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mirror of https://github.com/originalnicodr/CinematicUnityExplorer.git synced 2025-07-19 01:57:56 +08:00

Added serialization support for poses, which allows you to save and load custom poses.

This commit is contained in:
originalnicodr
2024-07-28 19:10:40 -03:00
parent 396e653495
commit f3b48bf069
2 changed files with 190 additions and 27 deletions

View File

@ -0,0 +1,82 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Serialization;
namespace UnityExplorer.Serializers
{
public class BonesSerializer
{
public static string Serialize(Dictionary<string, List<CachedBonesTransform>> dict)
{
SerializableDictionary serializableDict = new SerializableDictionary(dict);
var serializer = new XmlSerializer(typeof(SerializableDictionary));
using (var writer = new StringWriter())
{
serializer.Serialize(writer, serializableDict);
return writer.ToString();
}
}
public static Dictionary<string, List<CachedBonesTransform>> Deserialize(string xml)
{
var serializer = new XmlSerializer(typeof(SerializableDictionary));
using (var reader = new StringReader(xml))
{
return ((SerializableDictionary)serializer.Deserialize(reader)).ToDictionary();
}
}
// Old versions of .net can't natively serialize dictionaries, therefore we make a couple of classes to do it ourselves
[XmlRoot("Dictionary")]
public class SerializableDictionary
{
[XmlElement("Item")]
public List<DictionaryItem> Items { get; set; } = new List<DictionaryItem>();
public SerializableDictionary() { }
public SerializableDictionary(Dictionary<string, List<CachedBonesTransform>> dictionary)
{
foreach (var kvp in dictionary)
{
Items.Add(new DictionaryItem { Key = kvp.Key, Value = kvp.Value });
}
}
public Dictionary<string, List<CachedBonesTransform>> ToDictionary()
{
var dictionary = new Dictionary<string, List<CachedBonesTransform>>();
foreach (var item in Items)
{
dictionary[item.Key] = item.Value;
}
return dictionary;
}
}
public class DictionaryItem
{
[XmlAttribute("Key")]
public string Key { get; set; }
[XmlElement("Value")]
public List<CachedBonesTransform> Value { get; set; }
}
}
public struct CachedBonesTransform
{
public CachedBonesTransform(Vector3 position, Vector3 angles, Vector3 scale)
{
this.position = position;
this.angles = angles;
this.scale = scale;
}
public readonly Vector3 position;
public readonly Vector3 angles;
public readonly Vector3 scale;
}
}

View File

@ -1,4 +1,5 @@
using UniverseLib.UI;
using UnityExplorer.Serializers;
using UniverseLib.UI;
using UniverseLib.UI.Models;
using UniverseLib.UI.Panels;
using UniverseLib.UI.Widgets.ScrollView;
@ -16,6 +17,7 @@ namespace UnityExplorer.UI.Panels
private IAnimator animator;
private Text skeletonName;
private InputFieldRef saveLoadinputField;
private List<Transform> bones = new List<Transform>();
private Dictionary<string, CachedBonesTransform> bonesOriginalState = new();
@ -28,7 +30,7 @@ namespace UnityExplorer.UI.Panels
{
this.bones = bones;
this.animator = animator;
skeletonName.text = $"Skeleton: {animator?.name}";
skeletonName.text = $"Skeleton: {animator?.name} ";
BuildBoneTrees();
}
@ -79,13 +81,28 @@ namespace UnityExplorer.UI.Panels
protected override void ConstructPanelContent()
{
skeletonName = UIFactory.CreateLabel(ContentRoot, $"SkeletonName", "");
UIFactory.SetLayoutElement(skeletonName.gameObject, minWidth: 100, minHeight: 25);
GameObject bonesPanelHeader = UIFactory.CreateHorizontalGroup(ContentRoot, "BonesPanelHeader", false, false, true, true, 3,
default, new Color(1, 1, 1, 0), TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(bonesPanelHeader, minHeight: 25, flexibleWidth: 9999);
skeletonName = UIFactory.CreateLabel(bonesPanelHeader, $"SkeletonName", "");
UIFactory.SetLayoutElement(skeletonName.gameObject, minWidth: 100, minHeight: 25, flexibleWidth: 9999);
skeletonName.fontSize = 16;
GameObject header = UIFactory.CreateUIObject("Header", ContentRoot, new Vector2(25, 25));
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(header, false, false, true, true, 4, childAlignment: TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(header, minHeight: 25, flexibleWidth: 9999, flexibleHeight: 800);
saveLoadinputField = UIFactory.CreateInputField(bonesPanelHeader, $"FileNameInput", "File name");
UIFactory.SetLayoutElement(saveLoadinputField.GameObject, minWidth: 400, minHeight: 25);
ButtonRef savePose = UIFactory.CreateButton(bonesPanelHeader, "SavePoseButton", "Save pose");
UIFactory.SetLayoutElement(savePose.GameObject, minWidth: 100, minHeight: 25);
savePose.OnClick += SaveBones;
ButtonRef loadPose = UIFactory.CreateButton(bonesPanelHeader, "LoadPoseButton", "Load pose");
UIFactory.SetLayoutElement(loadPose.GameObject, minWidth: 100, minHeight: 25);
loadPose.OnClick += LoadBones;
GameObject header = UIFactory.CreateHorizontalGroup(ContentRoot, "BonesPanelHeader", false, false, true, true, 3,
default, new Color(1, 1, 1, 0), TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(header, minHeight: 35, flexibleWidth: 9999);
GameObject turnOffAnimatorToggleObj = UIFactory.CreateToggle(header, "Animator toggle", out turnOffAnimatorToggle, out Text turnOffAnimatorToggleText);
UIFactory.SetLayoutElement(turnOffAnimatorToggleObj, minHeight: 25, flexibleWidth: 9999);
@ -93,11 +110,11 @@ namespace UnityExplorer.UI.Panels
turnOffAnimatorToggleText.text = "Toggle animator (needs to be off to move bones)";
ButtonRef collapseAllButton = UIFactory.CreateButton(header, "CollapseAllButton", "Collapse all");
UIFactory.SetLayoutElement(collapseAllButton.GameObject, minWidth: 150, minHeight: 25);
UIFactory.SetLayoutElement(collapseAllButton.GameObject, minWidth: 100, minHeight: 25);
collapseAllButton.OnClick += CollapseBoneTrees;
ButtonRef expandAllButton = UIFactory.CreateButton(header, "ExpandAllButton", "Expand all");
UIFactory.SetLayoutElement(expandAllButton.GameObject, minWidth: 150, minHeight: 25);
UIFactory.SetLayoutElement(expandAllButton.GameObject, minWidth: 100, minHeight: 25);
expandAllButton.OnClick += ExpandBoneTrees;
boneScrollPool = UIFactory.CreateScrollPool<BonesCell>(ContentRoot, "BonesList", out GameObject scrollObj,
@ -131,15 +148,93 @@ namespace UnityExplorer.UI.Panels
{
foreach (Transform bone in bones){
if (bone.name == boneName){
CachedBonesTransform CachedBonesTransform = bonesOriginalState[boneName];
bone.localPosition = CachedBonesTransform.position;
bone.localEulerAngles = CachedBonesTransform.angles;
bone.localScale = CachedBonesTransform.scale;
CachedBonesTransform cachedBonesTransform = bonesOriginalState[boneName];
bone.localPosition = cachedBonesTransform.position;
bone.localEulerAngles = cachedBonesTransform.angles;
bone.localScale = cachedBonesTransform.scale;
return;
}
}
}
private void SaveBones(){
Dictionary<string, List<CachedBonesTransform>> bonesTreeCache = new();
// Get the list of bones based on the hierarchy order so we can deserialize it in the same order, instead of just using the bones list.
List<BoneTree> allBoneTrees = new();
foreach(BoneTree tree in boneTrees) {
allBoneTrees.AddRange(tree.flatten());
}
foreach(BoneTree tree in allBoneTrees){
if (!bonesTreeCache.ContainsKey(tree.obj.name)){
bonesTreeCache.Add(tree.obj.name, new List<CachedBonesTransform>());
}
CachedBonesTransform entry = new CachedBonesTransform(tree.obj.transform.localPosition, tree.obj.transform.localEulerAngles, tree.obj.transform.localScale);
bonesTreeCache[tree.obj.name].Add(entry);
}
string filename = saveLoadinputField.Component.text;
if (filename.EndsWith(".xml") || filename.EndsWith(".XML")) filename = filename.Substring(filename.Length-4);
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);
}
private void LoadBones(){
string filename = saveLoadinputField.Component.text;
if (filename.EndsWith(".xml") || filename.EndsWith(".XML")) filename = filename.Substring(filename.Length-4);
if (string.IsNullOrEmpty(filename)){
ExplorerCore.LogWarning("Empty file name. Please write the name of the file to load.");
return;
}
string posesPath = Path.Combine(ExplorerCore.ExplorerFolder, "Poses");
string xml;
try {
xml = File.ReadAllText($"{posesPath}\\{filename}.xml");
}
catch (Exception ex) {
ExplorerCore.LogWarning(ex);
return;
}
Dictionary<string, List<CachedBonesTransform>> deserializedDict;
try {
deserializedDict = BonesSerializer.Deserialize(xml);
}
catch (Exception ex) {
ExplorerCore.LogWarning(ex);
return;
}
turnOffAnimatorToggle.isOn = false;
foreach(Transform boneTransform in bones) {
List<CachedBonesTransform> cachedTransformList;
deserializedDict.TryGetValue(boneTransform.name, out cachedTransformList);
if (cachedTransformList != null && cachedTransformList.Count > 0){
CachedBonesTransform cachedTransform = cachedTransformList[0];
boneTransform.localPosition = cachedTransform.position;
boneTransform.localEulerAngles = cachedTransform.angles;
boneTransform.localScale = cachedTransform.scale;
cachedTransformList.RemoveAt(0);
if (cachedTransformList.Count == 0) {
deserializedDict.Remove(boneTransform.name);
} else {
deserializedDict[boneTransform.name] = cachedTransformList;
}
}
}
if (deserializedDict.Count > 0) {
ExplorerCore.LogWarning($"Couldn't apply every bone in the pose. Wrong entity?");
}
}
public void SetCell(BonesCell cell, int index)
{
if (index >= boneTrees.Count)
@ -167,20 +262,6 @@ namespace UnityExplorer.UI.Panels
}
}
struct CachedBonesTransform
{
public CachedBonesTransform(Vector3 position, Vector3 angles, Vector3 scale)
{
this.position = position;
this.angles = angles;
this.scale = scale;
}
public readonly Vector3 position;
public readonly Vector3 angles;
public readonly Vector3 scale;
}
public class BoneTree
{
public GameObject obj;