modular-avatar/Editor/ReactiveObjects/AnimationGeneration/ReactiveObjectAnalyzer.cs

318 lines
13 KiB
C#

using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.core.editor.Simulator;
using nadena.dev.ndmf.preview;
using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor
{
/// <summary>
/// Performs analysis of reactive object rules prior to animation generation. This is used for debug
/// displays/introspection as well.
/// </summary>
internal partial class ReactiveObjectAnalyzer
{
private readonly ComputeContext _computeContext;
private readonly ndmf.BuildContext _context;
private readonly AnimationServicesContext _asc;
private Dictionary<string, float> _simulationInitialStates;
public ImmutableDictionary<string, float> ForcePropertyOverrides { get; set; } = ImmutableDictionary<string, float>.Empty;
public ImmutableDictionary<string, ModularAvatarMenuItem> ForceMenuItems { get; set; } =
ImmutableDictionary<string, ModularAvatarMenuItem>.Empty;
public ReactiveObjectAnalyzer(ndmf.BuildContext context)
{
_computeContext = ComputeContext.NullContext;
_context = context;
_asc = context.Extension<AnimationServicesContext>();
_simulationInitialStates = null;
}
public ReactiveObjectAnalyzer(ComputeContext computeContext = null)
{
_computeContext = computeContext ?? ComputeContext.NullContext;
_context = null;
_asc = null;
_simulationInitialStates = new();
}
public string GetGameObjectStateProperty(GameObject obj)
{
return GetActiveSelfProxy(obj);
}
public string GetMenuItemProperty(GameObject obj)
{
var mami = obj?.GetComponent<ModularAvatarMenuItem>();
if (mami == null) return null;
return ParameterAssignerPass.AssignMenuItemParameter(mami, _simulationInitialStates, ForceMenuItems)
?.Parameter;
}
public struct AnalysisResult
{
public Dictionary<TargetProp, AnimatedProperty> Shapes;
public Dictionary<TargetProp, object> InitialStates;
public HashSet<TargetProp> DeletedShapes;
}
private static PropCache<GameObject, AnalysisResult> _analysisCache;
public static AnalysisResult CachedAnalyze(ComputeContext context, GameObject root)
{
if (_analysisCache == null)
{
_analysisCache = new PropCache<GameObject, AnalysisResult>((ctx, root) =>
{
var analysis = new ReactiveObjectAnalyzer(ctx);
analysis.ForcePropertyOverrides = ctx.Observe(ROSimulator.PropertyOverrides, a=>a, (a,b) => false)
?? ImmutableDictionary<string, float>.Empty;
analysis.ForceMenuItems = ctx.Observe(ROSimulator.MenuItemOverrides, a => a, (a, b) => false)
?? ImmutableDictionary<string, ModularAvatarMenuItem>.Empty;
return analysis.Analyze(root);
});
}
return _analysisCache.Get(context, root);
}
/// <summary>
/// Find all reactive object rules
/// </summary>
/// <param name="root">The avatar root</param>
/// <param name="initialStates">A dictionary of target property to initial state (float or UnityEngine.Object)</param>
/// <param name="deletedShapes">A hashset of blendshape properties which are always deleted</param>
/// <returns></returns>
public AnalysisResult Analyze(
GameObject root
)
{
AnalysisResult result = new();
if (root == null)
{
result.Shapes = new();
result.InitialStates = new();
result.DeletedShapes = new();
return result;
}
Dictionary<TargetProp, AnimatedProperty> shapes = FindShapes(root);
FindObjectToggles(shapes, root);
FindMaterialSetters(shapes, root);
ApplyInitialStateOverrides(shapes);
AnalyzeConstants(shapes);
ResolveToggleInitialStates(shapes);
PreprocessShapes(shapes, out result.InitialStates, out result.DeletedShapes);
result.Shapes = shapes;
return result;
}
private void ApplyInitialStateOverrides(Dictionary<TargetProp, AnimatedProperty> shapes)
{
foreach (var prop in shapes.Values)
{
foreach (var rule in prop.actionGroups)
{
foreach (var cond in rule.ControllingConditions)
{
var paramName = cond.Parameter;
if (ForcePropertyOverrides.TryGetValue(paramName, out var value))
{
cond.InitialValue = value;
}
}
}
}
}
/// <summary>
/// Determines which animated properties have a constant state, and prunes the set of rules appropriately.
/// No-op if there is not build context (as animations cannot be determined)
/// </summary>
/// <param name="shapes"></param>
private void AnalyzeConstants(Dictionary<TargetProp, AnimatedProperty> shapes)
{
var asc = _context?.Extension<AnimationServicesContext>();
HashSet<GameObject> toggledObjects = new();
if (asc == null) return;
foreach (var targetProp in shapes.Keys)
if (targetProp is { TargetObject: GameObject go, PropertyName: "m_IsActive" })
toggledObjects.Add(go);
foreach (var group in shapes.Values)
{
foreach (var actionGroup in group.actionGroups)
{
foreach (var condition in actionGroup.ControllingConditions)
if (condition.ReferenceObject != null && !toggledObjects.Contains(condition.ReferenceObject))
condition.IsConstant = asc.AnimationDatabase.ClipsForPath(asc.PathMappings.GetObjectIdentifier(condition.ReferenceObject)).IsEmpty;
var i = 0;
// Remove redundant active conditions.
int retain = 0;
actionGroup.ControllingConditions.RemoveAll(c => c.IsConstant && c.InitiallyActive);
}
// Remove any action groups with always-unsatisfied conditions
group.actionGroups.RemoveAll(agk => agk.IsConstant && !agk.InitiallyActive);
// Remove all action groups up until the last one where we're always on
var lastAlwaysOnGroup = group.actionGroups.FindLastIndex(ag => ag.IsConstantOn);
if (lastAlwaysOnGroup > 0)
group.actionGroups.RemoveRange(0, lastAlwaysOnGroup - 1);
}
// Remove shapes with no action groups
foreach (var kvp in shapes.ToList())
if (kvp.Value.actionGroups.Count == 0)
shapes.Remove(kvp.Key);
}
/// <summary>
/// Resolves the initial active state of all GameObjects
/// </summary>
/// <param name="groups"></param>
private void ResolveToggleInitialStates(Dictionary<TargetProp, AnimatedProperty> groups)
{
var asc = _context?.Extension<AnimationServicesContext>();
Dictionary<string, float> propStates = new();
Dictionary<string, float> nextPropStates = new();
int loopLimit = 5;
foreach (var kvp in ForcePropertyOverrides)
{
propStates[kvp.Key] = kvp.Value;
}
bool unsettled = true;
while (unsettled && loopLimit-- > 0)
{
unsettled = false;
foreach (var group in groups.Values)
{
if (group.TargetProp.PropertyName != "m_IsActive") continue;
if (!(group.TargetProp.TargetObject is GameObject targetObject)) continue;
var pathKey = GetActiveSelfProxy(targetObject);
float state;
if (!propStates.TryGetValue(pathKey, out state)) state = targetObject.activeSelf ? 1 : 0;
foreach (var actionGroup in group.actionGroups)
{
bool evaluated = true;
foreach (var condition in actionGroup.ControllingConditions)
{
if (!propStates.TryGetValue(condition.Parameter, out var propCondition))
{
propCondition = condition.InitiallyActive ? 1 : 0;
}
if (propCondition < 0.5f)
{
evaluated = false;
break;
}
}
if (actionGroup.Inverted) evaluated = !evaluated;
if (evaluated)
{
state = (float) actionGroup.Value;
}
}
nextPropStates[pathKey] = state;
if (!propStates.TryGetValue(pathKey, out var oldState) || !Mathf.Approximately(oldState, state))
{
unsettled = true;
}
}
foreach (var kvp in ForcePropertyOverrides)
{
nextPropStates[kvp.Key] = kvp.Value;
}
propStates = nextPropStates;
nextPropStates = new();
}
foreach (var group in groups.Values)
{
foreach (var action in group.actionGroups)
{
foreach (var condition in action.ControllingConditions)
{
if (propStates.TryGetValue(condition.Parameter, out var state))
condition.InitialValue = state;
}
}
}
}
/// <summary>
/// Determine initial state and deleted shapes for all properties
/// </summary>
/// <param name="shapes"></param>
/// <param name="initialStates"></param>
/// <param name="deletedShapes"></param>
private void PreprocessShapes(Dictionary<TargetProp, AnimatedProperty> shapes, out Dictionary<TargetProp, object> initialStates, out HashSet<TargetProp> deletedShapes)
{
// For each shapekey, determine 1) if we can just set an initial state and skip and 2) if we can delete the
// corresponding mesh. If we can't, delete ops are merged into the main list of operations.
initialStates = new Dictionary<TargetProp, object>();
deletedShapes = new HashSet<TargetProp>();
foreach (var (key, info) in shapes.ToList())
{
if (info.actionGroups.Count == 0)
{
// never active control; ignore it entirely
shapes.Remove(key);
continue;
}
var deletions = info.actionGroups.Where(agk => agk.IsDelete).ToList();
if (deletions.Any(d => d.ControllingConditions.All(c => c.IsConstantActive)))
{
// always deleted
shapes.Remove(key);
deletedShapes.Add(key);
continue;
}
// Move deleted shapes to the end of the list, so they override all Set actions
info.actionGroups = info.actionGroups.Where(agk => !agk.IsDelete).Concat(deletions).ToList();
var initialState = info.actionGroups.Where(agk => agk.InitiallyActive)
.Select(agk => agk.Value)
.Prepend(info.currentState) // use scene state if everything is disabled
.Last();
initialStates[key] = initialState;
// If we're now constant-on, we can skip animation generation
if (info.actionGroups[^1].IsConstant)
{
shapes.Remove(key);
}
}
}
}
}