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Add simple auto mapping to BoneMapper

Co-authored-by: K. S. Ernest (iFire) Lee <[email protected]>
Silc Renew 3 rokov pred
rodič
commit
c7e4eeb8a4

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 910 - 17
editor/plugins/bone_map_editor_plugin.cpp


+ 61 - 4
editor/plugins/bone_map_editor_plugin.h

@@ -34,6 +34,12 @@
 #include "editor/editor_node.h"
 #include "editor/editor_plugin.h"
 #include "editor/editor_properties.h"
+
+#include "modules/modules_enabled.gen.h" // For regex.
+#ifdef MODULE_REGEX_ENABLED
+#include "modules/regex/regex.h"
+#endif
+
 #include "scene/3d/skeleton_3d.h"
 #include "scene/gui/color_rect.h"
 #include "scene/gui/dialogs.h"
@@ -79,12 +85,13 @@ class BoneMapperItem : public VBoxContainer {
 	int button_id = -1;
 	StringName profile_bone_name;
 
-	PackedStringArray skeleton_bone_names;
 	Ref<BoneMap> bone_map;
 
-	EditorPropertyTextEnum *skeleton_bone_selector;
+	EditorPropertyText *skeleton_bone_selector;
+	Button *picker_button;
 
 	void _update_property();
+	void _open_picker();
 
 protected:
 	void _notification(int p_what);
@@ -95,20 +102,49 @@ protected:
 public:
 	void assign_button_id(int p_button_id);
 
-	BoneMapperItem(Ref<BoneMap> &p_bone_map, PackedStringArray p_skeleton_bone_names, const StringName &p_profile_bone_name = StringName());
+	BoneMapperItem(Ref<BoneMap> &p_bone_map, const StringName &p_profile_bone_name = StringName());
 	~BoneMapperItem();
 };
 
+class BonePicker : public AcceptDialog {
+	GDCLASS(BonePicker, AcceptDialog);
+
+	Skeleton3D *skeleton = nullptr;
+	Tree *bones = nullptr;
+
+public:
+	void popup_bones_tree(const Size2i &p_minsize = Size2i());
+	bool has_selected_bone();
+	StringName get_selected_bone();
+
+protected:
+	void _notification(int p_what);
+	static void _bind_methods();
+
+	void _confirm();
+
+private:
+	void create_editors();
+	void create_bones_tree(Skeleton3D *p_skeleton);
+
+public:
+	BonePicker(Skeleton3D *p_skeleton);
+	~BonePicker();
+};
+
 class BoneMapper : public VBoxContainer {
 	GDCLASS(BoneMapper, VBoxContainer);
 
 	Skeleton3D *skeleton;
 	Ref<BoneMap> bone_map;
 
+	EditorPropertyResource *profile_selector;
+
 	Vector<BoneMapperItem *> bone_mapper_items;
 
+	Button *clear_mapping_button;
+
 	VBoxContainer *mapper_item_vbox;
-	HSeparator *separator;
 
 	int current_group_idx = 0;
 	int current_bone_idx = -1;
@@ -126,10 +162,31 @@ class BoneMapper : public VBoxContainer {
 	void update_group_idx();
 	void _update_state();
 
+	/* Bone picker */
+	BonePicker *picker = nullptr;
+	StringName picker_key_name;
+	void _pick_bone(const StringName &p_bone_name);
+	void _apply_picker_selection();
+	void _clear_mapping_current_group();
+
+#ifdef MODULE_REGEX_ENABLED
+	/* For auto mapping */
+	enum BoneSegregation {
+		BONE_SEGREGATION_NONE,
+		BONE_SEGREGATION_LEFT,
+		BONE_SEGREGATION_RIGHT
+	};
+	int search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_picklist, BoneSegregation p_segregation = BONE_SEGREGATION_NONE, int p_parent = -1, int p_child = -1, int p_children_count = -1);
+	BoneSegregation guess_bone_segregation(String p_bone_name);
+	void auto_mapping_process(Ref<BoneMap> &p_bone_map);
+	void _run_auto_mapping();
+#endif // MODULE_REGEX_ENABLED
+
 protected:
 	void _notification(int p_what);
 	static void _bind_methods();
 	virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
+	virtual void _profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
 
 public:
 	void set_current_group_idx(int p_group_idx);

+ 0 - 1
editor/plugins/skeleton_3d_editor_plugin.cpp

@@ -31,7 +31,6 @@
 #include "skeleton_3d_editor_plugin.h"
 
 #include "core/io/resource_saver.h"
-#include "editor/editor_file_dialog.h"
 #include "editor/editor_node.h"
 #include "editor/editor_properties.h"
 #include "editor/editor_scale.h"

+ 1 - 0
editor/plugins/skeleton_3d_editor_plugin.h

@@ -31,6 +31,7 @@
 #ifndef SKELETON_3D_EDITOR_PLUGIN_H
 #define SKELETON_3D_EDITOR_PLUGIN_H
 
+#include "editor/editor_file_dialog.h"
 #include "editor/editor_plugin.h"
 #include "editor/editor_properties.h"
 #include "node_3d_editor_plugin.h"

+ 9 - 3
scene/resources/bone_map.cpp

@@ -82,9 +82,13 @@ StringName BoneMap::get_skeleton_bone_name(StringName p_profile_bone_name) const
 	return bone_map.get(p_profile_bone_name);
 }
 
-void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
+void BoneMap::_set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
 	ERR_FAIL_COND(!bone_map.has(p_profile_bone_name));
 	bone_map.insert(p_profile_bone_name, p_skeleton_bone_name);
+}
+
+void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
+	_set_skeleton_bone_name(p_profile_bone_name, p_skeleton_bone_name);
 	emit_signal("bone_map_updated");
 }
 
@@ -167,8 +171,10 @@ void BoneMap::_bind_methods() {
 	ADD_SIGNAL(MethodInfo("profile_updated"));
 }
 
-void BoneMap::_validate_property(PropertyInfo &p_property) const {
-	//
+void BoneMap::_validate_property(PropertyInfo &property) const {
+	if (property.name == "bonemap" || property.name == "profile") {
+		property.usage = PROPERTY_USAGE_NO_EDITOR;
+	}
 }
 
 BoneMap::BoneMap() {

+ 1 - 3
scene/resources/bone_map.h

@@ -50,9 +50,6 @@ protected:
 	static void _bind_methods();
 
 public:
-	int get_profile_type() const;
-	void set_profile_type(const int p_profile_type);
-
 	Ref<SkeletonProfile> get_profile() const;
 	void set_profile(const Ref<SkeletonProfile> &p_profile);
 
@@ -60,6 +57,7 @@ public:
 
 	StringName get_skeleton_bone_name(StringName p_profile_bone_name) const;
 	void set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name);
+	void _set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name); // Avoid to emit signal for editor.
 
 	StringName find_profile_bone_name(StringName p_skeleton_bone_name) const;
 

+ 1 - 1
scene/resources/skeleton_profile.cpp

@@ -506,7 +506,7 @@ SkeletonProfileHumanoid::SkeletonProfileHumanoid() {
 	bones.write[5].reference_pose = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0);
 	bones.write[5].handle_offset = Vector2(0.5, 0.23);
 	bones.write[5].group = "Body";
-	bones.write[5].require = true;
+	bones.write[5].require = false;
 
 	bones.write[6].bone_name = "Head";
 	bones.write[6].bone_parent = "Neck";

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