modular-avatar/Packages/nadena.dev.modular-avatar/Editor/HeuristicBoneMapper.cs

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using System.Collections.Generic;
using System.Collections.Immutable;
using UnityEditor;
using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor
{
internal class HeuristicBoneMapper
{
// This list is originally from https://github.com/HhotateA/AvatarModifyTools/blob/d8ae75fed8577707253d6b63a64d6053eebbe78b/Assets/HhotateA/AvatarModifyTool/Editor/EnvironmentVariable.cs#L81-L139
// Copyright (c) 2021 @HhotateA_xR
// Licensed under the MIT License
// In addition, some part is copied from from https://github.com/Azukimochi/BoneRenamer/blob/6ec12b848830f467e35ddf7ff105aaa72be02908/BoneNames.xml
// Copyright (c) 2023 Azukimochi
// Licensed under the MIT License
private static string[][] boneNamePatterns = new[]
{
new[] {"Hips", "Hip"},
new[] {"LeftUpperLeg", "UpperLeg_Left", "UpperLeg_L", "Leg_Left", "Leg_L", "ULeg_L", "Left leg", "LeftUpLeg"},
new[] {"RightUpperLeg", "UpperLeg_Right", "UpperLeg_R", "Leg_Right", "Leg_R", "ULeg_R", "Right leg", "RightUpLeg"},
new[] {"LeftLowerLeg", "LowerLeg_Left", "LowerLeg_L", "Knee_Left", "Knee_L", "LLeg_L", "Left knee", "LeftLeg"},
new[] {"RightLowerLeg", "LowerLeg_Right", "LowerLeg_R", "Knee_Right", "Knee_R", "LLeg_R", "Right knee", "RightLeg"},
new[] {"LeftFoot", "Foot_Left", "Foot_L", "Ankle_L", "Foot.L.001", "Left ankle"},
new[] {"RightFoot", "Foot_Right", "Foot_R", "Ankle_R", "Foot.R.001", "Right ankle"},
new[] {"Spine"},
new[] {"Chest", "Bust"},
new[] {"Neck"},
new[] {"Head"},
new[] {"LeftShoulder", "Shoulder_Left", "Shoulder_L"},
new[] {"RightShoulder", "Shoulder_Right", "Shoulder_R"},
new[] {"LeftUpperArm", "UpperArm_Left", "UpperArm_L", "Arm_Left", "Arm_L", "UArm_L", "Left arm", "UpperLeftArm"},
new[] {"RightUpperArm", "UpperArm_Right", "UpperArm_R", "Arm_Right", "Arm_R", "UArm_R", "Right arm", "UpperRightArm"},
new[] {"LeftLowerArm", "LowerArm_Left", "LowerArm_L", "LArm_L", "Left elbow", "LeftForeArm", "Elbow_L"},
new[] {"RightLowerArm", "LowerArm_Right", "LowerArm_R", "LArm_R", "Right elbow", "RightForeArm", "Elbow_R"},
new[] {"LeftHand", "Hand_Left", "Hand_L", "Left wrist", "Wrist_L"},
new[] {"RightHand", "Hand_Right", "Hand_R", "Right wrist", "Wrist_R"},
new[] {"LeftToes", "Toes_Left", "Toe_Left", "ToeIK_L", "Toes_L", "Toe_L", "Foot.L.002", "Left Toe", "LeftToeBase"},
new[] {"RightToes", "Toes_Right", "Toe_Right", "ToeIK_R", "Toes_R", "Toe_R", "Foot.R.002", "Right Toe", "RightToeBase"},
new[] {"LeftEye", "Eye_Left", "Eye_L"},
new[] {"RightEye", "Eye_Right", "Eye_R"},
new[] {"Jaw"},
new[] {"LeftThumbProximal", "ProximalThumb_Left", "ProximalThumb_L", "Thumb1_L", "ThumbFinger1_L", "LeftHandThumb1", "Thumb Proximal.L", "Thunb1_L"},
new[] {"LeftThumbIntermediate", "IntermediateThumb_Left", "IntermediateThumb_L", "Thumb2_L", "ThumbFinger2_L", "LeftHandThumb2", "Thumb Intermediate.L", "Thunb2_L"},
new[] {"LeftThumbDistal", "DistalThumb_Left", "DistalThumb_L", "Thumb3_L", "ThumbFinger3_L", "LeftHandThumb3", "Thumb Distal.L", "Thunb3_L"},
new[] {"LeftIndexProximal", "ProximalIndex_Left", "ProximalIndex_L", "Index1_L", "IndexFinger1_L", "LeftHandIndex1", "Index Proximal.L"},
new[] {"LeftIndexIntermediate", "IntermediateIndex_Left", "IntermediateIndex_L", "Index2_L", "IndexFinger2_L", "LeftHandIndex2", "Index Intermediate.L"},
new[] {"LeftIndexDistal", "DistalIndex_Left", "DistalIndex_L", "Index3_L", "IndexFinger3_L", "LeftHandIndex3", "Index Distal.L"},
new[] {"LeftMiddleProximal", "ProximalMiddle_Left", "ProximalMiddle_L", "Middle1_L", "MiddleFinger1_L", "LeftHandMiddle1", "Middle Proximal.L"},
new[] {"LeftMiddleIntermediate", "IntermediateMiddle_Left", "IntermediateMiddle_L", "Middle2_L", "MiddleFinger2_L", "LeftHandMiddle2", "Middle Intermediate.L"},
new[] {"LeftMiddleDistal", "DistalMiddle_Left", "DistalMiddle_L", "Middle3_L", "MiddleFinger3_L", "LeftHandMiddle3", "Middle Distal.L"},
new[] {"LeftRingProximal", "ProximalRing_Left", "ProximalRing_L", "Ring1_L", "RingFinger1_L", "LeftHandRing1", "Ring Proximal.L"},
new[] {"LeftRingIntermediate", "IntermediateRing_Left", "IntermediateRing_L", "Ring2_L", "RingFinger2_L", "LeftHandRing2", "Ring Intermediate.L"},
new[] {"LeftRingDistal", "DistalRing_Left", "DistalRing_L", "Ring3_L", "RingFinger3_L", "LeftHandRing3", "Ring Distal.L"},
new[] {"LeftLittleProximal", "ProximalLittle_Left", "ProximalLittle_L", "Little1_L", "LittleFinger1_L", "LeftHandPinky1", "Little Proximal.L"},
new[] {"LeftLittleIntermediate", "IntermediateLittle_Left", "IntermediateLittle_L", "Little2_L", "LittleFinger2_L", "LeftHandPinky2", "Little Intermediate.L"},
new[] {"LeftLittleDistal", "DistalLittle_Left", "DistalLittle_L", "Little3_L", "LittleFinger3_L", "LeftHandPinky3", "Little Distal.L"},
new[] {"RightThumbProximal", "ProximalThumb_Right", "ProximalThumb_R", "Thumb1_R", "ThumbFinger1_R", "RightHandThumb1", "Thumb Proximal.R", "Thunb1_R"},
new[] {"RightThumbIntermediate", "IntermediateThumb_Right", "IntermediateThumb_R", "Thumb2_R", "ThumbFinger2_R", "RightHandThumb2", "Thumb Intermediate.R", "Thunb2_R"},
new[] {"RightThumbDistal", "DistalThumb_Right", "DistalThumb_R", "Thumb3_R", "ThumbFinger3_R", "RightHandThumb3", "Thumb Distal.R", "Thunb3_R"},
new[] {"RightIndexProximal", "ProximalIndex_Right", "ProximalIndex_R", "Index1_R", "IndexFinger1_R", "RightHandIndex1", "Index Proximal.R"},
new[] {"RightIndexIntermediate", "IntermediateIndex_Right", "IntermediateIndex_R", "Index2_R", "IndexFinger2_R", "RightHandIndex2", "Index Intermediate.R"},
new[] {"RightIndexDistal", "DistalIndex_Right", "DistalIndex_R", "Index3_R", "IndexFinger3_R", "RightHandIndex3", "Index Distal.R"},
new[] {"RightMiddleProximal", "ProximalMiddle_Right", "ProximalMiddle_R", "Middle1_R", "MiddleFinger1_R", "RightHandMiddle1", "Middle Proximal.R"},
new[] {"RightMiddleIntermediate", "IntermediateMiddle_Right", "IntermediateMiddle_R", "Middle2_R", "MiddleFinger2_R", "RightHandMiddle2", "Middle Intermediate.R"},
new[] {"RightMiddleDistal", "DistalMiddle_Right", "DistalMiddle_R", "Middle3_R", "MiddleFinger3_R", "RightHandMiddle3", "Middle Distal.R"},
new[] {"RightRingProximal", "ProximalRing_Right", "ProximalRing_R", "Ring1_R", "RingFinger1_R", "RightHandRing1", "Ring Proximal.R"},
new[] {"RightRingIntermediate", "IntermediateRing_Right", "IntermediateRing_R", "Ring2_R", "RingFinger2_R", "RightHandRing2", "Ring Intermediate.R"},
new[] {"RightRingDistal", "DistalRing_Right", "DistalRing_R", "Ring3_R", "RingFinger3_R", "RightHandRing3", "Ring Distal.R"},
new[] {"RightLittleProximal", "ProximalLittle_Right", "ProximalLittle_R", "Little1_R", "LittleFinger1_R", "RightHandPinky1", "Little Proximal.R"},
new[] {"RightLittleIntermediate", "IntermediateLittle_Right", "IntermediateLittle_R", "Little2_R", "LittleFinger2_R", "RightHandPinky2", "Little Intermediate.R"},
new[] {"RightLittleDistal", "DistalLittle_Right", "DistalLittle_R", "Little3_R", "LittleFinger3_R", "RightHandPinky3", "Little Distal.R"},
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new[] {"UpperChest", "UChest"},
};
internal static string NormalizeName(string name)
{
return name.ToLowerInvariant()
.Replace("_", "")
.Replace(".", "")
.Replace(" ", "");
}
internal static readonly ImmutableDictionary<string, HumanBodyBones> NameToBoneMap;
internal static readonly ImmutableDictionary<HumanBodyBones, ImmutableList<string>> BoneToNameMap;
static HeuristicBoneMapper()
{
var nameToBoneMap = new Dictionary<string, HumanBodyBones>();
var boneToNameMap = new Dictionary<HumanBodyBones, ImmutableList<string>>();
for (int i = 0; i < boneNamePatterns.Length; i++)
{
var bone = (HumanBodyBones) i;
foreach (var name in boneNamePatterns[i])
{
RegisterNameForBone(NormalizeName(name), bone);
}
}
void RegisterNameForBone(string name, HumanBodyBones bone)
{
nameToBoneMap[name] = bone;
if (!boneToNameMap.TryGetValue(bone, out var names))
{
names = ImmutableList<string>.Empty;
}
if (!names.Contains(name))
{
boneToNameMap[bone] = names.Add(name);
}
}
NameToBoneMap = nameToBoneMap.ToImmutableDictionary();
BoneToNameMap = boneToNameMap.ToImmutableDictionary();
}
/// <summary>
/// Examines the children of src, and tries to map them to the corresponding child of newParent.
/// Unmappable bones will not be added to the resulting dictionary. Ensures that each parent bone is only mapped
/// once.
/// </summary>
internal static Dictionary<Transform, Transform> AssignBoneMappings(
ModularAvatarMergeArmature config,
GameObject src,
GameObject newParent
)
{
HashSet<Transform> unassigned = new HashSet<Transform>();
Dictionary<Transform, Transform> mappings = new Dictionary<Transform, Transform>();
List<Transform> heuristicAssignmentPass = new List<Transform>();
foreach (Transform child in newParent.transform)
{
unassigned.Add(child);
}
foreach (Transform child in src.transform)
{
var childName = child.gameObject.name;
if (childName.StartsWith(config.prefix) && childName.EndsWith(config.suffix))
{
var targetObjectName = childName.Substring(config.prefix.Length,
childName.Length - config.prefix.Length - config.suffix.Length);
var targetObject = newParent.transform.Find(targetObjectName);
if (targetObject != null && unassigned.Contains(targetObject))
{
mappings[child] = targetObject;
unassigned.Remove(targetObject);
}
else
{
heuristicAssignmentPass.Add(child);
}
}
}
Dictionary<string, Transform> lcNameToXform = new Dictionary<string, Transform>();
foreach (var target in unassigned)
{
lcNameToXform[NormalizeName(target.gameObject.name)] = target;
}
foreach (var child in heuristicAssignmentPass)
{
var childName = child.gameObject.name;
var targetObjectName = childName.Substring(config.prefix.Length,
childName.Length - config.prefix.Length - config.suffix.Length);
if (!NameToBoneMap.TryGetValue(
NormalizeName(targetObjectName.ToLowerInvariant()), out var bodyBone))
{
continue;
}
foreach (var otherName in BoneToNameMap[bodyBone])
{
if (lcNameToXform.TryGetValue(otherName, out var targetObject))
{
mappings[child] = targetObject;
unassigned.Remove(targetObject);
lcNameToXform.Remove(otherName.ToLowerInvariant());
break;
}
}
}
return mappings;
}
internal static void RenameBonesByHeuristic(ModularAvatarMergeArmature config)
{
var target = config.mergeTarget.Get(RuntimeUtil.FindAvatarInParents(config.transform));
if (target == null) return;
Traverse(config.transform, target.transform);
void Traverse(Transform src, Transform dst)
{
var mappings = AssignBoneMappings(config, src.gameObject, dst.gameObject);
foreach (var pair in mappings)
{
var newName = config.prefix + pair.Value.gameObject.name + config.suffix;
var srcGameObj = pair.Key.gameObject;
var oldName = srcGameObj.name;
if (oldName != newName)
{
Undo.RecordObject(srcGameObj, "Applying heuristic mapping");
srcGameObj.name = newName;
PrefabUtility.RecordPrefabInstancePropertyModifications(srcGameObj);
}
Traverse(pair.Key, pair.Value);
}
}
}
}
}