godot/editor/plugins/bone_map_editor_plugin.cpp

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/**************************************************************************/
/* bone_map_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "bone_map_editor_plugin.h"
#include "editor/editor_settings.h"
#include "editor/import/3d/post_import_plugin_skeleton_renamer.h"
#include "editor/import/3d/post_import_plugin_skeleton_rest_fixer.h"
#include "editor/import/3d/post_import_plugin_skeleton_track_organizer.h"
#include "editor/import/3d/scene_import_settings.h"
#include "editor/themes/editor_scale.h"
#include "editor/themes/editor_theme_manager.h"
#include "scene/gui/aspect_ratio_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/texture_rect.h"
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void BoneMapperButton::fetch_textures() {
if (selected) {
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set_texture_normal(get_editor_theme_icon(SNAME("BoneMapperHandleSelected")));
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} else {
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set_texture_normal(get_editor_theme_icon(SNAME("BoneMapperHandle")));
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}
set_offset(SIDE_LEFT, 0);
set_offset(SIDE_RIGHT, 0);
set_offset(SIDE_TOP, 0);
set_offset(SIDE_BOTTOM, 0);
// Hack to avoid handle color darkening...
set_modulate(EditorThemeManager::is_dark_theme() ? Color(1, 1, 1) : Color(4.25, 4.25, 4.25));
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circle = memnew(TextureRect);
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circle->set_texture(get_editor_theme_icon(SNAME("BoneMapperHandleCircle")));
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add_child(circle);
set_state(BONE_MAP_STATE_UNSET);
}
StringName BoneMapperButton::get_profile_bone_name() const {
return profile_bone_name;
}
void BoneMapperButton::set_state(BoneMapState p_state) {
switch (p_state) {
case BONE_MAP_STATE_UNSET: {
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circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/unset"));
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} break;
case BONE_MAP_STATE_SET: {
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circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/set"));
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} break;
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case BONE_MAP_STATE_MISSING: {
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circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/missing"));
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} break;
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case BONE_MAP_STATE_ERROR: {
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circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/error"));
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} break;
default: {
} break;
}
}
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bool BoneMapperButton::is_require() const {
return require;
}
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void BoneMapperButton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
fetch_textures();
} break;
}
}
BoneMapperButton::BoneMapperButton(const StringName &p_profile_bone_name, bool p_require, bool p_selected) {
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profile_bone_name = p_profile_bone_name;
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require = p_require;
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selected = p_selected;
}
BoneMapperButton::~BoneMapperButton() {
}
void BoneMapperItem::create_editor() {
HBoxContainer *hbox = memnew(HBoxContainer);
add_child(hbox);
skeleton_bone_selector = memnew(EditorPropertyText);
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skeleton_bone_selector->set_label(profile_bone_name);
skeleton_bone_selector->set_selectable(false);
skeleton_bone_selector->set_h_size_flags(SIZE_EXPAND_FILL);
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skeleton_bone_selector->set_object_and_property(bone_map.ptr(), "bone_map/" + String(profile_bone_name));
skeleton_bone_selector->update_property();
skeleton_bone_selector->connect("property_changed", callable_mp(this, &BoneMapperItem::_value_changed));
hbox->add_child(skeleton_bone_selector);
picker_button = memnew(Button);
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picker_button->set_icon(get_editor_theme_icon(SNAME("ClassList")));
picker_button->connect("pressed", callable_mp(this, &BoneMapperItem::_open_picker));
hbox->add_child(picker_button);
add_child(memnew(HSeparator));
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}
void BoneMapperItem::_update_property() {
if (skeleton_bone_selector->get_edited_object() && skeleton_bone_selector->get_edited_property()) {
skeleton_bone_selector->update_property();
}
}
void BoneMapperItem::_open_picker() {
emit_signal(SNAME("pick"), profile_bone_name);
}
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void BoneMapperItem::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
bone_map->set(p_property, p_value);
}
void BoneMapperItem::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editor();
bone_map->connect("bone_map_updated", callable_mp(this, &BoneMapperItem::_update_property));
} break;
case NOTIFICATION_EXIT_TREE: {
if (!bone_map.is_null() && bone_map->is_connected("bone_map_updated", callable_mp(this, &BoneMapperItem::_update_property))) {
bone_map->disconnect("bone_map_updated", callable_mp(this, &BoneMapperItem::_update_property));
}
} break;
}
}
void BoneMapperItem::_bind_methods() {
ADD_SIGNAL(MethodInfo("pick", PropertyInfo(Variant::STRING_NAME, "profile_bone_name")));
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}
BoneMapperItem::BoneMapperItem(Ref<BoneMap> &p_bone_map, const StringName &p_profile_bone_name) {
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bone_map = p_bone_map;
profile_bone_name = p_profile_bone_name;
}
BoneMapperItem::~BoneMapperItem() {
}
void BonePicker::create_editors() {
set_title(TTR("Bone Picker:"));
VBoxContainer *vbox = memnew(VBoxContainer);
add_child(vbox);
bones = memnew(Tree);
bones->set_select_mode(Tree::SELECT_SINGLE);
bones->set_v_size_flags(Control::SIZE_EXPAND_FILL);
bones->set_hide_root(true);
bones->connect("item_activated", callable_mp(this, &BonePicker::_confirm));
vbox->add_child(bones);
create_bones_tree(skeleton);
}
void BonePicker::create_bones_tree(Skeleton3D *p_skeleton) {
bones->clear();
if (!p_skeleton) {
return;
}
TreeItem *root = bones->create_item();
HashMap<int, TreeItem *> items;
items.insert(-1, root);
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Ref<Texture> bone_icon = get_editor_theme_icon(SNAME("BoneAttachment3D"));
Vector<int> bones_to_process = p_skeleton->get_parentless_bones();
bool is_first = true;
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
Vector<int> current_bone_child_bones = p_skeleton->get_bone_children(current_bone_idx);
int child_bone_size = current_bone_child_bones.size();
for (int i = 0; i < child_bone_size; i++) {
bones_to_process.push_back(current_bone_child_bones[i]);
}
const int parent_idx = p_skeleton->get_bone_parent(current_bone_idx);
TreeItem *parent_item = items.find(parent_idx)->value;
TreeItem *joint_item = bones->create_item(parent_item);
items.insert(current_bone_idx, joint_item);
joint_item->set_text(0, p_skeleton->get_bone_name(current_bone_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
if (is_first) {
is_first = false;
} else {
joint_item->set_collapsed(true);
}
}
}
void BonePicker::_confirm() {
_ok_pressed();
}
void BonePicker::popup_bones_tree(const Size2i &p_minsize) {
popup_centered(p_minsize);
}
bool BonePicker::has_selected_bone() {
TreeItem *selected = bones->get_selected();
if (!selected) {
return false;
}
return true;
}
StringName BonePicker::get_selected_bone() {
TreeItem *selected = bones->get_selected();
if (!selected) {
return StringName();
}
return selected->get_text(0);
}
void BonePicker::_bind_methods() {
}
void BonePicker::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
} break;
}
}
BonePicker::BonePicker(Skeleton3D *p_skeleton) {
skeleton = p_skeleton;
}
BonePicker::~BonePicker() {
}
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void BoneMapper::create_editor() {
// Create Bone picker.
picker = memnew(BonePicker(skeleton));
picker->connect("confirmed", callable_mp(this, &BoneMapper::_apply_picker_selection));
add_child(picker, false, INTERNAL_MODE_FRONT);
profile_selector = memnew(EditorPropertyResource);
profile_selector->setup(bone_map.ptr(), "profile", "SkeletonProfile");
profile_selector->set_label("Profile");
profile_selector->set_selectable(false);
profile_selector->set_object_and_property(bone_map.ptr(), "profile");
profile_selector->update_property();
profile_selector->connect("property_changed", callable_mp(this, &BoneMapper::_profile_changed));
add_child(profile_selector);
add_child(memnew(HSeparator));
HBoxContainer *group_hbox = memnew(HBoxContainer);
add_child(group_hbox);
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profile_group_selector = memnew(EditorPropertyEnum);
profile_group_selector->set_label("Group");
profile_group_selector->set_selectable(false);
profile_group_selector->set_h_size_flags(SIZE_EXPAND_FILL);
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profile_group_selector->set_object_and_property(this, "current_group_idx");
profile_group_selector->update_property();
profile_group_selector->connect("property_changed", callable_mp(this, &BoneMapper::_value_changed));
group_hbox->add_child(profile_group_selector);
clear_mapping_button = memnew(Button);
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clear_mapping_button->set_icon(get_editor_theme_icon(SNAME("Clear")));
clear_mapping_button->set_tooltip_text(TTR("Clear mappings in current group."));
clear_mapping_button->connect("pressed", callable_mp(this, &BoneMapper::_clear_mapping_current_group));
group_hbox->add_child(clear_mapping_button);
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bone_mapper_field = memnew(AspectRatioContainer);
bone_mapper_field->set_stretch_mode(AspectRatioContainer::STRETCH_FIT);
bone_mapper_field->set_custom_minimum_size(Vector2(0, 256.0) * EDSCALE);
bone_mapper_field->set_h_size_flags(Control::SIZE_FILL);
add_child(bone_mapper_field);
profile_bg = memnew(ColorRect);
profile_bg->set_color(Color(0, 0, 0, 1));
profile_bg->set_h_size_flags(Control::SIZE_FILL);
profile_bg->set_v_size_flags(Control::SIZE_FILL);
bone_mapper_field->add_child(profile_bg);
profile_texture = memnew(TextureRect);
profile_texture->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);
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profile_texture->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
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profile_texture->set_h_size_flags(Control::SIZE_FILL);
profile_texture->set_v_size_flags(Control::SIZE_FILL);
bone_mapper_field->add_child(profile_texture);
mapper_item_vbox = memnew(VBoxContainer);
add_child(mapper_item_vbox);
recreate_items();
}
void BoneMapper::update_group_idx() {
if (!bone_map->get_profile().is_valid()) {
return;
}
PackedStringArray group_names;
int len = bone_map->get_profile()->get_group_size();
for (int i = 0; i < len; i++) {
group_names.push_back(bone_map->get_profile()->get_group_name(i));
}
if (current_group_idx >= len) {
current_group_idx = 0;
}
if (len > 0) {
profile_group_selector->setup(group_names);
profile_group_selector->update_property();
profile_group_selector->set_read_only(false);
}
}
void BoneMapper::_pick_bone(const StringName &p_bone_name) {
picker_key_name = p_bone_name;
picker->popup_bones_tree(Size2(500, 500) * EDSCALE);
}
void BoneMapper::_apply_picker_selection() {
if (!picker->has_selected_bone()) {
return;
}
bone_map->set_skeleton_bone_name(picker_key_name, picker->get_selected_bone());
}
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void BoneMapper::set_current_group_idx(int p_group_idx) {
current_group_idx = p_group_idx;
recreate_editor();
}
int BoneMapper::get_current_group_idx() const {
return current_group_idx;
}
void BoneMapper::set_current_bone_idx(int p_bone_idx) {
current_bone_idx = p_bone_idx;
recreate_editor();
}
int BoneMapper::get_current_bone_idx() const {
return current_bone_idx;
}
void BoneMapper::recreate_editor() {
// Clear buttons.
int len = bone_mapper_buttons.size();
for (int i = 0; i < len; i++) {
profile_texture->remove_child(bone_mapper_buttons[i]);
memdelete(bone_mapper_buttons[i]);
}
bone_mapper_buttons.clear();
// Organize mapper items.
len = bone_mapper_items.size();
for (int i = 0; i < len; i++) {
bone_mapper_items[i]->set_visible(current_bone_idx == i);
}
Ref<SkeletonProfile> profile = bone_map->get_profile();
if (profile.is_valid()) {
SkeletonProfileHumanoid *hmn = Object::cast_to<SkeletonProfileHumanoid>(profile.ptr());
if (hmn) {
StringName hmn_group_name = profile->get_group_name(current_group_idx);
if (hmn_group_name == "Body") {
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profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanBody")));
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} else if (hmn_group_name == "Face") {
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profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanFace")));
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} else if (hmn_group_name == "LeftHand") {
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profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanLeftHand")));
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} else if (hmn_group_name == "RightHand") {
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profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanRightHand")));
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}
} else {
profile_texture->set_texture(profile->get_texture(current_group_idx));
}
} else {
profile_texture->set_texture(Ref<Texture2D>());
}
if (!profile.is_valid()) {
return;
}
for (int i = 0; i < len; i++) {
if (profile->get_group(i) == profile->get_group_name(current_group_idx)) {
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BoneMapperButton *mb = memnew(BoneMapperButton(profile->get_bone_name(i), profile->is_require(i), current_bone_idx == i));
mb->connect("pressed", callable_mp(this, &BoneMapper::set_current_bone_idx).bind(i), CONNECT_DEFERRED);
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mb->set_h_grow_direction(GROW_DIRECTION_BOTH);
mb->set_v_grow_direction(GROW_DIRECTION_BOTH);
Vector2 vc = profile->get_handle_offset(i);
bone_mapper_buttons.push_back(mb);
profile_texture->add_child(mb);
mb->set_anchor(SIDE_LEFT, vc.x);
mb->set_anchor(SIDE_RIGHT, vc.x);
mb->set_anchor(SIDE_TOP, vc.y);
mb->set_anchor(SIDE_BOTTOM, vc.y);
}
}
_update_state();
}
void BoneMapper::clear_items() {
// Clear items.
int len = bone_mapper_items.size();
for (int i = 0; i < len; i++) {
bone_mapper_items[i]->disconnect("pick", callable_mp(this, &BoneMapper::_pick_bone));
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mapper_item_vbox->remove_child(bone_mapper_items[i]);
memdelete(bone_mapper_items[i]);
}
bone_mapper_items.clear();
}
void BoneMapper::recreate_items() {
clear_items();
// Create items by profile.
Ref<SkeletonProfile> profile = bone_map->get_profile();
if (profile.is_valid()) {
int len = profile->get_bone_size();
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for (int i = 0; i < len; i++) {
StringName bn = profile->get_bone_name(i);
bone_mapper_items.append(memnew(BoneMapperItem(bone_map, bn)));
bone_mapper_items[i]->connect("pick", callable_mp(this, &BoneMapper::_pick_bone), CONNECT_DEFERRED);
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mapper_item_vbox->add_child(bone_mapper_items[i]);
}
}
update_group_idx();
recreate_editor();
}
void BoneMapper::_update_state() {
int len = bone_mapper_buttons.size();
for (int i = 0; i < len; i++) {
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StringName pbn = bone_mapper_buttons[i]->get_profile_bone_name();
StringName sbn = bone_map->get_skeleton_bone_name(pbn);
int bone_idx = skeleton->find_bone(sbn);
if (bone_idx >= 0) {
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if (bone_map->get_skeleton_bone_name_count(sbn) == 1) {
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Ref<SkeletonProfile> prof = bone_map->get_profile();
StringName parent_name = prof->get_bone_parent(prof->find_bone(pbn));
Vector<int> prof_parent_bones;
while (parent_name != StringName()) {
prof_parent_bones.push_back(skeleton->find_bone(bone_map->get_skeleton_bone_name(parent_name)));
if (prof->find_bone(parent_name) == -1) {
break;
}
parent_name = prof->get_bone_parent(prof->find_bone(parent_name));
}
int parent_id = skeleton->get_bone_parent(bone_idx);
Vector<int> skel_parent_bones;
while (parent_id >= 0) {
skel_parent_bones.push_back(parent_id);
parent_id = skeleton->get_bone_parent(parent_id);
}
bool is_broken = false;
for (int j = 0; j < prof_parent_bones.size(); j++) {
if (prof_parent_bones[j] != -1 && !skel_parent_bones.has(prof_parent_bones[j])) {
is_broken = true;
}
}
if (is_broken) {
bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_ERROR);
} else {
bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_SET);
}
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} else {
bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_ERROR);
}
} else {
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if (bone_mapper_buttons[i]->is_require()) {
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bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_MISSING);
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} else {
bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_UNSET);
}
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}
}
}
void BoneMapper::_clear_mapping_current_group() {
if (bone_map.is_valid()) {
Ref<SkeletonProfile> profile = bone_map->get_profile();
if (profile.is_valid() && profile->get_group_size() > 0) {
int len = profile->get_bone_size();
for (int i = 0; i < len; i++) {
if (profile->get_group(i) == profile->get_group_name(current_group_idx)) {
bone_map->_set_skeleton_bone_name(profile->get_bone_name(i), StringName());
}
}
recreate_items();
}
}
}
#ifdef MODULE_REGEX_ENABLED
bool BoneMapper::is_match_with_bone_name(String p_bone_name, String p_word) {
RegEx re = RegEx(p_word);
return !re.search(p_bone_name.to_lower()).is_null();
}
int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_picklist, BoneSegregation p_segregation, int p_parent, int p_child, int p_children_count) {
// There may be multiple candidates hit by existing the subsidiary bone.
// The one with the shortest name is probably the original.
LocalVector<String> hit_list;
String shortest = "";
for (int word_idx = 0; word_idx < p_picklist.size(); word_idx++) {
if (p_child == -1) {
Vector<int> bones_to_process = p_parent == -1 ? p_skeleton->get_parentless_bones() : p_skeleton->get_bone_children(p_parent);
while (bones_to_process.size() > 0) {
int idx = bones_to_process[0];
bones_to_process.erase(idx);
Vector<int> children = p_skeleton->get_bone_children(idx);
for (int i = 0; i < children.size(); i++) {
bones_to_process.push_back(children[i]);
}
if (p_children_count == 0 && children.size() > 0) {
continue;
}
if (p_children_count > 0 && children.size() < p_children_count) {
continue;
}
String bn = skeleton->get_bone_name(idx);
if (is_match_with_bone_name(bn, p_picklist[word_idx]) && guess_bone_segregation(bn) == p_segregation) {
hit_list.push_back(bn);
}
}
if (hit_list.size() > 0) {
shortest = hit_list[0];
for (const String &hit : hit_list) {
if (hit.length() < shortest.length()) {
shortest = hit; // Prioritize parent.
}
}
}
} else {
int idx = skeleton->get_bone_parent(p_child);
while (idx != p_parent && idx >= 0) {
Vector<int> children = p_skeleton->get_bone_children(idx);
if (p_children_count == 0 && children.size() > 0) {
continue;
}
if (p_children_count > 0 && children.size() < p_children_count) {
continue;
}
String bn = skeleton->get_bone_name(idx);
if (is_match_with_bone_name(bn, p_picklist[word_idx]) && guess_bone_segregation(bn) == p_segregation) {
hit_list.push_back(bn);
}
idx = skeleton->get_bone_parent(idx);
}
if (hit_list.size() > 0) {
shortest = hit_list[0];
for (const String &hit : hit_list) {
if (hit.length() <= shortest.length()) {
shortest = hit; // Prioritize parent.
}
}
}
}
if (shortest != "") {
break;
}
}
if (shortest == "") {
return -1;
}
return skeleton->find_bone(shortest);
}
BoneMapper::BoneSegregation BoneMapper::guess_bone_segregation(String p_bone_name) {
String fixed_bn = p_bone_name.to_snake_case();
LocalVector<String> left_words;
left_words.push_back("(?<![a-zA-Z])left");
left_words.push_back("(?<![a-zA-Z0-9])l(?![a-zA-Z0-9])");
LocalVector<String> right_words;
right_words.push_back("(?<![a-zA-Z])right");
right_words.push_back("(?<![a-zA-Z0-9])r(?![a-zA-Z0-9])");
for (uint32_t i = 0; i < left_words.size(); i++) {
RegEx re_l = RegEx(left_words[i]);
if (!re_l.search(fixed_bn).is_null()) {
return BONE_SEGREGATION_LEFT;
}
RegEx re_r = RegEx(right_words[i]);
if (!re_r.search(fixed_bn).is_null()) {
return BONE_SEGREGATION_RIGHT;
}
}
return BONE_SEGREGATION_NONE;
}
void BoneMapper::_run_auto_mapping() {
auto_mapping_process(bone_map);
recreate_items();
}
void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
WARN_PRINT("Run auto mapping.");
int bone_idx = -1;
Vector<String> picklist; // Use Vector<String> because match words have priority.
Vector<int> search_path;
// 1. Guess Hips
picklist.push_back("hip");
picklist.push_back("pelvis");
picklist.push_back("waist");
picklist.push_back("torso");
picklist.push_back("spine");
int hips = search_bone_by_name(skeleton, picklist);
if (hips == -1) {
WARN_PRINT("Auto Mapping couldn't guess Hips. Abort auto mapping.");
return; // If there is no Hips, we cannot guess bone after then.
} else {
p_bone_map->_set_skeleton_bone_name("Hips", skeleton->get_bone_name(hips));
}
picklist.clear();
// 2. Guess Root
bone_idx = skeleton->get_bone_parent(hips);
while (bone_idx >= 0) {
search_path.push_back(bone_idx);
bone_idx = skeleton->get_bone_parent(bone_idx);
}
if (search_path.size() == 0) {
bone_idx = -1;
} else if (search_path.size() == 1) {
bone_idx = search_path[0]; // It is only one bone which can be root.
} else {
bool found = false;
for (int i = 0; i < search_path.size(); i++) {
RegEx re = RegEx("root");
if (!re.search(skeleton->get_bone_name(search_path[i]).to_lower()).is_null()) {
bone_idx = search_path[i]; // Name match is preferred.
found = true;
break;
}
}
if (!found) {
for (int i = 0; i < search_path.size(); i++) {
if (skeleton->get_bone_global_rest(search_path[i]).origin.is_zero_approx()) {
bone_idx = search_path[i]; // The bone existing at the origin is appropriate as a root.
found = true;
break;
}
}
}
if (!found) {
bone_idx = search_path[search_path.size() - 1]; // Ambiguous, but most parental bone selected.
}
}
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess Root."); // Root is not required, so continue.
} else {
p_bone_map->_set_skeleton_bone_name("Root", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
search_path.clear();
// 3. Guess Foots
picklist.push_back("foot");
picklist.push_back("ankle");
int left_foot = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips);
if (left_foot == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftFoot.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftFoot", skeleton->get_bone_name(left_foot));
}
int right_foot = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips);
if (right_foot == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightFoot.");
} else {
p_bone_map->_set_skeleton_bone_name("RightFoot", skeleton->get_bone_name(right_foot));
}
picklist.clear();
// 3-1. Guess LowerLegs
picklist.push_back("(low|under).*leg");
picklist.push_back("knee");
picklist.push_back("shin");
picklist.push_back("calf");
picklist.push_back("leg");
int left_lower_leg = -1;
if (left_foot != -1) {
left_lower_leg = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, left_foot);
}
if (left_lower_leg == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftLowerLeg.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftLowerLeg", skeleton->get_bone_name(left_lower_leg));
}
int right_lower_leg = -1;
if (right_foot != -1) {
right_lower_leg = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, right_foot);
}
if (right_lower_leg == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightLowerLeg.");
} else {
p_bone_map->_set_skeleton_bone_name("RightLowerLeg", skeleton->get_bone_name(right_lower_leg));
}
picklist.clear();
// 3-2. Guess UpperLegs
picklist.push_back("up.*leg");
picklist.push_back("thigh");
picklist.push_back("leg");
if (left_lower_leg != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, left_lower_leg);
}
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftUpperLeg.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftUpperLeg", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
if (right_lower_leg != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, right_lower_leg);
}
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightUpperLeg.");
} else {
p_bone_map->_set_skeleton_bone_name("RightUpperLeg", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
picklist.clear();
// 3-3. Guess Toes
picklist.push_back("toe");
picklist.push_back("ball");
if (left_foot != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_foot);
if (bone_idx == -1) {
search_path = skeleton->get_bone_children(left_foot);
if (search_path.size() == 1) {
bone_idx = search_path[0]; // Maybe only one child of the Foot is Toes.
}
search_path.clear();
}
}
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftToes.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftToes", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
if (right_foot != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_foot);
if (bone_idx == -1) {
search_path = skeleton->get_bone_children(right_foot);
if (search_path.size() == 1) {
bone_idx = search_path[0]; // Maybe only one child of the Foot is Toes.
}
search_path.clear();
}
}
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightToes.");
} else {
p_bone_map->_set_skeleton_bone_name("RightToes", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
picklist.clear();
// 4. Guess Hands
picklist.push_back("hand");
picklist.push_back("wrist");
picklist.push_back("palm");
picklist.push_back("fingers");
int left_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, -1, 5);
if (left_hand_or_palm == -1) {
// Ambiguous, but try again for fewer finger models.
left_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips);
}
int left_hand = left_hand_or_palm; // Check for the presence of a wrist, since bones with five children may be palmar.
while (left_hand != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, left_hand);
if (bone_idx == -1) {
break;
}
left_hand = bone_idx;
}
if (left_hand == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftHand.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftHand", skeleton->get_bone_name(left_hand));
}
bone_idx = -1;
int right_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, -1, 5);
if (right_hand_or_palm == -1) {
// Ambiguous, but try again for fewer finger models.
right_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips);
}
int right_hand = right_hand_or_palm;
while (right_hand != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, right_hand);
if (bone_idx == -1) {
break;
}
right_hand = bone_idx;
}
if (right_hand == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightHand.");
} else {
p_bone_map->_set_skeleton_bone_name("RightHand", skeleton->get_bone_name(right_hand));
}
bone_idx = -1;
picklist.clear();
// 4-1. Guess Finger
bool named_finger_is_found = false;
LocalVector<String> fingers;
fingers.push_back("thumb|pollex");
fingers.push_back("index|fore");
fingers.push_back("middle");
fingers.push_back("ring");
fingers.push_back("little|pinkie|pinky");
if (left_hand_or_palm != -1) {
LocalVector<LocalVector<String>> left_fingers_map;
left_fingers_map.resize(5);
left_fingers_map[0].push_back("LeftThumbMetacarpal");
left_fingers_map[0].push_back("LeftThumbProximal");
left_fingers_map[0].push_back("LeftThumbDistal");
left_fingers_map[1].push_back("LeftIndexProximal");
left_fingers_map[1].push_back("LeftIndexIntermediate");
left_fingers_map[1].push_back("LeftIndexDistal");
left_fingers_map[2].push_back("LeftMiddleProximal");
left_fingers_map[2].push_back("LeftMiddleIntermediate");
left_fingers_map[2].push_back("LeftMiddleDistal");
left_fingers_map[3].push_back("LeftRingProximal");
left_fingers_map[3].push_back("LeftRingIntermediate");
left_fingers_map[3].push_back("LeftRingDistal");
left_fingers_map[4].push_back("LeftLittleProximal");
left_fingers_map[4].push_back("LeftLittleIntermediate");
left_fingers_map[4].push_back("LeftLittleDistal");
for (int i = 0; i < 5; i++) {
picklist.push_back(fingers[i]);
int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_hand_or_palm, -1, 0);
if (finger != -1) {
while (finger != left_hand_or_palm && finger >= 0) {
search_path.push_back(finger);
finger = skeleton->get_bone_parent(finger);
}
search_path.reverse();
if (search_path.size() == 1) {
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
named_finger_is_found = true;
} else if (search_path.size() == 2) {
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
named_finger_is_found = true;
} else if (search_path.size() >= 3) {
search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
named_finger_is_found = true;
}
}
picklist.clear();
search_path.clear();
}
// It is a bit corner case, but possibly the finger names are sequentially numbered...
if (!named_finger_is_found) {
picklist.push_back("finger");
RegEx finger_re = RegEx("finger");
search_path = skeleton->get_bone_children(left_hand_or_palm);
Vector<String> finger_names;
for (int i = 0; i < search_path.size(); i++) {
String bn = skeleton->get_bone_name(search_path[i]);
if (!finger_re.search(bn.to_lower()).is_null()) {
finger_names.push_back(bn);
}
}
finger_names.sort(); // Order by lexicographic, normal use cases never have more than 10 fingers in one hand.
search_path.clear();
for (int i = 0; i < finger_names.size(); i++) {
if (i >= 5) {
break;
}
int finger_root = skeleton->find_bone(finger_names[i]);
int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, finger_root, -1, 0);
if (finger != -1) {
while (finger != finger_root && finger >= 0) {
search_path.push_back(finger);
finger = skeleton->get_bone_parent(finger);
}
}
search_path.push_back(finger_root);
search_path.reverse();
if (search_path.size() == 1) {
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
} else if (search_path.size() == 2) {
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
} else if (search_path.size() >= 3) {
search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
}
search_path.clear();
}
picklist.clear();
}
}
named_finger_is_found = false;
if (right_hand_or_palm != -1) {
LocalVector<LocalVector<String>> right_fingers_map;
right_fingers_map.resize(5);
right_fingers_map[0].push_back("RightThumbMetacarpal");
right_fingers_map[0].push_back("RightThumbProximal");
right_fingers_map[0].push_back("RightThumbDistal");
right_fingers_map[1].push_back("RightIndexProximal");
right_fingers_map[1].push_back("RightIndexIntermediate");
right_fingers_map[1].push_back("RightIndexDistal");
right_fingers_map[2].push_back("RightMiddleProximal");
right_fingers_map[2].push_back("RightMiddleIntermediate");
right_fingers_map[2].push_back("RightMiddleDistal");
right_fingers_map[3].push_back("RightRingProximal");
right_fingers_map[3].push_back("RightRingIntermediate");
right_fingers_map[3].push_back("RightRingDistal");
right_fingers_map[4].push_back("RightLittleProximal");
right_fingers_map[4].push_back("RightLittleIntermediate");
right_fingers_map[4].push_back("RightLittleDistal");
for (int i = 0; i < 5; i++) {
picklist.push_back(fingers[i]);
int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_hand_or_palm, -1, 0);
if (finger != -1) {
while (finger != right_hand_or_palm && finger >= 0) {
search_path.push_back(finger);
finger = skeleton->get_bone_parent(finger);
}
search_path.reverse();
if (search_path.size() == 1) {
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
named_finger_is_found = true;
} else if (search_path.size() == 2) {
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
named_finger_is_found = true;
} else if (search_path.size() >= 3) {
search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
named_finger_is_found = true;
}
}
picklist.clear();
search_path.clear();
}
// It is a bit corner case, but possibly the finger names are sequentially numbered...
if (!named_finger_is_found) {
picklist.push_back("finger");
RegEx finger_re = RegEx("finger");
search_path = skeleton->get_bone_children(right_hand_or_palm);
Vector<String> finger_names;
for (int i = 0; i < search_path.size(); i++) {
String bn = skeleton->get_bone_name(search_path[i]);
if (!finger_re.search(bn.to_lower()).is_null()) {
finger_names.push_back(bn);
}
}
finger_names.sort(); // Order by lexicographic, normal use cases never have more than 10 fingers in one hand.
search_path.clear();
for (int i = 0; i < finger_names.size(); i++) {
if (i >= 5) {
break;
}
int finger_root = skeleton->find_bone(finger_names[i]);
int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, finger_root, -1, 0);
if (finger != -1) {
while (finger != finger_root && finger >= 0) {
search_path.push_back(finger);
finger = skeleton->get_bone_parent(finger);
}
}
search_path.push_back(finger_root);
search_path.reverse();
if (search_path.size() == 1) {
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
} else if (search_path.size() == 2) {
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
} else if (search_path.size() >= 3) {
search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
}
search_path.clear();
}
picklist.clear();
}
}
// 5. Guess Arms
picklist.push_back("shoulder");
picklist.push_back("clavicle");
picklist.push_back("collar");
int left_shoulder = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips);
if (left_shoulder == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftShoulder.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftShoulder", skeleton->get_bone_name(left_shoulder));
}
int right_shoulder = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips);
if (right_shoulder == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightShoulder.");
} else {
p_bone_map->_set_skeleton_bone_name("RightShoulder", skeleton->get_bone_name(right_shoulder));
}
picklist.clear();
// 5-1. Guess LowerArms
picklist.push_back("(low|fore).*arm");
picklist.push_back("elbow");
picklist.push_back("arm");
int left_lower_arm = -1;
if (left_shoulder != -1 && left_hand_or_palm != -1) {
left_lower_arm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_shoulder, left_hand_or_palm);
}
if (left_lower_arm == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftLowerArm.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftLowerArm", skeleton->get_bone_name(left_lower_arm));
}
int right_lower_arm = -1;
if (right_shoulder != -1 && right_hand_or_palm != -1) {
right_lower_arm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_shoulder, right_hand_or_palm);
}
if (right_lower_arm == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightLowerArm.");
} else {
p_bone_map->_set_skeleton_bone_name("RightLowerArm", skeleton->get_bone_name(right_lower_arm));
}
picklist.clear();
// 5-2. Guess UpperArms
picklist.push_back("up.*arm");
picklist.push_back("arm");
if (left_shoulder != -1 && left_lower_arm != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_shoulder, left_lower_arm);
}
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftUpperArm.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftUpperArm", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
if (right_shoulder != -1 && right_lower_arm != -1) {
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_shoulder, right_lower_arm);
}
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightUpperArm.");
} else {
p_bone_map->_set_skeleton_bone_name("RightUpperArm", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
picklist.clear();
// 6. Guess Neck
picklist.push_back("neck");
picklist.push_back("head"); // For no neck model.
picklist.push_back("face"); // Same above.
int neck = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_NONE, hips);
picklist.clear();
if (neck == -1) {
// If it can't expect by name, search child spine of where the right and left shoulders (or hands) cross.
int ls_idx = left_shoulder != -1 ? left_shoulder : (left_hand_or_palm != -1 ? left_hand_or_palm : -1);
int rs_idx = right_shoulder != -1 ? right_shoulder : (right_hand_or_palm != -1 ? right_hand_or_palm : -1);
if (ls_idx != -1 && rs_idx != -1) {
bool detect = false;
while (ls_idx != hips && ls_idx >= 0 && rs_idx != hips && rs_idx >= 0) {
ls_idx = skeleton->get_bone_parent(ls_idx);
rs_idx = skeleton->get_bone_parent(rs_idx);
if (ls_idx == rs_idx) {
detect = true;
break;
}
}
if (detect) {
Vector<int> children = skeleton->get_bone_children(ls_idx);
children.erase(ls_idx);
children.erase(rs_idx);
String word = "spine"; // It would be better to limit the search with "spine" because it could be mistaken with breast, wing and etc...
for (int i = 0; children.size(); i++) {
bone_idx = children[i];
if (is_match_with_bone_name(skeleton->get_bone_name(bone_idx), word)) {
neck = bone_idx;
break;
};
}
bone_idx = -1;
}
}
}
// 7. Guess Head
picklist.push_back("head");
picklist.push_back("face");
int head = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_NONE, neck);
if (head == -1) {
search_path = skeleton->get_bone_children(neck);
if (search_path.size() == 1) {
head = search_path[0]; // Maybe only one child of the Neck is Head.
}
}
if (head == -1) {
if (neck != -1) {
head = neck; // The head animation should have more movement.
neck = -1;
p_bone_map->_set_skeleton_bone_name("Head", skeleton->get_bone_name(head));
} else {
WARN_PRINT("Auto Mapping couldn't guess Neck or Head."); // Continued for guessing on the other bones. But abort when guessing spines step.
}
} else {
p_bone_map->_set_skeleton_bone_name("Neck", skeleton->get_bone_name(neck));
p_bone_map->_set_skeleton_bone_name("Head", skeleton->get_bone_name(head));
}
picklist.clear();
search_path.clear();
int neck_or_head = neck != -1 ? neck : (head != -1 ? head : -1);
if (neck_or_head != -1) {
// 7-1. Guess Eyes
picklist.push_back("eye(?!.*(brow|lash|lid))");
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, neck_or_head);
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess LeftEye.");
} else {
p_bone_map->_set_skeleton_bone_name("LeftEye", skeleton->get_bone_name(bone_idx));
}
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, neck_or_head);
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess RightEye.");
} else {
p_bone_map->_set_skeleton_bone_name("RightEye", skeleton->get_bone_name(bone_idx));
}
picklist.clear();
// 7-2. Guess Jaw
picklist.push_back("jaw");
bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_NONE, neck_or_head);
if (bone_idx == -1) {
WARN_PRINT("Auto Mapping couldn't guess Jaw.");
} else {
p_bone_map->_set_skeleton_bone_name("Jaw", skeleton->get_bone_name(bone_idx));
}
bone_idx = -1;
picklist.clear();
}
// 8. Guess UpperChest or Chest
if (neck_or_head == -1) {
return; // Abort.
}
int chest_or_upper_chest = skeleton->get_bone_parent(neck_or_head);
bool is_appropriate = true;
if (left_shoulder != -1) {
bone_idx = skeleton->get_bone_parent(left_shoulder);
bool detect = false;
while (bone_idx != hips && bone_idx >= 0) {
if (bone_idx == chest_or_upper_chest) {
detect = true;
break;
}
bone_idx = skeleton->get_bone_parent(bone_idx);
}
if (!detect) {
is_appropriate = false;
}
bone_idx = -1;
}
if (right_shoulder != -1) {
bone_idx = skeleton->get_bone_parent(right_shoulder);
bool detect = false;
while (bone_idx != hips && bone_idx >= 0) {
if (bone_idx == chest_or_upper_chest) {
detect = true;
break;
}
bone_idx = skeleton->get_bone_parent(bone_idx);
}
if (!detect) {
is_appropriate = false;
}
bone_idx = -1;
}
if (!is_appropriate) {
if (skeleton->get_bone_parent(left_shoulder) == skeleton->get_bone_parent(right_shoulder)) {
chest_or_upper_chest = skeleton->get_bone_parent(left_shoulder);
} else {
chest_or_upper_chest = -1;
}
}
if (chest_or_upper_chest == -1) {
WARN_PRINT("Auto Mapping couldn't guess Chest or UpperChest. Abort auto mapping.");
return; // Will be not able to guess Spines.
}
// 9. Guess Spines
bone_idx = skeleton->get_bone_parent(chest_or_upper_chest);
while (bone_idx != hips && bone_idx >= 0) {
search_path.push_back(bone_idx);
bone_idx = skeleton->get_bone_parent(bone_idx);
}
search_path.reverse();
if (search_path.size() == 0) {
p_bone_map->_set_skeleton_bone_name("Spine", skeleton->get_bone_name(chest_or_upper_chest)); // Maybe chibi model...?
} else if (search_path.size() == 1) {
p_bone_map->_set_skeleton_bone_name("Spine", skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name("Chest", skeleton->get_bone_name(chest_or_upper_chest));
} else if (search_path.size() >= 2) {
p_bone_map->_set_skeleton_bone_name("Spine", skeleton->get_bone_name(search_path[0]));
p_bone_map->_set_skeleton_bone_name("Chest", skeleton->get_bone_name(search_path[search_path.size() - 1])); // Probably UppeChest's parent is appropriate.
p_bone_map->_set_skeleton_bone_name("UpperChest", skeleton->get_bone_name(chest_or_upper_chest));
}
bone_idx = -1;
search_path.clear();
WARN_PRINT("Finish auto mapping.");
}
#endif // MODULE_REGEX_ENABLED
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void BoneMapper::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
set(p_property, p_value);
recreate_editor();
}
void BoneMapper::_profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
bone_map->set(p_property, p_value);
// Run auto mapping when setting SkeletonProfileHumanoid by GUI Editor.
Ref<SkeletonProfile> profile = bone_map->get_profile();
if (profile.is_valid()) {
SkeletonProfileHumanoid *hmn = Object::cast_to<SkeletonProfileHumanoid>(profile.ptr());
if (hmn) {
#ifdef MODULE_REGEX_ENABLED
_run_auto_mapping();
#endif // MODULE_REGEX_ENABLED
}
}
}
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void BoneMapper::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_current_group_idx", "current_group_idx"), &BoneMapper::set_current_group_idx);
ClassDB::bind_method(D_METHOD("get_current_group_idx"), &BoneMapper::get_current_group_idx);
ClassDB::bind_method(D_METHOD("set_current_bone_idx", "current_bone_idx"), &BoneMapper::set_current_bone_idx);
ClassDB::bind_method(D_METHOD("get_current_bone_idx"), &BoneMapper::get_current_bone_idx);
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_group_idx"), "set_current_group_idx", "get_current_group_idx");
ADD_PROPERTY(PropertyInfo(Variant::INT, "current_bone_idx"), "set_current_bone_idx", "get_current_bone_idx");
}
void BoneMapper::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editor();
bone_map->connect("bone_map_updated", callable_mp(this, &BoneMapper::_update_state));
bone_map->connect("profile_updated", callable_mp(this, &BoneMapper::recreate_items));
} break;
case NOTIFICATION_EXIT_TREE: {
clear_items();
if (!bone_map.is_null()) {
if (bone_map->is_connected("bone_map_updated", callable_mp(this, &BoneMapper::_update_state))) {
bone_map->disconnect("bone_map_updated", callable_mp(this, &BoneMapper::_update_state));
}
if (bone_map->is_connected("profile_updated", callable_mp(this, &BoneMapper::recreate_items))) {
bone_map->disconnect("profile_updated", callable_mp(this, &BoneMapper::recreate_items));
}
}
}
}
}
BoneMapper::BoneMapper(Skeleton3D *p_skeleton, Ref<BoneMap> &p_bone_map) {
skeleton = p_skeleton;
bone_map = p_bone_map;
}
BoneMapper::~BoneMapper() {
}
void BoneMapEditor::create_editors() {
if (!skeleton) {
return;
}
bone_mapper = memnew(BoneMapper(skeleton, bone_map));
add_child(bone_mapper);
}
void BoneMapEditor::fetch_objects() {
skeleton = nullptr;
// Hackey... but it may be the easiest way to get a selected object from "ImporterScene".
SceneImportSettingsDialog *si = SceneImportSettingsDialog::get_singleton();
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if (!si) {
return;
}
if (!si->is_visible()) {
return;
}
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Node *selected = si->get_selected_node();
if (selected) {
Skeleton3D *sk = Object::cast_to<Skeleton3D>(selected);
if (!sk) {
return;
}
skeleton = sk;
} else {
// Editor should not exist.
skeleton = nullptr;
}
}
void BoneMapEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
fetch_objects();
create_editors();
} break;
case NOTIFICATION_EXIT_TREE: {
skeleton = nullptr;
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} break;
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}
}
BoneMapEditor::BoneMapEditor(Ref<BoneMap> &p_bone_map) {
bone_map = p_bone_map;
}
BoneMapEditor::~BoneMapEditor() {
}
bool EditorInspectorPluginBoneMap::can_handle(Object *p_object) {
return Object::cast_to<BoneMap>(p_object) != nullptr;
}
void EditorInspectorPluginBoneMap::parse_begin(Object *p_object) {
BoneMap *bm = Object::cast_to<BoneMap>(p_object);
if (!bm) {
return;
}
Ref<BoneMap> r(bm);
editor = memnew(BoneMapEditor(r));
add_custom_control(editor);
}
BoneMapEditorPlugin::BoneMapEditorPlugin() {
// Register properties in editor settings.
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EDITOR_DEF("editors/bone_mapper/handle_colors/unset", Color(0.3, 0.3, 0.3));
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EDITOR_DEF("editors/bone_mapper/handle_colors/set", Color(0.1, 0.6, 0.25));
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EDITOR_DEF("editors/bone_mapper/handle_colors/missing", Color(0.8, 0.2, 0.8));
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EDITOR_DEF("editors/bone_mapper/handle_colors/error", Color(0.8, 0.2, 0.2));
Ref<EditorInspectorPluginBoneMap> inspector_plugin;
inspector_plugin.instantiate();
add_inspector_plugin(inspector_plugin);
Ref<PostImportPluginSkeletonTrackOrganizer> post_import_plugin_track_organizer;
post_import_plugin_track_organizer.instantiate();
add_scene_post_import_plugin(post_import_plugin_track_organizer);
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Ref<PostImportPluginSkeletonRenamer> post_import_plugin_renamer;
post_import_plugin_renamer.instantiate();
add_scene_post_import_plugin(post_import_plugin_renamer);
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Ref<PostImportPluginSkeletonRestFixer> post_import_plugin_rest_fixer;
post_import_plugin_rest_fixer.instantiate();
add_scene_post_import_plugin(post_import_plugin_rest_fixer);
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}