godot/editor/plugins/bone_map_editor_plugin.cpp
Yuri Sizov 95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +01:00

1426 lines
50 KiB
C++

/**************************************************************************/
/* 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 "scene/gui/aspect_ratio_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/texture_rect.h"
void BoneMapperButton::fetch_textures() {
if (selected) {
set_texture_normal(get_editor_theme_icon(SNAME("BoneMapperHandleSelected")));
} else {
set_texture_normal(get_editor_theme_icon(SNAME("BoneMapperHandle")));
}
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(EditorSettings::get_singleton()->is_dark_theme() ? Color(1, 1, 1) : Color(4.25, 4.25, 4.25));
circle = memnew(TextureRect);
circle->set_texture(get_editor_theme_icon(SNAME("BoneMapperHandleCircle")));
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: {
circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/unset"));
} break;
case BONE_MAP_STATE_SET: {
circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/set"));
} break;
case BONE_MAP_STATE_MISSING: {
circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/missing"));
} break;
case BONE_MAP_STATE_ERROR: {
circle->set_modulate(EDITOR_GET("editors/bone_mapper/handle_colors/error"));
} break;
default: {
} break;
}
}
bool BoneMapperButton::is_require() const {
return require;
}
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) {
profile_bone_name = p_profile_bone_name;
require = p_require;
selected = p_selected;
}
BoneMapperButton::~BoneMapperButton() {
}
void BoneMapperItem::create_editor() {
HBoxContainer *hbox = memnew(HBoxContainer);
add_child(hbox);
skeleton_bone_selector = memnew(EditorPropertyText);
skeleton_bone_selector->set_label(profile_bone_name);
skeleton_bone_selector->set_selectable(false);
skeleton_bone_selector->set_h_size_flags(SIZE_EXPAND_FILL);
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);
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));
}
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);
}
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")));
}
BoneMapperItem::BoneMapperItem(Ref<BoneMap> &p_bone_map, const StringName &p_profile_bone_name) {
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);
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() {
}
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);
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);
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);
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);
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);
profile_texture->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
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());
}
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") {
profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanBody")));
} else if (hmn_group_name == "Face") {
profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanFace")));
} else if (hmn_group_name == "LeftHand") {
profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanLeftHand")));
} else if (hmn_group_name == "RightHand") {
profile_texture->set_texture(get_editor_theme_icon(SNAME("BoneMapHumanRightHand")));
}
} 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)) {
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);
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));
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();
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);
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++) {
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) {
if (bone_map->get_skeleton_bone_name_count(sbn) == 1) {
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);
}
} else {
bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_ERROR);
}
} else {
if (bone_mapper_buttons[i]->is_require()) {
bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_MISSING);
} else {
bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_UNSET);
}
}
}
}
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
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
}
}
}
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();
if (!si) {
return;
}
if (!si->is_visible()) {
return;
}
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;
} break;
}
}
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.
EDITOR_DEF("editors/bone_mapper/handle_colors/unset", Color(0.3, 0.3, 0.3));
EDITOR_DEF("editors/bone_mapper/handle_colors/set", Color(0.1, 0.6, 0.25));
EDITOR_DEF("editors/bone_mapper/handle_colors/missing", Color(0.8, 0.2, 0.8));
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);
Ref<PostImportPluginSkeletonRenamer> post_import_plugin_renamer;
post_import_plugin_renamer.instantiate();
add_scene_post_import_plugin(post_import_plugin_renamer);
Ref<PostImportPluginSkeletonRestFixer> post_import_plugin_rest_fixer;
post_import_plugin_rest_fixer.instantiate();
add_scene_post_import_plugin(post_import_plugin_rest_fixer);
}