allComponents = go.GetComponents(typeof(Component));
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var keyWord = "VRMMeta";
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foreach (var component in allComponents)
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{
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if (component == null) continue;
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var sourceString = component.ToString();
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if (sourceString.Contains(keyWord))
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{
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EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.VRM_DETECTED.Msg(), "ok");
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return false;
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}
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}
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if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length > 0 || go.GetComponentsInChildren<MeshFilter>().Length > 0)
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{
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MeshUtility.MeshIntegrator(go);
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return true;
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}
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else
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{
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EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_MESH.Msg(), "ok");
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return false;
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}
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}
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private bool StaticMeshIntegrator()
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{
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if (_exportTarget == null) return GameObjectNull();
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var go = _exportTarget;
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if (go.GetComponentsInChildren<MeshFilter>().Length > 0)
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{
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MeshUtility.IntegrateSelected(go);
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return true;
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}
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else
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{
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EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_STATIC_MESH.Msg(), "ok");
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return false;
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}
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}
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private bool BoneMeshRemover()
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{
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if (_exportTarget == null) return GameObjectNull();
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var go = _exportTarget;
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if (_cSkinnedMesh == null)
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{
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EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.SELECT_SKINNED_MESH.Msg(), "ok");
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return false;
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}
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else if (_cEraseRoot == null)
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{
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EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.SELECT_ERASE_ROOT.Msg(), "ok");
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return false;
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}
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BoneMeshRemove(go);
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return true;
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}
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private void BoneMeshEraserValidate()
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{
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if (_cSkinnedMesh == null)
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{
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_eraseBones = new BoneMeshEraser.EraseBone[] { };
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return;
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}
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if (_cEraseRoot == null)
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{
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if (_cAnimator != null)
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{
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_cEraseRoot = _cAnimator.GetBoneTransform(HumanBodyBones.Head);
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//Debug.LogFormat("head: {0}", EraseRoot);
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}
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}
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_eraseBones = _cSkinnedMesh.bones.Select(x =>
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{
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var eb = new BoneMeshEraser.EraseBone
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{
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Bone = x,
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};
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if (_cEraseRoot != null)
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{
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// 首の子孫を消去
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if (eb.Bone.Ancestor().Any(y => y == _cEraseRoot))
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{
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//Debug.LogFormat("erase {0}", x);
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eb.Erase = true;
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}
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}
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return eb;
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})
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.ToArray();
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}
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private void BoneMeshRemove(GameObject go)
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{
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var renderer = Remove(go);
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var outputObject = GameObject.Instantiate(go);
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outputObject.name = outputObject.name + "_bone_mesh_erase";
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if (renderer == null)
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{
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return;
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}
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// save mesh to Assets
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var assetPath = string.Format("{0}{1}", go.name, MeshUtility.ASSET_SUFFIX);
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var prefab = MeshUtility.GetPrefab(go);
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if (prefab != null)
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{
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var prefabPath = AssetDatabase.GetAssetPath(prefab);
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assetPath = string.Format("{0}/{1}{2}",
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Path.GetDirectoryName(prefabPath),
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Path.GetFileNameWithoutExtension(prefabPath),
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MeshUtility.ASSET_SUFFIX
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);
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}
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Debug.LogFormat("CreateAsset: {0}", assetPath);
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AssetDatabase.CreateAsset(renderer.sharedMesh, assetPath);
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// destroy BoneMeshEraser in the source
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foreach (var skinnedMesh in go.GetComponentsInChildren<SkinnedMeshRenderer>())
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{
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if (skinnedMesh.gameObject.name == BoneMeshEraserWizard.BONE_MESH_ERASER_NAME)
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{
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GameObject.DestroyImmediate(skinnedMesh.gameObject);
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}
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}
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// destroy the original mesh in the copied GameObject
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foreach (var skinnedMesh in outputObject.GetComponentsInChildren<SkinnedMeshRenderer>())
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{
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if (skinnedMesh.sharedMesh == _cSkinnedMesh.sharedMesh)
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{
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GameObject.DestroyImmediate(skinnedMesh);
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}
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}
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}
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private SkinnedMeshRenderer Remove(GameObject go)
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{
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var bones = _cSkinnedMesh.bones;
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var eraseBones = _eraseBones
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.Where(x => x.Erase)
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.Select(x => Array.IndexOf(bones, x.Bone))
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.ToArray();
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var meshNode = new GameObject(BoneMeshEraserWizard.BONE_MESH_ERASER_NAME);
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meshNode.transform.SetParent(go.transform, false);
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var erased = meshNode.AddComponent<SkinnedMeshRenderer>();
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erased.sharedMesh = BoneMeshEraser.CreateErasedMesh(_cSkinnedMesh.sharedMesh, eraseBones);
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erased.sharedMaterials = _cSkinnedMesh.sharedMaterials;
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erased.bones = _cSkinnedMesh.bones;
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return erased;
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}
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}
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} |