/* * MIT License * * Copyright (c) 2022 bd_ * * 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. */ #region using System; using System.Collections.Generic; using System.Collections.Immutable; using System.Linq; using nadena.dev.modular_avatar.core.armature_lock; using UnityEngine; using UnityEngine.Serialization; #endregion namespace nadena.dev.modular_avatar.core { [Serializable] public enum ArmatureLockMode { Legacy, NotLocked, BaseToMerge, BidirectionalExact } [ExecuteInEditMode] [DisallowMultipleComponent] [AddComponentMenu("Modular Avatar/MA Merge Armature")] [HelpURL("https://modular-avatar.nadena.dev/docs/reference/merge-armature?lang=auto")] public class ModularAvatarMergeArmature : AvatarTagComponent, IHaveObjReferences { // Injected by HeuristicBoneMapper internal static Func NormalizeBoneName; internal static ImmutableHashSet AllBoneNames; public AvatarObjectReference mergeTarget = new AvatarObjectReference(); public GameObject mergeTargetObject => mergeTarget.Get(this); public string prefix = ""; public string suffix = ""; [FormerlySerializedAs("locked")] public bool legacyLocked; public ArmatureLockMode LockMode = ArmatureLockMode.Legacy; public bool mangleNames = true; // Inserted from HeuristicBoneMapper(Editor Assembly) with InitializeOnLoadMethod // We use raw `boneNamePatterns` instead of `BoneToNameMap` because BoneToNameMap requires matching with normalized bone name, but normalizing makes raw prefix/suffix unavailable. internal static string[][] boneNamePatterns; private ArmatureLockController _lockController; internal Transform MapBone(Transform bone) { var relPath = RuntimeUtil.RelativePath(gameObject, bone.gameObject); if (relPath == null) throw new ArgumentException("Bone is not a child of this component"); if (relPath == "") return mergeTarget.Get(this).transform; var segments = relPath.Split('/'); var pointer = mergeTarget.Get(this).transform; foreach (var segment in segments) { if (!segment.StartsWith(prefix) || !segment.EndsWith(suffix) || segment.Length == prefix.Length + suffix.Length) return null; var targetObjectName = segment.Substring(prefix.Length, segment.Length - prefix.Length - suffix.Length); pointer = pointer.Find(targetObjectName); } return pointer; } internal Transform FindCorrespondingBone(Transform bone, Transform baseParent) { var childName = bone.gameObject.name; if (!childName.StartsWith(prefix) || !childName.EndsWith(suffix) || childName.Length == prefix.Length + suffix.Length) return null; var targetObjectName = childName.Substring(prefix.Length, childName.Length - prefix.Length - suffix.Length); return baseParent.Find(targetObjectName); } protected override void OnValidate() { base.OnValidate(); MigrateLockConfig(); RuntimeUtil.delayCall(SetLockMode); } internal void ResetArmatureLock() { if (_lockController != null) { _lockController.Dispose(); _lockController = null; } SetLockMode(); } internal void SetLockMode() { if (this == null) return; if (_lockController == null) { _lockController = ArmatureLockController.ForMerge(this, GetBonesForLock); _lockController.WhenUnstable += OnUnstableLock; } _lockController.Mode = LockMode; _lockController.Enabled = enabled; } private void OnUnstableLock() { _lockController.Mode = LockMode = ArmatureLockMode.NotLocked; } private void MigrateLockConfig() { if (LockMode == ArmatureLockMode.Legacy) { LockMode = legacyLocked ? ArmatureLockMode.BidirectionalExact : ArmatureLockMode.BaseToMerge; } } private void OnEnable() { MigrateLockConfig(); SetLockMode(); } private void OnDisable() { // we use enabled instead of activeAndEnabled to ensure we track even when the GameObject is disabled _lockController.Enabled = enabled; } protected override void OnDestroy() { base.OnDestroy(); _lockController?.Dispose(); _lockController = null; } public override void ResolveReferences() { mergeTarget?.Get(this); } private List<(Transform, Transform)> GetBonesForLock() { if (this == null) return null; var mergeRoot = this.transform; var baseRoot = mergeTarget.Get(this); if (baseRoot == null) return null; List<(Transform, Transform)> mergeBones = new List<(Transform, Transform)>(); ScanHierarchy(mergeRoot, baseRoot.transform); return mergeBones; void ScanHierarchy(Transform merge, Transform baseBone) { foreach (Transform t in merge) { var subMerge = t.GetComponent(); if (subMerge != null && subMerge != this) continue; var baseChild = FindCorrespondingBone(t, baseBone); if (baseChild != null) { mergeBones.Add((baseChild, t)); ScanHierarchy(t, baseChild); } } } } class PSCandidate { public string prefix, suffix; public int matches; public PSCandidate CountMatches(ModularAvatarMergeArmature merger) { var target = merger.mergeTarget.Get(merger).transform; var source = merger.transform; var oldPrefix = merger.prefix; var oldSuffix = merger.suffix; try { merger.prefix = prefix; merger.suffix = suffix; matches = merger.GetBonesForLock().Count; return this; } finally { merger.prefix = oldPrefix; merger.suffix = oldSuffix; } } /// /// Counts the number of children which take the form prefix // heuristic bone name // suffix /// /// public PSCandidate CountHeuristicMatches(Transform root) { int count = 1; Walk(root); matches = count; return this; void Walk(Transform t) { foreach (Transform child in t) { if (child.name.StartsWith(prefix) && child.name.EndsWith(suffix)) { var boneName = child.name.Substring(prefix.Length, child.name.Length - prefix.Length - suffix.Length); boneName = NormalizeBoneName(boneName); if (AllBoneNames.Contains(boneName)) { count++; Walk(child); } } } } } } public void InferPrefixSuffix() { // We only infer if targeting the armature (below the Hips bone) var rootAnimator = RuntimeUtil.FindAvatarTransformInParents(transform)?.GetComponent(); if (rootAnimator == null || !rootAnimator.isHuman) return; var hips = rootAnimator.GetBoneTransform(HumanBodyBones.Hips); if (hips == null || hips.transform.parent != mergeTargetObject.transform) return; // We also require that the attached object has exactly one child (presumably the hips) if (transform.childCount != 1) return; List candidates = new(); // always consider the current configuration candidates.Add(new PSCandidate() {prefix = prefix, suffix = suffix}.CountMatches(this)); // Infer the prefix and suffix by comparing the names of the mergeTargetObject's hips with the child of the // GameObject we're attached to. var baseName = hips.name; var mergeHips = transform.GetChild(0); var mergeName = mergeHips.name; // Classic substring match { var prefixLength = mergeName.IndexOf(baseName, StringComparison.InvariantCulture); if (prefixLength >= 0) { var suffixLength = mergeName.Length - prefixLength - baseName.Length; candidates.Add(new PSCandidate() { prefix = mergeName.Substring(0, prefixLength), suffix = mergeName.Substring(mergeName.Length - suffixLength) }.CountMatches(this)); } } // Heuristic match - try to see if we get a better prefix/suffix pattern if we allow for fuzzy-matching of // bone names. Since our goal is to minimize unnecessary renaming (and potentially failing matches), we do // this only if the number of heuristic matches is more than twice the number of matches from the static // pattern above, as using this will force most bones to be renamed. foreach (var hipNameCandidate in boneNamePatterns[(int)HumanBodyBones.Hips].OrderByDescending(p => p.Length)) { var prefixLength = mergeName.IndexOf(hipNameCandidate, StringComparison.InvariantCultureIgnoreCase); if (prefixLength < 0) continue; var suffixLength = mergeName.Length - prefixLength - hipNameCandidate.Length; var prefix = mergeName.Substring(0, prefixLength); var suffix = mergeName.Substring(mergeName.Length - suffixLength); var candidate = new PSCandidate { prefix = prefix, suffix = suffix }.CountHeuristicMatches(mergeHips); candidate.matches = (candidate.matches + 1) / 2; candidates.Add(candidate); break; } // Select which candidate to use var selected = candidates.OrderByDescending(c => c.matches).FirstOrDefault(); if (selected != null && selected.matches > 0) { prefix = selected.prefix; suffix = selected.suffix; } if (prefix == "J_Bip_C_") { // VRM workaround prefix = "J_Bip_"; } if (!string.IsNullOrEmpty(prefix) || !string.IsNullOrEmpty(suffix)) { RuntimeUtil.MarkDirty(this); } } public IEnumerable GetObjectReferences() { if (mergeTarget != null) yield return mergeTarget; } } }