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Add simple auto mapping to BoneMapper
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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@ -34,6 +34,12 @@
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/editor_properties.h"
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#include "modules/modules_enabled.gen.h" // For regex.
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#ifdef MODULE_REGEX_ENABLED
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#include "modules/regex/regex.h"
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#endif
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#include "scene/3d/skeleton_3d.h"
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#include "scene/gui/color_rect.h"
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#include "scene/gui/dialogs.h"
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@ -79,12 +85,13 @@ class BoneMapperItem : public VBoxContainer {
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int button_id = -1;
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StringName profile_bone_name;
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PackedStringArray skeleton_bone_names;
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Ref<BoneMap> bone_map;
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EditorPropertyTextEnum *skeleton_bone_selector;
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EditorPropertyText *skeleton_bone_selector;
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Button *picker_button;
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void _update_property();
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void _open_picker();
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protected:
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void _notification(int p_what);
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@ -95,20 +102,49 @@ protected:
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public:
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void assign_button_id(int p_button_id);
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BoneMapperItem(Ref<BoneMap> &p_bone_map, PackedStringArray p_skeleton_bone_names, const StringName &p_profile_bone_name = StringName());
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BoneMapperItem(Ref<BoneMap> &p_bone_map, const StringName &p_profile_bone_name = StringName());
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~BoneMapperItem();
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};
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class BonePicker : public AcceptDialog {
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GDCLASS(BonePicker, AcceptDialog);
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Skeleton3D *skeleton = nullptr;
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Tree *bones = nullptr;
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public:
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void popup_bones_tree(const Size2i &p_minsize = Size2i());
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bool has_selected_bone();
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StringName get_selected_bone();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _confirm();
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private:
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void create_editors();
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void create_bones_tree(Skeleton3D *p_skeleton);
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public:
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BonePicker(Skeleton3D *p_skeleton);
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~BonePicker();
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};
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class BoneMapper : public VBoxContainer {
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GDCLASS(BoneMapper, VBoxContainer);
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Skeleton3D *skeleton;
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Ref<BoneMap> bone_map;
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EditorPropertyResource *profile_selector;
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Vector<BoneMapperItem *> bone_mapper_items;
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Button *clear_mapping_button;
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VBoxContainer *mapper_item_vbox;
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HSeparator *separator;
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int current_group_idx = 0;
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int current_bone_idx = -1;
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@ -126,10 +162,31 @@ class BoneMapper : public VBoxContainer {
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void update_group_idx();
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void _update_state();
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/* Bone picker */
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BonePicker *picker = nullptr;
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StringName picker_key_name;
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void _pick_bone(const StringName &p_bone_name);
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void _apply_picker_selection();
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void _clear_mapping_current_group();
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#ifdef MODULE_REGEX_ENABLED
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/* For auto mapping */
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enum BoneSegregation {
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BONE_SEGREGATION_NONE,
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BONE_SEGREGATION_LEFT,
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BONE_SEGREGATION_RIGHT
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};
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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);
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BoneSegregation guess_bone_segregation(String p_bone_name);
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void auto_mapping_process(Ref<BoneMap> &p_bone_map);
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void _run_auto_mapping();
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#endif // MODULE_REGEX_ENABLED
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
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virtual void _profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
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public:
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void set_current_group_idx(int p_group_idx);
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@ -31,7 +31,6 @@
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#include "skeleton_3d_editor_plugin.h"
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#include "core/io/resource_saver.h"
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#include "editor/editor_file_dialog.h"
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#include "editor/editor_node.h"
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#include "editor/editor_properties.h"
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#include "editor/editor_scale.h"
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@ -31,6 +31,7 @@
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#ifndef SKELETON_3D_EDITOR_PLUGIN_H
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#define SKELETON_3D_EDITOR_PLUGIN_H
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#include "editor/editor_file_dialog.h"
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#include "editor/editor_plugin.h"
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#include "editor/editor_properties.h"
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#include "node_3d_editor_plugin.h"
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@ -82,9 +82,13 @@ StringName BoneMap::get_skeleton_bone_name(StringName p_profile_bone_name) const
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return bone_map.get(p_profile_bone_name);
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}
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void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
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void BoneMap::_set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
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ERR_FAIL_COND(!bone_map.has(p_profile_bone_name));
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bone_map.insert(p_profile_bone_name, p_skeleton_bone_name);
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}
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void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name) {
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_set_skeleton_bone_name(p_profile_bone_name, p_skeleton_bone_name);
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emit_signal("bone_map_updated");
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}
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@ -167,8 +171,10 @@ void BoneMap::_bind_methods() {
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ADD_SIGNAL(MethodInfo("profile_updated"));
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}
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void BoneMap::_validate_property(PropertyInfo &p_property) const {
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//
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void BoneMap::_validate_property(PropertyInfo &property) const {
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if (property.name == "bonemap" || property.name == "profile") {
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property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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}
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BoneMap::BoneMap() {
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@ -50,9 +50,6 @@ protected:
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static void _bind_methods();
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public:
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int get_profile_type() const;
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void set_profile_type(const int p_profile_type);
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Ref<SkeletonProfile> get_profile() const;
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void set_profile(const Ref<SkeletonProfile> &p_profile);
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@ -60,6 +57,7 @@ public:
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StringName get_skeleton_bone_name(StringName p_profile_bone_name) const;
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void set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name);
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void _set_skeleton_bone_name(StringName p_profile_bone_name, const StringName p_skeleton_bone_name); // Avoid to emit signal for editor.
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StringName find_profile_bone_name(StringName p_skeleton_bone_name) const;
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@ -506,7 +506,7 @@ SkeletonProfileHumanoid::SkeletonProfileHumanoid() {
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bones.write[5].reference_pose = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0);
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bones.write[5].handle_offset = Vector2(0.5, 0.23);
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bones.write[5].group = "Body";
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bones.write[5].require = true;
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bones.write[5].require = false;
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bones.write[6].bone_name = "Head";
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bones.write[6].bone_parent = "Neck";
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