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@ -44,6 +44,105 @@ void PostImportPluginSkeletonRenamer::get_internal_import_options(InternalImport
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}
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}
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void PostImportPluginSkeletonRenamer::_internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options, HashMap<String, String> p_rename_map) {
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// Prepare objects.
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Object *map = p_options["retarget/bone_map"].get_validated_object();
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if (!map || !bool(p_options["retarget/bone_renamer/rename_bones"])) {
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return;
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}
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
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// Rename bones in Skeleton3D.
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{
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int len = skeleton->get_bone_count();
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for (int i = 0; i < len; i++) {
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StringName bn = p_rename_map[skeleton->get_bone_name(i)];
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if (bn) {
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skeleton->set_bone_name(i, bn);
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}
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}
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}
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// Rename bones in Skin.
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{
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TypedArray<Node> nodes = p_base_scene->find_children("*", "ImporterMeshInstance3D");
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while (nodes.size()) {
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ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(nodes.pop_back());
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Ref<Skin> skin = mi->get_skin();
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if (skin.is_valid()) {
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Node *node = mi->get_node(mi->get_skeleton_path());
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if (node) {
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Skeleton3D *mesh_skeleton = Object::cast_to<Skeleton3D>(node);
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if (mesh_skeleton && node == skeleton) {
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int len = skin->get_bind_count();
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for (int i = 0; i < len; i++) {
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StringName bn = p_rename_map[skin->get_bind_name(i)];
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if (bn) {
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skin->set_bind_name(i, bn);
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}
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}
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}
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}
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}
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}
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}
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// Rename bones in AnimationPlayer.
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{
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TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer");
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while (nodes.size()) {
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(nodes.pop_back());
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List<StringName> anims;
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ap->get_animation_list(&anims);
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for (const StringName &name : anims) {
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Ref<Animation> anim = ap->get_animation(name);
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int len = anim->get_track_count();
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for (int i = 0; i < len; i++) {
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if (anim->track_get_path(i).get_subname_count() != 1 || !(anim->track_get_type(i) == Animation::TYPE_POSITION_3D || anim->track_get_type(i) == Animation::TYPE_ROTATION_3D || anim->track_get_type(i) == Animation::TYPE_SCALE_3D)) {
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continue;
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}
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String track_path = String(anim->track_get_path(i).get_concatenated_names());
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Node *node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path));
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if (node) {
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Skeleton3D *track_skeleton = Object::cast_to<Skeleton3D>(node);
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if (track_skeleton && track_skeleton == skeleton) {
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StringName bn = p_rename_map[anim->track_get_path(i).get_subname(0)];
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if (bn) {
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anim->track_set_path(i, track_path + ":" + bn);
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}
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}
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}
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}
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}
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}
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}
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// Rename bones in all Nodes by calling method.
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{
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Vector<Variant> vargs;
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vargs.push_back(p_base_scene);
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vargs.push_back(skeleton);
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Dictionary rename_map_dict;
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for (HashMap<String, String>::Iterator E = p_rename_map.begin(); E; ++E) {
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rename_map_dict[E->key] = E->value;
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}
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vargs.push_back(rename_map_dict);
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const Variant **argptrs = (const Variant **)alloca(sizeof(const Variant **) * vargs.size());
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const Variant *args = vargs.ptr();
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uint32_t argcount = vargs.size();
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for (uint32_t i = 0; i < argcount; i++) {
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argptrs[i] = &args[i];
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}
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TypedArray<Node> nodes = p_base_scene->find_children("*");
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while (nodes.size()) {
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Node *nd = Object::cast_to<Node>(nodes.pop_back());
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Callable::CallError ce;
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nd->callp("_notify_skeleton_bones_renamed", argptrs, argcount, ce);
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}
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}
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}
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void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options) {
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if (p_category == INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE) {
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// Prepare objects.
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@ -51,93 +150,58 @@ void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_
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if (!map || !bool(p_options["retarget/bone_renamer/rename_bones"])) {
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return;
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}
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BoneMap *bone_map = Object::cast_to<BoneMap>(map);
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
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BoneMap *bone_map = Object::cast_to<BoneMap>(map);
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int len = skeleton->get_bone_count();
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// Rename bones in Skeleton3D.
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// First, prepare main rename map.
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HashMap<String, String> main_rename_map;
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for (int i = 0; i < len; i++) {
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String bone_name = skeleton->get_bone_name(i);
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String target_name = bone_map->find_profile_bone_name(bone_name);
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if (target_name.is_empty()) {
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continue;
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}
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main_rename_map.insert(bone_name, target_name);
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}
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// Preprocess of renaming bones to avoid to conflict with original bone name.
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HashMap<String, String> pre_rename_map; // HashMap<skeleton bone name, target(profile) bone name>
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{
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int len = skeleton->get_bone_count();
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Vector<String> solved_name_stack;
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for (int i = 0; i < len; i++) {
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StringName bn = bone_map->find_profile_bone_name(skeleton->get_bone_name(i));
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if (bn) {
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skeleton->set_bone_name(i, bn);
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String bone_name = skeleton->get_bone_name(i);
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String target_name = bone_map->find_profile_bone_name(bone_name);
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if (target_name.is_empty() || bone_name == target_name || skeleton->find_bone(target_name) == -1) {
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continue; // No conflicting.
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}
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// Solve conflicting.
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Ref<SkeletonProfile> profile = bone_map->get_profile();
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String solved_name = target_name;
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for (int j = 2; skeleton->find_bone(solved_name) >= 0 || profile->find_bone(solved_name) >= 0 || solved_name_stack.has(solved_name); j++) {
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solved_name = target_name + itos(j);
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}
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solved_name_stack.push_back(solved_name);
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pre_rename_map.insert(target_name, solved_name);
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}
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_internal_process(p_category, p_base_scene, p_node, p_resource, p_options, pre_rename_map);
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}
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// Rename bones in Skin.
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// Main process of renaming bones.
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{
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TypedArray<Node> nodes = p_base_scene->find_children("*", "ImporterMeshInstance3D");
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while (nodes.size()) {
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ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(nodes.pop_back());
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Ref<Skin> skin = mi->get_skin();
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if (skin.is_valid()) {
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Node *node = mi->get_node(mi->get_skeleton_path());
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if (node) {
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Skeleton3D *mesh_skeleton = Object::cast_to<Skeleton3D>(node);
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if (mesh_skeleton && node == skeleton) {
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int len = skin->get_bind_count();
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for (int i = 0; i < len; i++) {
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StringName bn = bone_map->find_profile_bone_name(skin->get_bind_name(i));
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if (bn) {
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skin->set_bind_name(i, bn);
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}
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}
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}
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}
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// Apply pre-renaming result to prepared main rename map.
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Vector<String> remove_queue;
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for (HashMap<String, String>::Iterator E = main_rename_map.begin(); E; ++E) {
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if (pre_rename_map.has(E->key)) {
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remove_queue.push_back(E->key);
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}
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}
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}
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// Rename bones in AnimationPlayer.
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{
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TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer");
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while (nodes.size()) {
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(nodes.pop_back());
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List<StringName> anims;
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ap->get_animation_list(&anims);
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for (const StringName &name : anims) {
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Ref<Animation> anim = ap->get_animation(name);
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int len = anim->get_track_count();
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for (int i = 0; i < len; i++) {
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if (anim->track_get_path(i).get_subname_count() != 1 || !(anim->track_get_type(i) == Animation::TYPE_POSITION_3D || anim->track_get_type(i) == Animation::TYPE_ROTATION_3D || anim->track_get_type(i) == Animation::TYPE_SCALE_3D)) {
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continue;
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}
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String track_path = String(anim->track_get_path(i).get_concatenated_names());
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Node *node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path));
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if (node) {
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Skeleton3D *track_skeleton = Object::cast_to<Skeleton3D>(node);
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if (track_skeleton && track_skeleton == skeleton) {
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StringName bn = bone_map->find_profile_bone_name(anim->track_get_path(i).get_subname(0));
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if (bn) {
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anim->track_set_path(i, track_path + ":" + bn);
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}
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}
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}
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}
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}
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}
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}
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// Rename bones in all Nodes by calling method.
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{
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Vector<Variant> vargs;
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vargs.push_back(p_base_scene);
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vargs.push_back(skeleton);
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vargs.push_back(bone_map);
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const Variant **argptrs = (const Variant **)alloca(sizeof(const Variant **) * vargs.size());
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const Variant *args = vargs.ptr();
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uint32_t argcount = vargs.size();
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for (uint32_t i = 0; i < argcount; i++) {
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argptrs[i] = &args[i];
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}
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TypedArray<Node> nodes = p_base_scene->find_children("*");
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while (nodes.size()) {
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Node *nd = Object::cast_to<Node>(nodes.pop_back());
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Callable::CallError ce;
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nd->callp("_notify_skeleton_bones_renamed", argptrs, argcount, ce);
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for (int i = 0; i < remove_queue.size(); i++) {
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main_rename_map.insert(pre_rename_map[remove_queue[i]], main_rename_map[remove_queue[i]]);
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main_rename_map.erase(remove_queue[i]);
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}
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_internal_process(p_category, p_base_scene, p_node, p_resource, p_options, main_rename_map);
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}
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// Make unique skeleton.
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