Rasagar/Library/PackageCache/com.unity.formats.fbx/Editor/FbxPropertyChannelPair.cs
2024-08-30 17:33:54 +03:00

376 lines
16 KiB
C#

using Autodesk.Fbx;
using System.Collections.Generic;
namespace UnityEditor.Formats.Fbx.Exporter
{
/// <summary>
/// Store FBX property name and channel name
/// Default constructor added because it needs to be called before autoimplemented properties can be assigned. Otherwise we get build errors
/// </summary>
struct FbxPropertyChannelPair
{
public string Property { get; private set; }
public string Channel { get; private set; }
public FbxPropertyChannelPair(string p, string c) : this()
{
Property = p;
Channel = c;
}
struct UnityPropertyChannelPair
{
public string property;
public string channel;
public UnityPropertyChannelPair(string p, string c)
{
property = p;
channel = c;
}
}
/// <summary>
/// Contains the two lists that map Unity property to FBX property and Unity channel to Fbx channel
/// for a set of properties.
/// </summary>
struct PropertyChannelMap
{
public List<(string, string)> MapUnityPropToFbxProp;
public List<(string, string)> MapUnityChannelToFbxChannel;
public PropertyChannelMap(List<(string, string)> propertyMap, List<(string, string)> channelMap)
{
MapUnityPropToFbxProp = propertyMap;
MapUnityChannelToFbxChannel = channelMap;
}
private string GetFbxValue(string uniValue, List<(string, string)> list)
{
return list.Find(x => x.Item1 == uniValue).Item2;
}
/// <summary>
/// Get the Fbx property name for the given Unity property name from the given list.
/// </summary>
/// <param name="uniProperty"></param>
/// <param name="propertyMap"></param>
/// <returns>The Fbx property name or null if there was no match in the list</returns>
public string GetFbxProperty(string uniProperty)
{
return GetFbxValue(uniProperty, MapUnityPropToFbxProp);
}
/// <summary>
/// Get the Fbx channel name for the given Unity channel from the given list.
/// </summary>
/// <param name="uniChannel"></param>
/// <param name="channelMap"></param>
/// <returns>The Fbx channel name or null if there was no match in the list</returns>
public string GetFbxChannel(string uniChannel)
{
return GetFbxValue(uniChannel, MapUnityChannelToFbxChannel);
}
}
// =========== Property Maps ================
// These are lists that map a Unity property name to it's corresponding Fbx property name.
// Split up into multiple lists as some are channel and object dependant.
/// <summary>
/// Map of Unity transform properties to their FBX equivalent.
/// </summary>
private static List<(string, string)> MapTransformPropToFbxProp = new List<(string, string)>()
{
("m_LocalScale", "Lcl Scaling"),
("Motion S", "Lcl Scaling"),
("m_LocalPosition", "Lcl Translation"),
("Motion T", "Lcl Translation"),
("m_TranslationOffset", "Translation"),
("m_ScaleOffset", "Scaling"),
("m_RotationOffset", "Rotation"),
("localEulerAnglesRaw", "Lcl Rotation")
};
/// <summary>
/// Map of Unity Aim constraint properties to their FBX equivalent.
/// </summary>
private static List<(string, string)> MapAimConstraintPropToFbxProp = new List<(string, string)>()
{
("m_AimVector", "AimVector"),
("m_UpVector", "UpVector"),
("m_WorldUpVector", "WorldUpVector"),
("m_RotationOffset", "RotationOffset")
};
/// <summary>
/// Map of Unity color properties to their FBX equivalent.
/// </summary>
private static List<(string, string)> MapColorPropToFbxProp = new List<(string, string)>()
{
("m_Color", "Color")
};
/// <summary>
/// Map of Unity properties to their FBX equivalent.
/// </summary>
private static List<(string, string)> MapPropToFbxProp = new List<(string, string)>()
{
("m_Intensity", "Intensity"),
("field of view", "FieldOfView"),
("m_Weight", "Weight"),
("m_FocalLength", "FocalLength"),
("m_LensShift.x", "FilmOffsetX"),
("m_LensShift.y", "FilmOffsetY")
};
/// <summary>
/// Map of Unity constraint source property name as a regular expression to the FBX property as a string format.
/// This is necessary because the Unity property contains an index in to an array, and the FBX property contains
/// the name of the source object.
/// </summary>
private static List<(string, string)> MapConstraintSourcePropToFbxProp = new List<(string, string)>()
{
(@"m_Sources\.Array\.data\[(\d+)\]\.weight", "{0}.Weight")
};
/// <summary>
/// Map of Unity constraint source transform property name as a regular expression to the FBX property as a string format.
/// This is necessary because the Unity property contains an index in to an array, and the FBX property contains
/// the name of the source object.
/// </summary>
private static List<(string, string)> MapConstraintSourceTransformPropToFbxProp = new List<(string, string)>()
{
(@"m_TranslationOffsets\.Array\.data\[(\d+)\]", "{0}.Offset T"),
(@"m_RotationOffsets\.Array\.data\[(\d+)\]", "{0}.Offset R")
};
/// <summary>
/// Map of Unity blendshape property name as a regular expression to the FBX property.
/// This is necessary because the Unity property contains the name of the target object.
/// </summary>
private static List<(string, string)> MapBlendshapesPropToFbxProp = new List<(string, string)>()
{
(@"blendShape\.(\S+)", "DeformPercent")
};
// ================== Channel Maps ======================
/// <summary>
/// Map of Unity transform channels to their FBX equivalent.
/// </summary>
private static List<(string, string)> MapTransformChannelToFbxChannel = new List<(string, string)>()
{
("x", Globals.FBXSDK_CURVENODE_COMPONENT_X),
("y", Globals.FBXSDK_CURVENODE_COMPONENT_Y),
("z", Globals.FBXSDK_CURVENODE_COMPONENT_Z)
};
/// <summary>
/// Map of Unity color channels to their FBX equivalent.
/// </summary>
private static List<(string, string)> MapColorChannelToFbxChannel = new List<(string, string)>()
{
("b", Globals.FBXSDK_CURVENODE_COLOR_BLUE),
("g", Globals.FBXSDK_CURVENODE_COLOR_GREEN),
("r", Globals.FBXSDK_CURVENODE_COLOR_RED)
};
// =======================================================
private static PropertyChannelMap TransformPropertyMap = new PropertyChannelMap(MapTransformPropToFbxProp, MapTransformChannelToFbxChannel);
private static PropertyChannelMap AimConstraintPropertyMap = new PropertyChannelMap(MapAimConstraintPropToFbxProp, MapTransformChannelToFbxChannel);
private static PropertyChannelMap ColorPropertyMap = new PropertyChannelMap(MapColorPropToFbxProp, MapColorChannelToFbxChannel);
private static PropertyChannelMap ConstraintSourcePropertyMap = new PropertyChannelMap(MapConstraintSourcePropToFbxProp, null);
private static PropertyChannelMap ConstraintSourceTransformPropertyMap = new PropertyChannelMap(MapConstraintSourceTransformPropToFbxProp, MapTransformChannelToFbxChannel);
private static PropertyChannelMap BlendshapeMap = new PropertyChannelMap(MapBlendshapesPropToFbxProp, null);
private static PropertyChannelMap OtherPropertyMap = new PropertyChannelMap(MapPropToFbxProp, null);
/// <summary>
/// Separates and returns the property and channel from the full Unity property name.
///
/// Takes what is after the last period as the channel.
/// In order to use this have to be certain that there are channels, as there are cases where what is after
/// the last period is still the property name. E.g. m_Sources.Array.data[0].weight has no channel.
/// </summary>
/// <param name="fullPropertyName"></param>
/// <returns></returns>
private static UnityPropertyChannelPair GetUnityPropertyChannelPair(string fullPropertyName)
{
int index = fullPropertyName.LastIndexOf('.');
if (index < 0)
{
return new UnityPropertyChannelPair(fullPropertyName, null);
}
var property = fullPropertyName.Substring(0, index);
var channel = fullPropertyName.Substring(index + 1);
return new UnityPropertyChannelPair(property, channel);
}
/// <summary>
/// Get the Fbx property name for the given Unity constraint source property name from the given list.
///
/// This is different from GetFbxProperty() because the Unity constraint source properties contain indices, and
/// the Fbx constraint source property contains the name of the source object.
/// </summary>
/// <param name="uniProperty"></param>
/// <param name="constraint"></param>
/// <param name="propertyMap"></param>
/// <returns>The Fbx property name or null if there was no match in the list</returns>
private static string GetFbxConstraintSourceProperty(string uniProperty, FbxConstraint constraint, List<(string, string)> propertyMap)
{
foreach (var prop in propertyMap)
{
var match = System.Text.RegularExpressions.Regex.Match(uniProperty, prop.Item1);
if (match.Success && match.Groups.Count > 0)
{
var matchedStr = match.Groups[1].Value;
int index;
if (!int.TryParse(matchedStr, out index))
{
continue;
}
var source = constraint.GetConstraintSource(index);
return string.Format(prop.Item2, source.GetName());
}
}
return null;
}
/// <summary>
/// Get the Fbx property name for the given Unity blendshape property name from the given list.
///
/// This is different from GetFbxProperty() because the Unity blendshape properties contain the name
/// of the target object.
/// </summary>
/// <param name="uniProperty"></param>
/// <param name="propertyMap"></param>
/// <returns>The Fbx property name or null if there was no match in the list</returns>
private static string GetFbxBlendshapeProperty(string uniProperty, List<(string, string)> propertyMap)
{
foreach (var prop in propertyMap)
{
var match = System.Text.RegularExpressions.Regex.Match(uniProperty, prop.Item1);
if (match.Success)
{
return prop.Item2;
}
}
return null;
}
/// <summary>
/// Try to get the property channel pairs for the given Unity property from the given property channel mapping.
/// </summary>
/// <param name="uniPropertyName"></param>
/// <param name="propertyChannelMap"></param>
/// <param name="constraint"></param>
/// <returns>The property channel pairs or null if there was no match</returns>
private static FbxPropertyChannelPair[] GetChannelPairs(string uniPropertyName, PropertyChannelMap propertyChannelMap, FbxConstraint constraint = null)
{
// Unity property name is of the format "property.channel" or "property". Handle both cases.
var possibleUniPropChannelPairs = new List<UnityPropertyChannelPair>();
// could give same result as already in the list, avoid checking this case twice
var propChannelPair = GetUnityPropertyChannelPair(uniPropertyName);
possibleUniPropChannelPairs.Add(propChannelPair);
if (propChannelPair.property != uniPropertyName)
{
possibleUniPropChannelPairs.Add(new UnityPropertyChannelPair(uniPropertyName, null));
}
foreach (var uniPropChannelPair in possibleUniPropChannelPairs)
{
// try to match property
var fbxProperty = propertyChannelMap.GetFbxProperty(uniPropChannelPair.property);
if (string.IsNullOrEmpty(fbxProperty))
{
if (constraint != null)
{
// check if it's a constraint source property
fbxProperty = GetFbxConstraintSourceProperty(uniPropChannelPair.property, constraint, propertyChannelMap.MapUnityPropToFbxProp);
}
else if (propertyChannelMap.MapUnityPropToFbxProp == MapBlendshapesPropToFbxProp)
{
// check if it's a blendshape property
fbxProperty = GetFbxBlendshapeProperty(uniPropChannelPair.property, propertyChannelMap.MapUnityPropToFbxProp);
}
}
if (string.IsNullOrEmpty(fbxProperty))
{
continue;
}
// matched property, now try to match channel
string fbxChannel = null;
if (!string.IsNullOrEmpty(uniPropChannelPair.channel) && propertyChannelMap.MapUnityChannelToFbxChannel != null)
{
fbxChannel = propertyChannelMap.GetFbxChannel(uniPropChannelPair.channel);
if (string.IsNullOrEmpty(fbxChannel))
{
// couldn't match the Unity channel to the fbx channel
continue;
}
}
return new FbxPropertyChannelPair[] { new FbxPropertyChannelPair(fbxProperty, fbxChannel) };
}
return null;
}
/// <summary>
/// Map a Unity property name to the corresponding FBX property and
/// channel names.
/// </summary>
public static bool TryGetValue(string uniPropertyName, out FbxPropertyChannelPair[] prop, FbxConstraint constraint = null)
{
prop = new FbxPropertyChannelPair[] {};
// spot angle is a special case as it returns two channel pairs instead of one
System.StringComparison ct = System.StringComparison.CurrentCulture;
if (uniPropertyName.StartsWith("m_SpotAngle", ct))
{
prop = new FbxPropertyChannelPair[]
{
new FbxPropertyChannelPair("OuterAngle", null),
new FbxPropertyChannelPair("InnerAngle", null)
};
return true;
}
var propertyMaps = new List<PropertyChannelMap>();
// Try get constraint specific channel pairs first as we know this is a constraint
if (constraint != null)
{
// Aim constraint shares the RotationOffset property with RotationConstraint, so make sure that the correct FBX property is returned
if (constraint.GetConstraintType() == FbxConstraint.EType.eAim)
{
propertyMaps.Add(AimConstraintPropertyMap);
}
propertyMaps.Add(ConstraintSourcePropertyMap);
propertyMaps.Add(ConstraintSourceTransformPropertyMap);
}
// Check if this is a transform, color, or other property and return the channel pairs if they match.
propertyMaps.Add(TransformPropertyMap);
propertyMaps.Add(ColorPropertyMap);
propertyMaps.Add(OtherPropertyMap);
propertyMaps.Add(BlendshapeMap);
foreach (var propMap in propertyMaps)
{
prop = GetChannelPairs(uniPropertyName, propMap, constraint);
if (prop != null)
{
return true;
}
}
return false;
}
}
}