mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 18:55:06 +08:00
chore: unexpose animation context for now
This API is still a bit unstable; it'll probably be added in a future release.
This commit is contained in:
parent
6332825980
commit
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@ -1,5 +1,5 @@
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using NUnit.Framework;
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using UnityEditor;
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using System.Linq;
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEditor.Animations;
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using System.Linq;
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.core;
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using System;
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.core;
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using nadena.dev.modular_avatar.core.editor;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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@ -1,4 +1,4 @@
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using UnityEngine;
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@ -1,13 +1,18 @@
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using System;
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#region
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using System;
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using System.Collections.Generic;
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using nadena.dev.ndmf;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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namespace nadena.dev.ndmf.animation
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#endregion
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namespace nadena.dev.modular_avatar.animation
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{
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public static class AnimationUtil
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internal static class AnimationUtil
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{
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private const string SAMPLE_PATH_PACKAGE =
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"Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Controllers";
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@ -22,19 +22,22 @@
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* SOFTWARE.
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*/
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#region
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using nadena.dev.ndmf.util;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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using Object = UnityEngine.Object;
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namespace nadena.dev.ndmf.animation
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#endregion
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namespace nadena.dev.modular_avatar.animation
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{
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public class AnimatorCombiner
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internal class AnimatorCombiner
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{
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private readonly AnimatorController _combined;
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private bool isSaved;
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@ -56,7 +59,7 @@ namespace nadena.dev.ndmf.animation
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private int controllerBaseLayer = 0;
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public AnimatorCombiner(String assetName, UnityEngine.Object assetContainer)
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public AnimatorCombiner(String assetName, Object assetContainer)
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{
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_combined = new AnimatorController();
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if (assetContainer != null)
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namespace nadena.dev.ndmf.animation
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#region
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using nadena.dev.ndmf;
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#endregion
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namespace nadena.dev.modular_avatar.animation
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{
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/// <summary>
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/// This interface tags components which supply additional animation controllers for merging. They will be given
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/// an opportunity to apply animation path updates when the TrackObjectRenamesContext is committed.
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/// </summary>
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public interface IOnCommitObjectRenames
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internal interface IOnCommitObjectRenames
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{
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void OnCommitObjectRenames(BuildContext buildContext, TrackObjectRenamesContext renameContext);
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}
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using System;
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#region
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.util;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using VRC.Core;
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using VRC.SDK3.Avatars.Components;
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using Object = UnityEngine.Object;
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namespace nadena.dev.ndmf.animation
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#endregion
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namespace nadena.dev.modular_avatar.animation
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{
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using UnityObject = UnityEngine.Object;
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#region
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using UnityObject = Object;
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#endregion
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/// <summary>
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/// This extension context tracks when objects are renamed, and updates animations accordingly.
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/// Users of this context need to be aware that, when creating new curves (or otherwise introducing new motions,
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/// use context.ObjectPath to obtain a suitable path for the target objects).
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/// </summary>
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public sealed class TrackObjectRenamesContext : IExtensionContext
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internal sealed class TrackObjectRenamesContext : IExtensionContext
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{
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private Dictionary<GameObject, List<string>>
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_objectToOriginalPaths = new Dictionary<GameObject, List<string>>();
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using UnityEditor;
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using UnityEngine;
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@ -422,10 +422,11 @@ namespace nadena.dev.modular_avatar.core.editor
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&& (
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Vector3.SqrMagnitude(mergedSrcBone.transform.localScale - src.transform.localScale) > 0.00001f
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|| Quaternion.Angle(mergedSrcBone.transform.localRotation, src.transform.localRotation) > 0.00001f
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|| Vector3.SqrMagnitude(mergedSrcBone.transform.localPosition - src.transform.localPosition) > 0.00001f
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|| Vector3.SqrMagnitude(mergedSrcBone.transform.localPosition - src.transform.localPosition) >
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0.00001f
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)
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&& src.GetComponent<IConstraint>() != null
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)
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)
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{
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// Constraints are sensitive to changes in local reference frames in some cases. In this case we'll
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// inject a dummy object in between in order to retain the local parent scale of the retargeted bone.
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using UnityEngine;
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using System;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.animation;
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using nadena.dev.ndmf.fluent;
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using nadena.dev.ndmf.animation;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using UnityEditor;
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using UnityEngine;
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@ -1 +1 @@
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Subproject commit f6caa431ab9c8e6071edfc0ac75595519161b9e2
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Subproject commit d1cbaa4aabd87b006b6e858de2a64192be5e42e9
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