// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License

using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditorInternal;
using System.Linq;

using Object = UnityEngine.Object;

namespace UnityEditor
{
    public enum BoneState
    {
        None,
        NotFound,
        Duplicate,
        InvalidHierarchy,
        BoneLenghtIsZero,
        Valid
    };

    [System.Serializable]
    internal class AvatarMappingEditor : AvatarSubEditor
    {
        internal class Styles
        {
            public GUIContent[] BodyPartMapping =
            {
                EditorGUIUtility.TrTextContent("Avatar"),
                EditorGUIUtility.TrTextContent("Body"),
                EditorGUIUtility.TrTextContent("Head"),
                EditorGUIUtility.TrTextContent("Left Arm"),
                EditorGUIUtility.TrTextContent("Left Fingers"),
                EditorGUIUtility.TrTextContent("Right Arm"),
                EditorGUIUtility.TrTextContent("Right Fingers"),
                EditorGUIUtility.TrTextContent("Left Leg"),
                EditorGUIUtility.TrTextContent("Right Leg")
            };

            public GUIContent RequiredBone = EditorGUIUtility.TrTextContent("Optional Bones");
            public GUIContent DoneCharacter = EditorGUIUtility.TrTextContent("Done");

            public GUIContent mapping = EditorGUIUtility.TrTextContent("Mapping");
            public GUIContent clearMapping = EditorGUIUtility.TrTextContent("Clear");
            public GUIContent autoMapping = EditorGUIUtility.TrTextContent("Automap");
            public GUIContent bipedMapping = EditorGUIUtility.TrTextContent("Biped");
            public GUIContent loadMapping = EditorGUIUtility.TrTextContent("Load");
            public GUIContent saveMapping = EditorGUIUtility.TrTextContent("Save");

            public GUIContent pose = EditorGUIUtility.TrTextContent("Pose");
            public GUIContent resetPose = EditorGUIUtility.TrTextContent("Reset");
            public GUIContent sampleBindPose = EditorGUIUtility.TrTextContent("Sample Bind-Pose");
            public GUIContent enforceTPose = EditorGUIUtility.TrTextContent("Enforce T-Pose");
            public GUIContent bipedPose = EditorGUIUtility.TrTextContent("Biped Pose");

            public GUIContent ShowError = EditorGUIUtility.TrTextContent("Show Error (s)...");
            public GUIContent CloseError = EditorGUIUtility.TrTextContent("Close Error (s)");

            public GUIContent dotFill = EditorGUIUtility.IconContent("AvatarInspector/DotFill");
            public GUIContent dotFrame = EditorGUIUtility.IconContent("AvatarInspector/DotFrame");
            public GUIContent dotFrameDotted = EditorGUIUtility.IconContent("AvatarInspector/DotFrameDotted");
            public GUIContent dotSelection = EditorGUIUtility.IconContent("AvatarInspector/DotSelection");

            public GUIStyle box = "AvatarMappingBox";
            public GUIStyle toolbar = "TE Toolbar";
            public GUIStyle toolbarDropDown = "TE ToolbarDropDown";

            public GUIStyle errorLabel = "AvatarMappingErrorLabel";
        }

        internal static Styles styles { get { if (s_Styles == null) s_Styles = new Styles(); return s_Styles; } }
        static Styles s_Styles;

        private SerializedProperty m_HumanBoneArray;
        private SerializedProperty m_Skeleton;

        protected bool[]        m_BodyPartToggle;
        protected bool[]        m_BodyPartFoldout;
        protected int m_BodyView = 0;

        [SerializeField]
        protected AvatarSetupTool.BoneWrapper[] m_Bones;
        internal static int s_SelectedBoneIndex = -1;
        internal static bool s_DirtySelection = false;
        internal static int s_KeyboardControl = 0;
        protected bool m_HasSkinnedMesh;
        bool m_IsBiped;

        Editor m_CurrentTransformEditor;
        bool m_CurrentTransformEditorFoldout;

        private readonly Handles.BoneRenderer m_BoneRenderer = new Handles.BoneRenderer();

        // This list containt the mecanim's human bones id for each body part
        protected int[][] m_BodyPartHumanBone =
        {
            new int[] {-1},
            new int[] { (int)HumanBodyBones.Hips, (int)HumanBodyBones.Spine, (int)HumanBodyBones.Chest, (int)HumanBodyBones.UpperChest},
            new int[] { (int)HumanBodyBones.Neck, (int)HumanBodyBones.Head, (int)HumanBodyBones.LeftEye, (int)HumanBodyBones.RightEye, (int)HumanBodyBones.Jaw},
            new int[] { (int)HumanBodyBones.LeftShoulder, (int)HumanBodyBones.LeftUpperArm, (int)HumanBodyBones.LeftLowerArm, (int)HumanBodyBones.LeftHand},
            new int[]
            {
                (int)HumanBodyBones.LeftThumbProximal , (int)HumanBodyBones.LeftThumbIntermediate, (int)HumanBodyBones.LeftThumbDistal,
                (int)HumanBodyBones.LeftIndexProximal , (int)HumanBodyBones.LeftIndexIntermediate, (int)HumanBodyBones.LeftIndexDistal,
                (int)HumanBodyBones.LeftMiddleProximal , (int)HumanBodyBones.LeftMiddleIntermediate, (int)HumanBodyBones.LeftMiddleDistal,
                (int)HumanBodyBones.LeftRingProximal , (int)HumanBodyBones.LeftRingIntermediate, (int)HumanBodyBones.LeftRingDistal,
                (int)HumanBodyBones.LeftLittleProximal , (int)HumanBodyBones.LeftLittleIntermediate, (int)HumanBodyBones.LeftLittleDistal
            },
            new int[] { (int)HumanBodyBones.RightShoulder, (int)HumanBodyBones.RightUpperArm, (int)HumanBodyBones.RightLowerArm, (int)HumanBodyBones.RightHand},
            new int[]
            {
                (int)HumanBodyBones.RightThumbProximal , (int)HumanBodyBones.RightThumbIntermediate, (int)HumanBodyBones.RightThumbDistal,
                (int)HumanBodyBones.RightIndexProximal , (int)HumanBodyBones.RightIndexIntermediate, (int)HumanBodyBones.RightIndexDistal,
                (int)HumanBodyBones.RightMiddleProximal , (int)HumanBodyBones.RightMiddleIntermediate, (int)HumanBodyBones.RightMiddleDistal,
                (int)HumanBodyBones.RightRingProximal , (int)HumanBodyBones.RightRingIntermediate, (int)HumanBodyBones.RightRingDistal,
                (int)HumanBodyBones.RightLittleProximal , (int)HumanBodyBones.RightLittleIntermediate, (int)HumanBodyBones.RightLittleDistal
            },
            new int[] { (int)HumanBodyBones.LeftUpperLeg, (int)HumanBodyBones.LeftLowerLeg, (int)HumanBodyBones.LeftFoot, (int)HumanBodyBones.LeftToes},
            new int[] { (int)HumanBodyBones.RightUpperLeg, (int)HumanBodyBones.RightLowerLeg, (int)HumanBodyBones.RightFoot, (int)HumanBodyBones.RightToes}
        };

        public AvatarMappingEditor()
        {
            m_BodyPartToggle = new bool[(int)BodyPart.Last];
            m_BodyPartFoldout = new bool[(int)BodyPart.Last];
            for (int i = 0; i < (int)BodyPart.Last; i++)
            {
                m_BodyPartToggle[i] = false;
                m_BodyPartFoldout[i] = true;
            }
        }

        public override void Enable(AvatarEditor inspector)
        {
            base.Enable(inspector);
            Init();
        }

        public override void Disable()
        {
            if (m_CurrentTransformEditor != null)
                DestroyImmediate(m_CurrentTransformEditor);

            base.Disable();
        }

        public override void OnDestroy()
        {
            if (m_CurrentTransformEditor != null)
                DestroyImmediate(m_CurrentTransformEditor);
            base.OnDestroy();
        }

        protected void Init()
        {
            if (gameObject == null)
                return;

            m_HumanBoneArray = serializedObject.FindProperty("m_HumanDescription.m_Human");
            m_Skeleton = serializedObject.FindProperty("m_HumanDescription.m_Skeleton");

            m_IsBiped = AvatarBipedMapper.IsBiped(gameObject.transform, null);

            // Handle human bones
            if (m_Bones == null)
                m_Bones = AvatarSetupTool.GetHumanBones(m_HumanBoneArray, modelBones);
            ValidateMapping();

            if (m_CurrentTransformEditor != null)
            {
                DestroyImmediate(m_CurrentTransformEditor);
                m_CurrentTransformEditor = null;
            }
            m_CurrentTransformEditorFoldout = true;
            m_HasSkinnedMesh = (gameObject.GetComponentInChildren<SkinnedMeshRenderer>() != null);

            // Handle pose
            InitPose();

            // Repaint
            SceneView.RepaintAll();
        }

        protected override void ResetValues()
        {
            base.ResetValues();
            ResetBones();
            Init();
        }

        protected void ResetBones()
        {
            for (int i = 0; i < m_Bones.Length; i++)
                m_Bones[i].Reset(m_HumanBoneArray, modelBones);
        }

        protected bool IsValidHuman()
        {
            Animator animator = gameObject.GetComponent<Animator>();
            if (animator == null)
                return false;

            Avatar avatar = animator.avatar;
            return avatar != null && avatar.isHuman;
        }

        protected void InitPose()
        {
            if (IsValidHuman())
            {
                Animator animator = gameObject.GetComponent<Animator>();
                animator.WriteDefaultPose();
                AvatarSetupTool.TransferDescriptionToPose(serializedObject, root);
            }
        }

        protected void ValidateMapping()
        {
            for (int i = 0; i < m_Bones.Length; i++)
            {
                string error;
                m_Bones[i].state = GetBoneState(i, out error);
                m_Bones[i].error = error;
            }
        }

        private void EnableBodyParts(bool[] toggles, params int[] parts)
        {
            for (int i = 0; i < m_BodyPartToggle.Length; i++)
                toggles[i] = false;
            foreach (int i in parts)
                toggles[i] = true;
        }

        private void HandleBodyView(int bodyView)
        {
            if (bodyView == 0)
                EnableBodyParts(m_BodyPartToggle, 1, 3, 5, 7, 8);
            if (bodyView == 1)
                EnableBodyParts(m_BodyPartToggle, 2);
            if (bodyView == 2)
                EnableBodyParts(m_BodyPartToggle, 4);
            if (bodyView == 3)
                EnableBodyParts(m_BodyPartToggle, 6);
        }

        Vector2 m_FoldoutScroll = Vector2.zero;

        private void SetupInternalProperties()
        {
            m_HumanBoneArray = serializedObject.FindProperty("m_HumanDescription.m_Human");
            m_Skeleton = serializedObject.FindProperty("m_HumanDescription.m_Skeleton");
        }

        private void HandleUndoPerformed()
        {
            if (Event.current.type == EventType.ValidateCommand && Event.current.commandName == EventCommandNames.UndoRedoPerformed)
            {
                SetupInternalProperties();

                AvatarSetupTool.TransferPoseToDescription(m_Skeleton, root);
                for (int i = 0; i < m_Bones.Length; i++)
                    m_Bones[i].Serialize(m_HumanBoneArray);
            }
        }

        public override void OnInspectorGUI()
        {
            HandleUndoPerformed();
            UpdateSelectedBone();

            // case 837655.  GUI.keyboardControl is overriden when changing scene selection.
            // Late update here to bypass this issue.
            if (s_KeyboardControl != 0)
            {
                GUIUtility.keyboardControl = s_KeyboardControl;
                s_KeyboardControl = 0;
            }

            GUILayout.BeginVertical();
            {
                EditorGUI.BeginChangeCheck();

                GUILayout.BeginVertical("", "TE NodeBackground");
                {
                    m_BodyView = AvatarControl.ShowBoneMapping(m_BodyView, new AvatarControl.BodyPartFeedback(this.IsValidBodyPart), m_Bones, serializedObject, this);
                    HandleBodyView(m_BodyView);
                }
                GUILayout.EndVertical();

                m_FoldoutScroll = GUILayout.BeginScrollView(m_FoldoutScroll, styles.box, GUILayout.MinHeight(80), GUILayout.MaxHeight(500), GUILayout.ExpandHeight(true));
                {
                    DisplayFoldout();
                    GUILayout.FlexibleSpace();
                }
                GUILayout.EndScrollView();

                if (EditorGUI.EndChangeCheck())
                {
                    ValidateMapping();
                    SceneView.RepaintAll();
                }

                DisplayMappingButtons();
            }
            GUILayout.EndVertical();

            if (EditorGUIUtility.hotControl == 0)
                TransferPoseIfChanged();

            //DebugPoseButtons ();

            ApplyRevertGUI();

            if (Selection.activeTransform != null)
            {
                // Selection is changing, clean up before we create a new editor
                if (m_CurrentTransformEditor != null && m_CurrentTransformEditor.target != Selection.activeTransform)
                    DestroyImmediate(m_CurrentTransformEditor);

                if (m_CurrentTransformEditor == null)
                    m_CurrentTransformEditor = Editor.CreateEditor(Selection.activeTransform);

                EditorGUILayout.Space();
                m_CurrentTransformEditorFoldout = EditorGUILayout.InspectorTitlebar(m_CurrentTransformEditorFoldout, Selection.activeTransform, true);

                if (m_CurrentTransformEditorFoldout && m_CurrentTransformEditor != null)
                    m_CurrentTransformEditor.OnInspectorGUI();
            }
            else if (m_CurrentTransformEditor != null)
            {
                DestroyImmediate(m_CurrentTransformEditor);
                m_CurrentTransformEditor = null;
            }
        }

        protected void DebugPoseButtons()
        {
            if (GUILayout.Button("Default Pose") && IsValidHuman())
            {
                Animator animator = gameObject.GetComponent<Animator>();
                animator.WriteDefaultPose();
            }
            if (GUILayout.Button("Description Pose"))
                AvatarSetupTool.TransferDescriptionToPose(serializedObject, root);
        }

        protected void TransferPoseIfChanged()
        {
            foreach (GameObject selected in Selection.gameObjects)
            {
                if (TransformChanged(selected.transform))
                {
                    AvatarSetupTool.TransferPoseToDescription(m_Skeleton, root);
                    m_Inspector.Repaint();
                    break;
                }
            }
        }

        protected void DisplayMappingButtons()
        {
            GUILayout.BeginHorizontal("", styles.toolbar, GUILayout.ExpandWidth(true));
            {
                Rect r;

                // Mapping
                r = GUILayoutUtility.GetRect(styles.mapping, styles.toolbarDropDown);
                if (GUI.Button(r, styles.mapping, styles.toolbarDropDown))
                {
                    GenericMenu menu = new GenericMenu();
                    menu.AddItem(styles.clearMapping, false, ClearMapping);
                    if (m_IsBiped)
                        menu.AddItem(styles.bipedMapping, false, PerformBipedMapping);
                    menu.AddItem(styles.autoMapping, false, PerformAutoMapping);
                    menu.AddItem(styles.loadMapping, false, ApplyTemplate);
                    menu.AddItem(styles.saveMapping, false, SaveHumanTemplate);
                    menu.DropDown(r);
                }

                // Pose
                r = GUILayoutUtility.GetRect(styles.pose, styles.toolbarDropDown);
                if (GUI.Button(r, styles.pose, styles.toolbarDropDown))
                {
                    GenericMenu menu = new GenericMenu();
                    menu.AddItem(styles.resetPose, false, CopyPrefabPose);
                    if (m_IsBiped)
                        menu.AddItem(styles.bipedPose, false, BipedPose);
                    if (m_HasSkinnedMesh)
                        menu.AddItem(styles.sampleBindPose, false, SampleBindPose);
                    else
                        menu.AddItem(styles.sampleBindPose, false, null);
                    menu.AddItem(styles.enforceTPose, false, MakePoseValid);
                    menu.DropDown(r);
                }

                GUILayout.FlexibleSpace();
            }
            GUILayout.EndHorizontal();
        }

        protected void CopyPrefabPose()
        {
            AvatarSetupTool.CopyPose(gameObject, prefab);
            AvatarSetupTool.TransferPoseToDescription(m_Skeleton, root);
            m_Inspector.Repaint();
        }

        protected void SampleBindPose()
        {
            AvatarSetupTool.SampleBindPose(gameObject);
            AvatarSetupTool.TransferPoseToDescription(m_Skeleton, root);
            m_Inspector.Repaint();
        }

        protected void BipedPose()
        {
            AvatarBipedMapper.BipedPose(gameObject, m_Bones);

            AvatarSetupTool.TransferPoseToDescription(m_Skeleton, root);
            m_Inspector.Repaint();
        }

        protected void MakePoseValid()
        {
            AvatarSetupTool.MakePoseValid(m_Bones);
            AvatarSetupTool.TransferPoseToDescription(m_Skeleton, root);
            m_Inspector.Repaint();
        }

        protected void PerformAutoMapping()
        {
            AutoMapping();
            ValidateMapping();
            SceneView.RepaintAll();
        }

        protected void PerformBipedMapping()
        {
            BipedMapping();
            ValidateMapping();
            SceneView.RepaintAll();
        }

        protected void AutoMapping()
        {
            Dictionary<int, Transform> mapping = AvatarAutoMapper.MapBones(gameObject.transform, modelBones);
            foreach (KeyValuePair<int, Transform> kvp in mapping)
            {
                AvatarSetupTool.BoneWrapper bone = m_Bones[kvp.Key];
                bone.bone = kvp.Value;
                bone.Serialize(m_HumanBoneArray);
            }
        }

        protected void BipedMapping()
        {
            Dictionary<int, Transform> mapping = AvatarBipedMapper.MapBones(gameObject.transform);
            foreach (KeyValuePair<int, Transform> kvp in mapping)
            {
                AvatarSetupTool.BoneWrapper bone = m_Bones[kvp.Key];
                bone.bone = kvp.Value;
                bone.Serialize(m_HumanBoneArray);
            }
        }

        protected void ClearMapping()
        {
            if (serializedObject != null)
            {
                Undo.RegisterCompleteObjectUndo(this, "Clear Mapping");
                AvatarSetupTool.ClearHumanBoneArray(m_HumanBoneArray);
                ResetBones();
                ValidateMapping();
                SceneView.RepaintAll();
            }
        }

        protected Vector4 QuaternionToVector4(Quaternion rot)
        {
            return new Vector4(rot.x, rot.y, rot.z, rot.w);
        }

        protected Quaternion Vector4ToQuaternion(Vector4 rot)
        {
            return new Quaternion(rot.x, rot.y, rot.z, rot.w);
        }

        protected bool IsAnyBodyPartActive()
        {
            // Avatar body part has nothing to show
            for (int i = 1; i < m_BodyPartToggle.Length; i++)
            {
                if (m_BodyPartToggle[i])
                    return true;
            }
            return false;
        }

        private void UpdateSelectedBone()
        {
            // Look for selected bone slot
            int oldSelectedBoneIndex = s_SelectedBoneIndex;
            if (s_SelectedBoneIndex < 0 || s_SelectedBoneIndex >= m_Bones.Length || m_Bones[s_SelectedBoneIndex].bone != Selection.activeTransform)
            {
                s_SelectedBoneIndex = -1;
                if (Selection.activeTransform != null)
                {
                    for (int i = 0; i < m_Bones.Length; i++)
                    {
                        if (m_Bones[i].bone == Selection.activeTransform)
                        {
                            s_SelectedBoneIndex = i;
                            break;
                        }
                    }
                }
            }
            if (s_SelectedBoneIndex != oldSelectedBoneIndex)
            {
                // If selected bone changed, change visual to show image that contains that bone.
                List<int> views = AvatarControl.GetViewsThatContainBone(s_SelectedBoneIndex);
                if (views.Count > 0 && !views.Contains(m_BodyView))
                    m_BodyView = views[0];
            }
        }

        protected void DisplayFoldout()
        {
            Dictionary<Transform, bool> bones = modelBones;

            EditorGUIUtility.SetIconSize(Vector2.one * 16);

            // Legend
            EditorGUILayout.BeginHorizontal();
            GUI.color = Color.grey;
            GUILayout.Label(styles.dotFrameDotted.image, GUILayout.ExpandWidth(false));
            GUI.color = Color.white;
            GUILayout.Label("Optional Bone", GUILayout.ExpandWidth(true));
            EditorGUILayout.EndHorizontal();

            // Avatar body part has nothing to show
            for (int i = 1; i < m_BodyPartToggle.Length; i++)
            {
                if (m_BodyPartToggle[i])
                {
                    //  Unfold body part ui whenever a new selection is made.
                    if ((s_DirtySelection == true) && (m_BodyPartFoldout[i] == false))
                    {
                        for (int j = 0; j < m_BodyPartHumanBone[i].Length; j++)
                        {
                            int boneIndex = m_BodyPartHumanBone[i][j];
                            if (s_SelectedBoneIndex == boneIndex)
                                m_BodyPartFoldout[i] = true;
                        }
                    }

                    m_BodyPartFoldout[i] = GUILayout.Toggle(m_BodyPartFoldout[i], styles.BodyPartMapping[i], EditorStyles.foldout);
                    EditorGUI.indentLevel++;
                    if (m_BodyPartFoldout[i])
                    {
                        for (int j = 0; j < m_BodyPartHumanBone[i].Length; j++)
                        {
                            int boneIndex = m_BodyPartHumanBone[i][j];
                            if (boneIndex == -1)
                                continue;

                            AvatarSetupTool.BoneWrapper bone = m_Bones[boneIndex];
                            string displayBoneName = bone.humanBoneName;

                            // @TODO@MECANIM: do properly
                            if ((BodyPart)i == BodyPart.RightArm || (BodyPart)i == BodyPart.RightFingers || (BodyPart)i == BodyPart.RightLeg)
                                displayBoneName = displayBoneName.Replace("Right", "");
                            if ((BodyPart)i == BodyPart.LeftArm || (BodyPart)i == BodyPart.LeftFingers || (BodyPart)i == BodyPart.LeftLeg)
                                displayBoneName = displayBoneName.Replace("Left", "");

                            displayBoneName = ObjectNames.NicifyVariableName(displayBoneName);

                            Rect r = EditorGUILayout.GetControlRect();

                            Rect selectRect = r;
                            selectRect.width -= 15;

                            Rect rect = new Rect(r.x + EditorGUI.indent, r.y - 1, AvatarSetupTool.BoneWrapper.kIconSize, AvatarSetupTool.BoneWrapper.kIconSize);

                            bone.BoneDotGUI(rect, selectRect, boneIndex, true, false, true, serializedObject, this);
                            r.xMin += AvatarSetupTool.BoneWrapper.kIconSize;

                            Transform newBoneTransform = EditorGUI.ObjectField(r, new GUIContent(displayBoneName), bone.bone, typeof(Transform), true) as Transform;
                            if (newBoneTransform != bone.bone)
                            {
                                Undo.RegisterCompleteObjectUndo(this, "Avatar mapping modified");
                                bone.bone = newBoneTransform;
                                bone.Serialize(m_HumanBoneArray);

                                // User adding a bone manually, if it not in the modelBones dict, we must explictly add it
                                if (newBoneTransform != null && !bones.ContainsKey(newBoneTransform))
                                    bones[newBoneTransform] = true;
                            }

                            if (!string.IsNullOrEmpty(bone.error))
                            {
                                GUILayout.BeginHorizontal();
                                GUILayout.Space(EditorGUI.indent + AvatarSetupTool.BoneWrapper.kIconSize + 4);
                                GUILayout.Label(bone.error, s_Styles.errorLabel);
                                GUILayout.EndHorizontal();
                            }
                        }
                    }
                    EditorGUI.indentLevel--;
                }
            }

            s_DirtySelection = false;

            EditorGUIUtility.SetIconSize(Vector2.zero);
        }

        bool TransformChanged(Transform tr)
        {
            SerializedProperty bone = AvatarSetupTool.FindSkeletonBone(serializedObject, tr, false, false);
            if (bone != null)
            {
                SerializedProperty positionP = bone.FindPropertyRelative(AvatarSetupTool.sPosition);
                if (positionP != null && positionP.vector3Value != tr.localPosition)
                    return true;

                SerializedProperty rotationP = bone.FindPropertyRelative(AvatarSetupTool.sRotation);
                if (rotationP != null && rotationP.quaternionValue != tr.localRotation)
                    return true;

                SerializedProperty scaleP = bone.FindPropertyRelative(AvatarSetupTool.sScale);
                if (scaleP != null && scaleP.vector3Value != tr.localScale)
                    return true;
            }
            return false;
        }

        protected BoneState GetBoneState(int i, out string error)
        {
            error = string.Empty;
            AvatarSetupTool.BoneWrapper bone = m_Bones[i];

            if (bone.bone == null)
                return BoneState.None;

            int ancestorIndex = AvatarSetupTool.GetFirstHumanBoneAncestor(m_Bones, i);

            AvatarSetupTool.BoneWrapper ancestor = m_Bones[ancestorIndex > 0 ? ancestorIndex : 0];

            if (i == 0 && bone.bone.parent == null)
            {
                error = bone.messageName + " cannot be the root transform";
                return BoneState.InvalidHierarchy;
            }

            if (ancestor.bone != null && !bone.bone.IsChildOf(ancestor.bone))
            {
                error = bone.messageName + " is not a child of " + ancestor.messageName + ".";
                return BoneState.InvalidHierarchy;
            }

            if (i == (int)HumanBodyBones.UpperChest)
            {
                AvatarSetupTool.BoneWrapper chest = m_Bones[(int)HumanBodyBones.Chest];

                if (chest.bone == null)
                {
                    error = "Chest must be assigned before assigning UpperChest.";
                    return BoneState.InvalidHierarchy;
                }
            }

            // Hips bone is a special case, for hips GetFirstAnscestor return hips
            if (i != (int)HumanBodyBones.Jaw && ancestor.bone != null && ancestor.bone != bone.bone && (bone.bone.position - ancestor.bone.position).sqrMagnitude < Mathf.Epsilon)
            {
                error = bone.messageName + " has bone length of zero.";
                return BoneState.BoneLenghtIsZero;
            }

            // Does this transfrom is already set
            //List<BoneWrapper> match = ArrayUtility.FindAll (m_BoneWrappers, delegate (Transform t) { return t == m_BoneWrappers[i].bone; });
            IEnumerable<AvatarSetupTool.BoneWrapper> match = m_Bones.Where(f => f.bone == bone.bone);
            // when we search in the list we must add 1 because the bone is in this list
            if (match.Count() > 1)
            {
                error = bone.messageName + " is also assigned to ";
                bool first = true;
                for (int j = 0; j < m_Bones.Length; j++)
                {
                    if (i != j && m_Bones[i].bone == m_Bones[j].bone)
                    {
                        if (first)
                            first = false;
                        else
                            error += ", ";
                        error += ObjectNames.NicifyVariableName(m_Bones[j].humanBoneName);
                    }
                }
                error += ".";
                return BoneState.Duplicate;
            }
            else
                return BoneState.Valid;
        }

        protected AvatarControl.BodyPartColor IsValidBodyPart(BodyPart bodyPart)
        {
            AvatarControl.BodyPartColor ik = AvatarControl.BodyPartColor.Off;
            bool hasAnyBone = false;

            int idx = (int)bodyPart;
            if (bodyPart != BodyPart.LeftFingers && bodyPart != BodyPart.RightFingers)
            {
                int i;
                for (i = 0; i < m_BodyPartHumanBone[idx].Length; i++)
                {
                    if (m_BodyPartHumanBone[idx][i] != -1)
                    {
                        BoneState state = m_Bones[m_BodyPartHumanBone[idx][i]].state;
                        hasAnyBone |= state == BoneState.Valid;

                        // if it a required bone and no bone is set this body part is not valid
                        if (HumanTrait.RequiredBone(m_BodyPartHumanBone[idx][i]) == true && state == BoneState.None)
                            return AvatarControl.BodyPartColor.Red;
                        else if (state != BoneState.Valid && state != BoneState.None)
                            return AvatarControl.BodyPartColor.Red;
                    }
                }
            }
            else
            {
                bool hasAllFinger = true;

                int i;
                int phalangeCount = 3;
                for (i = 0; i < m_BodyPartHumanBone[idx].Length / phalangeCount; i++)
                {
                    bool hasFinger = false;
                    int fingerIndex = i * phalangeCount;
                    int j;
                    for (j = phalangeCount - 1; j >= 0; j--)
                    {
                        bool hasBone = m_Bones[m_BodyPartHumanBone[idx][fingerIndex + j]].state == BoneState.Valid;
                        hasAllFinger &= hasBone;
                        if (hasFinger)
                        {
                            if (!hasBone)
                                return AvatarControl.BodyPartColor.Red | AvatarControl.BodyPartColor.IKRed;
                        }
                        else
                            hasAnyBone |= hasFinger = !hasFinger && hasBone;
                    }
                }

                ik = hasAllFinger ? AvatarControl.BodyPartColor.IKGreen : AvatarControl.BodyPartColor.IKRed;
            }

            if (!hasAnyBone)
                return AvatarControl.BodyPartColor.Off | AvatarControl.BodyPartColor.IKRed;

            return AvatarControl.BodyPartColor.Green | ik;
        }

        private HumanTemplate OpenHumanTemplate()
        {
            string assetsDirectory = "Assets/";

            // Go forward with presenting user a save clip dialog
            string templatePath = EditorUtility.OpenFilePanel("Open Human Template", assetsDirectory, "ht");

            // If user canceled or save path is invalid, we can't create a template
            if (templatePath == "")
                return null;

            // At this point we know that we can create a template
            string relativeTemplatePath = FileUtil.GetProjectRelativePath(templatePath);
            HumanTemplate template = AssetDatabase.LoadMainAssetAtPath(relativeTemplatePath) as HumanTemplate;

            // Asset not found in project, try to import it into the project
            if (template == null)
            {
                if (EditorUtility.DisplayDialog("Human Template not found in project", "Import asset \'" + templatePath + "\' into project", "Yes", "No"))
                {
                    string newFileName = assetsDirectory + FileUtil.GetLastPathNameComponent(templatePath);

                    newFileName = AssetDatabase.GenerateUniqueAssetPath(newFileName);

                    // Copy file
                    FileUtil.CopyFileOrDirectory(templatePath, newFileName);

                    AssetDatabase.Refresh();

                    template = AssetDatabase.LoadMainAssetAtPath(newFileName) as HumanTemplate;

                    if (template == null)
                    {
                        Debug.Log("Failed importing file \'" + templatePath + "\' to \'" + newFileName + "\'");
                    }
                }
            }
            return template;
        }

        static public bool MatchName(string transformName, string boneName)
        {
            string delimStr = ":";
            char[] delimiter = delimStr.ToCharArray();

            string[] transformSplit = transformName.Split(delimiter);
            string[] boneSplit = boneName.Split(delimiter);

            return transformName == boneName ||
                (transformSplit.Length > 1 && transformSplit[1] == boneName) ||  // transform does have a prefix
                (boneSplit.Length > 1 && transformName == boneSplit[1]) ||  // boneName does have a prefix
                (transformSplit.Length > 1 && boneSplit.Length > 1 && transformSplit[1] == boneSplit[1]);  // both have a different prefix
        }

        protected void ApplyTemplate()
        {
            Undo.RegisterCompleteObjectUndo(this, "Apply Template");

            HumanTemplate humanTemplate = OpenHumanTemplate();
            if (humanTemplate == null)
                return;

            for (int i = 0; i < m_Bones.Length; i++)
            {
                string boneName = humanTemplate.Find(m_Bones[i].humanBoneName);
                if (boneName.Length > 0)
                {
                    Transform transform = modelBones.Keys.FirstOrDefault(f => AvatarMappingEditor.MatchName(f.name, boneName));
                    m_Bones[i].bone = transform;
                }
                else
                {
                    m_Bones[i].bone = null;
                }
                m_Bones[i].Serialize(m_HumanBoneArray);
            }

            ValidateMapping();
            SceneView.RepaintAll();
        }

        private void SaveHumanTemplate()
        {
            // Go forward with presenting user a save clip dialog
            string newTemplatePath = EditorUtility.SaveFilePanelInProject("Create New Human Template", "New Human Template", "ht", "Create a new human template");

            // If user canceled or save path is invalid, we can't create a template
            if (newTemplatePath == "")
                return;

            // At this point we know that we can create a template
            HumanTemplate humanTemplate = new HumanTemplate();
            humanTemplate.ClearTemplate();

            for (int i = 0; i < m_Bones.Length; i++)
            {
                if (m_Bones[i].bone != null)
                    humanTemplate.Insert(m_Bones[i].humanBoneName, m_Bones[i].bone.name);
            }

            AssetDatabase.CreateAsset(humanTemplate, newTemplatePath);
        }

        public override void OnSceneGUI()
        {
            // It seems styles can't safely be created from inside OnSceneGUI so not much we can do here. :(
            if (s_Styles == null)
                return;

            AvatarSkeletonDrawer.DrawSkeleton(root, modelBones, m_Bones, m_BoneRenderer);

            if (EditorGUIUtility.hotControl == 0)
                TransferPoseIfChanged();
        }
    }
}
