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:
commit
ee1d4d4a52
5 changed files with 145 additions and 79 deletions
|
@ -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"])) {
|
||||
|
|
|
@ -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();
|
||||
};
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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.");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue