modular-avatar/Editor/AnimatorMerger.cs
2023-12-27 18:54:59 +09:00

370 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.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using nadena.dev.ndmf.util;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using VRC.SDKBase;
#if MA_VRCSDK3_AVATARS
using VRC.SDK3.Avatars.Components;
#endif
using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor
{
internal class AnimatorCombiner
{
private readonly AnimatorController _combined;
private bool isSaved;
private DeepClone _deepClone;
private AnimatorOverrideController _overrideController;
private List<AnimatorControllerLayer> _layers = new List<AnimatorControllerLayer>();
private Dictionary<String, AnimatorControllerParameter> _parameters =
new Dictionary<string, AnimatorControllerParameter>();
private Dictionary<KeyValuePair<String, Motion>, Motion> _motions =
new Dictionary<KeyValuePair<string, Motion>, Motion>();
private Dictionary<KeyValuePair<String, AnimatorStateMachine>, AnimatorStateMachine> _stateMachines =
new Dictionary<KeyValuePair<string, AnimatorStateMachine>, AnimatorStateMachine>();
private Dictionary<Object, Object> _cloneMap;
private int controllerBaseLayer = 0;
public VRC_AnimatorLayerControl.BlendableLayer? BlendableLayer;
public AnimatorCombiner(BuildContext context, String assetName)
{
_combined = context.CreateAnimator();
isSaved = !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(_combined));
_combined.name = assetName;
_deepClone = new DeepClone(context.PluginBuildContext);
}
public AnimatorController Finish()
{
PruneEmptyLayers();
_combined.parameters = _parameters.Values.ToArray();
_combined.layers = _layers.ToArray();
return _combined;
}
private void PruneEmptyLayers()
{
var originalLayers = _layers;
int[] layerIndexMappings = new int[originalLayers.Count];
List<AnimatorControllerLayer> newLayers = new List<AnimatorControllerLayer>();
for (int i = 0; i < originalLayers.Count; i++)
{
if (i > 0 && IsEmptyLayer(originalLayers[i]))
{
layerIndexMappings[i] = -1;
}
else
{
layerIndexMappings[i] = newLayers.Count;
newLayers.Add(originalLayers[i]);
}
}
foreach (var layer in newLayers)
{
if (layer.stateMachine == null) continue;
foreach (var asset in layer.stateMachine.ReferencedAssets(includeScene: false))
{
if (asset is AnimatorState alc)
{
alc.behaviours = AdjustStateBehaviors(alc.behaviours);
}
else if (asset is AnimatorStateMachine asm)
{
asm.behaviours = AdjustStateBehaviors(asm.behaviours);
}
}
}
_layers = newLayers;
StateMachineBehaviour[] AdjustStateBehaviors(StateMachineBehaviour[] behaviours)
{
if (behaviours.Length == 0) return behaviours;
var newBehaviors = new List<StateMachineBehaviour>();
foreach (var b in behaviours)
{
if (b is VRCAnimatorLayerControl alc && alc.playable == BlendableLayer)
{
int newLayer = -1;
if (alc.layer >= 0 && alc.layer < layerIndexMappings.Length)
{
newLayer = layerIndexMappings[alc.layer];
}
if (newLayer != -1)
{
alc.layer = newLayer;
newBehaviors.Add(alc);
}
}
else
{
newBehaviors.Add(b);
}
}
return newBehaviors.ToArray();
}
}
private bool IsEmptyLayer(AnimatorControllerLayer layer)
{
if (layer.syncedLayerIndex >= 0) return false;
if (layer.avatarMask != null) return false;
return layer.stateMachine == null
|| (layer.stateMachine.states.Length == 0 && layer.stateMachine.stateMachines.Length == 0);
}
public void AddController(string basePath, AnimatorController controller, bool? writeDefaults,
bool forceFirstLayerWeight = false)
{
controllerBaseLayer = _layers.Count;
_cloneMap = new Dictionary<Object, Object>();
foreach (var param in controller.parameters)
{
if (_parameters.TryGetValue(param.name, out var acp))
{
if (acp.type != param.type)
{
BuildReport.LogFatal("error.merge_animator.param_type_mismatch", new[]
{
param.name, acp.type.ToString(),
param.type.ToString()
});
}
continue;
}
_parameters.Add(param.name, param);
}
bool first = true;
var layers = controller.layers;
foreach (var layer in layers)
{
insertLayer(basePath, layer, first, writeDefaults, layers);
if (first && forceFirstLayerWeight)
{
_layers[_layers.Count - 1].defaultWeight = 1;
}
first = false;
}
}
public void AddOverrideController(string basePath, AnimatorOverrideController overrideController,
bool? writeDefaults)
{
AnimatorController controller = overrideController.runtimeAnimatorController as AnimatorController;
if (controller == null) return;
_deepClone.OverrideController = overrideController;
try
{
this.AddController(basePath, controller, writeDefaults);
}
finally
{
_overrideController = null;
}
}
private void insertLayer(
string basePath,
AnimatorControllerLayer layer,
bool first,
bool? writeDefaults,
AnimatorControllerLayer[] layers
)
{
var newLayer = new AnimatorControllerLayer()
{
name = layer.name,
avatarMask = layer.avatarMask, // TODO map transforms
blendingMode = layer.blendingMode,
defaultWeight = first ? 1 : layer.defaultWeight,
syncedLayerIndex = layer.syncedLayerIndex,
syncedLayerAffectsTiming = layer.syncedLayerAffectsTiming,
iKPass = layer.iKPass,
stateMachine = mapStateMachine(basePath, layer.stateMachine),
};
UpdateWriteDefaults(newLayer.stateMachine, writeDefaults);
if (newLayer.syncedLayerIndex != -1 && newLayer.syncedLayerIndex >= 0 &&
newLayer.syncedLayerIndex < layers.Length)
{
// Transfer any motion overrides onto the new synced layer
var baseLayer = layers[newLayer.syncedLayerIndex];
foreach (var state in WalkAllStates(baseLayer.stateMachine))
{
var overrideMotion = layer.GetOverrideMotion(state);
if (overrideMotion != null)
{
newLayer.SetOverrideMotion((AnimatorState)_cloneMap[state], overrideMotion);
}
var overrideBehaviors = (StateMachineBehaviour[])layer.GetOverrideBehaviours(state)?.Clone();
if (overrideBehaviors != null)
{
for (int i = 0; i < overrideBehaviors.Length; i++)
{
overrideBehaviors[i] = _deepClone.DoClone(overrideBehaviors[i]);
AdjustBehavior(overrideBehaviors[i]);
}
newLayer.SetOverrideBehaviours((AnimatorState)_cloneMap[state], overrideBehaviors);
}
}
newLayer.syncedLayerIndex += controllerBaseLayer;
}
_layers.Add(newLayer);
}
IEnumerable<AnimatorState> WalkAllStates(AnimatorStateMachine animatorStateMachine)
{
HashSet<Object> visited = new HashSet<Object>();
foreach (var state in VisitStateMachine(animatorStateMachine))
{
yield return state;
}
IEnumerable<AnimatorState> VisitStateMachine(AnimatorStateMachine layerStateMachine)
{
if (!visited.Add(layerStateMachine)) yield break;
foreach (var state in layerStateMachine.states)
{
if (state.state == null) continue;
yield return state.state;
}
foreach (var child in layerStateMachine.stateMachines)
{
if (child.stateMachine == null) continue;
if (visited.Contains(child.stateMachine)) continue;
visited.Add(child.stateMachine);
foreach (var state in VisitStateMachine(child.stateMachine))
{
yield return state;
}
}
}
}
private void UpdateWriteDefaults(AnimatorStateMachine stateMachine, bool? writeDefaults)
{
if (!writeDefaults.HasValue) return;
var queue = new Queue<AnimatorStateMachine>();
queue.Enqueue(stateMachine);
while (queue.Count > 0)
{
var sm = queue.Dequeue();
foreach (var state in sm.states)
{
state.state.writeDefaultValues = writeDefaults.Value;
}
foreach (var child in sm.stateMachines)
{
queue.Enqueue(child.stateMachine);
}
}
}
private AnimatorStateMachine mapStateMachine(string basePath, AnimatorStateMachine layerStateMachine)
{
var cacheKey = new KeyValuePair<string, AnimatorStateMachine>(basePath, layerStateMachine);
if (_stateMachines.TryGetValue(cacheKey, out var asm))
{
return asm;
}
asm = _deepClone.DoClone(layerStateMachine, basePath, _cloneMap);
foreach (var state in WalkAllStates(asm))
{
foreach (var behavior in state.behaviours)
{
AdjustBehavior(behavior);
}
}
_stateMachines[cacheKey] = asm;
return asm;
}
private void AdjustBehavior(StateMachineBehaviour behavior)
{
#if MA_VRCSDK3_AVATARS
switch (behavior)
{
case VRCAnimatorLayerControl layerControl:
{
// TODO - need to figure out how to handle cross-layer references. For now this will handle
// intra-animator cases.
layerControl.layer += controllerBaseLayer;
break;
}
}
#endif
}
}
}