| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590 |
- using Sirenix.OdinInspector.Editor;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEditor;
- using UnityEngine;
- public class HierarchyRepair : EditorWindow
- {
- public GameObject modelA; // 已命名旧模型
- public GameObject modelB; // 未命名新模型
- [Header("匹配选项")]
- public bool rebuildHierarchy = false; // 是否重建层级
- public bool keepWorldPosition = true; // 移动时保持世界坐标
- public bool showDetailedLog = true; // 打印详细日志
- public bool cleanupEmptyNodes = true; // 清理空节点
- private Dictionary<string, Transform> meshLookupB = new Dictionary<string, Transform>();
- private Transform newPartsGroup;
- private int totalMatches = 0;
- private int totalMeshesA = 0;
- private int totalUnmatched = 0;
- [MenuItem("Tools/模型匹配")]
- public static void ShowWindow()
- {
- GetWindow<HierarchyRepair>("模型匹配");
- }
- void OnGUI()
- {
- GUILayout.Label("模型匹配", EditorStyles.boldLabel);
- modelA = (GameObject)EditorGUILayout.ObjectField("旧模型(A)", modelA, typeof(GameObject), true);
- modelB = (GameObject)EditorGUILayout.ObjectField("新模型(B)", modelB, typeof(GameObject), true);
- rebuildHierarchy = EditorGUILayout.ToggleLeft("同步层级", rebuildHierarchy);
- if (rebuildHierarchy)
- keepWorldPosition = EditorGUILayout.ToggleLeft("保持坐标", keepWorldPosition);
- showDetailedLog = EditorGUILayout.ToggleLeft("详细日志", showDetailedLog);
- cleanupEmptyNodes = EditorGUILayout.ToggleLeft("清理空节点", cleanupEmptyNodes);
- if (GUILayout.Button("执行"))
- {
- if (modelA == null || modelB == null)
- {
- UnityEngine.Debug.LogError("指定模型A和B");
- return;
- }
- Undo.RegisterFullObjectHierarchyUndo(modelB, "Model");
- RunSync();
- UnityEngine.Debug.Log($"匹配完成:共 {totalMeshesA} 个 Mesh,匹配成功 {totalMatches} 个,未匹配 {totalUnmatched} 个。");
- if (cleanupEmptyNodes)
- {
- int count = CleanupEmptyNodesDeep(modelB.transform);
- UnityEngine.Debug.Log($"清理完成:共移除 {count} 个空节点。");
- }
- }
- }
- // 主逻辑
- void RunSync()
- {
- totalMatches = 0;
- totalMeshesA = 0;
- totalUnmatched = 0;
- meshLookupB.Clear();
- //建立 B 模型几何签名表
- foreach (var renderer in modelB.GetComponentsInChildren<MeshRenderer>(true))
- {
- var mf = renderer.GetComponent<MeshFilter>();
- if (mf && mf.sharedMesh)
- {
- string key = GetMeshKey(mf.sharedMesh);
- if (!meshLookupB.ContainsKey(key))
- meshLookupB[key] = renderer.transform;
- }
- }
- foreach (var smr in modelB.GetComponentsInChildren<SkinnedMeshRenderer>(true))
- {
- if (smr.sharedMesh)
- {
- string key = GetMeshKey(smr.sharedMesh);
- if (!meshLookupB.ContainsKey(key))
- meshLookupB[key] = smr.transform;
- }
- }
- // --- 创建 NewParts 组 ---
- var existingGroup = modelB.transform.Find("NewParts");
- if (existingGroup == null)
- {
- GameObject newGroup = new GameObject("NewParts");
- newPartsGroup = newGroup.transform;
- newPartsGroup.SetParent(modelB.transform);
- }
- else
- {
- newPartsGroup = existingGroup;
- }
- //遍历A的结构
- TraverseAndSync(modelA.transform, modelB.transform);
- //递归移动所有未匹配 Mesh
- totalUnmatched = MoveAllUnmatchedToNewParts(modelB.transform);
- if (showDetailedLog)
- UnityEngine.Debug.Log($"未匹配节点已移动到 NewParts,共 {totalUnmatched} 个");
- //递归移动所有未匹配Mesh
- totalUnmatched = MoveAllUnmatchedToNewParts(modelB.transform);
- // 最后兜底扫描:把遗漏的Mesh全部移入NewParts
- int extraMoved = ForceCollectAllUnmatchedMeshes(modelB.transform, newPartsGroup);
- if (extraMoved > 0)
- {
- totalUnmatched += extraMoved;
- UnityEngine.Debug.Log($"额外收集未匹配Mesh{extraMoved}个,已归入NewParts");
- }
- if (showDetailedLog)
- UnityEngine.Debug.Log($"未匹配节点已移动到NewParts,共{totalUnmatched}个");
- }
- // 递归遍历 A 树结构
- void TraverseAndSync(Transform aNode, Transform bParent)
- {
- if (!HasRenderer(aNode))
- {
- Transform bGroup = bParent.Find(aNode.name);
- if (bGroup == null)
- {
- GameObject newGroup = new GameObject(aNode.name);
- newGroup.transform.SetParent(bParent, false);
- bGroup = newGroup.transform;
- }
- foreach (Transform aChild in aNode)
- TraverseAndSync(aChild, bGroup);
- return;
- }
- Mesh meshA = GetMesh(aNode);
- if (meshA == null) return;
- totalMeshesA++;
- string key = GetMeshKey(meshA);
- if (meshLookupB.TryGetValue(key, out Transform bNode))
- {
- // 命名
- bNode.name = aNode.name;
- // 层级
- if (rebuildHierarchy)
- {
- Transform targetParent = EnsurePathInB(aNode, modelA.transform, modelB.transform);
- bNode.SetParent(targetParent, keepWorldPosition);
- }
- meshLookupB.Remove(key);
- totalMatches++;
- if (showDetailedLog)
- UnityEngine.Debug.Log($"匹配成功: {aNode.name}");
- }
- else
- {
- if (showDetailedLog)
- UnityEngine.Debug.LogWarning($"未找到匹配Mesh: {aNode.name}");
- }
- }
- // 递归移动所有未匹配的 Mesh 到 NewParts
- int MoveAllUnmatchedToNewParts(Transform root)
- {
- int moved = 0;
- var allMeshes = root.GetComponentsInChildren<MeshRenderer>(true);
- foreach (var mr in allMeshes)
- {
- if (mr == null) continue;
- var mf = mr.GetComponent<MeshFilter>();
- if (mf && mf.sharedMesh != null)
- {
- string key = GetMeshKey(mf.sharedMesh);
- if (meshLookupB.ContainsKey(key))
- {
- mr.transform.SetParent(newPartsGroup, true);
- meshLookupB.Remove(key);
- moved++;
- }
- }
- }
- var skinned = root.GetComponentsInChildren<SkinnedMeshRenderer>(true);
- foreach (var smr in skinned)
- {
- if (smr.sharedMesh != null)
- {
- string key = GetMeshKey(smr.sharedMesh);
- if (meshLookupB.ContainsKey(key))
- {
- smr.transform.SetParent(newPartsGroup, true);
- meshLookupB.Remove(key);
- moved++;
- }
- }
- }
- return moved;
- }
- // 延迟清理
- int CleanupEmptyNodesDeep(Transform root)
- {
- int count = 0;
- List<GameObject> toDelete = new List<GameObject>();
- // 收集所有空节点
- foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
- {
- if (t == null || t == root) continue;
- if (IsDeepEmpty(t))
- toDelete.Add(t.gameObject);
- }
- // 逐个销毁
- foreach (var go in toDelete)
- {
- if (go == null) continue;
- #if UNITY_EDITOR
- // 用 Undo 系统保证可撤销,同时防止立即触发重绘异常
- Undo.DestroyObjectImmediate(go);
- #else
- Object.Destroy(go);
- #endif
- count++;
- }
- // 强制刷新编辑器层级树
- EditorApplication.delayCall += () => { EditorApplication.RepaintHierarchyWindow(); };
- return count;
- }
- bool IsDeepEmpty(Transform t)
- {
- if (t == null) return true;
- if (HasRenderer(t)) return false;
- // 如果有任何子物体非空,则此节点不空
- foreach (Transform child in t)
- {
- if (child == null) continue;
- if (!IsDeepEmpty(child))
- return false;
- }
- return true;
- }
- // 工具函数
- bool HasRenderer(Transform t)
- {
- return t.GetComponent<MeshRenderer>() != null || t.GetComponent<SkinnedMeshRenderer>() != null;
- }
- Mesh GetMesh(Transform t)
- {
- var mr = t.GetComponent<MeshRenderer>();
- if (mr)
- {
- var mf = t.GetComponent<MeshFilter>();
- return mf ? mf.sharedMesh : null;
- }
- var smr = t.GetComponent<SkinnedMeshRenderer>();
- return smr ? smr.sharedMesh : null;
- }
- string GetMeshKey(Mesh mesh)
- {
- if (mesh == null) return "null";
- Vector3 s = mesh.bounds.size;
- return $"{mesh.vertexCount}_{mesh.triangles.Length}_{s.x:F3}_{s.y:F3}_{s.z:F3}";
- }
- Transform EnsurePathInB(Transform aNode, Transform aRoot, Transform bRoot)
- {
- List<string> path = new List<string>();
- Transform cur = aNode.parent;
- while (cur != null && cur != aRoot)
- {
- path.Add(cur.name);
- cur = cur.parent;
- }
- path.Reverse();
- Transform current = bRoot;
- foreach (string name in path)
- {
- Transform next = current.Find(name);
- if (next == null)
- {
- GameObject g = new GameObject(name);
- g.transform.SetParent(current, false);
- next = g.transform;
- }
- current = next;
- }
- return current;
- }
- // 强制收集
- int ForceCollectAllUnmatchedMeshes(Transform root, Transform newParts)
- {
- int moved = 0;
- foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
- {
- if (t == root) continue;
- // 跳过已经在 NewParts 下的
- if (t.IsChildOf(newParts)) continue;
- // 只处理有 Mesh 的节点
- var mr = t.GetComponent<MeshRenderer>();
- var smr = t.GetComponent<SkinnedMeshRenderer>();
- if (mr != null || smr != null)
- {
- // 过滤掉匹配成功的:如果名字已在 A 结构中出现过则认为命中
- if (IsInModelANameList(t.name)) continue;
- // 否则强制放入 NewParts
- t.SetParent(newParts, true);
- moved++;
- }
- }
- return moved;
- }
- // 缓存A模型所有命名列表
- HashSet<string> modelANamesCache = null;
- bool IsInModelANameList(string name)
- {
- if (modelANamesCache == null)
- {
- modelANamesCache = new HashSet<string>();
- foreach (var tr in modelA.GetComponentsInChildren<Transform>(true))
- modelANamesCache.Add(tr.name);
- }
- return modelANamesCache.Contains(name);
- }
- }
- //public class HierarchyRepair : MonoBehaviour
- //{
- // public GameObject groupedPrefab;
- // public GameObject ungroupedObjects;
- // //public string newObjectsFolderName = "NewObjects";
- // // 存储预制体中的所有层级路径(用于快速查找)
- // private Dictionary<MeshRenderer, string> meshRendererPaths;
- // private Dictionary<string, Transform> createdNodes = new Dictionary<string, Transform>();
- // // 存储未分组物体中已处理的对象(避免重复处理)
- // //public MeshRenderer[] meshRenderers;
- // private List<MeshRenderer> Notprocess = new List<MeshRenderer>();
- // private List<MeshRenderer> Process = new List<MeshRenderer>();
- // [ContextMenu("更新分组")]
- // public void OrganizeHierarchy()
- // {
- // if (groupedPrefab == null || ungroupedObjects == null)
- // {
- // UnityEngine.Debug.LogError("请赋值已分组预制体和未分组模型!");
- // return;
- // }
- // // 初始化字典(避免空引用)
- // createdNodes.Clear();
- // meshRendererPaths = new Dictionary<MeshRenderer, string>();
- // // 清空列表(防止重复处理)
- // Notprocess.Clear();
- // Process.Clear();
- // foreach (MeshRenderer mr in ungroupedObjects.GetComponentsInChildren<MeshRenderer>())
- // {
- // Notprocess.Add(mr);
- // }
- // MeshRenderer[] allMeshRenderers = groupedPrefab.GetComponentsInChildren<MeshRenderer>(true);
- // foreach (var renderer in allMeshRenderers)
- // {
- // // 获取相对于目标父物体的路径(而非全场景路径)
- // string path = GetRelativePath(renderer.transform, groupedPrefab.transform);
- // if (!meshRendererPaths.ContainsKey(renderer))
- // {
- // meshRendererPaths.Add(renderer, path);
- // }
- // }
- // // 创建未匹配物体的存放根节点(每次处理前清空旧的)
- // GameObject unmatchedRoot = GameObject.Find("UnmatchedObjects");
- // if (unmatchedRoot != null)
- // {
- // DestroyImmediate(unmatchedRoot);
- // }
- // unmatchedRoot = new GameObject("UnmatchedObjects");
- // unmatchedRoot.transform.SetParent(ungroupedObjects.transform);
- // unmatchedRoot.transform.localPosition = Vector3.zero;
- // unmatchedRoot.transform.localRotation = Quaternion.identity;
- // unmatchedRoot.transform.localScale = Vector3.one;
- // // 遍历未处理列表,按路径匹配重组
- // ProcessUnmatchedObjects(unmatchedRoot);
- // UnityEngine.Debug.Log($"层级结构整理完成!已匹配 {Process.Count} 个物体,未匹配 {Notprocess.Count} 个物体");
- // UnityEngine.Debug.Log("层级结构整理完成!");
- //}
- ///// <summary>
- ///// 处理未匹配的物体,按预制体路径重组
- ///// </summary>
- //private void ProcessUnmatchedObjects(GameObject unmatchedRoot)
- //{
- // // 复制一份列表用于遍历(避免修改列表时引发异常)
- // List<MeshRenderer> tempList = new List<MeshRenderer>(Notprocess);
- // foreach (var targetRenderer in tempList)
- // {
- // bool isMatched = false;
- // // 遍历预制体的路径字典,寻找匹配的路径
- // foreach (var prefabPair in meshRendererPaths)
- // {
- // // 这里假设通过"名称匹配"判断是否为同一物体(可根据实际需求修改匹配规则)
- // if (targetRenderer.name == prefabPair.Key.name)
- // {
- // // 获取预制体中的路径模板
- // string targetPath = prefabPair.Value;
- // if (string.IsNullOrEmpty(targetPath)) continue;
- // // 按路径创建节点(临时空物体),并返回最终节点的父路径
- // string parentPath = CreatePathNodes(targetPath);
- // // 替换路径中对应的空物体(如果存在)
- // ReplaceEmptyNodeWithEntity(targetRenderer.gameObject, targetPath, parentPath);
- // // 在未分组根节点下创建对应路径的层级,并移动物体
- // MoveToTargetPath(targetRenderer.gameObject, targetPath);
- // // 移动到已处理列表,从未处理列表移除
- // Process.Add(targetRenderer);
- // Notprocess.Remove(targetRenderer);
- // isMatched = true;
- // break;
- // }
- // }
- // // 未找到匹配路径,移动到未匹配根节点
- // if (!isMatched)
- // {
- // targetRenderer.transform.SetParent(unmatchedRoot.transform);
- // // 保持局部变换不变
- // targetRenderer.transform.localPosition = Vector3.zero;
- // targetRenderer.transform.localRotation = Quaternion.identity;
- // targetRenderer.transform.localScale = Vector3.one;
- // }
- // }
- //}
- // /// <summary>
- // /// 将物体移动到目标路径(在ungroupedObjects下创建对应层级)
- // /// </summary>
- // private void MoveToTargetPath(GameObject targetObj, string targetPath)
- // {
- // string[] pathSegments = targetPath.Split('/');
- // Transform currentParent = ungroupedObjects.transform;
- // for (int i = 0; i < pathSegments.Length; i++)
- // {
- // string segment = pathSegments[i];
- // Transform child = currentParent.Find(segment);
- // if (child != null)
- // {
- // // 情况1:节点已存在,检查是否有MeshRenderer
- // MeshRenderer existingRenderer = child.GetComponent<MeshRenderer>();
- // if (existingRenderer != null)
- // {
- // // 中间节点(非最后一级)有MeshRenderer,视为冲突
- // if (i < pathSegments.Length - 1)
- // {
- // UnityEngine.Debug.LogWarning($"路径节点 {segment} 已存在且带有MeshRenderer,可能导致层级冲突!路径:{targetPath}");
- // // 策略1:保留原有节点,继续使用它作为父节点(推荐)
- // currentParent = child;
- // continue;
- // // 策略2:跳过该路径,将物体归入未匹配(根据需求选择)
- // // return;
- // }
- // // 最后一级节点有MeshRenderer(可能是重复物体)
- // else
- // {
- // UnityEngine.Debug.LogWarning($"目标节点 {segment} 已存在且带有MeshRenderer,可能重复!路径:{targetPath}");
- // // 策略:重命名当前物体以避免冲突
- // targetObj.name = $"{segment}_Duplicate";
- // }
- // }
- // currentParent = child;
- // }
- // else
- // {
- // // 情况2:节点不存在,创建新节点(空物体,不带MeshRenderer)
- // GameObject newNode = new GameObject(segment);
- // child = newNode.transform;
- // child.SetParent(currentParent);
- // child.localPosition = Vector3.zero;
- // child.localRotation = Quaternion.identity;
- // child.localScale = Vector3.one;
- // currentParent = child;
- // }
- // }
- // // 移动目标物体到最终路径
- // targetObj.transform.SetParent(currentParent);
- // targetObj.transform.localPosition = Vector3.zero;
- // targetObj.transform.localRotation = Quaternion.identity;
- // targetObj.transform.localScale = Vector3.one;
- // // 确保名称与路径最后一段一致(除非是重复物体)
- // if (!targetObj.name.EndsWith("_Duplicate"))
- // {
- // targetObj.name = pathSegments[pathSegments.Length - 1];
- // }
- // }
- // private string GetRelativePath(Transform child, Transform parent)
- // {
- // // 若子物体就是父物体本身,路径为自身名称
- // if (child == parent)
- // return child.name;
- // string path = child.name;
- // Transform current = child.parent;
- // // 向上遍历,直到找到目标父物体
- // while (current != null && current != parent)
- // {
- // path = current.name + "/" + path;
- // current = current.parent;
- // }
- // // 若遍历到根节点仍未找到父物体,说明不是其子物体(容错处理)
- // if (current == null)
- // {
- // UnityEngine.Debug.LogWarning($"{child.name} 不是 {parent.name} 的子物体!");
- // return null;
- // }
- // return path;
- // }
- //}
|