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- /*************************************************************************/
- /* post_import_plugin_skeleton_renamer.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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 "post_import_plugin_skeleton_renamer.h"
- #include "editor/import/scene_import_settings.h"
- #include "scene/3d/importer_mesh_instance_3d.h"
- #include "scene/3d/skeleton_3d.h"
- #include "scene/animation/animation_player.h"
- #include "scene/resources/bone_map.h"
- void PostImportPluginSkeletonRenamer::get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options) {
- if (p_category == INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE) {
- r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::BOOL, "retarget/bone_renamer/rename_bones"), true));
- r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::BOOL, "retarget/bone_renamer/unique_node/make_unique"), true));
- r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::STRING, "retarget/bone_renamer/unique_node/skeleton_name"), "GeneralSkeleton"));
- }
- }
- void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options) {
- if (p_category == INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE) {
- // Prepare objects.
- Object *map = p_options["retarget/bone_map"].get_validated_object();
- if (!map || !bool(p_options["retarget/bone_renamer/rename_bones"])) {
- return;
- }
- BoneMap *bone_map = Object::cast_to<BoneMap>(map);
- Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
- // Rename bones in Skeleton3D.
- {
- int len = skeleton->get_bone_count();
- for (int i = 0; i < len; i++) {
- StringName bn = bone_map->find_profile_bone_name(skeleton->get_bone_name(i));
- if (bn) {
- skeleton->set_bone_name(i, bn);
- }
- }
- }
- // Rename bones in Skin.
- {
- TypedArray<Node> nodes = p_base_scene->find_children("*", "ImporterMeshInstance3D");
- while (nodes.size()) {
- ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(nodes.pop_back());
- Ref<Skin> skin = mi->get_skin();
- if (skin.is_valid()) {
- Node *node = mi->get_node(mi->get_skeleton_path());
- if (node) {
- Skeleton3D *mesh_skeleton = Object::cast_to<Skeleton3D>(node);
- if (mesh_skeleton && node == skeleton) {
- int len = skin->get_bind_count();
- for (int i = 0; i < len; i++) {
- StringName bn = bone_map->find_profile_bone_name(skin->get_bind_name(i));
- if (bn) {
- skin->set_bind_name(i, bn);
- }
- }
- }
- }
- }
- }
- }
- // Rename bones in AnimationPlayer.
- {
- TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer");
- while (nodes.size()) {
- AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(nodes.pop_back());
- List<StringName> anims;
- ap->get_animation_list(&anims);
- for (const StringName &name : anims) {
- Ref<Animation> anim = ap->get_animation(name);
- int len = anim->get_track_count();
- for (int i = 0; i < len; i++) {
- 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)) {
- continue;
- }
- String track_path = String(anim->track_get_path(i).get_concatenated_names());
- Node *node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path));
- if (node) {
- Skeleton3D *track_skeleton = Object::cast_to<Skeleton3D>(node);
- if (track_skeleton && track_skeleton == skeleton) {
- StringName bn = bone_map->find_profile_bone_name(anim->track_get_path(i).get_subname(0));
- if (bn) {
- anim->track_set_path(i, track_path + ":" + bn);
- }
- }
- }
- }
- }
- }
- }
- // Rename bones in all Nodes by calling method.
- {
- Vector<Variant> vargs;
- vargs.push_back(p_base_scene);
- vargs.push_back(skeleton);
- vargs.push_back(bone_map);
- const Variant **argptrs = (const Variant **)alloca(sizeof(const Variant **) * vargs.size());
- const Variant *args = vargs.ptr();
- uint32_t argcount = vargs.size();
- for (uint32_t i = 0; i < argcount; i++) {
- argptrs[i] = &args[i];
- }
- TypedArray<Node> nodes = p_base_scene->find_children("*");
- while (nodes.size()) {
- Node *nd = Object::cast_to<Node>(nodes.pop_back());
- Callable::CallError ce;
- nd->callp("_notify_skeleton_bones_renamed", argptrs, argcount, ce);
- }
- }
- // Make unique skeleton.
- if (bool(p_options["retarget/bone_renamer/unique_node/make_unique"])) {
- String unique_name = String(p_options["retarget/bone_renamer/unique_node/skeleton_name"]);
- ERR_FAIL_COND_MSG(unique_name == String(), "Skeleton unique name cannot be empty.");
- TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer");
- while (nodes.size()) {
- AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(nodes.pop_back());
- List<StringName> anims;
- ap->get_animation_list(&anims);
- for (const StringName &name : anims) {
- Ref<Animation> anim = ap->get_animation(name);
- int track_len = anim->get_track_count();
- for (int i = 0; i < track_len; i++) {
- String track_path = String(anim->track_get_path(i).get_concatenated_names());
- Node *orig_node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path));
- Node *node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path));
- while (node) {
- Skeleton3D *track_skeleton = Object::cast_to<Skeleton3D>(node);
- if (track_skeleton && track_skeleton == skeleton) {
- if (node == orig_node) {
- if (anim->track_get_path(i).get_subname_count() > 0) {
- anim->track_set_path(i, UNIQUE_NODE_PREFIX + unique_name + String(":") + anim->track_get_path(i).get_concatenated_subnames());
- } else {
- anim->track_set_path(i, UNIQUE_NODE_PREFIX + unique_name);
- }
- } else {
- if (anim->track_get_path(i).get_subname_count() > 0) {
- anim->track_set_path(i, UNIQUE_NODE_PREFIX + unique_name + "/" + node->get_path_to(orig_node) + String(":") + anim->track_get_path(i).get_concatenated_subnames());
- } else {
- anim->track_set_path(i, UNIQUE_NODE_PREFIX + unique_name + "/" + node->get_path_to(orig_node));
- }
- }
- break;
- }
- node = node->get_parent();
- }
- }
- }
- }
- skeleton->set_name(unique_name);
- skeleton->set_unique_name_in_owner(true);
- }
- }
- }
- PostImportPluginSkeletonRenamer::PostImportPluginSkeletonRenamer() {
- }
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