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34bec90 dec5552 34bec90 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 | // Editor tools for developers: Tools > Scene Agent >
// Set Up Scene one "Scene Agent" object with SceneWorld, SceneAgent, LocalModelServer, a session and the
// chat box, wired together (idempotent)
// Make Selected Interactive SceneItem on every selected object: id, label (and a colour word) from its name, the room,
// what it stands on (from the renderers' bounds); moved under the Scene Agent object
// Validate Scene ids, labels the model's catalogue does not know, supports, rooms, model files
// Open Model Folder StreamingAssets/SceneAgent, where llama-server and the .gguf go
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
namespace SceneAgent.EditorTools
{
public static class SceneAgentMenu
{
const string Root = "Tools/Scene Agent/";
/// <summary>Automation (tests, build scripts): no modal dialogs, results only in the Console.</summary>
public static bool Quiet;
static readonly string[] Colours = { "red", "green", "blue", "yellow", "white", "black", "gray", "grey", "orange",
"purple", "pink", "brown", "silver", "gold", "beige" };
static T Ensure<T>(GameObject g) where T : Component
{
var c = g.GetComponent<T>();
return c != null ? c : Undo.AddComponent<T>(g);
}
[MenuItem(Root + "Set Up Scene", priority = 1)]
public static void SetUpScene()
{
var world = Object.FindObjectOfType<SceneWorld>();
if (world == null)
{
var go = new GameObject("Scene Agent");
Undo.RegisterCreatedObjectUndo(go, "Set Up Scene Agent");
world = go.AddComponent<SceneWorld>();
world.initFromTransforms = true;
}
var root = world.gameObject;
var agent = Ensure<SceneAgent>(root);
var server = Ensure<LocalModelServer>(root);
var session = Ensure<SceneAgentSession>(root);
Ensure<SceneAgentChatBox>(root);
var gaze = Ensure<SceneAgentGaze>(root);
Undo.RecordObjects(new Object[] { agent, session, gaze }, "Set Up Scene Agent");
gaze.world = world;
gaze.session = session;
agent.world = world;
agent.server = server;
session.agent = agent;
session.world = world;
if (string.IsNullOrEmpty(session.logDirectory)) session.logDirectory = "SceneAgentSessions";
EditorUtility.SetDirty(root);
Selection.activeGameObject = root;
Debug.Log("[SceneAgent] Scene set up on \"" + root.name + "\". Next: select the objects the agent may use and run " +
"Tools > Scene Agent > Make Selected Interactive, then Validate Scene. " + ModelFilesStatus(server));
}
[MenuItem(Root + "Make Selected Interactive", priority = 2)]
public static void MakeSelectedInteractive()
{
var world = Object.FindObjectOfType<SceneWorld>();
if (world == null) { SetUpScene(); world = Object.FindObjectOfType<SceneWorld>(); }
string room = !string.IsNullOrEmpty(world.playerRoom) ? world.playerRoom : world.rooms.FirstOrDefault() ?? "room";
var selected = new HashSet<GameObject>(Selection.gameObjects);
// ids taken by items that are not being (re)made now; a duplicate (Ctrl+D copies the SceneItem and its id)
// gets a fresh id below
var used = new HashSet<string>(world.Items.Where(i => !string.IsNullOrEmpty(i.itemId) && !selected.Contains(i.gameObject)).Select(i => i.itemId));
var made = new List<SceneItem>();
foreach (var go in Selection.gameObjects)
{
if (go == world.gameObject || go.GetComponent<SceneWorld>() != null) continue;
var it = Ensure<SceneItem>(go);
Undo.RecordObject(it, "Make Interactive");
if (string.IsNullOrEmpty(it.label))
{
var (colour, label) = LabelFromName(go.name);
it.label = label;
if (string.IsNullOrEmpty(it.color)) it.color = colour;
}
if (string.IsNullOrEmpty(it.itemId) || used.Contains(it.itemId)) it.itemId = NextId(it.label, used);
else used.Add(it.itemId);
if (string.IsNullOrEmpty(it.state)) it.state = DefaultState(it);
if (string.IsNullOrEmpty(it.room)) it.room = room;
// directly under the Scene Agent object: SceneWorld.Sync re-parents items there anyway, and an item nested in
// another item would make that one's bounds (and so what stands on it) wrong
if (go.transform.parent != world.transform) Undo.SetTransformParent(go.transform, world.transform, "Make Interactive");
made.Add(it);
}
Undo.RecordObject(world, "Make Interactive");
foreach (var r in made.Select(i => i.room).Distinct()) if (!world.rooms.Contains(r)) world.rooms.Add(r);
if (string.IsNullOrEmpty(world.playerRoom)) world.playerRoom = room;
InferSupports(world);
var unknown = made.Where(i => !i.overrideAffordances && !KnownLabel(i.label)).Select(i => $"{i.itemId} ('{i.label}')").ToList();
Debug.Log($"[SceneAgent] {made.Count} interactive: " + string.Join(", ", made.Select(i => $"{i.itemId} on {i.on}")) +
(unknown.Count > 0 ? $". Not in the model's catalogue (rename to a common word, or tick overrideAffordances): {string.Join(", ", unknown)}" : ""));
}
[MenuItem(Root + "Make Selected Interactive", true)]
static bool CanMake() => Selection.gameObjects.Length > 0;
[MenuItem(Root + "Validate Scene", priority = 3)]
public static void ValidateScene()
{
var sb = new StringBuilder();
int errors = 0, warnings = 0;
void E(string m) { errors++; sb.AppendLine("ERROR " + m); }
void W(string m) { warnings++; sb.AppendLine("warning " + m); }
var world = Object.FindObjectOfType<SceneWorld>();
if (world == null)
{
Debug.LogWarning("[SceneAgent] Validate Scene: no SceneWorld in the scene: run Tools > Scene Agent > Set Up Scene.");
if (!Application.isBatchMode && !Quiet) EditorUtility.DisplayDialog("Scene Agent", "No SceneWorld in the scene: run Tools > Scene Agent > Set Up Scene.", "OK");
return;
}
var agent = world.GetComponent<SceneAgent>() != null ? world.GetComponent<SceneAgent>() : Object.FindObjectOfType<SceneAgent>();
if (agent == null) E("no SceneAgent component");
else if (agent.world == null) E("SceneAgent.world is not set");
if (Resources.Load<TextAsset>("SceneAgent/system_prompt") == null && (agent == null || agent.systemPromptAsset == null))
E("the system prompt is missing (package Resources/SceneAgent/system_prompt.txt)");
var server = agent != null && agent.server != null ? agent.server : Object.FindObjectOfType<LocalModelServer>();
if (server == null) W("no LocalModelServer: the agent will call " + (agent != null ? agent.endpoint : "?") + " (start a server yourself)");
else sb.AppendLine("model " + ModelFilesStatus(server));
if (server != null)
{
string exe = LocalModelServer.Resolve(server.serverExe), model = server.ResolveModel(exe);
if (exe == null || !File.Exists(exe)) E("llama-server not found: " + exe);
if (model == null || !File.Exists(model)) E("model file not found: " + (model ?? "no .gguf next to llama-server"));
}
var items = Object.FindObjectsOfType<SceneItem>(true);
if (items.Length == 0) E("no SceneItem: select objects and run Make Selected Interactive");
foreach (var g in items.GroupBy(i => i.itemId ?? "").Where(g => g.Count() > 1)) E($"duplicate id '{g.Key}' on {string.Join(", ", g.Select(i => i.name))}");
var ids = new HashSet<string>(items.Select(i => i.itemId));
foreach (var it in items)
{
string n = $"'{it.name}'";
if (string.IsNullOrEmpty(it.itemId)) E($"{n} has no id");
else if (!Regex.IsMatch(it.itemId, "^[a-z0-9_]+$")) W($"{n}: id '{it.itemId}' should look like label_1 (lower case, digits, _)");
if (string.IsNullOrEmpty(it.label)) E($"{n} has no label");
else if (!it.overrideAffordances && !KnownLabel(it.label))
W($"{n}: label '{it.label}' is not in the model's catalogue; Unity will refuse grab/place/set_state on it " +
"unless you tick overrideAffordances (or use a common word)");
if (!it.transform.IsChildOf(world.transform)) E($"{n} is not under '{world.name}' (SceneWorld only sees its children)");
if (string.IsNullOrEmpty(it.state) && DefaultState(it) != null)
W($"{n}: has states ({string.Join("/", StatesOf(it))}) but none is set; the model will not know whether it is {DefaultState(it)}");
if (string.IsNullOrEmpty(it.room)) E($"{n} has no room");
else if (world.rooms.Count > 0 && !world.rooms.Contains(it.room)) E($"{n}: room '{it.room}' is not in SceneWorld.rooms");
if (!string.IsNullOrEmpty(it.on) && it.on != "floor" && !it.on.EndsWith("_hand") && it.on != "both_hands" && !ids.Contains(it.on))
E($"{n}: stands on unknown id '{it.on}'");
}
foreach (var g in items.GroupBy(i => i.room ?? ""))
if (g.Count() > 60) W($"room '{g.Key}' has {g.Count()} objects; the model sees one room at a time and 4096 tokens hold about 60 (split the room or raise contextSize)");
if (!world.initFromTransforms) W("SceneWorld.initFromTransforms is off: positions come from each SceneItem.pos, not from where the objects stand");
string head = $"{items.Length} objects, {world.rooms.Count} room(s), {errors} error(s), {warnings} warning(s)";
Debug.Log("[SceneAgent] Validate Scene: " + head + "\n" + sb);
if (!Application.isBatchMode && !Quiet)
EditorUtility.DisplayDialog("Scene Agent · Validate Scene", head + (errors + warnings > 0 ? "\n\nDetails in the Console." : "\n\nReady to press Play."), "OK");
}
[MenuItem(Root + "Open Model Folder", priority = 20)]
public static void OpenModelFolder()
{
string dir = Path.Combine(Application.streamingAssetsPath, "SceneAgent");
Directory.CreateDirectory(dir);
AssetDatabase.Refresh();
EditorUtility.RevealInFinder(dir);
}
// ------------------------------------------------------------------ helpers
static string ModelFilesStatus(LocalModelServer s)
{
string exe = LocalModelServer.Resolve(s.serverExe);
string model = s.ResolveModel(exe);
if (exe != null) exe = Path.GetFullPath(exe);
if (model != null) model = Path.GetFullPath(model);
bool e = exe != null && File.Exists(exe), m = model != null && File.Exists(model);
return (e ? $"llama-server: {exe}" : $"llama-server MISSING ({exe})") + " · " +
(m ? $"model: {Path.GetFileName(model)} ({new FileInfo(model).Length / 1e9:F2} GB)" : "model (.gguf) MISSING") +
(e && m ? "" : " → Tools > Scene Agent > Open Model Folder, and see the package README 'Model files'.");
}
static string[] StatesOf(SceneItem it) => it.overrideAffordances ? (it.states ?? new string[0])
: SceneCatalog.States.TryGetValue(it.label ?? "", out var s) ? s : new string[0];
/// <summary>The state a device starts in when none is set: off, else closed, else its first state.</summary>
public static string DefaultState(SceneItem it)
{
var s = StatesOf(it);
return s.Length == 0 ? null : s.Contains("off") ? "off" : s.Contains("closed") ? "closed" : s[0];
}
static readonly HashSet<string> Known = new HashSet<string>(SceneCatalog.Grasp.Concat(SceneCatalog.Top.Keys)
.Concat(SceneCatalog.Container).Concat(SceneCatalog.Fixed).Concat(SceneCatalog.States.Keys).Concat(SceneCatalog.Button));
public static bool KnownLabel(string label) => label != null && Known.Contains(label);
/// <summary>"RedMug (2)" → ("red", "mug"); "Floor_Lamp" → ("", "floor lamp").</summary>
public static (string colour, string label) LabelFromName(string name)
{
string s = Regex.Replace(name, @"\s*\(\d+\)\s*$", ""); // "Mug (2)"
s = Regex.Replace(s, "([a-z])([A-Z])", "$1 $2"); // "RedMug"
s = Regex.Replace(s, @"[_\-.]+", " ");
s = Regex.Replace(s, @"\s*\d+$", "").Trim().ToLowerInvariant(); // "mug 2"
var words = s.Split(new[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries).ToList();
string colour = "";
if (words.Count > 1 && Colours.Contains(words[0])) { colour = words[0] == "grey" ? "gray" : words[0]; words.RemoveAt(0); }
return (colour, string.Join(" ", words));
}
static string NextId(string label, HashSet<string> used)
{
string b = Regex.Replace((label ?? "item").ToLowerInvariant(), "[^a-z0-9]+", "_").Trim('_');
int n = 1;
while (used.Contains($"{b}_{n}")) n++;
used.Add($"{b}_{n}");
return $"{b}_{n}";
}
/// <summary>What each item stands on: the highest other item whose top is just under its bottom and whose
/// footprint holds its centre; otherwise the floor.</summary>
public static void InferSupports(SceneWorld world)
{
var items = world.Items.Where(i => i.gameObject.activeInHierarchy).ToList();
var bounds = items.ToDictionary(i => i, BoundsOf);
foreach (var a in items)
{
if (a.on != null && (a.on.EndsWith("_hand") || a.on == "both_hands")) continue;
var ba = bounds[a];
SceneItem best = null;
foreach (var b in items)
{
if (b == a || b.room != a.room) continue;
var bb = bounds[b];
bool under = bb.max.y <= ba.min.y + 0.05f && bb.max.y >= ba.min.y - 0.15f;
bool holds = ba.center.x >= bb.min.x && ba.center.x <= bb.max.x && ba.center.z >= bb.min.z && ba.center.z <= bb.max.z;
if (under && holds && (best == null || bb.max.y > bounds[best].max.y)) best = b;
}
Undo.RecordObject(a, "Infer supports");
a.on = best != null ? best.itemId : "floor";
if (best != null && string.IsNullOrEmpty(a.relation)) a.relation = "on";
}
}
static Bounds BoundsOf(SceneItem i)
{
// its own renderers only: not those of other items parented under it
var rs = i.GetComponentsInChildren<Renderer>().Where(r => r.GetComponentInParent<SceneItem>() == i).ToArray();
if (rs.Length == 0) return new Bounds(i.transform.position, i.transform.lossyScale);
var b = rs[0].bounds;
foreach (var r in rs.Skip(1)) b.Encapsulate(r.bounds);
return b;
}
}
}
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