HierarchyRepair.cs 20 KB

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  1. using Sirenix.OdinInspector.Editor;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEditor;
  5. using UnityEngine;
  6. public class HierarchyRepair : EditorWindow
  7. {
  8. public GameObject modelA; // 已命名旧模型
  9. public GameObject modelB; // 未命名新模型
  10. [Header("匹配选项")]
  11. public bool rebuildHierarchy = false; // 是否重建层级
  12. public bool keepWorldPosition = true; // 移动时保持世界坐标
  13. public bool showDetailedLog = true; // 打印详细日志
  14. public bool cleanupEmptyNodes = true; // 清理空节点
  15. private Dictionary<string, Transform> meshLookupB = new Dictionary<string, Transform>();
  16. private Transform newPartsGroup;
  17. private int totalMatches = 0;
  18. private int totalMeshesA = 0;
  19. private int totalUnmatched = 0;
  20. [MenuItem("Tools/模型匹配")]
  21. public static void ShowWindow()
  22. {
  23. GetWindow<HierarchyRepair>("模型匹配");
  24. }
  25. void OnGUI()
  26. {
  27. GUILayout.Label("模型匹配", EditorStyles.boldLabel);
  28. modelA = (GameObject)EditorGUILayout.ObjectField("旧模型(A)", modelA, typeof(GameObject), true);
  29. modelB = (GameObject)EditorGUILayout.ObjectField("新模型(B)", modelB, typeof(GameObject), true);
  30. rebuildHierarchy = EditorGUILayout.ToggleLeft("同步层级", rebuildHierarchy);
  31. if (rebuildHierarchy)
  32. keepWorldPosition = EditorGUILayout.ToggleLeft("保持坐标", keepWorldPosition);
  33. showDetailedLog = EditorGUILayout.ToggleLeft("详细日志", showDetailedLog);
  34. cleanupEmptyNodes = EditorGUILayout.ToggleLeft("清理空节点", cleanupEmptyNodes);
  35. if (GUILayout.Button("执行"))
  36. {
  37. if (modelA == null || modelB == null)
  38. {
  39. UnityEngine.Debug.LogError("指定模型A和B");
  40. return;
  41. }
  42. Undo.RegisterFullObjectHierarchyUndo(modelB, "Model");
  43. RunSync();
  44. UnityEngine.Debug.Log($"匹配完成:共 {totalMeshesA} 个 Mesh,匹配成功 {totalMatches} 个,未匹配 {totalUnmatched} 个。");
  45. if (cleanupEmptyNodes)
  46. {
  47. int count = CleanupEmptyNodesDeep(modelB.transform);
  48. UnityEngine.Debug.Log($"清理完成:共移除 {count} 个空节点。");
  49. }
  50. }
  51. }
  52. // 主逻辑
  53. void RunSync()
  54. {
  55. totalMatches = 0;
  56. totalMeshesA = 0;
  57. totalUnmatched = 0;
  58. meshLookupB.Clear();
  59. //建立 B 模型几何签名表
  60. foreach (var renderer in modelB.GetComponentsInChildren<MeshRenderer>(true))
  61. {
  62. var mf = renderer.GetComponent<MeshFilter>();
  63. if (mf && mf.sharedMesh)
  64. {
  65. string key = GetMeshKey(mf.sharedMesh);
  66. if (!meshLookupB.ContainsKey(key))
  67. meshLookupB[key] = renderer.transform;
  68. }
  69. }
  70. foreach (var smr in modelB.GetComponentsInChildren<SkinnedMeshRenderer>(true))
  71. {
  72. if (smr.sharedMesh)
  73. {
  74. string key = GetMeshKey(smr.sharedMesh);
  75. if (!meshLookupB.ContainsKey(key))
  76. meshLookupB[key] = smr.transform;
  77. }
  78. }
  79. // --- 创建 NewParts 组 ---
  80. var existingGroup = modelB.transform.Find("NewParts");
  81. if (existingGroup == null)
  82. {
  83. GameObject newGroup = new GameObject("NewParts");
  84. newPartsGroup = newGroup.transform;
  85. newPartsGroup.SetParent(modelB.transform);
  86. }
  87. else
  88. {
  89. newPartsGroup = existingGroup;
  90. }
  91. //遍历A的结构
  92. TraverseAndSync(modelA.transform, modelB.transform);
  93. //递归移动所有未匹配 Mesh
  94. totalUnmatched = MoveAllUnmatchedToNewParts(modelB.transform);
  95. if (showDetailedLog)
  96. UnityEngine.Debug.Log($"未匹配节点已移动到 NewParts,共 {totalUnmatched} 个");
  97. //递归移动所有未匹配Mesh
  98. totalUnmatched = MoveAllUnmatchedToNewParts(modelB.transform);
  99. // 最后兜底扫描:把遗漏的Mesh全部移入NewParts
  100. int extraMoved = ForceCollectAllUnmatchedMeshes(modelB.transform, newPartsGroup);
  101. if (extraMoved > 0)
  102. {
  103. totalUnmatched += extraMoved;
  104. UnityEngine.Debug.Log($"额外收集未匹配Mesh{extraMoved}个,已归入NewParts");
  105. }
  106. if (showDetailedLog)
  107. UnityEngine.Debug.Log($"未匹配节点已移动到NewParts,共{totalUnmatched}个");
  108. }
  109. // 递归遍历 A 树结构
  110. void TraverseAndSync(Transform aNode, Transform bParent)
  111. {
  112. if (!HasRenderer(aNode))
  113. {
  114. Transform bGroup = bParent.Find(aNode.name);
  115. if (bGroup == null)
  116. {
  117. GameObject newGroup = new GameObject(aNode.name);
  118. newGroup.transform.SetParent(bParent, false);
  119. bGroup = newGroup.transform;
  120. }
  121. foreach (Transform aChild in aNode)
  122. TraverseAndSync(aChild, bGroup);
  123. return;
  124. }
  125. Mesh meshA = GetMesh(aNode);
  126. if (meshA == null) return;
  127. totalMeshesA++;
  128. string key = GetMeshKey(meshA);
  129. if (meshLookupB.TryGetValue(key, out Transform bNode))
  130. {
  131. // 命名
  132. bNode.name = aNode.name;
  133. // 层级
  134. if (rebuildHierarchy)
  135. {
  136. Transform targetParent = EnsurePathInB(aNode, modelA.transform, modelB.transform);
  137. bNode.SetParent(targetParent, keepWorldPosition);
  138. }
  139. meshLookupB.Remove(key);
  140. totalMatches++;
  141. if (showDetailedLog)
  142. UnityEngine.Debug.Log($"匹配成功: {aNode.name}");
  143. }
  144. else
  145. {
  146. if (showDetailedLog)
  147. UnityEngine.Debug.LogWarning($"未找到匹配Mesh: {aNode.name}");
  148. }
  149. }
  150. // 递归移动所有未匹配的 Mesh 到 NewParts
  151. int MoveAllUnmatchedToNewParts(Transform root)
  152. {
  153. int moved = 0;
  154. var allMeshes = root.GetComponentsInChildren<MeshRenderer>(true);
  155. foreach (var mr in allMeshes)
  156. {
  157. if (mr == null) continue;
  158. var mf = mr.GetComponent<MeshFilter>();
  159. if (mf && mf.sharedMesh != null)
  160. {
  161. string key = GetMeshKey(mf.sharedMesh);
  162. if (meshLookupB.ContainsKey(key))
  163. {
  164. mr.transform.SetParent(newPartsGroup, true);
  165. meshLookupB.Remove(key);
  166. moved++;
  167. }
  168. }
  169. }
  170. var skinned = root.GetComponentsInChildren<SkinnedMeshRenderer>(true);
  171. foreach (var smr in skinned)
  172. {
  173. if (smr.sharedMesh != null)
  174. {
  175. string key = GetMeshKey(smr.sharedMesh);
  176. if (meshLookupB.ContainsKey(key))
  177. {
  178. smr.transform.SetParent(newPartsGroup, true);
  179. meshLookupB.Remove(key);
  180. moved++;
  181. }
  182. }
  183. }
  184. return moved;
  185. }
  186. // 延迟清理
  187. int CleanupEmptyNodesDeep(Transform root)
  188. {
  189. int count = 0;
  190. List<GameObject> toDelete = new List<GameObject>();
  191. // 收集所有空节点
  192. foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
  193. {
  194. if (t == null || t == root) continue;
  195. if (IsDeepEmpty(t))
  196. toDelete.Add(t.gameObject);
  197. }
  198. // 逐个销毁
  199. foreach (var go in toDelete)
  200. {
  201. if (go == null) continue;
  202. #if UNITY_EDITOR
  203. // 用 Undo 系统保证可撤销,同时防止立即触发重绘异常
  204. Undo.DestroyObjectImmediate(go);
  205. #else
  206. Object.Destroy(go);
  207. #endif
  208. count++;
  209. }
  210. // 强制刷新编辑器层级树
  211. EditorApplication.delayCall += () => { EditorApplication.RepaintHierarchyWindow(); };
  212. return count;
  213. }
  214. bool IsDeepEmpty(Transform t)
  215. {
  216. if (t == null) return true;
  217. if (HasRenderer(t)) return false;
  218. // 如果有任何子物体非空,则此节点不空
  219. foreach (Transform child in t)
  220. {
  221. if (child == null) continue;
  222. if (!IsDeepEmpty(child))
  223. return false;
  224. }
  225. return true;
  226. }
  227. // 工具函数
  228. bool HasRenderer(Transform t)
  229. {
  230. return t.GetComponent<MeshRenderer>() != null || t.GetComponent<SkinnedMeshRenderer>() != null;
  231. }
  232. Mesh GetMesh(Transform t)
  233. {
  234. var mr = t.GetComponent<MeshRenderer>();
  235. if (mr)
  236. {
  237. var mf = t.GetComponent<MeshFilter>();
  238. return mf ? mf.sharedMesh : null;
  239. }
  240. var smr = t.GetComponent<SkinnedMeshRenderer>();
  241. return smr ? smr.sharedMesh : null;
  242. }
  243. string GetMeshKey(Mesh mesh)
  244. {
  245. if (mesh == null) return "null";
  246. Vector3 s = mesh.bounds.size;
  247. return $"{mesh.vertexCount}_{mesh.triangles.Length}_{s.x:F3}_{s.y:F3}_{s.z:F3}";
  248. }
  249. Transform EnsurePathInB(Transform aNode, Transform aRoot, Transform bRoot)
  250. {
  251. List<string> path = new List<string>();
  252. Transform cur = aNode.parent;
  253. while (cur != null && cur != aRoot)
  254. {
  255. path.Add(cur.name);
  256. cur = cur.parent;
  257. }
  258. path.Reverse();
  259. Transform current = bRoot;
  260. foreach (string name in path)
  261. {
  262. Transform next = current.Find(name);
  263. if (next == null)
  264. {
  265. GameObject g = new GameObject(name);
  266. g.transform.SetParent(current, false);
  267. next = g.transform;
  268. }
  269. current = next;
  270. }
  271. return current;
  272. }
  273. // 强制收集
  274. int ForceCollectAllUnmatchedMeshes(Transform root, Transform newParts)
  275. {
  276. int moved = 0;
  277. foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
  278. {
  279. if (t == root) continue;
  280. // 跳过已经在 NewParts 下的
  281. if (t.IsChildOf(newParts)) continue;
  282. // 只处理有 Mesh 的节点
  283. var mr = t.GetComponent<MeshRenderer>();
  284. var smr = t.GetComponent<SkinnedMeshRenderer>();
  285. if (mr != null || smr != null)
  286. {
  287. // 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
  288. if (IsInModelANameList(t.name)) continue;
  289. // 否则强制放入 NewParts
  290. t.SetParent(newParts, true);
  291. moved++;
  292. }
  293. }
  294. return moved;
  295. }
  296. // 缓存A模型所有命名列表
  297. HashSet<string> modelANamesCache = null;
  298. bool IsInModelANameList(string name)
  299. {
  300. if (modelANamesCache == null)
  301. {
  302. modelANamesCache = new HashSet<string>();
  303. foreach (var tr in modelA.GetComponentsInChildren<Transform>(true))
  304. modelANamesCache.Add(tr.name);
  305. }
  306. return modelANamesCache.Contains(name);
  307. }
  308. }
  309. //public class HierarchyRepair : MonoBehaviour
  310. //{
  311. // public GameObject groupedPrefab;
  312. // public GameObject ungroupedObjects;
  313. // //public string newObjectsFolderName = "NewObjects";
  314. // // 存储预制体中的所有层级路径(用于快速查找)
  315. // private Dictionary<MeshRenderer, string> meshRendererPaths;
  316. // private Dictionary<string, Transform> createdNodes = new Dictionary<string, Transform>();
  317. // // 存储未分组物体中已处理的对象(避免重复处理)
  318. // //public MeshRenderer[] meshRenderers;
  319. // private List<MeshRenderer> Notprocess = new List<MeshRenderer>();
  320. // private List<MeshRenderer> Process = new List<MeshRenderer>();
  321. // [ContextMenu("更新分组")]
  322. // public void OrganizeHierarchy()
  323. // {
  324. // if (groupedPrefab == null || ungroupedObjects == null)
  325. // {
  326. // UnityEngine.Debug.LogError("请赋值已分组预制体和未分组模型!");
  327. // return;
  328. // }
  329. // // 初始化字典(避免空引用)
  330. // createdNodes.Clear();
  331. // meshRendererPaths = new Dictionary<MeshRenderer, string>();
  332. // // 清空列表(防止重复处理)
  333. // Notprocess.Clear();
  334. // Process.Clear();
  335. // foreach (MeshRenderer mr in ungroupedObjects.GetComponentsInChildren<MeshRenderer>())
  336. // {
  337. // Notprocess.Add(mr);
  338. // }
  339. // MeshRenderer[] allMeshRenderers = groupedPrefab.GetComponentsInChildren<MeshRenderer>(true);
  340. // foreach (var renderer in allMeshRenderers)
  341. // {
  342. // // 获取相对于目标父物体的路径(而非全场景路径)
  343. // string path = GetRelativePath(renderer.transform, groupedPrefab.transform);
  344. // if (!meshRendererPaths.ContainsKey(renderer))
  345. // {
  346. // meshRendererPaths.Add(renderer, path);
  347. // }
  348. // }
  349. // // 创建未匹配物体的存放根节点(每次处理前清空旧的)
  350. // GameObject unmatchedRoot = GameObject.Find("UnmatchedObjects");
  351. // if (unmatchedRoot != null)
  352. // {
  353. // DestroyImmediate(unmatchedRoot);
  354. // }
  355. // unmatchedRoot = new GameObject("UnmatchedObjects");
  356. // unmatchedRoot.transform.SetParent(ungroupedObjects.transform);
  357. // unmatchedRoot.transform.localPosition = Vector3.zero;
  358. // unmatchedRoot.transform.localRotation = Quaternion.identity;
  359. // unmatchedRoot.transform.localScale = Vector3.one;
  360. // // 遍历未处理列表,按路径匹配重组
  361. // ProcessUnmatchedObjects(unmatchedRoot);
  362. // 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");
  363. // UnityEngine.Debug.Log("层级结构整理完成!");
  364. //}
  365. ///// <summary>
  366. ///// 处理未匹配的物体,按预制体路径重组
  367. ///// </summary>
  368. //private void ProcessUnmatchedObjects(GameObject unmatchedRoot)
  369. //{
  370. // // 复制一份列表用于遍历(避免修改列表时引发异常)
  371. // List<MeshRenderer> tempList = new List<MeshRenderer>(Notprocess);
  372. // foreach (var targetRenderer in tempList)
  373. // {
  374. // bool isMatched = false;
  375. // // 遍历预制体的路径字典,寻找匹配的路径
  376. // foreach (var prefabPair in meshRendererPaths)
  377. // {
  378. // // 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)
  379. // if (targetRenderer.name == prefabPair.Key.name)
  380. // {
  381. // // 获取预制体中的路径模板
  382. // string targetPath = prefabPair.Value;
  383. // if (string.IsNullOrEmpty(targetPath)) continue;
  384. // // 按路径创建节点(临时空物体),并返回最终节点的父路径
  385. // string parentPath = CreatePathNodes(targetPath);
  386. // // 替换路径中对应的空物体(如果存在)
  387. // ReplaceEmptyNodeWithEntity(targetRenderer.gameObject, targetPath, parentPath);
  388. // // 在未分组根节点下创建对应路径的层级,并移动物体
  389. // MoveToTargetPath(targetRenderer.gameObject, targetPath);
  390. // // 移动到已处理列表,从未处理列表移除
  391. // Process.Add(targetRenderer);
  392. // Notprocess.Remove(targetRenderer);
  393. // isMatched = true;
  394. // break;
  395. // }
  396. // }
  397. // // 未找到匹配路径,移动到未匹配根节点
  398. // if (!isMatched)
  399. // {
  400. // targetRenderer.transform.SetParent(unmatchedRoot.transform);
  401. // // 保持局部变换不变
  402. // targetRenderer.transform.localPosition = Vector3.zero;
  403. // targetRenderer.transform.localRotation = Quaternion.identity;
  404. // targetRenderer.transform.localScale = Vector3.one;
  405. // }
  406. // }
  407. //}
  408. // /// <summary>
  409. // /// 将物体移动到目标路径(在ungroupedObjects下创建对应层级)
  410. // /// </summary>
  411. // private void MoveToTargetPath(GameObject targetObj, string targetPath)
  412. // {
  413. // string[] pathSegments = targetPath.Split('/');
  414. // Transform currentParent = ungroupedObjects.transform;
  415. // for (int i = 0; i < pathSegments.Length; i++)
  416. // {
  417. // string segment = pathSegments[i];
  418. // Transform child = currentParent.Find(segment);
  419. // if (child != null)
  420. // {
  421. // // 情况1:节点已存在,检查是否有MeshRenderer
  422. // MeshRenderer existingRenderer = child.GetComponent<MeshRenderer>();
  423. // if (existingRenderer != null)
  424. // {
  425. // // 中间节点(非最后一级)有MeshRenderer,视为冲突
  426. // if (i < pathSegments.Length - 1)
  427. // {
  428. // UnityEngine.Debug.LogWarning($"路径节点 {segment} 已存在且带有MeshRenderer,可能导致层级冲突!路径:{targetPath}");
  429. // // 策略1:保留原有节点,继续使用它作为父节点(推荐)
  430. // currentParent = child;
  431. // continue;
  432. // // 策略2:跳过该路径,将物体归入未匹配(根据需求选择)
  433. // // return;
  434. // }
  435. // // 最后一级节点有MeshRenderer(可能是重复物体)
  436. // else
  437. // {
  438. // UnityEngine.Debug.LogWarning($"目标节点 {segment} 已存在且带有MeshRenderer,可能重复!路径:{targetPath}");
  439. // // 策略:重命名当前物体以避免冲突
  440. // targetObj.name = $"{segment}_Duplicate";
  441. // }
  442. // }
  443. // currentParent = child;
  444. // }
  445. // else
  446. // {
  447. // // 情况2:节点不存在,创建新节点(空物体,不带MeshRenderer)
  448. // GameObject newNode = new GameObject(segment);
  449. // child = newNode.transform;
  450. // child.SetParent(currentParent);
  451. // child.localPosition = Vector3.zero;
  452. // child.localRotation = Quaternion.identity;
  453. // child.localScale = Vector3.one;
  454. // currentParent = child;
  455. // }
  456. // }
  457. // // 移动目标物体到最终路径
  458. // targetObj.transform.SetParent(currentParent);
  459. // targetObj.transform.localPosition = Vector3.zero;
  460. // targetObj.transform.localRotation = Quaternion.identity;
  461. // targetObj.transform.localScale = Vector3.one;
  462. // // 确保名称与路径最后一段一致(除非是重复物体)
  463. // if (!targetObj.name.EndsWith("_Duplicate"))
  464. // {
  465. // targetObj.name = pathSegments[pathSegments.Length - 1];
  466. // }
  467. // }
  468. // private string GetRelativePath(Transform child, Transform parent)
  469. // {
  470. // // 若子物体就是父物体本身,路径为自身名称
  471. // if (child == parent)
  472. // return child.name;
  473. // string path = child.name;
  474. // Transform current = child.parent;
  475. // // 向上遍历,直到找到目标父物体
  476. // while (current != null && current != parent)
  477. // {
  478. // path = current.name + "/" + path;
  479. // current = current.parent;
  480. // }
  481. // // 若遍历到根节点仍未找到父物体,说明不是其子物体(容错处理)
  482. // if (current == null)
  483. // {
  484. // UnityEngine.Debug.LogWarning($"{child.name} 不是 {parent.name} 的子物体!");
  485. // return null;
  486. // }
  487. // return path;
  488. // }
  489. //}