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mirror of https://github.com/originalnicodr/CinematicUnityExplorer.git synced 2025-07-18 17:38:01 +08:00

Added camera path serialization, and changed extension of saved poses.

This commit is contained in:
originalnicodr
2024-11-25 18:38:55 -03:00
parent 736ebdfa1b
commit 7ab907d7b0
3 changed files with 174 additions and 17 deletions

View File

@ -0,0 +1,50 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Serialization;
namespace UnityExplorer.Serializers
{
public class CamPathSerializer
{
public static string Serialize(List<CatmullRom.CatmullRomPoint> points, float time, float alpha, float tension, bool closePath, string sceneName)
{
CamPathSerializeObject serializeObject = new CamPathSerializeObject(points, time, alpha, tension, closePath, sceneName);
var serializer = new XmlSerializer(typeof(CamPathSerializeObject));
using (var writer = new StringWriter())
{
serializer.Serialize(writer, serializeObject);
return writer.ToString();
}
}
public static CamPathSerializeObject Deserialize(string xml)
{
var serializer = new XmlSerializer(typeof(CamPathSerializeObject));
using (var reader = new StringReader(xml))
{
return ((CamPathSerializeObject)serializer.Deserialize(reader));
}
}
}
public struct CamPathSerializeObject
{
public CamPathSerializeObject(List<CatmullRom.CatmullRomPoint> points, float time, float alpha, float tension, bool closePath, string sceneName)
{
this.points = points;
this.time = time;
this.tension = tension;
this.alpha = alpha;
this.closePath = closePath;
this.sceneName = sceneName;
}
public readonly List<CatmullRom.CatmullRomPoint> points;
public readonly float time;
public readonly float alpha;
public readonly float tension;
public readonly bool closePath;
public readonly string sceneName;
}
}

View File

@ -199,19 +199,19 @@ namespace UnityExplorer.UI.Panels
}
string filename = saveLoadinputField.Component.text;
if (filename.EndsWith(".xml") || filename.EndsWith(".XML")) filename = filename.Substring(filename.Length-4);
if (filename.EndsWith(".cuepose") || filename.EndsWith(".CUEPOSE")) filename = filename.Substring(filename.Length-7);
if (string.IsNullOrEmpty(filename)) filename = $"{animator?.name}-{DateTime.Now.ToString("yyyy-M-d HH-mm-ss")}";
string posesPath = Path.Combine(ExplorerCore.ExplorerFolder, "Poses");
System.IO.Directory.CreateDirectory(posesPath);
// Serialize
string serializedData = BonesSerializer.Serialize(bonesTreeCache);
File.WriteAllText($"{posesPath}\\{filename}.xml", serializedData);
File.WriteAllText($"{posesPath}\\{filename}.cuepose", serializedData);
}
private void LoadBones(){
string filename = saveLoadinputField.Component.text;
if (filename.EndsWith(".xml") || filename.EndsWith(".XML")) filename = filename.Substring(filename.Length-4);
if (filename.EndsWith(".cuepose") || filename.EndsWith(".CUEPOSE")) filename = filename.Substring(filename.Length-7);
if (string.IsNullOrEmpty(filename)){
ExplorerCore.LogWarning("Empty file name. Please write the name of the file to load.");
return;
@ -220,7 +220,7 @@ namespace UnityExplorer.UI.Panels
string posesPath = Path.Combine(ExplorerCore.ExplorerFolder, "Poses");
string xml;
try {
xml = File.ReadAllText($"{posesPath}\\{filename}.xml");
xml = File.ReadAllText($"{posesPath}\\{filename}.cuepose");
}
catch (Exception ex) {
ExplorerCore.LogWarning(ex);

View File

@ -1,4 +1,6 @@
using UniverseLib.Input;
using UnityEngine.SceneManagement;
using UnityExplorer.Serializers;
using UniverseLib.Input;
using UniverseLib.UI;
using UniverseLib.UI.Models;
#if UNHOLLOWER
@ -9,11 +11,6 @@ using Il2CppInterop.Runtime.Injection;
#endif
using UniverseLib.UI.Widgets.ScrollView;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Collections;
namespace UnityExplorer.UI.Panels
{
public class CamPaths : UEPanel, ICellPoolDataSource<CamPathNodeCell>
@ -51,6 +48,8 @@ namespace UnityExplorer.UI.Panels
Toggle visualizePathToggle;
public GameObject pathVisualizer;
Toggle closedLoopToggle;
InputFieldRef TimeInput;
bool unpauseOnPlay;
bool waitBeforePlay;
@ -65,6 +64,9 @@ namespace UnityExplorer.UI.Panels
Slider tensionCatmullRomSlider;
float tensionCatmullRomValue = 0;
private InputFieldRef saveLoadInputField;
private Toggle loadPathOnCamToggle;
public ScrollPool<CamPathNodeCell> nodesScrollPool;
public int ItemCount => controlPoints.Count;
private static bool DoneScrollPoolInit;
@ -133,14 +135,13 @@ namespace UnityExplorer.UI.Panels
MaybeRedrawPath();
};
Toggle closedLoopToggle = new Toggle();
closedLoopToggle = new Toggle();
GameObject toggleClosedLoopObj = UIFactory.CreateToggle(horiGroup, "Close path in a loop", out closedLoopToggle, out Text toggleClosedLoopText);
UIFactory.SetLayoutElement(toggleClosedLoopObj, minHeight: 25, flexibleWidth: 9999);
closedLoopToggle.isOn = false;
closedLoopToggle.onValueChanged.AddListener((isClosedLoop) => {closedLoop = isClosedLoop; MaybeRedrawPath(); EventSystemHelper.SetSelectedGameObject(null);});
toggleClosedLoopText.text = "Close path in a loop";
InputFieldRef TimeInput = null;
AddInputField("Time", "Path time (in seconds at 60fps):", $"Default: {time}", out TimeInput, Time_OnEndEdit, 50, horiGroup);
TimeInput.Text = time.ToString();
@ -208,6 +209,29 @@ namespace UnityExplorer.UI.Panels
MaybeRedrawPath();
});
GameObject fourthRow = UIFactory.CreateHorizontalGroup(ContentRoot, "SerializationOptions", false, false, true, true, 3,
default, new Color(1, 1, 1, 0), TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(fourthRow, minHeight: 25, flexibleWidth: 9999);
saveLoadInputField = UIFactory.CreateInputField(fourthRow, "PathName", "File name");
UIFactory.SetLayoutElement(saveLoadInputField.GameObject, minWidth: 330, minHeight: 25);
GameObject spacer1 = UIFactory.CreateUIObject("Spacer", fourthRow);
LayoutElement spaceLayout1 = UIFactory.SetLayoutElement(spacer1, minWidth: 20, flexibleWidth: 0);
ButtonRef savePath = UIFactory.CreateButton(fourthRow, "SavePathButton", "Save path");
UIFactory.SetLayoutElement(savePath.GameObject, minWidth: 100, minHeight: 25);
savePath.OnClick += SavePath;
ButtonRef loadPath = UIFactory.CreateButton(fourthRow, "LoadPathButton", "Load path");
UIFactory.SetLayoutElement(loadPath.GameObject, minWidth: 100, minHeight: 25);
loadPath.OnClick += LoadPath;
GameObject loadPathOnCamObj = UIFactory.CreateToggle(fourthRow, "Load path on cam", out loadPathOnCamToggle, out Text loadPathOnCamText);
UIFactory.SetLayoutElement(loadPathOnCamObj, minHeight: 25, flexibleWidth: 9999);
loadPathOnCamToggle.isOn = false;
loadPathOnCamText.text = "Load path starting on current camera state";
nodesScrollPool = UIFactory.CreateScrollPool<CamPathNodeCell>(ContentRoot, "NodeList", out GameObject scrollObj,
out GameObject scrollContent, new Color(0.03f, 0.03f, 0.03f));
UIFactory.SetLayoutElement(scrollObj, flexibleWidth: 9999, flexibleHeight: 9999);
@ -215,8 +239,6 @@ namespace UnityExplorer.UI.Panels
void AlphaCatmullRom_OnEndEdit(string input)
{
EventSystemHelper.SetSelectedGameObject(null);
if (!ParseUtility.TryParse(input, out float parsed, out Exception parseEx))
{
ExplorerCore.LogWarning($"Could not parse value: {parseEx.ReflectionExToString()}");
@ -228,12 +250,11 @@ namespace UnityExplorer.UI.Panels
alphaCatmullRomSlider.value = alphaCatmullRomValue;
MaybeRedrawPath();
EventSystemHelper.SetSelectedGameObject(null);
}
void TensionCatmullRom_OnEndEdit(string input)
{
EventSystemHelper.SetSelectedGameObject(null);
if (!ParseUtility.TryParse(input, out float parsed, out Exception parseEx))
{
ExplorerCore.LogWarning($"Could not parse value: {parseEx.ReflectionExToString()}");
@ -245,6 +266,7 @@ namespace UnityExplorer.UI.Panels
tensionCatmullRomSlider.value = tensionCatmullRomValue;
MaybeRedrawPath();
EventSystemHelper.SetSelectedGameObject(null);
}
private void ToggleVisualizePath(bool enable){
@ -376,7 +398,7 @@ namespace UnityExplorer.UI.Panels
{
EventSystemHelper.SetSelectedGameObject(null);
if (!ParseUtility.TryParse(input, out int parsed, out Exception parseEx))
if (!ParseUtility.TryParse(input, out float parsed, out Exception parseEx))
{
ExplorerCore.LogWarning($"Could not parse value: {parseEx.ReflectionExToString()}");
return;
@ -493,6 +515,91 @@ namespace UnityExplorer.UI.Panels
GetCameraPathsManager().CalculateLookahead();
}
private void SavePath(){
string filename = saveLoadInputField.Component.text;
if (filename.EndsWith(".cuepath") || filename.EndsWith(".CUEPATH")) filename = filename.Substring(filename.Length-7);
if (string.IsNullOrEmpty(filename)) filename = $"{DateTime.Now.ToString("yyyy-M-d HH-mm-ss")}";
string camPathsFolderPath = Path.Combine(ExplorerCore.ExplorerFolder, "CamPaths");
System.IO.Directory.CreateDirectory(camPathsFolderPath);
// Serialize
string serializedData = CamPathSerializer.Serialize(controlPoints, time, alphaCatmullRomValue, tensionCatmullRomValue, closedLoop, SceneManager.GetActiveScene().name);
File.WriteAllText($"{camPathsFolderPath}\\{filename}.cuepath", serializedData);
}
private void LoadPath(){
string filename = saveLoadInputField.Component.text;
if (filename.EndsWith(".cuepath") || filename.EndsWith(".CUEPATH")) filename = filename.Substring(filename.Length-7);
if (string.IsNullOrEmpty(filename)){
ExplorerCore.LogWarning("Empty file name. Please write the name of the file to load.");
return;
}
string camPathsFolderPath = Path.Combine(ExplorerCore.ExplorerFolder, "CamPaths");
string pathFile;
try {
pathFile = File.ReadAllText($"{camPathsFolderPath}\\{filename}.cuepath");
}
catch (Exception ex) {
ExplorerCore.LogWarning(ex);
return;
}
CamPathSerializeObject deserializedObj;
try {
deserializedObj = CamPathSerializer.Deserialize(pathFile);
}
catch (Exception ex) {
ExplorerCore.LogWarning(ex);
return;
}
if (deserializedObj.sceneName != SceneManager.GetActiveScene().name && !loadPathOnCamToggle.isOn) {
loadPathOnCamToggle.isOn = true;
ExplorerCore.LogWarning("Loaded a path on a different scene than the one it was saved on. Spawning it starting from the current camera state.");
}
// loadPathOnCamToggle check
if (loadPathOnCamToggle.isOn) {
// We enable the freecam so we can use it to spawn the camera path relative to it
if (!FreeCamPanel.inFreeCamMode) {
FreeCamPanel.StartStopButton_OnClick();
}
controlPoints.Clear();
// The first point will be the camera position, and we adapt the following points from there
AddNode_OnClick();
CatmullRom.CatmullRomPoint startingPoint = controlPoints.ElementAt(0);
CatmullRom.CatmullRomPoint originalStartingPoint = deserializedObj.points.ElementAt(0);
// We only want to use the camera pos and rotation, not the fov
startingPoint.fov = originalStartingPoint.fov;
controlPoints[0] = startingPoint;
foreach (CatmullRom.CatmullRomPoint point in deserializedObj.points.Skip(1)) {
CatmullRom.CatmullRomPoint newPoint = point;
newPoint.position = startingPoint.position - originalStartingPoint.position + newPoint.position;
newPoint.rotation = startingPoint.rotation * Quaternion.Inverse(originalStartingPoint.rotation) * newPoint.rotation;
controlPoints.Add(newPoint);
}
} else {
controlPoints = deserializedObj.points;
}
TimeInput.Text = deserializedObj.time.ToString("0.00");
Time_OnEndEdit(TimeInput.Text);
alphaCatmullRomInput.Text = deserializedObj.alpha.ToString("0.00");
AlphaCatmullRom_OnEndEdit(alphaCatmullRomInput.Text);
tensionCatmullRomInput.Text = deserializedObj.tension.ToString("0.00");
TensionCatmullRom_OnEndEdit(tensionCatmullRomInput.Text);
closedLoopToggle.isOn = deserializedObj.closePath;
// Update nodes
nodesScrollPool.Refresh(true, false);
}
}
public class CamPointsUpdater : MonoBehaviour