Merge pull request #68725 from TokageItLab/fix-bone-renamer-for-conflicting

Improve BoneRenamer to avoid conflicting with original bone name
This commit is contained in:
Rémi Verschelde 2022-11-16 09:27:34 +01:00
commit ee1d4d4a52
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GPG key ID: C3336907360768E1
5 changed files with 145 additions and 79 deletions

View file

@ -44,21 +44,19 @@ void PostImportPluginSkeletonRenamer::get_internal_import_options(InternalImport
}
}
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) {
void PostImportPluginSkeletonRenamer::_internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options, HashMap<String, String> p_rename_map) {
// 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));
StringName bn = p_rename_map[skeleton->get_bone_name(i)];
if (bn) {
skeleton->set_bone_name(i, bn);
}
@ -78,7 +76,7 @@ void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_
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));
StringName bn = p_rename_map[skin->get_bind_name(i)];
if (bn) {
skin->set_bind_name(i, bn);
}
@ -108,7 +106,7 @@ void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_
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));
StringName bn = p_rename_map[anim->track_get_path(i).get_subname(0)];
if (bn) {
anim->track_set_path(i, track_path + ":" + bn);
}
@ -124,7 +122,11 @@ void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_
Vector<Variant> vargs;
vargs.push_back(p_base_scene);
vargs.push_back(skeleton);
vargs.push_back(bone_map);
Dictionary rename_map_dict;
for (HashMap<String, String>::Iterator E = p_rename_map.begin(); E; ++E) {
rename_map_dict[E->key] = E->value;
}
vargs.push_back(rename_map_dict);
const Variant **argptrs = (const Variant **)alloca(sizeof(const Variant **) * vargs.size());
const Variant *args = vargs.ptr();
uint32_t argcount = vargs.size();
@ -139,6 +141,68 @@ void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_
nd->callp("_notify_skeleton_bones_renamed", argptrs, argcount, ce);
}
}
}
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;
}
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_node);
BoneMap *bone_map = Object::cast_to<BoneMap>(map);
int len = skeleton->get_bone_count();
// First, prepare main rename map.
HashMap<String, String> main_rename_map;
for (int i = 0; i < len; i++) {
String bone_name = skeleton->get_bone_name(i);
String target_name = bone_map->find_profile_bone_name(bone_name);
if (target_name.is_empty()) {
continue;
}
main_rename_map.insert(bone_name, target_name);
}
// Preprocess of renaming bones to avoid to conflict with original bone name.
HashMap<String, String> pre_rename_map; // HashMap<skeleton bone name, target(profile) bone name>
{
Vector<String> solved_name_stack;
for (int i = 0; i < len; i++) {
String bone_name = skeleton->get_bone_name(i);
String target_name = bone_map->find_profile_bone_name(bone_name);
if (target_name.is_empty() || bone_name == target_name || skeleton->find_bone(target_name) == -1) {
continue; // No conflicting.
}
// Solve conflicting.
Ref<SkeletonProfile> profile = bone_map->get_profile();
String solved_name = target_name;
for (int j = 2; skeleton->find_bone(solved_name) >= 0 || profile->find_bone(solved_name) >= 0 || solved_name_stack.has(solved_name); j++) {
solved_name = target_name + itos(j);
}
solved_name_stack.push_back(solved_name);
pre_rename_map.insert(target_name, solved_name);
}
_internal_process(p_category, p_base_scene, p_node, p_resource, p_options, pre_rename_map);
}
// Main process of renaming bones.
{
// Apply pre-renaming result to prepared main rename map.
Vector<String> remove_queue;
for (HashMap<String, String>::Iterator E = main_rename_map.begin(); E; ++E) {
if (pre_rename_map.has(E->key)) {
remove_queue.push_back(E->key);
}
}
for (int i = 0; i < remove_queue.size(); i++) {
main_rename_map.insert(pre_rename_map[remove_queue[i]], main_rename_map[remove_queue[i]]);
main_rename_map.erase(remove_queue[i]);
}
_internal_process(p_category, p_base_scene, p_node, p_resource, p_options, main_rename_map);
}
// Make unique skeleton.
if (bool(p_options["retarget/bone_renamer/unique_node/make_unique"])) {

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@ -40,6 +40,8 @@ public:
virtual void get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options) override;
virtual void internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options) override;
void _internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options, HashMap<String, String> p_rename_map);
PostImportPluginSkeletonRenamer();
};

View file

@ -375,7 +375,7 @@ void BoneAttachment3D::on_bone_pose_update(int p_bone_index) {
}
}
#ifdef TOOLS_ENABLED
void BoneAttachment3D::_notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Ref<BoneMap> p_bone_map) {
void BoneAttachment3D::_notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map) {
const Skeleton3D *parent = nullptr;
if (use_external_skeleton) {
if (external_skeleton_node_cache.is_valid()) {
@ -385,7 +385,7 @@ void BoneAttachment3D::_notify_skeleton_bones_renamed(Node *p_base_scene, Skelet
parent = Object::cast_to<Skeleton3D>(get_parent());
}
if (parent && parent == p_skeleton) {
StringName bn = p_bone_map->find_profile_bone_name(bone_name);
StringName bn = p_rename_map[bone_name];
if (bn) {
set_bone_name(bn);
}

View file

@ -72,7 +72,7 @@ protected:
static void _bind_methods();
#ifdef TOOLS_ENABLED
virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Ref<BoneMap> p_bone_map);
virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map);
#endif // TOOLS_ENABLED
public:

View file

@ -541,7 +541,7 @@ void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
for (int i = 0; i < bone_size; i++) {
if (i != p_bone) {
ERR_FAIL_COND(bones[i].name == p_name);
ERR_FAIL_COND_MSG(bones[i].name == p_name, "Skeleton3D: '" + get_name() + "', bone name: '" + p_name + "' is already exist.");
}
}