UniVRM/Assets/VRM/Editor/Format/VRMExportSettingsEditor.cs
2021-04-21 15:47:28 +09:00

126 lines
5.7 KiB
C#

using System;
using UnityEditor;
using UnityEngine;
using UniGLTF.M17N;
namespace VRM
{
[CustomEditor(typeof(VRMExportSettings))]
public class VRMExportSettingsEditor : Editor
{
class CheckBoxProp
{
public SerializedProperty Property;
public Func<string> Description;
public CheckBoxProp(SerializedProperty property, Func<string> desc)
{
Property = property;
Description = desc;
}
public CheckBoxProp(SerializedProperty property, Options desc) : this(property, () => Msg(desc))
{
}
public CheckBoxProp(SerializedProperty property, string desc) : this(property, () => desc)
{
}
public void Draw()
{
EditorGUILayout.PropertyField(Property);
EditorGUILayout.HelpBox(Description(), MessageType.None);
EditorGUILayout.Space();
}
}
CheckBoxProp m_poseFreeze;
CheckBoxProp m_useSparseAccessor;
CheckBoxProp m_onlyBlendShapePosition;
CheckBoxProp m_reduceBlendShape;
CheckBoxProp m_reduceBlendShapeClip;
CheckBoxProp m_divideVertexBuffer;
static string Msg(Options key)
{
return LanguageGetter.Msg(key);
}
public enum Options
{
[LangMsg(Languages.ja, "エクスポート時に強制的にT-Pose化する。これを使わずに手動でT-Poseを作っても問題ありません")]
[LangMsg(Languages.en, "Force T-Pose before export. Manually making T-Pose for model without enabling this is ok")]
FORCE_T_POSE,
[LangMsg(Languages.ja, "エクスポート時に正規化(ヒエラルキーから回転と拡大縮小を取り除くためにベイク)する")]
[LangMsg(Languages.en, "Model's normalization (bake to remove roation and scaling from the hierarchy)")]
NORMALIZE,
[LangMsg(Languages.ja, "エクスポート時に新しいJsonSerializerを使う")]
[LangMsg(Languages.en, "The new version of JsonSerializer for model export")]
USE_GENERATED_SERIALIZER,
[LangMsg(Languages.ja, "BlendShapeの容量を GLTF の Sparse Accessor 機能で削減する。修正中: UniGLTF以外でロードできません")]
[LangMsg(Languages.en, "BlendShape size can be reduced by using Sparse Accessor")]
BLENDSHAPE_USE_SPARSE,
[LangMsg(Languages.ja, "BlendShapeClipのエクスポートに法線とTangentを含めない。UniVRM-0.53 以前ではロードがエラーになるのに注意してください")]
[LangMsg(Languages.en, "BlendShape's Normal and Tangent will not be exported. Be aware that errors may occur during import if the model is made by UniVRM-0.53 or earlier versions")]
BLENDSHAPE_EXCLUDE_NORMAL_AND_TANGENT,
[LangMsg(Languages.ja, "BlendShapeClipから参照されないBlendShapeをエクスポートに含めない")]
[LangMsg(Languages.en, "BlendShapes that are not referenced by BlendShapeClips will not be exported")]
BLENDSHAPE_ONLY_CLIP_USE,
[LangMsg(Languages.ja, "BlendShapeClip.Preset == Unknown のBlendShapeClipをエクスポートに含めない")]
[LangMsg(Languages.en, "BlendShapeClip will not be exported if BlendShapeClip.Preset == Unknown")]
BLENDSHAPE_EXCLUDE_UNKNOWN,
[LangMsg(Languages.ja, "エクスポートに頂点カラーを含めない")]
[LangMsg(Languages.en, "Vertex color will not be exported")]
REMOVE_VERTEX_COLOR,
[LangMsg(Languages.ja, "T-Pose にする")]
[LangMsg(Languages.en, "Make T-Pose")]
DO_TPOSE,
[LangMsg(Languages.ja, "頂点バッファをsubmeshで分割する。GLTF互換性のため。UniVRM-0.72 からロードできる。")]
[LangMsg(Languages.en, "Divide vertex buffer by submesh。For more gltf compatibility。UniVRM-0.72 or later can load.")]
DIVIDE_VERTEX_BUFFER,
}
private void OnEnable()
{
m_poseFreeze = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.PoseFreeze)), Options.NORMALIZE);
m_useSparseAccessor = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.UseSparseAccessor)), Options.BLENDSHAPE_USE_SPARSE);
m_onlyBlendShapePosition = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.OnlyBlendshapePosition)), Options.BLENDSHAPE_EXCLUDE_NORMAL_AND_TANGENT);
m_reduceBlendShape = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.ReduceBlendshape)), Options.BLENDSHAPE_ONLY_CLIP_USE);
m_reduceBlendShapeClip = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.ReduceBlendshapeClip)), Options.BLENDSHAPE_EXCLUDE_UNKNOWN);
m_divideVertexBuffer = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.DivideVertexBuffer)), Options.DIVIDE_VERTEX_BUFFER);
}
public override void OnInspectorGUI()
{
GUILayout.Space(20);
var settings = (VRMExportSettings)target;
var root = settings.Root;
// ToDo: 任意の BlendShapeClip を適用する
EditorGUIUtility.labelWidth = 160;
serializedObject.Update();
m_poseFreeze.Draw();
m_useSparseAccessor.Draw();
m_onlyBlendShapePosition.Draw();
m_reduceBlendShape.Draw();
m_reduceBlendShapeClip.Draw();
m_divideVertexBuffer.Draw();
serializedObject.ApplyModifiedProperties();
}
}
}