Improve retarget auto-mapping algorithm

This commit is contained in:
Silc Lizard (Tokage) Renew 2023-09-18 12:11:00 +09:00
parent ba54c34551
commit c1c4a09527
2 changed files with 111 additions and 75 deletions

View file

@ -533,6 +533,11 @@ void BoneMapper::_clear_mapping_current_group() {
}
#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.
@ -540,7 +545,6 @@ int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_pic
String shortest = "";
for (int word_idx = 0; word_idx < p_picklist.size(); word_idx++) {
RegEx re = RegEx(p_picklist[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) {
@ -559,7 +563,7 @@ int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_pic
}
String bn = skeleton->get_bone_name(idx);
if (!re.search(bn.to_lower()).is_null() && guess_bone_segregation(bn) == p_segregation) {
if (is_match_with_bone_name(bn, p_picklist[word_idx]) && guess_bone_segregation(bn) == p_segregation) {
hit_list.push_back(bn);
}
}
@ -584,7 +588,7 @@ int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_pic
}
String bn = skeleton->get_bone_name(idx);
if (!re.search(bn.to_lower()).is_null() && guess_bone_segregation(bn) == p_segregation) {
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);
@ -654,6 +658,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
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.");
@ -704,70 +709,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
bone_idx = -1;
search_path.clear();
// 3. 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();
// 4. 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) {
// 4-1. 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();
// 4-2. 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();
}
// 5. Guess Foots
// 3. Guess Foots
picklist.push_back("foot");
picklist.push_back("ankle");
int left_foot = search_bone_by_name(skeleton, picklist, BONE_SEGREGATION_LEFT, hips);
@ -784,7 +726,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
}
picklist.clear();
// 5-1. Guess LowerLegs
// 3-1. Guess LowerLegs
picklist.push_back("(low|under).*leg");
picklist.push_back("knee");
picklist.push_back("shin");
@ -810,7 +752,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
}
picklist.clear();
// 5-2. Guess UpperLegs
// 3-2. Guess UpperLegs
picklist.push_back("up.*leg");
picklist.push_back("thigh");
picklist.push_back("leg");
@ -834,7 +776,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
bone_idx = -1;
picklist.clear();
// 5-3. Guess Toes
// 3-3. Guess Toes
picklist.push_back("toe");
picklist.push_back("ball");
if (left_foot != -1) {
@ -871,7 +813,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
bone_idx = -1;
picklist.clear();
// 6. Guess Hands
// 4. Guess Hands
picklist.push_back("hand");
picklist.push_back("wrist");
picklist.push_back("palm");
@ -916,7 +858,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
bone_idx = -1;
picklist.clear();
// 6-1. Guess Finger
// 4-1. Guess Finger
bool named_finger_is_found = false;
LocalVector<String> fingers;
fingers.push_back("thumb|pollex");
@ -1106,7 +1048,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
}
}
// 7. Guess Arms
// 5. Guess Arms
picklist.push_back("shoulder");
picklist.push_back("clavicle");
picklist.push_back("collar");
@ -1124,7 +1066,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
}
picklist.clear();
// 7-1. Guess LowerArms
// 5-1. Guess LowerArms
picklist.push_back("(low|fore).*arm");
picklist.push_back("elbow");
picklist.push_back("arm");
@ -1148,7 +1090,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
}
picklist.clear();
// 7-2. Guess UpperArms
// 5-2. Guess UpperArms
picklist.push_back("up.*arm");
picklist.push_back("arm");
if (left_shoulder != -1 && left_lower_arm != -1) {
@ -1171,6 +1113,99 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
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.

View file

@ -179,6 +179,7 @@ class BoneMapper : public VBoxContainer {
BONE_SEGREGATION_LEFT,
BONE_SEGREGATION_RIGHT
};
bool is_match_with_bone_name(String p_bone_name, String p_word);
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);