// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Animancer.Editor.Tools
{
/// [Editor-Only] [Pro-Only]
/// A for changing which bones an s controls.
///
///
/// Documentation: Remap Animation Bindings
///
/// https://kybernetik.com.au/animancer/api/Animancer.Editor.Tools/RemapAnimationBindingsTool
///
[Serializable]
public class RemapAnimationBindingsTool : AnimationModifierTool
{
/************************************************************************************************************************/
[SerializeField] private List _NewBindingPaths;
[NonSerialized] private List> _BindingGroups;
[NonSerialized] private List _OldBindingPaths;
[NonSerialized] private bool _OldBindingPathsAreDirty;
[NonSerialized] private ReorderableList _OldBindingPathsDisplay;
[NonSerialized] private ReorderableList _NewBindingPathsDisplay;
/************************************************************************************************************************/
///
public override int DisplayOrder => 5;
///
public override string Name => "Remap Animation Bindings";
///
public override string HelpURL => Strings.DocsURLs.RemapAnimationBindings;
///
public override string Instructions
{
get
{
if (Animation == null)
return "Select the animation you want to remap.";
if (_OldBindingPaths.Count == 0)
{
if (Animation.humanMotion)
return "The selected animation only has Humanoid bindings which cannot be remapped.";
return "The selected animation does not have any bindings.";
}
return "Enter the new paths to change the bindings into then click Save As.";
}
}
/************************************************************************************************************************/
///
public override void OnEnable(int index)
{
base.OnEnable(index);
_BindingGroups = new List>();
_OldBindingPaths = new List();
if (_NewBindingPaths == null)
_NewBindingPaths = new List();
if (Animation == null)
_NewBindingPaths.Clear();
_OldBindingPathsDisplay = AnimancerToolsWindow.CreateReorderableStringList(_OldBindingPaths, "Old Binding Paths");
_NewBindingPathsDisplay = AnimancerToolsWindow.CreateReorderableStringList(_NewBindingPaths, "New Binding Paths", (area, i) =>
{
var color = GUI.color;
var path = _NewBindingPaths[i];
if (path != _OldBindingPaths[i])
GUI.color = new Color(0.15f, 0.7f, 0.15f, 1);
path = EditorGUI.TextField(area, path);
GUI.color = color;
return path;
});
}
/************************************************************************************************************************/
///
protected override void OnAnimationChanged()
{
base.OnAnimationChanged();
_OldBindingPathsAreDirty = true;
}
/************************************************************************************************************************/
///
public override void DoBodyGUI()
{
base.DoBodyGUI();
GatherBindings();
GUILayout.BeginHorizontal();
{
GUILayout.BeginVertical();
GUI.enabled = false;
_OldBindingPathsDisplay.DoLayoutList();
GUI.enabled = true;
GUILayout.EndVertical();
GUILayout.BeginVertical();
_NewBindingPathsDisplay.DoLayoutList();
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
GUI.enabled = Animation != null;
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
if (GUILayout.Button("Reset"))
{
AnimancerGUI.Deselect();
AnimancerToolsWindow.RecordUndo();
_NewBindingPaths.Clear();
_OldBindingPathsAreDirty = true;
}
if (GUILayout.Button("Copy All"))
{
AnimancerGUI.Deselect();
CopyAll();
}
if (GUILayout.Button("Paste All"))
{
AnimancerGUI.Deselect();
PasteAll();
}
if (GUILayout.Button("Save As"))
{
if (SaveAs())
{
_OldBindingPathsAreDirty = true;
}
}
}
GUILayout.EndHorizontal();
}
/************************************************************************************************************************/
/// Gathers the bindings from the .
private void GatherBindings()
{
if (!_OldBindingPathsAreDirty)
return;
_OldBindingPathsAreDirty = false;
_BindingGroups.Clear();
_OldBindingPaths.Clear();
if (Animation == null)
{
_NewBindingPaths.Clear();
return;
}
var isHumanoid = Animation.humanMotion;
AnimationBindings.OnAnimationChanged(Animation);
var bindings = AnimationBindings.GetBindings(Animation);
Array.Sort(bindings, (a, b) =>
{
var result = EditorUtility.NaturalCompare(a.path, b.path);
if (result != 0)
return result;
return EditorUtility.NaturalCompare(a.propertyName, b.propertyName);
});
string previousPath = null;
List previousGroup = null;
for (int i = 0; i < bindings.Length; i++)
{
var binding = bindings[i];
if (isHumanoid &&
string.IsNullOrEmpty(binding.path) &&
IsHumanoidBinding(binding.propertyName))
continue;
var path = binding.path;
if (path == previousPath)
{
previousGroup.Add(binding);
continue;
}
previousPath = path;
previousGroup = new List { binding };
_BindingGroups.Add(previousGroup);
_OldBindingPaths.Add(path);
if (_NewBindingPaths.Count < _OldBindingPaths.Count)
_NewBindingPaths.Add(path);
}
if (_NewBindingPaths.Count > _OldBindingPaths.Count)
_NewBindingPaths.RemoveRange(_OldBindingPaths.Count, _NewBindingPaths.Count - _OldBindingPaths.Count);
}
/************************************************************************************************************************/
private static HashSet _HumanoidBindingNames;
/// Is the `propertyName` one of the bindings used by Humanoid animations?
private static bool IsHumanoidBinding(string propertyName)
{
if (_HumanoidBindingNames == null)
{
_HumanoidBindingNames = new HashSet
{
"RootT.x", "RootT.y", "RootT.z",
"RootQ.x", "RootQ.y", "RootQ.z", "RootQ.w",
"LeftFootT.x", "LeftFootT.y", "LeftFootT.z",
"LeftFootQ.x", "LeftFootQ.y", "LeftFootQ.z", "LeftFootQ.w",
"RightFootT.x", "RightFootT.y", "RightFootT.z",
"RightFootQ.x", "RightFootQ.y", "RightFootQ.z", "RightFootQ.w",
"LeftHandT.x", "LeftHandT.y", "LeftHandT.z",
"LeftHandQ.x", "LeftHandQ.y", "LeftHandQ.z", "LeftHandQ.w",
"RightHandT.x", "RightHandT.y", "RightHandT.z",
"RightHandQ.x", "RightHandQ.y", "RightHandQ.z", "RightHandQ.w",
"Spine Front-Back", "Spine Left-Right", "Spine Twist Left-Right",
"Chest Front-Back", "Chest Left-Right", "Chest Twist Left-Right",
"UpperChest Front-Back", "UpperChest Left-Right", "UpperChest Twist Left-Right",
"Neck Nod Down-Up", "Neck Tilt Left-Right", "Neck Turn Left-Right",
"Head Nod Down-Up", "Head Tilt Left-Right", "Head Turn Left-Right",
"Left Eye Down-Up", "Left Eye In-Out",
"Right Eye Down-Up", "Right Eye In-Out",
"Jaw Close", "Jaw Left-Right",
"Left Upper Leg Front-Back", "Left Upper Leg In-Out", "Left Upper Leg Twist In-Out",
"Left Lower Leg Stretch", "Left Lower Leg Twist In-Out",
"Left Foot Up-Down", "Left Foot Twist In-Out",
"Left Toes Up-Down",
"Right Upper Leg Front-Back", "Right Upper Leg In-Out", "Right Upper Leg Twist In-Out",
"Right Lower Leg Stretch", "Right Lower Leg Twist In-Out",
"Right Foot Up-Down", "Right Foot Twist In-Out",
"Right Toes Up-Down",
"Left Shoulder Down-Up", "Left Shoulder Front-Back",
"Left Arm Down-Up", "Left Arm Front-Back", "Left Arm Twist In-Out",
"Left Forearm Stretch", "Left Forearm Twist In-Out",
"Left Hand Down-Up", "Left Hand In-Out",
"Right Shoulder Down-Up", "Right Shoulder Front-Back",
"Right Arm Down-Up", "Right Arm Front-Back", "Right Arm Twist In-Out",
"Right Forearm Stretch", "Right Forearm Twist In-Out",
"Right Hand Down-Up", "Right Hand In-Out",
"LeftHand.Thumb.Spread", "LeftHand.Thumb.1 Stretched", "LeftHand.Thumb.2 Stretched", "LeftHand.Thumb.3 Stretched",
"LeftHand.Index.Spread", "LeftHand.Index.1 Stretched", "LeftHand.Index.2 Stretched", "LeftHand.Index.3 Stretched",
"LeftHand.Middle.Spread", "LeftHand.Middle.1 Stretched", "LeftHand.Middle.2 Stretched", "LeftHand.Middle.3 Stretched",
"LeftHand.Ring.Spread", "LeftHand.Ring.1 Stretched", "LeftHand.Ring.2 Stretched", "LeftHand.Ring.3 Stretched",
"LeftHand.Little.Spread", "LeftHand.Little.1 Stretched", "LeftHand.Little.2 Stretched", "LeftHand.Little.3 Stretched",
"RightHand.Thumb.Spread", "RightHand.Thumb.1 Stretched", "RightHand.Thumb.2 Stretched", "RightHand.Thumb.3 Stretched",
"RightHand.Index.Spread", "RightHand.Index.1 Stretched", "RightHand.Index.2 Stretched", "RightHand.Index.3 Stretched",
"RightHand.Middle.Spread", "RightHand.Middle.1 Stretched", "RightHand.Middle.2 Stretched", "RightHand.Middle.3 Stretched",
"RightHand.Ring.Spread", "RightHand.Ring.1 Stretched", "RightHand.Ring.2 Stretched", "RightHand.Ring.3 Stretched",
"RightHand.Little.Spread", "RightHand.Little.1 Stretched", "RightHand.Little.2 Stretched", "RightHand.Little.3 Stretched",
};
}
return _HumanoidBindingNames.Contains(propertyName);
}
/************************************************************************************************************************/
/// Copies all of the to the system clipboard.
private void CopyAll()
{
var text = ObjectPool.AcquireStringBuilder();
for (int i = 0; i < _NewBindingPaths.Count; i++)
{
text.AppendLine(_NewBindingPaths[i]);
}
EditorGUIUtility.systemCopyBuffer = text.ReleaseToString();
}
/// Pastes the string from the system clipboard into the .
private void PasteAll()
{
using (var reader = new StringReader(EditorGUIUtility.systemCopyBuffer))
{
for (int i = 0; i < _NewBindingPaths.Count; i++)
{
var line = reader.ReadLine();
if (line == null)
return;
_NewBindingPaths[i] = line;
}
}
}
/************************************************************************************************************************/
///
protected override void Modify(AnimationClip animation)
{
for (int iGroup = 0; iGroup < _BindingGroups.Count; iGroup++)
{
var oldPath = _OldBindingPaths[iGroup];
var newPath = _NewBindingPaths[iGroup];
if (oldPath == newPath)
continue;
var group = _BindingGroups[iGroup];
for (int iBinding = 0; iBinding < group.Count; iBinding++)
{
var binding = group[iBinding];
if (binding.isPPtrCurve)
{
var curve = AnimationUtility.GetObjectReferenceCurve(animation, binding);
AnimationUtility.SetObjectReferenceCurve(animation, binding, null);
binding.path = newPath;
AnimationUtility.SetObjectReferenceCurve(animation, binding, curve);
}
else
{
var curve = AnimationUtility.GetEditorCurve(animation, binding);
AnimationUtility.SetEditorCurve(animation, binding, null);
binding.path = newPath;
AnimationUtility.SetEditorCurve(animation, binding, curve);
}
}
}
}
/************************************************************************************************************************/
}
}
#endif