godot/editor/import/post_import_plugin_skeleton_renamer.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

255 lines
11 KiB
C++

/**************************************************************************/
/* post_import_plugin_skeleton_renamer.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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, 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;
}
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 = p_rename_map[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 = p_rename_map[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 = p_rename_map[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);
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();
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);
}
}
}
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"])) {
String unique_name = String(p_options["retarget/bone_renamer/unique_node/skeleton_name"]);
ERR_FAIL_COND_MSG(unique_name.is_empty(), "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() {
}