modular-avatar/Runtime/ModularAvatarMergeArmature.cs

362 lines
13 KiB
C#

/*
* 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<string, string> NormalizeBoneName;
internal static ImmutableHashSet<string> 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<ModularAvatarMergeArmature>();
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;
}
}
/// <summary>
/// Counts the number of children which take the form prefix // heuristic bone name // suffix
/// </summary>
/// <returns></returns>
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<Animator>();
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<PSCandidate> 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<AvatarObjectReference> GetObjectReferences()
{
if (mergeTarget != null) yield return mergeTarget;
}
}
}