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bone_map_editor_plugin.cpp 49 KB

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  1. /*************************************************************************/
  2. /* bone_map_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "bone_map_editor_plugin.h"
  31. #include "editor/editor_scale.h"
  32. #include "editor/import/post_import_plugin_skeleton_renamer.h"
  33. #include "editor/import/post_import_plugin_skeleton_rest_fixer.h"
  34. #include "editor/import/post_import_plugin_skeleton_track_organizer.h"
  35. #include "editor/import/scene_import_settings.h"
  36. void BoneMapperButton::fetch_textures() {
  37. if (selected) {
  38. set_normal_texture(get_theme_icon(SNAME("BoneMapperHandleSelected"), SNAME("EditorIcons")));
  39. } else {
  40. set_normal_texture(get_theme_icon(SNAME("BoneMapperHandle"), SNAME("EditorIcons")));
  41. }
  42. set_offset(SIDE_LEFT, 0);
  43. set_offset(SIDE_RIGHT, 0);
  44. set_offset(SIDE_TOP, 0);
  45. set_offset(SIDE_BOTTOM, 0);
  46. // Hack to avoid handle color darkening...
  47. set_modulate(EditorSettings::get_singleton()->is_dark_theme() ? Color(1, 1, 1) : Color(4.25, 4.25, 4.25));
  48. circle = memnew(TextureRect);
  49. circle->set_texture(get_theme_icon(SNAME("BoneMapperHandleCircle"), SNAME("EditorIcons")));
  50. add_child(circle);
  51. set_state(BONE_MAP_STATE_UNSET);
  52. }
  53. StringName BoneMapperButton::get_profile_bone_name() const {
  54. return profile_bone_name;
  55. }
  56. void BoneMapperButton::set_state(BoneMapState p_state) {
  57. switch (p_state) {
  58. case BONE_MAP_STATE_UNSET: {
  59. circle->set_modulate(EditorSettings::get_singleton()->get("editors/bone_mapper/handle_colors/unset"));
  60. } break;
  61. case BONE_MAP_STATE_SET: {
  62. circle->set_modulate(EditorSettings::get_singleton()->get("editors/bone_mapper/handle_colors/set"));
  63. } break;
  64. case BONE_MAP_STATE_MISSING: {
  65. circle->set_modulate(EditorSettings::get_singleton()->get("editors/bone_mapper/handle_colors/missing"));
  66. } break;
  67. case BONE_MAP_STATE_ERROR: {
  68. circle->set_modulate(EditorSettings::get_singleton()->get("editors/bone_mapper/handle_colors/error"));
  69. } break;
  70. default: {
  71. } break;
  72. }
  73. }
  74. bool BoneMapperButton::is_require() const {
  75. return require;
  76. }
  77. void BoneMapperButton::_notification(int p_what) {
  78. switch (p_what) {
  79. case NOTIFICATION_ENTER_TREE: {
  80. fetch_textures();
  81. } break;
  82. }
  83. }
  84. BoneMapperButton::BoneMapperButton(const StringName p_profile_bone_name, bool p_require, bool p_selected) {
  85. profile_bone_name = p_profile_bone_name;
  86. require = p_require;
  87. selected = p_selected;
  88. }
  89. BoneMapperButton::~BoneMapperButton() {
  90. }
  91. void BoneMapperItem::create_editor() {
  92. HBoxContainer *hbox = memnew(HBoxContainer);
  93. add_child(hbox);
  94. skeleton_bone_selector = memnew(EditorPropertyText);
  95. skeleton_bone_selector->set_label(profile_bone_name);
  96. skeleton_bone_selector->set_selectable(false);
  97. skeleton_bone_selector->set_h_size_flags(SIZE_EXPAND_FILL);
  98. skeleton_bone_selector->set_object_and_property(bone_map.ptr(), "bone_map/" + String(profile_bone_name));
  99. skeleton_bone_selector->update_property();
  100. skeleton_bone_selector->connect("property_changed", callable_mp(this, &BoneMapperItem::_value_changed));
  101. hbox->add_child(skeleton_bone_selector);
  102. picker_button = memnew(Button);
  103. picker_button->set_icon(get_theme_icon(SNAME("ClassList"), SNAME("EditorIcons")));
  104. picker_button->connect("pressed", callable_mp(this, &BoneMapperItem::_open_picker));
  105. hbox->add_child(picker_button);
  106. add_child(memnew(HSeparator));
  107. }
  108. void BoneMapperItem::_update_property() {
  109. if (skeleton_bone_selector->get_edited_object() && skeleton_bone_selector->get_edited_property()) {
  110. skeleton_bone_selector->update_property();
  111. }
  112. }
  113. void BoneMapperItem::_open_picker() {
  114. emit_signal(SNAME("pick"), profile_bone_name);
  115. }
  116. void BoneMapperItem::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
  117. bone_map->set(p_property, p_value);
  118. }
  119. void BoneMapperItem::_notification(int p_what) {
  120. switch (p_what) {
  121. case NOTIFICATION_ENTER_TREE: {
  122. create_editor();
  123. bone_map->connect("bone_map_updated", callable_mp(this, &BoneMapperItem::_update_property));
  124. } break;
  125. case NOTIFICATION_EXIT_TREE: {
  126. if (!bone_map.is_null() && bone_map->is_connected("bone_map_updated", callable_mp(this, &BoneMapperItem::_update_property))) {
  127. bone_map->disconnect("bone_map_updated", callable_mp(this, &BoneMapperItem::_update_property));
  128. }
  129. } break;
  130. }
  131. }
  132. void BoneMapperItem::_bind_methods() {
  133. ADD_SIGNAL(MethodInfo("pick", PropertyInfo(Variant::STRING_NAME, "profile_bone_name")));
  134. }
  135. BoneMapperItem::BoneMapperItem(Ref<BoneMap> &p_bone_map, const StringName &p_profile_bone_name) {
  136. bone_map = p_bone_map;
  137. profile_bone_name = p_profile_bone_name;
  138. }
  139. BoneMapperItem::~BoneMapperItem() {
  140. }
  141. void BonePicker::create_editors() {
  142. set_title(TTR("Bone Picker:"));
  143. VBoxContainer *vbox = memnew(VBoxContainer);
  144. add_child(vbox);
  145. bones = memnew(Tree);
  146. bones->set_select_mode(Tree::SELECT_SINGLE);
  147. bones->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  148. bones->set_hide_root(true);
  149. bones->connect("item_activated", callable_mp(this, &BonePicker::_confirm));
  150. vbox->add_child(bones);
  151. create_bones_tree(skeleton);
  152. }
  153. void BonePicker::create_bones_tree(Skeleton3D *p_skeleton) {
  154. bones->clear();
  155. if (!p_skeleton) {
  156. return;
  157. }
  158. TreeItem *root = bones->create_item();
  159. HashMap<int, TreeItem *> items;
  160. items.insert(-1, root);
  161. Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons"));
  162. Vector<int> bones_to_process = p_skeleton->get_parentless_bones();
  163. bool is_first = true;
  164. while (bones_to_process.size() > 0) {
  165. int current_bone_idx = bones_to_process[0];
  166. bones_to_process.erase(current_bone_idx);
  167. Vector<int> current_bone_child_bones = p_skeleton->get_bone_children(current_bone_idx);
  168. int child_bone_size = current_bone_child_bones.size();
  169. for (int i = 0; i < child_bone_size; i++) {
  170. bones_to_process.push_back(current_bone_child_bones[i]);
  171. }
  172. const int parent_idx = p_skeleton->get_bone_parent(current_bone_idx);
  173. TreeItem *parent_item = items.find(parent_idx)->value;
  174. TreeItem *joint_item = bones->create_item(parent_item);
  175. items.insert(current_bone_idx, joint_item);
  176. joint_item->set_text(0, p_skeleton->get_bone_name(current_bone_idx));
  177. joint_item->set_icon(0, bone_icon);
  178. joint_item->set_selectable(0, true);
  179. joint_item->set_metadata(0, "bones/" + itos(current_bone_idx));
  180. if (is_first) {
  181. is_first = false;
  182. } else {
  183. joint_item->set_collapsed(true);
  184. }
  185. }
  186. }
  187. void BonePicker::_confirm() {
  188. _ok_pressed();
  189. }
  190. void BonePicker::popup_bones_tree(const Size2i &p_minsize) {
  191. popup_centered(p_minsize);
  192. }
  193. bool BonePicker::has_selected_bone() {
  194. TreeItem *selected = bones->get_selected();
  195. if (!selected) {
  196. return false;
  197. }
  198. return true;
  199. }
  200. StringName BonePicker::get_selected_bone() {
  201. TreeItem *selected = bones->get_selected();
  202. if (!selected) {
  203. return StringName();
  204. }
  205. return selected->get_text(0);
  206. }
  207. void BonePicker::_bind_methods() {
  208. }
  209. void BonePicker::_notification(int p_what) {
  210. switch (p_what) {
  211. case NOTIFICATION_ENTER_TREE: {
  212. create_editors();
  213. } break;
  214. }
  215. }
  216. BonePicker::BonePicker(Skeleton3D *p_skeleton) {
  217. skeleton = p_skeleton;
  218. }
  219. BonePicker::~BonePicker() {
  220. }
  221. void BoneMapper::create_editor() {
  222. // Create Bone picker.
  223. picker = memnew(BonePicker(skeleton));
  224. picker->connect("confirmed", callable_mp(this, &BoneMapper::_apply_picker_selection));
  225. add_child(picker, false, INTERNAL_MODE_FRONT);
  226. profile_selector = memnew(EditorPropertyResource);
  227. profile_selector->setup(bone_map.ptr(), "profile", "SkeletonProfile");
  228. profile_selector->set_label("Profile");
  229. profile_selector->set_selectable(false);
  230. profile_selector->set_object_and_property(bone_map.ptr(), "profile");
  231. profile_selector->update_property();
  232. profile_selector->connect("property_changed", callable_mp(this, &BoneMapper::_profile_changed));
  233. add_child(profile_selector);
  234. add_child(memnew(HSeparator));
  235. HBoxContainer *group_hbox = memnew(HBoxContainer);
  236. add_child(group_hbox);
  237. profile_group_selector = memnew(EditorPropertyEnum);
  238. profile_group_selector->set_label("Group");
  239. profile_group_selector->set_selectable(false);
  240. profile_group_selector->set_h_size_flags(SIZE_EXPAND_FILL);
  241. profile_group_selector->set_object_and_property(this, "current_group_idx");
  242. profile_group_selector->update_property();
  243. profile_group_selector->connect("property_changed", callable_mp(this, &BoneMapper::_value_changed));
  244. group_hbox->add_child(profile_group_selector);
  245. clear_mapping_button = memnew(Button);
  246. clear_mapping_button->set_icon(get_theme_icon(SNAME("Clear"), SNAME("EditorIcons")));
  247. clear_mapping_button->set_tooltip_text(TTR("Clear mappings in current group."));
  248. clear_mapping_button->connect("pressed", callable_mp(this, &BoneMapper::_clear_mapping_current_group));
  249. group_hbox->add_child(clear_mapping_button);
  250. bone_mapper_field = memnew(AspectRatioContainer);
  251. bone_mapper_field->set_stretch_mode(AspectRatioContainer::STRETCH_FIT);
  252. bone_mapper_field->set_custom_minimum_size(Vector2(0, 256.0) * EDSCALE);
  253. bone_mapper_field->set_h_size_flags(Control::SIZE_FILL);
  254. add_child(bone_mapper_field);
  255. profile_bg = memnew(ColorRect);
  256. profile_bg->set_color(Color(0, 0, 0, 1));
  257. profile_bg->set_h_size_flags(Control::SIZE_FILL);
  258. profile_bg->set_v_size_flags(Control::SIZE_FILL);
  259. bone_mapper_field->add_child(profile_bg);
  260. profile_texture = memnew(TextureRect);
  261. profile_texture->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);
  262. profile_texture->set_ignore_texture_size(true);
  263. profile_texture->set_h_size_flags(Control::SIZE_FILL);
  264. profile_texture->set_v_size_flags(Control::SIZE_FILL);
  265. bone_mapper_field->add_child(profile_texture);
  266. mapper_item_vbox = memnew(VBoxContainer);
  267. add_child(mapper_item_vbox);
  268. recreate_items();
  269. }
  270. void BoneMapper::update_group_idx() {
  271. if (!bone_map->get_profile().is_valid()) {
  272. return;
  273. }
  274. PackedStringArray group_names;
  275. int len = bone_map->get_profile()->get_group_size();
  276. for (int i = 0; i < len; i++) {
  277. group_names.push_back(bone_map->get_profile()->get_group_name(i));
  278. }
  279. if (current_group_idx >= len) {
  280. current_group_idx = 0;
  281. }
  282. if (len > 0) {
  283. profile_group_selector->setup(group_names);
  284. profile_group_selector->update_property();
  285. profile_group_selector->set_read_only(false);
  286. }
  287. }
  288. void BoneMapper::_pick_bone(const StringName &p_bone_name) {
  289. picker_key_name = p_bone_name;
  290. picker->popup_bones_tree(Size2(500, 500) * EDSCALE);
  291. }
  292. void BoneMapper::_apply_picker_selection() {
  293. if (!picker->has_selected_bone()) {
  294. return;
  295. }
  296. bone_map->set_skeleton_bone_name(picker_key_name, picker->get_selected_bone());
  297. }
  298. void BoneMapper::set_current_group_idx(int p_group_idx) {
  299. current_group_idx = p_group_idx;
  300. recreate_editor();
  301. }
  302. int BoneMapper::get_current_group_idx() const {
  303. return current_group_idx;
  304. }
  305. void BoneMapper::set_current_bone_idx(int p_bone_idx) {
  306. current_bone_idx = p_bone_idx;
  307. recreate_editor();
  308. }
  309. int BoneMapper::get_current_bone_idx() const {
  310. return current_bone_idx;
  311. }
  312. void BoneMapper::recreate_editor() {
  313. // Clear buttons.
  314. int len = bone_mapper_buttons.size();
  315. for (int i = 0; i < len; i++) {
  316. profile_texture->remove_child(bone_mapper_buttons[i]);
  317. memdelete(bone_mapper_buttons[i]);
  318. }
  319. bone_mapper_buttons.clear();
  320. // Organize mapper items.
  321. len = bone_mapper_items.size();
  322. for (int i = 0; i < len; i++) {
  323. bone_mapper_items[i]->set_visible(current_bone_idx == i);
  324. }
  325. Ref<SkeletonProfile> profile = bone_map->get_profile();
  326. if (profile.is_valid()) {
  327. SkeletonProfileHumanoid *hmn = Object::cast_to<SkeletonProfileHumanoid>(profile.ptr());
  328. if (hmn) {
  329. StringName hmn_group_name = profile->get_group_name(current_group_idx);
  330. if (hmn_group_name == "Body") {
  331. profile_texture->set_texture(get_theme_icon(SNAME("BoneMapHumanBody"), SNAME("EditorIcons")));
  332. } else if (hmn_group_name == "Face") {
  333. profile_texture->set_texture(get_theme_icon(SNAME("BoneMapHumanFace"), SNAME("EditorIcons")));
  334. } else if (hmn_group_name == "LeftHand") {
  335. profile_texture->set_texture(get_theme_icon(SNAME("BoneMapHumanLeftHand"), SNAME("EditorIcons")));
  336. } else if (hmn_group_name == "RightHand") {
  337. profile_texture->set_texture(get_theme_icon(SNAME("BoneMapHumanRightHand"), SNAME("EditorIcons")));
  338. }
  339. } else {
  340. profile_texture->set_texture(profile->get_texture(current_group_idx));
  341. }
  342. } else {
  343. profile_texture->set_texture(Ref<Texture2D>());
  344. }
  345. if (!profile.is_valid()) {
  346. return;
  347. }
  348. for (int i = 0; i < len; i++) {
  349. if (profile->get_group(i) == profile->get_group_name(current_group_idx)) {
  350. BoneMapperButton *mb = memnew(BoneMapperButton(profile->get_bone_name(i), profile->is_require(i), current_bone_idx == i));
  351. mb->connect("pressed", callable_mp(this, &BoneMapper::set_current_bone_idx).bind(i), CONNECT_DEFERRED);
  352. mb->set_h_grow_direction(GROW_DIRECTION_BOTH);
  353. mb->set_v_grow_direction(GROW_DIRECTION_BOTH);
  354. Vector2 vc = profile->get_handle_offset(i);
  355. bone_mapper_buttons.push_back(mb);
  356. profile_texture->add_child(mb);
  357. mb->set_anchor(SIDE_LEFT, vc.x);
  358. mb->set_anchor(SIDE_RIGHT, vc.x);
  359. mb->set_anchor(SIDE_TOP, vc.y);
  360. mb->set_anchor(SIDE_BOTTOM, vc.y);
  361. }
  362. }
  363. _update_state();
  364. }
  365. void BoneMapper::clear_items() {
  366. // Clear items.
  367. int len = bone_mapper_items.size();
  368. for (int i = 0; i < len; i++) {
  369. bone_mapper_items[i]->disconnect("pick", callable_mp(this, &BoneMapper::_pick_bone));
  370. mapper_item_vbox->remove_child(bone_mapper_items[i]);
  371. memdelete(bone_mapper_items[i]);
  372. }
  373. bone_mapper_items.clear();
  374. }
  375. void BoneMapper::recreate_items() {
  376. clear_items();
  377. // Create items by profile.
  378. Ref<SkeletonProfile> profile = bone_map->get_profile();
  379. if (profile.is_valid()) {
  380. int len = profile->get_bone_size();
  381. for (int i = 0; i < len; i++) {
  382. StringName bn = profile->get_bone_name(i);
  383. bone_mapper_items.append(memnew(BoneMapperItem(bone_map, bn)));
  384. bone_mapper_items[i]->connect("pick", callable_mp(this, &BoneMapper::_pick_bone), CONNECT_DEFERRED);
  385. mapper_item_vbox->add_child(bone_mapper_items[i]);
  386. }
  387. }
  388. update_group_idx();
  389. recreate_editor();
  390. }
  391. void BoneMapper::_update_state() {
  392. int len = bone_mapper_buttons.size();
  393. for (int i = 0; i < len; i++) {
  394. StringName pbn = bone_mapper_buttons[i]->get_profile_bone_name();
  395. StringName sbn = bone_map->get_skeleton_bone_name(pbn);
  396. int bone_idx = skeleton->find_bone(sbn);
  397. if (bone_idx >= 0) {
  398. if (bone_map->get_skeleton_bone_name_count(sbn) == 1) {
  399. Ref<SkeletonProfile> prof = bone_map->get_profile();
  400. StringName parent_name = prof->get_bone_parent(prof->find_bone(pbn));
  401. Vector<int> prof_parent_bones;
  402. while (parent_name != StringName()) {
  403. prof_parent_bones.push_back(skeleton->find_bone(bone_map->get_skeleton_bone_name(parent_name)));
  404. if (prof->find_bone(parent_name) == -1) {
  405. break;
  406. }
  407. parent_name = prof->get_bone_parent(prof->find_bone(parent_name));
  408. }
  409. int parent_id = skeleton->get_bone_parent(bone_idx);
  410. Vector<int> skel_parent_bones;
  411. while (parent_id >= 0) {
  412. skel_parent_bones.push_back(parent_id);
  413. parent_id = skeleton->get_bone_parent(parent_id);
  414. }
  415. bool is_broken = false;
  416. for (int j = 0; j < prof_parent_bones.size(); j++) {
  417. if (prof_parent_bones[j] != -1 && !skel_parent_bones.has(prof_parent_bones[j])) {
  418. is_broken = true;
  419. }
  420. }
  421. if (is_broken) {
  422. bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_ERROR);
  423. } else {
  424. bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_SET);
  425. }
  426. } else {
  427. bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_ERROR);
  428. }
  429. } else {
  430. if (bone_mapper_buttons[i]->is_require()) {
  431. bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_MISSING);
  432. } else {
  433. bone_mapper_buttons[i]->set_state(BoneMapperButton::BONE_MAP_STATE_UNSET);
  434. }
  435. }
  436. }
  437. }
  438. void BoneMapper::_clear_mapping_current_group() {
  439. if (bone_map.is_valid()) {
  440. Ref<SkeletonProfile> profile = bone_map->get_profile();
  441. if (profile.is_valid() && profile->get_group_size() > 0) {
  442. int len = profile->get_bone_size();
  443. for (int i = 0; i < len; i++) {
  444. if (profile->get_group(i) == profile->get_group_name(current_group_idx)) {
  445. bone_map->_set_skeleton_bone_name(profile->get_bone_name(i), StringName());
  446. }
  447. }
  448. recreate_items();
  449. }
  450. }
  451. }
  452. #ifdef MODULE_REGEX_ENABLED
  453. 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) {
  454. // There may be multiple candidates hit by existing the subsidiary bone.
  455. // The one with the shortest name is probably the original.
  456. LocalVector<String> hit_list;
  457. String shortest = "";
  458. for (int word_idx = 0; word_idx < p_picklist.size(); word_idx++) {
  459. RegEx re = RegEx(p_picklist[word_idx]);
  460. if (p_child == -1) {
  461. Vector<int> bones_to_process = p_parent == -1 ? p_skeleton->get_parentless_bones() : p_skeleton->get_bone_children(p_parent);
  462. while (bones_to_process.size() > 0) {
  463. int idx = bones_to_process[0];
  464. bones_to_process.erase(idx);
  465. Vector<int> children = p_skeleton->get_bone_children(idx);
  466. for (int i = 0; i < children.size(); i++) {
  467. bones_to_process.push_back(children[i]);
  468. }
  469. if (p_children_count == 0 && children.size() > 0) {
  470. continue;
  471. }
  472. if (p_children_count > 0 && children.size() < p_children_count) {
  473. continue;
  474. }
  475. String bn = skeleton->get_bone_name(idx);
  476. if (!re.search(bn.to_lower()).is_null() && guess_bone_segregation(bn) == p_segregation) {
  477. hit_list.push_back(bn);
  478. }
  479. }
  480. if (hit_list.size() > 0) {
  481. shortest = hit_list[0];
  482. for (uint32_t i = 0; i < hit_list.size(); i++) {
  483. if (hit_list[i].length() < shortest.length()) {
  484. shortest = hit_list[i]; // Prioritize parent.
  485. }
  486. }
  487. }
  488. } else {
  489. int idx = skeleton->get_bone_parent(p_child);
  490. while (idx != p_parent && idx >= 0) {
  491. Vector<int> children = p_skeleton->get_bone_children(idx);
  492. if (p_children_count == 0 && children.size() > 0) {
  493. continue;
  494. }
  495. if (p_children_count > 0 && children.size() < p_children_count) {
  496. continue;
  497. }
  498. String bn = skeleton->get_bone_name(idx);
  499. if (!re.search(bn.to_lower()).is_null() && guess_bone_segregation(bn) == p_segregation) {
  500. hit_list.push_back(bn);
  501. }
  502. idx = skeleton->get_bone_parent(idx);
  503. }
  504. if (hit_list.size() > 0) {
  505. shortest = hit_list[0];
  506. for (uint32_t i = 0; i < hit_list.size(); i++) {
  507. if (hit_list[i].length() <= shortest.length()) {
  508. shortest = hit_list[i]; // Prioritize parent.
  509. }
  510. }
  511. }
  512. }
  513. if (shortest != "") {
  514. break;
  515. }
  516. }
  517. if (shortest == "") {
  518. return -1;
  519. }
  520. return skeleton->find_bone(shortest);
  521. }
  522. BoneMapper::BoneSegregation BoneMapper::guess_bone_segregation(String p_bone_name) {
  523. String fixed_bn = p_bone_name.to_snake_case();
  524. LocalVector<String> left_words;
  525. left_words.push_back("(?<![a-zA-Z])left");
  526. left_words.push_back("(?<![a-zA-Z0-9])l(?![a-zA-Z0-9])");
  527. LocalVector<String> right_words;
  528. right_words.push_back("(?<![a-zA-Z])right");
  529. right_words.push_back("(?<![a-zA-Z0-9])r(?![a-zA-Z0-9])");
  530. for (uint32_t i = 0; i < left_words.size(); i++) {
  531. RegEx re_l = RegEx(left_words[i]);
  532. if (!re_l.search(fixed_bn).is_null()) {
  533. return BONE_SEGREGATION_LEFT;
  534. }
  535. RegEx re_r = RegEx(right_words[i]);
  536. if (!re_r.search(fixed_bn).is_null()) {
  537. return BONE_SEGREGATION_RIGHT;
  538. }
  539. }
  540. return BONE_SEGREGATION_NONE;
  541. }
  542. void BoneMapper::_run_auto_mapping() {
  543. auto_mapping_process(bone_map);
  544. recreate_items();
  545. }
  546. void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
  547. WARN_PRINT("Run auto mapping.");
  548. int bone_idx = -1;
  549. Vector<String> picklist; // Use Vector<String> because match words have priority.
  550. Vector<int> search_path;
  551. // 1. Guess Hips
  552. picklist.push_back("hip");
  553. picklist.push_back("pelvis");
  554. picklist.push_back("waist");
  555. picklist.push_back("torso");
  556. int hips = search_bone_by_name(skeleton, picklist);
  557. if (hips == -1) {
  558. WARN_PRINT("Auto Mapping couldn't guess Hips. Abort auto mapping.");
  559. return; // If there is no Hips, we cannot guess bone after then.
  560. } else {
  561. p_bone_map->_set_skeleton_bone_name("Hips", skeleton->get_bone_name(hips));
  562. }
  563. picklist.clear();
  564. // 2. Guess Root
  565. bone_idx = skeleton->get_bone_parent(hips);
  566. while (bone_idx >= 0) {
  567. search_path.push_back(bone_idx);
  568. bone_idx = skeleton->get_bone_parent(bone_idx);
  569. }
  570. if (search_path.size() == 0) {
  571. bone_idx = -1;
  572. } else if (search_path.size() == 1) {
  573. bone_idx = search_path[0]; // It is only one bone which can be root.
  574. } else {
  575. bool found = false;
  576. for (int i = 0; i < search_path.size(); i++) {
  577. RegEx re = RegEx("root");
  578. if (!re.search(skeleton->get_bone_name(search_path[i]).to_lower()).is_null()) {
  579. bone_idx = search_path[i]; // Name match is preferred.
  580. found = true;
  581. break;
  582. }
  583. }
  584. if (!found) {
  585. for (int i = 0; i < search_path.size(); i++) {
  586. if (Vector3(0, 0, 0).is_equal_approx(skeleton->get_bone_global_rest(search_path[i]).origin)) {
  587. bone_idx = search_path[i]; // The bone existing at the origin is appropriate as a root.
  588. found = true;
  589. break;
  590. }
  591. }
  592. }
  593. if (!found) {
  594. bone_idx = search_path[search_path.size() - 1]; // Ambiguous, but most parental bone selected.
  595. }
  596. }
  597. if (bone_idx == -1) {
  598. WARN_PRINT("Auto Mapping couldn't guess Root."); // Root is not required, so continue.
  599. } else {
  600. p_bone_map->_set_skeleton_bone_name("Root", skeleton->get_bone_name(bone_idx));
  601. }
  602. bone_idx = -1;
  603. search_path.clear();
  604. // 3. Guess Neck
  605. picklist.push_back("neck");
  606. picklist.push_back("head"); // For no neck model.
  607. picklist.push_back("face"); // Same above.
  608. int neck = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_NONE, hips);
  609. picklist.clear();
  610. // 4. Guess Head
  611. picklist.push_back("head");
  612. picklist.push_back("face");
  613. int head = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_NONE, neck);
  614. if (head == -1) {
  615. search_path = skeleton->get_bone_children(neck);
  616. if (search_path.size() == 1) {
  617. head = search_path[0]; // Maybe only one child of the Neck is Head.
  618. }
  619. }
  620. if (head == -1) {
  621. if (neck != -1) {
  622. head = neck; // The head animation should have more movement.
  623. neck = -1;
  624. p_bone_map->_set_skeleton_bone_name("Head", skeleton->get_bone_name(head));
  625. } else {
  626. WARN_PRINT("Auto Mapping couldn't guess Neck or Head."); // Continued for guessing on the other bones. But abort when guessing spines step.
  627. }
  628. } else {
  629. p_bone_map->_set_skeleton_bone_name("Neck", skeleton->get_bone_name(neck));
  630. p_bone_map->_set_skeleton_bone_name("Head", skeleton->get_bone_name(head));
  631. }
  632. picklist.clear();
  633. search_path.clear();
  634. int neck_or_head = neck != -1 ? neck : (head != -1 ? head : -1);
  635. if (neck_or_head != -1) {
  636. // 4-1. Guess Eyes
  637. picklist.push_back("eye(?!.*(brow|lash|lid))");
  638. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, neck_or_head);
  639. if (bone_idx == -1) {
  640. WARN_PRINT("Auto Mapping couldn't guess LeftEye.");
  641. } else {
  642. p_bone_map->_set_skeleton_bone_name("LeftEye", skeleton->get_bone_name(bone_idx));
  643. }
  644. bone_idx = -1;
  645. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, neck_or_head);
  646. if (bone_idx == -1) {
  647. WARN_PRINT("Auto Mapping couldn't guess RightEye.");
  648. } else {
  649. p_bone_map->_set_skeleton_bone_name("RightEye", skeleton->get_bone_name(bone_idx));
  650. }
  651. bone_idx = -1;
  652. picklist.clear();
  653. // 4-2. Guess Jaw
  654. picklist.push_back("jaw");
  655. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_NONE, neck_or_head);
  656. if (bone_idx == -1) {
  657. WARN_PRINT("Auto Mapping couldn't guess Jaw.");
  658. } else {
  659. p_bone_map->_set_skeleton_bone_name("Jaw", skeleton->get_bone_name(bone_idx));
  660. }
  661. bone_idx = -1;
  662. picklist.clear();
  663. }
  664. // 5. Guess Foots
  665. picklist.push_back("foot");
  666. picklist.push_back("ankle");
  667. int left_foot = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips);
  668. if (left_foot == -1) {
  669. WARN_PRINT("Auto Mapping couldn't guess LeftFoot.");
  670. } else {
  671. p_bone_map->_set_skeleton_bone_name("LeftFoot", skeleton->get_bone_name(left_foot));
  672. }
  673. int right_foot = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips);
  674. if (right_foot == -1) {
  675. WARN_PRINT("Auto Mapping couldn't guess RightFoot.");
  676. } else {
  677. p_bone_map->_set_skeleton_bone_name("RightFoot", skeleton->get_bone_name(right_foot));
  678. }
  679. picklist.clear();
  680. // 5-1. Guess LowerLegs
  681. picklist.push_back("(low|under).*leg");
  682. picklist.push_back("knee");
  683. picklist.push_back("shin");
  684. picklist.push_back("calf");
  685. picklist.push_back("leg");
  686. int left_lower_leg = -1;
  687. if (left_foot != -1) {
  688. left_lower_leg = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, left_foot);
  689. }
  690. if (left_lower_leg == -1) {
  691. WARN_PRINT("Auto Mapping couldn't guess LeftLowerLeg.");
  692. } else {
  693. p_bone_map->_set_skeleton_bone_name("LeftLowerLeg", skeleton->get_bone_name(left_lower_leg));
  694. }
  695. int right_lower_leg = -1;
  696. if (right_foot != -1) {
  697. right_lower_leg = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, right_foot);
  698. }
  699. if (right_lower_leg == -1) {
  700. WARN_PRINT("Auto Mapping couldn't guess RightLowerLeg.");
  701. } else {
  702. p_bone_map->_set_skeleton_bone_name("RightLowerLeg", skeleton->get_bone_name(right_lower_leg));
  703. }
  704. picklist.clear();
  705. // 5-2. Guess UpperLegs
  706. picklist.push_back("up.*leg");
  707. picklist.push_back("thigh");
  708. picklist.push_back("leg");
  709. if (left_lower_leg != -1) {
  710. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, left_lower_leg);
  711. }
  712. if (bone_idx == -1) {
  713. WARN_PRINT("Auto Mapping couldn't guess LeftUpperLeg.");
  714. } else {
  715. p_bone_map->_set_skeleton_bone_name("LeftUpperLeg", skeleton->get_bone_name(bone_idx));
  716. }
  717. bone_idx = -1;
  718. if (right_lower_leg != -1) {
  719. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, right_lower_leg);
  720. }
  721. if (bone_idx == -1) {
  722. WARN_PRINT("Auto Mapping couldn't guess RightUpperLeg.");
  723. } else {
  724. p_bone_map->_set_skeleton_bone_name("RightUpperLeg", skeleton->get_bone_name(bone_idx));
  725. }
  726. bone_idx = -1;
  727. picklist.clear();
  728. // 5-3. Guess Toes
  729. picklist.push_back("toe");
  730. picklist.push_back("ball");
  731. if (left_foot != -1) {
  732. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_foot);
  733. if (bone_idx == -1) {
  734. search_path = skeleton->get_bone_children(left_foot);
  735. if (search_path.size() == 1) {
  736. bone_idx = search_path[0]; // Maybe only one child of the Foot is Toes.
  737. }
  738. search_path.clear();
  739. }
  740. }
  741. if (bone_idx == -1) {
  742. WARN_PRINT("Auto Mapping couldn't guess LeftToes.");
  743. } else {
  744. p_bone_map->_set_skeleton_bone_name("LeftToes", skeleton->get_bone_name(bone_idx));
  745. }
  746. bone_idx = -1;
  747. if (right_foot != -1) {
  748. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_foot);
  749. if (bone_idx == -1) {
  750. search_path = skeleton->get_bone_children(right_foot);
  751. if (search_path.size() == 1) {
  752. bone_idx = search_path[0]; // Maybe only one child of the Foot is Toes.
  753. }
  754. search_path.clear();
  755. }
  756. }
  757. if (bone_idx == -1) {
  758. WARN_PRINT("Auto Mapping couldn't guess RightToes.");
  759. } else {
  760. p_bone_map->_set_skeleton_bone_name("RightToes", skeleton->get_bone_name(bone_idx));
  761. }
  762. bone_idx = -1;
  763. picklist.clear();
  764. // 6. Guess Hands
  765. picklist.push_back("hand");
  766. picklist.push_back("wrist");
  767. picklist.push_back("palm");
  768. picklist.push_back("fingers");
  769. int left_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, -1, 5);
  770. if (left_hand_or_palm == -1) {
  771. // Ambiguous, but try again for fewer finger models.
  772. left_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips);
  773. }
  774. int left_hand = left_hand_or_palm; // Check for the presence of a wrist, since bones with five children may be palmar.
  775. while (left_hand != -1) {
  776. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips, left_hand);
  777. if (bone_idx == -1) {
  778. break;
  779. }
  780. left_hand = bone_idx;
  781. }
  782. if (left_hand == -1) {
  783. WARN_PRINT("Auto Mapping couldn't guess LeftHand.");
  784. } else {
  785. p_bone_map->_set_skeleton_bone_name("LeftHand", skeleton->get_bone_name(left_hand));
  786. }
  787. bone_idx = -1;
  788. int right_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, -1, 5);
  789. if (right_hand_or_palm == -1) {
  790. // Ambiguous, but try again for fewer finger models.
  791. right_hand_or_palm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips);
  792. }
  793. int right_hand = right_hand_or_palm;
  794. while (right_hand != -1) {
  795. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips, right_hand);
  796. if (bone_idx == -1) {
  797. break;
  798. }
  799. right_hand = bone_idx;
  800. }
  801. if (right_hand == -1) {
  802. WARN_PRINT("Auto Mapping couldn't guess RightHand.");
  803. } else {
  804. p_bone_map->_set_skeleton_bone_name("RightHand", skeleton->get_bone_name(right_hand));
  805. }
  806. bone_idx = -1;
  807. picklist.clear();
  808. // 6-1. Guess Finger
  809. bool named_finger_is_found = false;
  810. LocalVector<String> fingers;
  811. fingers.push_back("thumb|pollex");
  812. fingers.push_back("index|fore");
  813. fingers.push_back("middle");
  814. fingers.push_back("ring");
  815. fingers.push_back("little|pinkie|pinky");
  816. if (left_hand_or_palm != -1) {
  817. LocalVector<LocalVector<String>> left_fingers_map;
  818. left_fingers_map.resize(5);
  819. left_fingers_map[0].push_back("LeftThumbMetacarpal");
  820. left_fingers_map[0].push_back("LeftThumbProximal");
  821. left_fingers_map[0].push_back("LeftThumbDistal");
  822. left_fingers_map[1].push_back("LeftIndexProximal");
  823. left_fingers_map[1].push_back("LeftIndexIntermediate");
  824. left_fingers_map[1].push_back("LeftIndexDistal");
  825. left_fingers_map[2].push_back("LeftMiddleProximal");
  826. left_fingers_map[2].push_back("LeftMiddleIntermediate");
  827. left_fingers_map[2].push_back("LeftMiddleDistal");
  828. left_fingers_map[3].push_back("LeftRingProximal");
  829. left_fingers_map[3].push_back("LeftRingIntermediate");
  830. left_fingers_map[3].push_back("LeftRingDistal");
  831. left_fingers_map[4].push_back("LeftLittleProximal");
  832. left_fingers_map[4].push_back("LeftLittleIntermediate");
  833. left_fingers_map[4].push_back("LeftLittleDistal");
  834. for (int i = 0; i < 5; i++) {
  835. picklist.push_back(fingers[i]);
  836. int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_hand_or_palm, -1, 0);
  837. if (finger != -1) {
  838. while (finger != left_hand_or_palm && finger >= 0) {
  839. search_path.push_back(finger);
  840. finger = skeleton->get_bone_parent(finger);
  841. }
  842. search_path.reverse();
  843. if (search_path.size() == 1) {
  844. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  845. named_finger_is_found = true;
  846. } else if (search_path.size() == 2) {
  847. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  848. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  849. named_finger_is_found = true;
  850. } else if (search_path.size() >= 3) {
  851. search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
  852. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  853. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  854. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
  855. named_finger_is_found = true;
  856. }
  857. }
  858. picklist.clear();
  859. search_path.clear();
  860. }
  861. // It is a bit corner case, but possibly the finger names are sequentially numbered...
  862. if (!named_finger_is_found) {
  863. picklist.push_back("finger");
  864. RegEx finger_re = RegEx("finger");
  865. search_path = skeleton->get_bone_children(left_hand_or_palm);
  866. Vector<String> finger_names;
  867. for (int i = 0; i < search_path.size(); i++) {
  868. String bn = skeleton->get_bone_name(search_path[i]);
  869. if (!finger_re.search(bn.to_lower()).is_null()) {
  870. finger_names.push_back(bn);
  871. }
  872. }
  873. finger_names.sort(); // Order by lexicographic, normal use cases never have more than 10 fingers in one hand.
  874. search_path.clear();
  875. for (int i = 0; i < finger_names.size(); i++) {
  876. if (i >= 5) {
  877. break;
  878. }
  879. int finger_root = skeleton->find_bone(finger_names[i]);
  880. int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, finger_root, -1, 0);
  881. if (finger != -1) {
  882. while (finger != finger_root && finger >= 0) {
  883. search_path.push_back(finger);
  884. finger = skeleton->get_bone_parent(finger);
  885. }
  886. }
  887. search_path.push_back(finger_root);
  888. search_path.reverse();
  889. if (search_path.size() == 1) {
  890. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  891. } else if (search_path.size() == 2) {
  892. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  893. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  894. } else if (search_path.size() >= 3) {
  895. search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
  896. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  897. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  898. p_bone_map->_set_skeleton_bone_name(left_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
  899. }
  900. search_path.clear();
  901. }
  902. picklist.clear();
  903. }
  904. }
  905. named_finger_is_found = false;
  906. if (right_hand_or_palm != -1) {
  907. LocalVector<LocalVector<String>> right_fingers_map;
  908. right_fingers_map.resize(5);
  909. right_fingers_map[0].push_back("RightThumbMetacarpal");
  910. right_fingers_map[0].push_back("RightThumbProximal");
  911. right_fingers_map[0].push_back("RightThumbDistal");
  912. right_fingers_map[1].push_back("RightIndexProximal");
  913. right_fingers_map[1].push_back("RightIndexIntermediate");
  914. right_fingers_map[1].push_back("RightIndexDistal");
  915. right_fingers_map[2].push_back("RightMiddleProximal");
  916. right_fingers_map[2].push_back("RightMiddleIntermediate");
  917. right_fingers_map[2].push_back("RightMiddleDistal");
  918. right_fingers_map[3].push_back("RightRingProximal");
  919. right_fingers_map[3].push_back("RightRingIntermediate");
  920. right_fingers_map[3].push_back("RightRingDistal");
  921. right_fingers_map[4].push_back("RightLittleProximal");
  922. right_fingers_map[4].push_back("RightLittleIntermediate");
  923. right_fingers_map[4].push_back("RightLittleDistal");
  924. for (int i = 0; i < 5; i++) {
  925. picklist.push_back(fingers[i]);
  926. int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_hand_or_palm, -1, 0);
  927. if (finger != -1) {
  928. while (finger != right_hand_or_palm && finger >= 0) {
  929. search_path.push_back(finger);
  930. finger = skeleton->get_bone_parent(finger);
  931. }
  932. search_path.reverse();
  933. if (search_path.size() == 1) {
  934. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  935. named_finger_is_found = true;
  936. } else if (search_path.size() == 2) {
  937. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  938. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  939. named_finger_is_found = true;
  940. } else if (search_path.size() >= 3) {
  941. search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
  942. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  943. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  944. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
  945. named_finger_is_found = true;
  946. }
  947. }
  948. picklist.clear();
  949. search_path.clear();
  950. }
  951. // It is a bit corner case, but possibly the finger names are sequentially numbered...
  952. if (!named_finger_is_found) {
  953. picklist.push_back("finger");
  954. RegEx finger_re = RegEx("finger");
  955. search_path = skeleton->get_bone_children(right_hand_or_palm);
  956. Vector<String> finger_names;
  957. for (int i = 0; i < search_path.size(); i++) {
  958. String bn = skeleton->get_bone_name(search_path[i]);
  959. if (!finger_re.search(bn.to_lower()).is_null()) {
  960. finger_names.push_back(bn);
  961. }
  962. }
  963. finger_names.sort(); // Order by lexicographic, normal use cases never have more than 10 fingers in one hand.
  964. search_path.clear();
  965. for (int i = 0; i < finger_names.size(); i++) {
  966. if (i >= 5) {
  967. break;
  968. }
  969. int finger_root = skeleton->find_bone(finger_names[i]);
  970. int finger = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, finger_root, -1, 0);
  971. if (finger != -1) {
  972. while (finger != finger_root && finger >= 0) {
  973. search_path.push_back(finger);
  974. finger = skeleton->get_bone_parent(finger);
  975. }
  976. }
  977. search_path.push_back(finger_root);
  978. search_path.reverse();
  979. if (search_path.size() == 1) {
  980. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  981. } else if (search_path.size() == 2) {
  982. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  983. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  984. } else if (search_path.size() >= 3) {
  985. search_path = search_path.slice(-3); // Eliminate the possibility of carpal bone.
  986. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][0], skeleton->get_bone_name(search_path[0]));
  987. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][1], skeleton->get_bone_name(search_path[1]));
  988. p_bone_map->_set_skeleton_bone_name(right_fingers_map[i][2], skeleton->get_bone_name(search_path[2]));
  989. }
  990. search_path.clear();
  991. }
  992. picklist.clear();
  993. }
  994. }
  995. // 7. Guess Arms
  996. picklist.push_back("shoulder");
  997. picklist.push_back("clavicle");
  998. picklist.push_back("collar");
  999. int left_shoulder = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips);
  1000. if (left_shoulder == -1) {
  1001. WARN_PRINT("Auto Mapping couldn't guess LeftShoulder.");
  1002. } else {
  1003. p_bone_map->_set_skeleton_bone_name("LeftShoulder", skeleton->get_bone_name(left_shoulder));
  1004. }
  1005. int right_shoulder = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, hips);
  1006. if (right_shoulder == -1) {
  1007. WARN_PRINT("Auto Mapping couldn't guess RightShoulder.");
  1008. } else {
  1009. p_bone_map->_set_skeleton_bone_name("RightShoulder", skeleton->get_bone_name(right_shoulder));
  1010. }
  1011. picklist.clear();
  1012. // 7-1. Guess LowerArms
  1013. picklist.push_back("(low|fore).*arm");
  1014. picklist.push_back("elbow");
  1015. picklist.push_back("arm");
  1016. int left_lower_arm = -1;
  1017. if (left_shoulder != -1 && left_hand_or_palm != -1) {
  1018. left_lower_arm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_shoulder, left_hand_or_palm);
  1019. }
  1020. if (left_lower_arm == -1) {
  1021. WARN_PRINT("Auto Mapping couldn't guess LeftLowerArm.");
  1022. } else {
  1023. p_bone_map->_set_skeleton_bone_name("LeftLowerArm", skeleton->get_bone_name(left_lower_arm));
  1024. }
  1025. int right_lower_arm = -1;
  1026. if (right_shoulder != -1 && right_hand_or_palm != -1) {
  1027. right_lower_arm = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_shoulder, right_hand_or_palm);
  1028. }
  1029. if (right_lower_arm == -1) {
  1030. WARN_PRINT("Auto Mapping couldn't guess RightLowerArm.");
  1031. } else {
  1032. p_bone_map->_set_skeleton_bone_name("RightLowerArm", skeleton->get_bone_name(right_lower_arm));
  1033. }
  1034. picklist.clear();
  1035. // 7-2. Guess UpperArms
  1036. picklist.push_back("up.*arm");
  1037. picklist.push_back("arm");
  1038. if (left_shoulder != -1 && left_lower_arm != -1) {
  1039. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, left_shoulder, left_lower_arm);
  1040. }
  1041. if (bone_idx == -1) {
  1042. WARN_PRINT("Auto Mapping couldn't guess LeftUpperArm.");
  1043. } else {
  1044. p_bone_map->_set_skeleton_bone_name("LeftUpperArm", skeleton->get_bone_name(bone_idx));
  1045. }
  1046. bone_idx = -1;
  1047. if (right_shoulder != -1 && right_lower_arm != -1) {
  1048. bone_idx = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_RIGHT, right_shoulder, right_lower_arm);
  1049. }
  1050. if (bone_idx == -1) {
  1051. WARN_PRINT("Auto Mapping couldn't guess RightUpperArm.");
  1052. } else {
  1053. p_bone_map->_set_skeleton_bone_name("RightUpperArm", skeleton->get_bone_name(bone_idx));
  1054. }
  1055. bone_idx = -1;
  1056. picklist.clear();
  1057. // 8. Guess UpperChest or Chest
  1058. if (neck_or_head == -1) {
  1059. return; // Abort.
  1060. }
  1061. int chest_or_upper_chest = skeleton->get_bone_parent(neck_or_head);
  1062. bool is_appropriate = true;
  1063. if (left_shoulder != -1) {
  1064. bone_idx = skeleton->get_bone_parent(left_shoulder);
  1065. bool detect = false;
  1066. while (bone_idx != hips && bone_idx >= 0) {
  1067. if (bone_idx == chest_or_upper_chest) {
  1068. detect = true;
  1069. break;
  1070. }
  1071. bone_idx = skeleton->get_bone_parent(bone_idx);
  1072. }
  1073. if (!detect) {
  1074. is_appropriate = false;
  1075. }
  1076. bone_idx = -1;
  1077. }
  1078. if (right_shoulder != -1) {
  1079. bone_idx = skeleton->get_bone_parent(right_shoulder);
  1080. bool detect = false;
  1081. while (bone_idx != hips && bone_idx >= 0) {
  1082. if (bone_idx == chest_or_upper_chest) {
  1083. detect = true;
  1084. break;
  1085. }
  1086. bone_idx = skeleton->get_bone_parent(bone_idx);
  1087. }
  1088. if (!detect) {
  1089. is_appropriate = false;
  1090. }
  1091. bone_idx = -1;
  1092. }
  1093. if (!is_appropriate) {
  1094. if (skeleton->get_bone_parent(left_shoulder) == skeleton->get_bone_parent(right_shoulder)) {
  1095. chest_or_upper_chest = skeleton->get_bone_parent(left_shoulder);
  1096. } else {
  1097. chest_or_upper_chest = -1;
  1098. }
  1099. }
  1100. if (chest_or_upper_chest == -1) {
  1101. WARN_PRINT("Auto Mapping couldn't guess Chest or UpperChest. Abort auto mapping.");
  1102. return; // Will be not able to guess Spines.
  1103. }
  1104. // 9. Guess Spines
  1105. bone_idx = skeleton->get_bone_parent(chest_or_upper_chest);
  1106. while (bone_idx != hips && bone_idx >= 0) {
  1107. search_path.push_back(bone_idx);
  1108. bone_idx = skeleton->get_bone_parent(bone_idx);
  1109. }
  1110. search_path.reverse();
  1111. if (search_path.size() == 0) {
  1112. p_bone_map->_set_skeleton_bone_name("Spine", skeleton->get_bone_name(chest_or_upper_chest)); // Maybe chibi model...?
  1113. } else if (search_path.size() == 1) {
  1114. p_bone_map->_set_skeleton_bone_name("Spine", skeleton->get_bone_name(search_path[0]));
  1115. p_bone_map->_set_skeleton_bone_name("Chest", skeleton->get_bone_name(chest_or_upper_chest));
  1116. } else if (search_path.size() >= 2) {
  1117. p_bone_map->_set_skeleton_bone_name("Spine", skeleton->get_bone_name(search_path[0]));
  1118. p_bone_map->_set_skeleton_bone_name("Chest", skeleton->get_bone_name(search_path[search_path.size() - 1])); // Probably UppeChest's parent is appropriate.
  1119. p_bone_map->_set_skeleton_bone_name("UpperChest", skeleton->get_bone_name(chest_or_upper_chest));
  1120. }
  1121. bone_idx = -1;
  1122. search_path.clear();
  1123. WARN_PRINT("Finish auto mapping.");
  1124. }
  1125. #endif // MODULE_REGEX_ENABLED
  1126. void BoneMapper::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
  1127. set(p_property, p_value);
  1128. recreate_editor();
  1129. }
  1130. void BoneMapper::_profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
  1131. bone_map->set(p_property, p_value);
  1132. // Run auto mapping when setting SkeletonProfileHumanoid by GUI Editor.
  1133. Ref<SkeletonProfile> profile = bone_map->get_profile();
  1134. if (profile.is_valid()) {
  1135. SkeletonProfileHumanoid *hmn = Object::cast_to<SkeletonProfileHumanoid>(profile.ptr());
  1136. if (hmn) {
  1137. #ifdef MODULE_REGEX_ENABLED
  1138. _run_auto_mapping();
  1139. #endif // MODULE_REGEX_ENABLED
  1140. }
  1141. }
  1142. }
  1143. void BoneMapper::_bind_methods() {
  1144. ClassDB::bind_method(D_METHOD("set_current_group_idx", "current_group_idx"), &BoneMapper::set_current_group_idx);
  1145. ClassDB::bind_method(D_METHOD("get_current_group_idx"), &BoneMapper::get_current_group_idx);
  1146. ClassDB::bind_method(D_METHOD("set_current_bone_idx", "current_bone_idx"), &BoneMapper::set_current_bone_idx);
  1147. ClassDB::bind_method(D_METHOD("get_current_bone_idx"), &BoneMapper::get_current_bone_idx);
  1148. ADD_PROPERTY(PropertyInfo(Variant::INT, "current_group_idx"), "set_current_group_idx", "get_current_group_idx");
  1149. ADD_PROPERTY(PropertyInfo(Variant::INT, "current_bone_idx"), "set_current_bone_idx", "get_current_bone_idx");
  1150. }
  1151. void BoneMapper::_notification(int p_what) {
  1152. switch (p_what) {
  1153. case NOTIFICATION_ENTER_TREE: {
  1154. create_editor();
  1155. bone_map->connect("bone_map_updated", callable_mp(this, &BoneMapper::_update_state));
  1156. bone_map->connect("profile_updated", callable_mp(this, &BoneMapper::recreate_items));
  1157. } break;
  1158. case NOTIFICATION_EXIT_TREE: {
  1159. clear_items();
  1160. if (!bone_map.is_null()) {
  1161. if (bone_map->is_connected("bone_map_updated", callable_mp(this, &BoneMapper::_update_state))) {
  1162. bone_map->disconnect("bone_map_updated", callable_mp(this, &BoneMapper::_update_state));
  1163. }
  1164. if (bone_map->is_connected("profile_updated", callable_mp(this, &BoneMapper::recreate_items))) {
  1165. bone_map->disconnect("profile_updated", callable_mp(this, &BoneMapper::recreate_items));
  1166. }
  1167. }
  1168. }
  1169. }
  1170. }
  1171. BoneMapper::BoneMapper(Skeleton3D *p_skeleton, Ref<BoneMap> &p_bone_map) {
  1172. skeleton = p_skeleton;
  1173. bone_map = p_bone_map;
  1174. }
  1175. BoneMapper::~BoneMapper() {
  1176. }
  1177. void BoneMapEditor::create_editors() {
  1178. if (!skeleton) {
  1179. return;
  1180. }
  1181. bone_mapper = memnew(BoneMapper(skeleton, bone_map));
  1182. add_child(bone_mapper);
  1183. }
  1184. void BoneMapEditor::fetch_objects() {
  1185. skeleton = nullptr;
  1186. // Hackey... but it may be the easist way to get a selected object from "ImporterScene".
  1187. SceneImportSettings *si = SceneImportSettings::get_singleton();
  1188. if (!si) {
  1189. return;
  1190. }
  1191. if (!si->is_visible()) {
  1192. return;
  1193. }
  1194. Node *selected = si->get_selected_node();
  1195. if (selected) {
  1196. Skeleton3D *sk = Object::cast_to<Skeleton3D>(selected);
  1197. if (!sk) {
  1198. return;
  1199. }
  1200. skeleton = sk;
  1201. } else {
  1202. // Editor should not exist.
  1203. skeleton = nullptr;
  1204. }
  1205. }
  1206. void BoneMapEditor::_notification(int p_what) {
  1207. switch (p_what) {
  1208. case NOTIFICATION_ENTER_TREE: {
  1209. fetch_objects();
  1210. create_editors();
  1211. } break;
  1212. case NOTIFICATION_EXIT_TREE: {
  1213. skeleton = nullptr;
  1214. } break;
  1215. }
  1216. }
  1217. BoneMapEditor::BoneMapEditor(Ref<BoneMap> &p_bone_map) {
  1218. bone_map = p_bone_map;
  1219. }
  1220. BoneMapEditor::~BoneMapEditor() {
  1221. }
  1222. bool EditorInspectorPluginBoneMap::can_handle(Object *p_object) {
  1223. return Object::cast_to<BoneMap>(p_object) != nullptr;
  1224. }
  1225. void EditorInspectorPluginBoneMap::parse_begin(Object *p_object) {
  1226. BoneMap *bm = Object::cast_to<BoneMap>(p_object);
  1227. if (!bm) {
  1228. return;
  1229. }
  1230. Ref<BoneMap> r(bm);
  1231. editor = memnew(BoneMapEditor(r));
  1232. add_custom_control(editor);
  1233. }
  1234. BoneMapEditorPlugin::BoneMapEditorPlugin() {
  1235. // Register properties in editor settings.
  1236. EDITOR_DEF("editors/bone_mapper/handle_colors/unset", Color(0.3, 0.3, 0.3));
  1237. EDITOR_DEF("editors/bone_mapper/handle_colors/set", Color(0.1, 0.6, 0.25));
  1238. EDITOR_DEF("editors/bone_mapper/handle_colors/missing", Color(0.8, 0.2, 0.8));
  1239. EDITOR_DEF("editors/bone_mapper/handle_colors/error", Color(0.8, 0.2, 0.2));
  1240. Ref<EditorInspectorPluginBoneMap> inspector_plugin;
  1241. inspector_plugin.instantiate();
  1242. add_inspector_plugin(inspector_plugin);
  1243. Ref<PostImportPluginSkeletonTrackOrganizer> post_import_plugin_track_organizer;
  1244. post_import_plugin_track_organizer.instantiate();
  1245. add_scene_post_import_plugin(post_import_plugin_track_organizer);
  1246. Ref<PostImportPluginSkeletonRenamer> post_import_plugin_renamer;
  1247. post_import_plugin_renamer.instantiate();
  1248. add_scene_post_import_plugin(post_import_plugin_renamer);
  1249. Ref<PostImportPluginSkeletonRestFixer> post_import_plugin_rest_fixer;
  1250. post_import_plugin_rest_fixer.instantiate();
  1251. add_scene_post_import_plugin(post_import_plugin_rest_fixer);
  1252. }