#include "stdafx.h" #include "ArmatureWindow.h" using namespace wi::ecs; using namespace wi::scene; void ArmatureWindow::Create(EditorComponent* _editor) { editor = _editor; wi::gui::Window::Create(ICON_ARMATURE " Armature", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL); SetSize(XMFLOAT2(670, 380)); closeButton.SetTooltip("Delete ArmatureComponent"); OnClose([=](wi::gui::EventArgs args) { wi::Archive& archive = editor->AdvanceHistory(); archive << EditorComponent::HISTORYOP_COMPONENT_DATA; editor->RecordEntity(archive, entity); editor->GetCurrentScene().armatures.Remove(entity); editor->RecordEntity(archive, entity); editor->componentsWnd.RefreshEntityTree(); }); float x = 60; float y = 4; float hei = 20; float step = hei + 2; float wid = 220; infoLabel.Create(""); infoLabel.SetText("This window will stay open even if you select other entities until it is collapsed, so you can select other bone entities."); infoLabel.SetFitTextEnabled(true); AddWidget(&infoLabel); resetPoseButton.Create("Reset Pose"); resetPoseButton.SetTooltip("Reset Pose will be performed on the Armature, based on the bone inverse bind matrices."); resetPoseButton.SetSize(XMFLOAT2(wid, hei)); resetPoseButton.OnClick([=](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); scene.ResetPose(entity); }); AddWidget(&resetPoseButton); createHumanoidButton.Create("Try to create humanoid rig"); createHumanoidButton.SetTooltip("Tries to create a humanoid component based on bone naming convention.\nIt supports the VRM and Mixamo naming convention."); createHumanoidButton.SetSize(XMFLOAT2(wid, hei)); createHumanoidButton.OnClick([=](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); if (scene.humanoids.Contains(entity)) { wi::helper::messageBox("Humanoid Component already exists!"); return; } const ArmatureComponent* armature = scene.armatures.GetComponent(entity); if (armature == nullptr) return; static const wi::unordered_map> mapping = { {HumanoidComponent::HumanoidBone::Hips, {"Hips", "pelvis"}}, {HumanoidComponent::HumanoidBone::Spine, {"Spine", "spine_01"}}, {HumanoidComponent::HumanoidBone::Chest, {"Chest", "Spine1", "spine_02"}}, {HumanoidComponent::HumanoidBone::UpperChest, {"UpperChest", "Spine2", "spine_03"}}, {HumanoidComponent::HumanoidBone::Neck, {"Neck"}}, {HumanoidComponent::HumanoidBone::Head, {"Head"}}, {HumanoidComponent::HumanoidBone::LeftEye, {"LeftEye"}}, {HumanoidComponent::HumanoidBone::RightEye, {"RightEye"}}, {HumanoidComponent::HumanoidBone::Jaw, {"Jaw"}}, {HumanoidComponent::HumanoidBone::LeftUpperLeg, {"LeftUpperLeg", "LeftUpLeg", "thigh_l"}}, {HumanoidComponent::HumanoidBone::LeftLowerLeg, {"LeftLowerLeg", "LeftLeg", "calf_l"}}, {HumanoidComponent::HumanoidBone::LeftFoot, {"LeftFoot", "foot_l"}}, {HumanoidComponent::HumanoidBone::LeftToes, {"LeftToe", "ball_l"}}, {HumanoidComponent::HumanoidBone::RightUpperLeg, {"RightUpperLeg", "RightUpLeg", "thigh_r"}}, {HumanoidComponent::HumanoidBone::RightLowerLeg, {"RightLowerLeg", "RightLeg", "calf_r"}}, {HumanoidComponent::HumanoidBone::RightFoot, {"RightFoot", "foot_r"}}, {HumanoidComponent::HumanoidBone::RightToes, {"RightToe", "ball_r"}}, {HumanoidComponent::HumanoidBone::LeftShoulder, {"LeftShoulder", "clavicle_l"}}, {HumanoidComponent::HumanoidBone::LeftUpperArm, {"LeftUpperArm", "LeftArm", "upperarm_l"}}, {HumanoidComponent::HumanoidBone::LeftLowerArm, {"LeftLowerArm", "LeftForeArm", "lowerarm_l"}}, {HumanoidComponent::HumanoidBone::LeftHand, {"LeftHand", "hand_l"}}, {HumanoidComponent::HumanoidBone::RightShoulder, {"RightShoulder", "clavicle_r"}}, {HumanoidComponent::HumanoidBone::RightUpperArm, {"RightUpperArm", "RightArm", "upperarm_r"}}, {HumanoidComponent::HumanoidBone::RightLowerArm, {"RightLowerArm", "RightForeArm", "lowerarm_r"}}, {HumanoidComponent::HumanoidBone::RightHand, {"RightHand", "hand_r"}}, {HumanoidComponent::HumanoidBone::LeftThumbMetacarpal, {"LeftThumbMetacarpal", "LeftHandThumb1", "thumb_01_l"}}, {HumanoidComponent::HumanoidBone::LeftThumbProximal, {"LeftThumbProximal", "LeftHandThumb2", "thumb_02_l"}}, {HumanoidComponent::HumanoidBone::LeftThumbDistal, {"LeftThumbDistal", "LeftHandThumb3", "thumb_03_l"}}, {HumanoidComponent::HumanoidBone::LeftIndexProximal, {"LeftIndexProximal", "LeftHandIndex1", "index_01_l"}}, {HumanoidComponent::HumanoidBone::LeftIndexIntermediate, {"LeftIndexIntermediate", "LeftHandIndex2", "index_02_l"}}, {HumanoidComponent::HumanoidBone::LeftIndexDistal, {"LeftIndexDistal", "LeftHandIndex3", "index_03_l"}}, {HumanoidComponent::HumanoidBone::LeftMiddleProximal, {"LeftMiddleProximal", "LeftHandMiddle1", "middle_01_l"}}, {HumanoidComponent::HumanoidBone::LeftMiddleIntermediate, {"LeftMiddleIntermediate", "LeftHandMiddle2", "middle_02_l"}}, {HumanoidComponent::HumanoidBone::LeftMiddleDistal, {"LeftMiddleDistal", "LeftHandMiddle3", "middle_03_l"}}, {HumanoidComponent::HumanoidBone::LeftRingProximal, {"LeftRingProximal", "LeftHandRing1", "ring_01_l"}}, {HumanoidComponent::HumanoidBone::LeftRingIntermediate, {"LeftRingIntermediate", "LeftHandRing2", "ring_02_l"}}, {HumanoidComponent::HumanoidBone::LeftRingDistal, {"LeftRingDistal", "LeftHandRing3", "ring_03_l"}}, {HumanoidComponent::HumanoidBone::LeftLittleProximal, {"LeftLittleProximal", "LeftHandPinky1", "pinky_01_l"}}, {HumanoidComponent::HumanoidBone::LeftLittleIntermediate, {"LeftLittleIntermediate", "LeftHandPinky2", "pinky_02_l"}}, {HumanoidComponent::HumanoidBone::LeftLittleDistal, {"LeftLittleDistal", "LeftHandPinky3", "pinky_03_l"}}, {HumanoidComponent::HumanoidBone::RightThumbMetacarpal, {"RightThumbMetacarpal", "RightHandThumb1", "thumb_01_r"}}, {HumanoidComponent::HumanoidBone::RightThumbProximal, {"RightThumbProximal", "RightHandThumb2", "thumb_02_r"}}, {HumanoidComponent::HumanoidBone::RightThumbDistal, {"RightThumbDistal", "RightHandThumb3", "thumb_03_r"}}, {HumanoidComponent::HumanoidBone::RightIndexIntermediate, {"RightIndexIntermediate", "RightHandIndex2", "index_01_r"}}, {HumanoidComponent::HumanoidBone::RightIndexDistal, {"RightIndexDistal", "RightHandIndex3", "index_02_r"}}, {HumanoidComponent::HumanoidBone::RightIndexProximal, {"RightIndexProximal", "RightHandIndex1", "index_03_r"}}, {HumanoidComponent::HumanoidBone::RightMiddleProximal, {"RightMiddleProximal", "RightHandMiddle1", "middle_01_r"}}, {HumanoidComponent::HumanoidBone::RightMiddleIntermediate, {"RightMiddleIntermediate", "RightHandMiddle2", "middle_02_r"}}, {HumanoidComponent::HumanoidBone::RightMiddleDistal, {"RightMiddleDistal", "RightHandMiddle3", "middle_03_r"}}, {HumanoidComponent::HumanoidBone::RightRingProximal, {"RightRingProximal", "RightHandRing1", "ring_01_r"}}, {HumanoidComponent::HumanoidBone::RightRingIntermediate, {"RightRingIntermediate", "RightHandRing2", "ring_02_r"}}, {HumanoidComponent::HumanoidBone::RightRingDistal, {"RightRingDistal", "RightHandRing3", "ring_03_r"}}, {HumanoidComponent::HumanoidBone::RightLittleProximal, {"RightLittleProximal", "RightHandPinky1", "pinky_01_r"}}, {HumanoidComponent::HumanoidBone::RightLittleIntermediate, {"RightLittleIntermediate", "RightHandPinky2", "pinky_02_r"}}, {HumanoidComponent::HumanoidBone::RightLittleDistal, {"RightLittleDistal", "RightHandPinky3", "pinky_03_r"}}, }; HumanoidComponent humanoid; bool found_anything = false; for (size_t i = 0; i < armature->boneCollection.size(); ++i) { Entity bone = armature->boneCollection[i]; NameComponent* name = scene.names.GetComponent(bone); if (name == nullptr) continue; size_t iType = 0; for (auto& humanoidBone : humanoid.bones) { if (humanoidBone == INVALID_ENTITY) { HumanoidComponent::HumanoidBone type = (HumanoidComponent::HumanoidBone)iType; auto it = mapping.find(type); if (it != mapping.end()) { for (auto& candidate : it->second) { if (wi::helper::toUpper(name->name).find(wi::helper::toUpper(candidate)) != std::string::npos) { humanoidBone = bone; found_anything = true; break; } } } } iType++; } } if (found_anything) { scene.humanoids.Create(entity) = humanoid; editor->componentsWnd.humanoidWnd.SetEntity(INVALID_ENTITY); editor->componentsWnd.humanoidWnd.SetEntity(entity); } else { wi::helper::messageBox("No matching humanoid bones found!"); } }); AddWidget(&createHumanoidButton); boneList.Create("Bones: "); boneList.SetSize(XMFLOAT2(wid, 200)); boneList.SetPos(XMFLOAT2(4, y += step)); boneList.OnSelect([=](wi::gui::EventArgs args) { if (args.iValue < 0) return; wi::Archive& archive = editor->AdvanceHistory(true); archive << EditorComponent::HISTORYOP_SELECTION; // record PREVIOUS selection state... editor->RecordSelection(archive); editor->translator.selected.clear(); for (int i = 0; i < boneList.GetItemCount(); ++i) { const wi::gui::TreeList::Item& item = boneList.GetItem(i); if (item.selected) { wi::scene::PickResult pick; pick.entity = (Entity)item.userdata; editor->AddSelected(pick); } } // record NEW selection state... editor->RecordSelection(archive); editor->componentsWnd.RefreshEntityTree(); }); AddWidget(&boneList); SetMinimized(true); SetVisible(false); SetEntity(INVALID_ENTITY); } void ArmatureWindow::SetEntity(Entity entity) { if (this->entity == entity) return; Scene& scene = editor->GetCurrentScene(); const ArmatureComponent* armature = scene.armatures.GetComponent(entity); if (armature != nullptr || (IsCollapsed() && entity == INVALID_ENTITY)) { this->entity = entity; RefreshBoneList(); } } void ArmatureWindow::RefreshBoneList() { Scene& scene = editor->GetCurrentScene(); const ArmatureComponent* armature = scene.armatures.GetComponent(entity); if (armature != nullptr) { boneList.ClearItems(); for (Entity bone : armature->boneCollection) { wi::gui::TreeList::Item item; item.userdata = bone; item.name += ICON_BONE " "; const NameComponent* name = scene.names.GetComponent(bone); if (name == nullptr) { item.name += "[no_name] " + std::to_string(bone); } else if (name->name.empty()) { item.name += "[name_empty] " + std::to_string(bone); } else { item.name += name->name; } boneList.AddItem(item); } } } void ArmatureWindow::ResizeLayout() { wi::gui::Window::ResizeLayout(); layout.margin_left = 110; layout.add_fullwidth(infoLabel); layout.add_fullwidth(resetPoseButton); layout.add_fullwidth(createHumanoidButton); layout.jump(); layout.add_fullwidth(boneList); }