(BREAKING) Add AnimatorAsCode V1:

- Breaking changes:
  - Remove dependency to VRChat in the AnimatorAsCode.V1 namespace. The namespace should now be usable in non-VRChat projects.
  - All VRChat-specific methods are now extension functions in a separate namespace, AnimatorAsCode.V1.VRC.
  - VRChat methods that modify existing assets are split into a separate namespace, AnimatorAsCode.V1.VRCDestructiveWorkflow.
- Breaking fixes:
  - Fix incorrect type signature on AacFlFloatParameterGroup.ToList() and AacFlIntParameterGroup.ToList().
- Add AacFlBase.NewBlendTree():
  - This allows creating blend trees as code.
  - Add AacFlState.WithAnimation(AacFlBlendTree).
- Add AacFlBase.NoAnimator():
  - This can be used to obtain AacFlParameter objects for use in the generation of BlendTrees and other systems, without requiring the existence of a backing animator controller.
  - This can also be used in some cases where there are type casts (Bool to Float, Float to Bool).
- Add AacFlBase.NewAnimatorController():
  - This is meant to be used for non-destructive workflows.
  - This creates an animator controller inside the asset container. This animator controller will be reaped in the same way as other assets are reaped.
This commit is contained in:
Haï~
2023-10-02 04:51:07 +02:00
parent 3f5fd7aff7
commit d22d73cc82
10 changed files with 483 additions and 169 deletions
+245 -106
View File
@@ -16,6 +16,19 @@ namespace AnimatorAsCode.V1
return new AacFlBase(configuration);
}
internal static AnimatorController NewAnimatorController(AacConfiguration component, string suffix)
{
return RegisterAnimatorController(component, suffix, new AnimatorController());
}
internal static AnimatorController RegisterAnimatorController(AacConfiguration component, string suffix, AnimatorController animatorController)
{
animatorController.name = "zAutogenerated__" + component.AssetKey + "__" + suffix + "_" + Random.Range(0, Int32.MaxValue); // FIXME animation name conflict
animatorController.hideFlags = HideFlags.None;
AssetDatabase.AddObjectToAsset(animatorController, component.AssetContainer);
return animatorController;
}
internal static AnimationClip NewClip(AacConfiguration component, string suffix)
{
return RegisterClip(component, suffix, new AnimationClip());
@@ -77,6 +90,8 @@ namespace AnimatorAsCode.V1
public struct AacConfiguration
{
public string SystemName;
// Please consult "MigratingFromV0ToV1.md" on how to migrate this property
// public VRCAvatarDescriptor AvatarDescriptor;
public Transform AnimatorRoot;
public Transform DefaultValueRoot;
public AnimatorController AssetContainer;
@@ -157,19 +172,18 @@ namespace AnimatorAsCode.V1
return _stateMachine.EntryTransitionsTo(destination);
}
public AacFlBoolParameter BoolParameter(string parameterName) => _stateMachine.BackingAnimator().BoolParameter(parameterName);
public AacFlBoolParameter TriggerParameterAsBool(string parameterName) => _stateMachine.BackingAnimator().TriggerParameter(parameterName);
public AacFlFloatParameter FloatParameter(string parameterName) => _stateMachine.BackingAnimator().FloatParameter(parameterName);
public AacFlIntParameter IntParameter(string parameterName) => _stateMachine.BackingAnimator().IntParameter(parameterName);
public AacFlBoolParameterGroup BoolParameters(params string[] parameterNames) => _stateMachine.BackingAnimator().BoolParameters(parameterNames);
public AacFlBoolParameterGroup TriggerParametersAsBools(params string[] parameterNames) => _stateMachine.BackingAnimator().TriggerParameters(parameterNames);
public AacFlFloatParameterGroup FloatParameters(params string[] parameterNames) => _stateMachine.BackingAnimator().FloatParameters(parameterNames);
public AacFlIntParameterGroup IntParameters(params string[] parameterNames) => _stateMachine.BackingAnimator().IntParameters(parameterNames);
public AacFlBoolParameterGroup BoolParameters(params AacFlBoolParameter[] parameters) => _stateMachine.BackingAnimator().BoolParameters(parameters);
public AacFlBoolParameterGroup TriggerParametersAsBools(params AacFlBoolParameter[] parameters) => _stateMachine.BackingAnimator().TriggerParameters(parameters);
public AacFlFloatParameterGroup FloatParameters(params AacFlFloatParameter[] parameters) => _stateMachine.BackingAnimator().FloatParameters(parameters);
public AacFlIntParameterGroup IntParameters(params AacFlIntParameter[] parameters) => _stateMachine.BackingAnimator().IntParameters(parameters);
public AacAv3 Av3() => new AacAv3(_stateMachine.BackingAnimator());
public AacFlBoolParameter BoolParameter(string parameterName) => _stateMachine.InternalBackingAnimator().BoolParameter(parameterName);
public AacFlBoolParameter TriggerParameterAsBool(string parameterName) => _stateMachine.InternalBackingAnimator().TriggerParameter(parameterName);
public AacFlFloatParameter FloatParameter(string parameterName) => _stateMachine.InternalBackingAnimator().FloatParameter(parameterName);
public AacFlIntParameter IntParameter(string parameterName) => _stateMachine.InternalBackingAnimator().IntParameter(parameterName);
public AacFlBoolParameterGroup BoolParameters(params string[] parameterNames) => _stateMachine.InternalBackingAnimator().BoolParameters(parameterNames);
public AacFlBoolParameterGroup TriggerParametersAsBools(params string[] parameterNames) => _stateMachine.InternalBackingAnimator().TriggerParameters(parameterNames);
public AacFlFloatParameterGroup FloatParameters(params string[] parameterNames) => _stateMachine.InternalBackingAnimator().FloatParameters(parameterNames);
public AacFlIntParameterGroup IntParameters(params string[] parameterNames) => _stateMachine.InternalBackingAnimator().IntParameters(parameterNames);
public AacFlBoolParameterGroup BoolParameters(params AacFlBoolParameter[] parameters) => _stateMachine.InternalBackingAnimator().BoolParameters(parameters);
public AacFlBoolParameterGroup TriggerParametersAsBools(params AacFlBoolParameter[] parameters) => _stateMachine.InternalBackingAnimator().TriggerParameters(parameters);
public AacFlFloatParameterGroup FloatParameters(params AacFlFloatParameter[] parameters) => _stateMachine.InternalBackingAnimator().FloatParameters(parameters);
public AacFlIntParameterGroup IntParameters(params AacFlIntParameter[] parameters) => _stateMachine.InternalBackingAnimator().IntParameters(parameters);
public AacFlLayer OverrideValue(AacFlBoolParameter toBeForced, bool value)
{
@@ -285,6 +299,11 @@ namespace AnimatorAsCode.V1
_stateMachine.WithDefaultState(newDefaultState);
return this;
}
public AacFlStateMachine InternalStateMachine()
{
return _stateMachine;
}
}
public class AacFlBase
@@ -314,6 +333,11 @@ namespace AnimatorAsCode.V1
return new AacFlClip(_configuration, clip);
}
public AacFlNonInitializedBlendTree NewBlendTree()
{
return new AacFlNonInitializedBlendTree(AacV1.NewBlendTreeAsRaw(_configuration, Guid.NewGuid().ToString()));
}
public BlendTree NewBlendTreeAsRaw()
{
return AacV1.NewBlendTreeAsRaw(_configuration, Guid.NewGuid().ToString());
@@ -353,6 +377,18 @@ namespace AnimatorAsCode.V1
.WithUnit(unit, keyframes => keyframes.Constant(0, 0f).Constant(duration, 0f)));
}
public AacFlController NewAnimatorController()
{
var animatorController = AacV1.NewAnimatorController(_configuration, Guid.NewGuid().ToString());
return new AacFlController(_configuration, animatorController, this);
}
public AacFlController NewAnimatorController(string name)
{
var animatorController = AacV1.NewAnimatorController(_configuration, name);
return new AacFlController(_configuration, animatorController, this);
}
public AacFlLayer CreateMainArbitraryControllerLayer(AnimatorController controller) => InternalDoCreateLayer(controller, _configuration.DefaultsProvider.ConvertLayerName(_configuration.SystemName));
public AacFlLayer CreateSupportingArbitraryControllerLayer(AnimatorController controller, string suffix) => InternalDoCreateLayer(controller, _configuration.DefaultsProvider.ConvertLayerNameWithSuffix(_configuration.SystemName, suffix));
public AacFlLayer CreateFirstArbitraryControllerLayer(AnimatorController controller) => InternalDoCreateLayer(controller, controller.layers[0].name);
@@ -365,17 +401,20 @@ namespace AnimatorAsCode.V1
return new AacFlLayer(animator, _configuration, machine, layerName);
}
internal AacFlLayer DoCreateLayerWithoutDeleting(AnimatorController animator, string layerName)
{
var ag = new AacAnimatorGenerator(animator, CreateEmptyClip().Clip, _configuration.DefaultsProvider);
var machine = ag.CreateOrClearLayerAtSameIndex(layerName, 1f, null, false);
return new AacFlLayer(animator, _configuration, machine, layerName);
}
private AacFlClip CreateEmptyClip()
{
var emptyClip = AnomalousSingleKeyframeClip();
return emptyClip;
}
public AacVrcAssetLibrary VrcAssets()
{
return new AacVrcAssetLibrary();
}
public void ClearPreviousAssets()
{
var allSubAssets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(_configuration.AssetContainer));
@@ -388,113 +427,209 @@ namespace AnimatorAsCode.V1
}
}
}
}
public class AacAv3
{
private readonly AacBackingAnimator _backingAnimator;
internal AacAv3(AacBackingAnimator backingAnimator)
public AacFlNoAnimator NoAnimator()
{
_backingAnimator = backingAnimator;
}
// ReSharper disable InconsistentNaming
public AacFlBoolParameter IsLocal => _backingAnimator.BoolParameter("IsLocal");
public AacFlEnumIntParameter<Av3Viseme> Viseme => _backingAnimator.EnumParameter<Av3Viseme>("Viseme");
public AacFlEnumIntParameter<Av3Gesture> GestureLeft => _backingAnimator.EnumParameter<Av3Gesture>("GestureLeft");
public AacFlEnumIntParameter<Av3Gesture> GestureRight => _backingAnimator.EnumParameter<Av3Gesture>("GestureRight");
public AacFlFloatParameter GestureLeftWeight => _backingAnimator.FloatParameter("GestureLeftWeight");
public AacFlFloatParameter GestureRightWeight => _backingAnimator.FloatParameter("GestureRightWeight");
public AacFlFloatParameter AngularY => _backingAnimator.FloatParameter("AngularY");
public AacFlFloatParameter VelocityX => _backingAnimator.FloatParameter("VelocityX");
public AacFlFloatParameter VelocityY => _backingAnimator.FloatParameter("VelocityY");
public AacFlFloatParameter VelocityZ => _backingAnimator.FloatParameter("VelocityZ");
public AacFlFloatParameter Upright => _backingAnimator.FloatParameter("Upright");
public AacFlBoolParameter Grounded => _backingAnimator.BoolParameter("Grounded");
public AacFlBoolParameter Seated => _backingAnimator.BoolParameter("Seated");
public AacFlBoolParameter AFK => _backingAnimator.BoolParameter("AFK");
public AacFlIntParameter TrackingType => _backingAnimator.IntParameter("TrackingType");
public AacFlIntParameter VRMode => _backingAnimator.IntParameter("VRMode");
public AacFlBoolParameter MuteSelf => _backingAnimator.BoolParameter("MuteSelf");
public AacFlBoolParameter InStation => _backingAnimator.BoolParameter("InStation");
public AacFlFloatParameter Voice => _backingAnimator.FloatParameter("Voice");
// ReSharper restore InconsistentNaming
public IAacFlCondition ItIsRemote() => IsLocal.IsFalse();
public IAacFlCondition ItIsLocal() => IsLocal.IsTrue();
public enum Av3Gesture
{
// Specify all the values explicitly because they should be dictated by VRChat, not enumeration order.
Neutral = 0,
Fist = 1,
HandOpen = 2,
Fingerpoint = 3,
Victory = 4,
RockNRoll = 5,
HandGun = 6,
ThumbsUp = 7
}
public enum Av3Viseme
{
// Specify all the values explicitly because they should be dictated by VRChat, not enumeration order.
// ReSharper disable InconsistentNaming
sil = 0,
pp = 1,
ff = 2,
th = 3,
dd = 4,
kk = 5,
ch = 6,
ss = 7,
nn = 8,
rr = 9,
aa = 10,
e = 11,
ih = 12,
oh = 13,
ou = 14
// ReSharper restore InconsistentNaming
return new AacFlNoAnimator();
}
}
public class AacVrcAssetLibrary
public class AacFlNoAnimator
{
public AvatarMask LeftHandAvatarMask()
public AacFlFloatParameter FloatParameter(string parameterName) => AacFlFloatParameter.Internally(parameterName);
public AacFlIntParameter IntParameter(string parameterName) => AacFlIntParameter.Internally(parameterName);
public AacFlBoolParameter BoolParameter(string parameterName) => AacFlBoolParameter.Internally(parameterName);
}
public class AacFlBlendTree
{
protected AacFlBlendTree(BlendTree blendTree)
{
return AssetDatabase.LoadAssetAtPath<AvatarMask>("Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Masks/vrc_Hand Left.mask");
BlendTree = blendTree;
}
public AvatarMask RightHandAvatarMask()
public BlendTree BlendTree { get; }
}
public class AacFlNonInitializedBlendTree : AacFlBlendTree
{
public AacFlNonInitializedBlendTree(BlendTree blendTree) : base(blendTree)
{
return AssetDatabase.LoadAssetAtPath<AvatarMask>("Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Masks/vrc_Hand Right.mask");
}
public AnimationClip ProxyForGesture(AacAv3.Av3Gesture gesture, bool masculine)
public AacFlBlendTree2D FreeformCartesian(AacFlFloatParameter parameterX, AacFlFloatParameter parameterY)
{
return AssetDatabase.LoadAssetAtPath<AnimationClip>("Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/ProxyAnim/" + ResolveProxyFilename(gesture, masculine));
BlendTree.blendType = BlendTreeType.FreeformCartesian2D;
BlendTree.blendParameter = parameterX.Name;
BlendTree.blendParameterY = parameterY.Name;
return new AacFlBlendTree2D(BlendTree);
}
private static string ResolveProxyFilename(AacAv3.Av3Gesture gesture, bool masculine)
public AacFlBlendTree2D FreeformDirectional(AacFlFloatParameter parameterX, AacFlFloatParameter parameterY)
{
switch (gesture)
BlendTree.blendType = BlendTreeType.FreeformDirectional2D;
BlendTree.blendParameter = parameterX.Name;
BlendTree.blendParameterY = parameterY.Name;
return new AacFlBlendTree2D(BlendTree);
}
public AacFlBlendTree2D SimpleDirectional(AacFlFloatParameter parameterX, AacFlFloatParameter parameterY)
{
BlendTree.blendType = BlendTreeType.SimpleDirectional2D;
BlendTree.blendParameter = parameterX.Name;
BlendTree.blendParameterY = parameterY.Name;
return new AacFlBlendTree2D(BlendTree);
}
public AacFlBlendTree1D Simple(AacFlFloatParameter parameter)
{
BlendTree.blendType = BlendTreeType.Simple1D;
BlendTree.blendParameter = parameter.Name;
BlendTree.useAutomaticThresholds = false;
return new AacFlBlendTree1D(BlendTree);
}
public AacFlBlendTreeDirect Direct()
{
BlendTree.blendType = BlendTreeType.Direct;
return new AacFlBlendTreeDirect(BlendTree);
}
}
public class AacFlBlendTree2D : AacFlBlendTree
{
public AacFlBlendTree2D(BlendTree blendTree) : base(blendTree)
{
}
public AacFlBlendTree2D WithAnimation(AacFlBlendTree blendTree, Vector2 pos)
{
return WithAnimation(blendTree.BlendTree, pos);
}
public AacFlBlendTree2D WithAnimation(AacFlBlendTree blendTree, float x, float y)
{
return WithAnimation(blendTree.BlendTree, x, y);
}
public AacFlBlendTree2D WithAnimation(AacFlClip clip, Vector2 pos)
{
return WithAnimation(clip.Clip, pos);
}
public AacFlBlendTree2D WithAnimation(AacFlClip clip, float x, float y)
{
return WithAnimation(clip.Clip, x, y);
}
public AacFlBlendTree2D WithAnimation(Motion motion, Vector2 pos)
{
return WithAnimation(motion, pos.x, pos.y);
}
public AacFlBlendTree2D WithAnimation(Motion motion, float x, float y)
{
var children = BlendTree.children ?? new ChildMotion[0];
var childrenList = children.ToList();
childrenList.Add(new ChildMotion
{
case AacAv3.Av3Gesture.Neutral: return masculine ? "proxy_hands_idle.anim" : "proxy_hands_idle2.anim";
case AacAv3.Av3Gesture.Fist: return "proxy_hands_fist.anim";
case AacAv3.Av3Gesture.HandOpen: return "proxy_hands_open.anim";
case AacAv3.Av3Gesture.Fingerpoint: return "proxy_hands_point.anim";
case AacAv3.Av3Gesture.Victory: return "proxy_hands_peace.anim";
case AacAv3.Av3Gesture.RockNRoll: return "proxy_hands_rock.anim";
case AacAv3.Av3Gesture.HandGun: return "proxy_hands_gun.anim";
case AacAv3.Av3Gesture.ThumbsUp: return "proxy_hands_thumbs_up.anim";
default:
throw new ArgumentOutOfRangeException(nameof(gesture), gesture, null);
}
motion = motion,
position = new Vector2(x, y),
timeScale = 1f
});
BlendTree.children = childrenList.ToArray();
return this;
}
}
public class AacFlBlendTree1D : AacFlBlendTree
{
public AacFlBlendTree1D(BlendTree blendTree) : base(blendTree)
{
}
public AacFlBlendTree1D WithAnimation(AacFlClip clip, float threshold)
{
return WithAnimation(clip.Clip, threshold);
}
public AacFlBlendTree1D WithAnimation(AacFlBlendTree blendTree, float threshold)
{
return WithAnimation(blendTree.BlendTree, threshold);
}
public AacFlBlendTree1D WithAnimation(Motion motion, float threshold)
{
var children = BlendTree.children ?? new ChildMotion[0];
var childrenList = children.ToList();
childrenList.Add(new ChildMotion
{
motion = motion,
threshold = threshold,
timeScale = 1f
});
BlendTree.children = childrenList.ToArray();
return this;
}
}
public class AacFlBlendTreeDirect : AacFlBlendTree
{
public AacFlBlendTreeDirect(BlendTree blendTree) : base(blendTree)
{
}
public AacFlBlendTreeDirect WithAnimation(AacFlClip clip, AacFlFloatParameter parameter)
{
return WithAnimation(clip.Clip, parameter);
}
public AacFlBlendTreeDirect WithAnimation(AacFlBlendTree blendTree, AacFlFloatParameter parameter)
{
return WithAnimation(blendTree.BlendTree, parameter);
}
public AacFlBlendTreeDirect WithAnimation(Motion motion, AacFlFloatParameter parameter)
{
var children = BlendTree.children ?? new ChildMotion[0];
var childrenList = children.ToList();
childrenList.Add(new ChildMotion
{
motion = motion,
directBlendParameter = parameter.Name,
timeScale = 1f
});
BlendTree.children = childrenList.ToArray();
return this;
}
}
public class AacFlController
{
public AnimatorController AnimatorController;
private readonly AacConfiguration _configuration;
private readonly AacFlBase _base;
public AacFlController(AacConfiguration configuration, AnimatorController animatorController, AacFlBase originalBase)
{
AnimatorController = animatorController;
_configuration = configuration;
_base = originalBase;
}
public AacFlLayer CreateLayer(string suffix) => _base.DoCreateLayerWithoutDeleting(AnimatorController, _configuration.DefaultsProvider.ConvertLayerNameWithSuffix(_configuration.SystemName, suffix));
public AacFlLayer CreateLayer() => _base.DoCreateLayerWithoutDeleting(AnimatorController, _configuration.SystemName);
}
public class AacAnimatorRemoval
{
private readonly AnimatorController _animatorController;
@@ -592,11 +727,15 @@ namespace AnimatorAsCode.V1
.WithExitPosition(7, -1);
}
internal AacFlStateMachine CreateOrClearLayerAtSameIndex(string layerName, float weightWhenCreating, AvatarMask maskWhenCreating = null)
internal AacFlStateMachine CreateOrClearLayerAtSameIndex(string layerName, float weightWhenCreating, AvatarMask maskWhenCreating = null, bool allowDeletion = true)
{
var originalIndexToPreserveOrdering = FindIndexOf(layerName);
if (originalIndexToPreserveOrdering != -1)
{
if (!allowDeletion)
{
throw new InvalidOperationException($"Cannot create layer with name {layerName} as it already exists. When creating layers using NewAnimatorController, you may only use unique names.");
}
RecursivelyClearChildrenMachines(_animatorController.layers[originalIndexToPreserveOrdering].stateMachine);
_animatorController.layers[originalIndexToPreserveOrdering].stateMachine.stateMachines = new ChildAnimatorStateMachine[0];
+2 -2
View File
@@ -124,7 +124,7 @@ namespace AnimatorAsCode.V1
internal static AacFlFloatParameterGroup Internally(params string[] names) => new AacFlFloatParameterGroup(names);
private readonly string[] _names;
private AacFlFloatParameterGroup(params string[] names) { _names = names; }
public List<AacFlBoolParameter> ToList() => _names.Select(AacFlBoolParameter.Internally).ToList();
public List<AacFlFloatParameter> ToList() => _names.Select(AacFlFloatParameter.Internally).ToList();
public IAacFlCondition AreGreaterThan(float other) => ForEach(_names, (name, condition) => condition.Add(name, Greater, other));
public IAacFlCondition AreLessThan(float other) => ForEach(_names, (name, condition) => condition.Add(name, Less, other));
@@ -135,7 +135,7 @@ namespace AnimatorAsCode.V1
internal static AacFlIntParameterGroup Internally(params string[] names) => new AacFlIntParameterGroup(names);
private readonly string[] _names;
private AacFlIntParameterGroup(params string[] names) { _names = names; }
public List<AacFlBoolParameter> ToList() => _names.Select(AacFlBoolParameter.Internally).ToList();
public List<AacFlIntParameter> ToList() => _names.Select(AacFlIntParameter.Internally).ToList();
public IAacFlCondition AreGreaterThan(float other) => ForEach(_names, (name, condition) => condition.Add(name, Greater, other));
public IAacFlCondition AreLessThan(float other) => ForEach(_names, (name, condition) => condition.Add(name, Less, other));
+8 -2
View File
@@ -7,7 +7,7 @@ using UnityEngine;
// ReSharper disable once CheckNamespace
namespace AnimatorAsCode.V1
{
internal class AacBackingAnimator
public class AacBackingAnimator
{
private readonly AacAnimatorGenerator _generator;
@@ -134,7 +134,7 @@ namespace AnimatorAsCode.V1
_childNodes = new List<AacAnimatorNode>();
}
internal AacBackingAnimator BackingAnimator()
public AacBackingAnimator InternalBackingAnimator()
{
return _backingAnimator;
}
@@ -332,6 +332,12 @@ namespace AnimatorAsCode.V1
return this;
}
public AacFlState WithAnimation(AacFlBlendTree blendTree)
{
State.motion = blendTree.BlendTree;
return this;
}
public AacFlTransition TransitionsTo(AacFlState destination)
{
return new AacFlTransition(ConfigureTransition(State.AddTransition(destination.State)), _machine, State, destination.State);
@@ -1,12 +1,24 @@
using System;
using UnityEditor;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
using VRC.SDKBase;
// ReSharper disable once CheckNamespace
namespace AnimatorAsCode.V1.VRC
{
public static class VRChatExtensions
public static class AacVRCExtensions
{
public static AacVrcAssetLibrary VrcAssets(this AacFlBase that)
{
return new AacVrcAssetLibrary();
}
public static AacAv3 Av3(this AacFlLayer that)
{
return new AacAv3(that.InternalStateMachine().InternalBackingAnimator());
}
/// <summary>
/// Set <i>parameter</i> to a given <i>value</i>. For unsynced parameters, also see <i>DrivingLocally</i>.
/// </summary>
@@ -196,7 +208,7 @@ namespace AnimatorAsCode.V1.VRC
return node;
}
public static TNode TrackingTracks<TNode>(this TNode node, TrackingElement element) where TNode : AacAnimatorNode<TNode>
public static TNode TrackingTracks<TNode>(this TNode node, AacAv3.Av3TrackingElement element) where TNode : AacAnimatorNode<TNode>
{
var tracking = node.EnsureBehaviour<VRCAnimatorTrackingControl>();
SettingElementTo(tracking, element, VRC_AnimatorTrackingControl.TrackingType.Tracking);
@@ -204,7 +216,7 @@ namespace AnimatorAsCode.V1.VRC
return node;
}
public static TNode TrackingAnimates<TNode>(this TNode node, TrackingElement element) where TNode : AacAnimatorNode<TNode>
public static TNode TrackingAnimates<TNode>(this TNode node, AacAv3.Av3TrackingElement element) where TNode : AacAnimatorNode<TNode>
{
var tracking = node.EnsureBehaviour<VRCAnimatorTrackingControl>();
SettingElementTo(tracking, element, VRC_AnimatorTrackingControl.TrackingType.Animation);
@@ -212,7 +224,7 @@ namespace AnimatorAsCode.V1.VRC
return node;
}
public static TNode TrackingSets<TNode>(this TNode node, TrackingElement element, VRC_AnimatorTrackingControl.TrackingType trackingType) where TNode : AacAnimatorNode<TNode>
public static TNode TrackingSets<TNode>(this TNode node, AacAv3.Av3TrackingElement element, VRC_AnimatorTrackingControl.TrackingType trackingType) where TNode : AacAnimatorNode<TNode>
{
var tracking = node.EnsureBehaviour<VRCAnimatorTrackingControl>();
SettingElementTo(tracking, element, trackingType);
@@ -220,38 +232,38 @@ namespace AnimatorAsCode.V1.VRC
return node;
}
private static void SettingElementTo(VRCAnimatorTrackingControl tracking, TrackingElement element, VRC_AnimatorTrackingControl.TrackingType target)
private static void SettingElementTo(VRCAnimatorTrackingControl tracking, AacAv3.Av3TrackingElement element, VRC_AnimatorTrackingControl.TrackingType target)
{
switch (element)
{
case TrackingElement.Head:
case AacAv3.Av3TrackingElement.Head:
tracking.trackingHead = target;
break;
case TrackingElement.LeftHand:
case AacAv3.Av3TrackingElement.LeftHand:
tracking.trackingLeftHand = target;
break;
case TrackingElement.RightHand:
case AacAv3.Av3TrackingElement.RightHand:
tracking.trackingRightHand = target;
break;
case TrackingElement.Hip:
case AacAv3.Av3TrackingElement.Hip:
tracking.trackingHip = target;
break;
case TrackingElement.LeftFoot:
case AacAv3.Av3TrackingElement.LeftFoot:
tracking.trackingLeftFoot = target;
break;
case TrackingElement.RightFoot:
case AacAv3.Av3TrackingElement.RightFoot:
tracking.trackingRightFoot = target;
break;
case TrackingElement.LeftFingers:
case AacAv3.Av3TrackingElement.LeftFingers:
tracking.trackingLeftFingers = target;
break;
case TrackingElement.RightFingers:
case AacAv3.Av3TrackingElement.RightFingers:
tracking.trackingRightFingers = target;
break;
case TrackingElement.Eyes:
case AacAv3.Av3TrackingElement.Eyes:
tracking.trackingEyes = target;
break;
case TrackingElement.Mouth:
case AacAv3.Av3TrackingElement.Mouth:
tracking.trackingMouth = target;
break;
default:
@@ -335,4 +347,123 @@ namespace AnimatorAsCode.V1.VRC
return node;
}
}
public class AacAv3
{
private readonly AacBackingAnimator _backingAnimator;
internal AacAv3(AacBackingAnimator backingAnimator)
{
_backingAnimator = backingAnimator;
}
// ReSharper disable InconsistentNaming
public AacFlBoolParameter IsLocal => _backingAnimator.BoolParameter("IsLocal");
public AacFlEnumIntParameter<Av3Viseme> Viseme => _backingAnimator.EnumParameter<Av3Viseme>("Viseme");
public AacFlEnumIntParameter<Av3Gesture> GestureLeft => _backingAnimator.EnumParameter<Av3Gesture>("GestureLeft");
public AacFlEnumIntParameter<Av3Gesture> GestureRight => _backingAnimator.EnumParameter<Av3Gesture>("GestureRight");
public AacFlFloatParameter GestureLeftWeight => _backingAnimator.FloatParameter("GestureLeftWeight");
public AacFlFloatParameter GestureRightWeight => _backingAnimator.FloatParameter("GestureRightWeight");
public AacFlFloatParameter AngularY => _backingAnimator.FloatParameter("AngularY");
public AacFlFloatParameter VelocityX => _backingAnimator.FloatParameter("VelocityX");
public AacFlFloatParameter VelocityY => _backingAnimator.FloatParameter("VelocityY");
public AacFlFloatParameter VelocityZ => _backingAnimator.FloatParameter("VelocityZ");
public AacFlFloatParameter Upright => _backingAnimator.FloatParameter("Upright");
public AacFlBoolParameter Grounded => _backingAnimator.BoolParameter("Grounded");
public AacFlBoolParameter Seated => _backingAnimator.BoolParameter("Seated");
public AacFlBoolParameter AFK => _backingAnimator.BoolParameter("AFK");
public AacFlIntParameter TrackingType => _backingAnimator.IntParameter("TrackingType");
public AacFlIntParameter VRMode => _backingAnimator.IntParameter("VRMode");
public AacFlBoolParameter MuteSelf => _backingAnimator.BoolParameter("MuteSelf");
public AacFlBoolParameter InStation => _backingAnimator.BoolParameter("InStation");
public AacFlFloatParameter Voice => _backingAnimator.FloatParameter("Voice");
// ReSharper restore InconsistentNaming
public IAacFlCondition ItIsRemote() => IsLocal.IsFalse();
public IAacFlCondition ItIsLocal() => IsLocal.IsTrue();
public enum Av3TrackingElement
{
Head,
LeftHand,
RightHand,
Hip,
LeftFoot,
RightFoot,
LeftFingers,
RightFingers,
Eyes,
Mouth
}
public enum Av3Gesture
{
// Specify all the values explicitly because they should be dictated by VRChat, not enumeration order.
Neutral = 0,
Fist = 1,
HandOpen = 2,
Fingerpoint = 3,
Victory = 4,
RockNRoll = 5,
HandGun = 6,
ThumbsUp = 7
}
public enum Av3Viseme
{
// Specify all the values explicitly because they should be dictated by VRChat, not enumeration order.
// ReSharper disable InconsistentNaming
sil = 0,
pp = 1,
ff = 2,
th = 3,
dd = 4,
kk = 5,
ch = 6,
ss = 7,
nn = 8,
rr = 9,
aa = 10,
e = 11,
ih = 12,
oh = 13,
ou = 14
// ReSharper restore InconsistentNaming
}
}
public class AacVrcAssetLibrary
{
public AvatarMask LeftHandAvatarMask()
{
return AssetDatabase.LoadAssetAtPath<AvatarMask>("Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Masks/vrc_Hand Left.mask");
}
public AvatarMask RightHandAvatarMask()
{
return AssetDatabase.LoadAssetAtPath<AvatarMask>("Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Masks/vrc_Hand Right.mask");
}
public AnimationClip ProxyForGesture(AacAv3.Av3Gesture gesture, bool masculine)
{
return AssetDatabase.LoadAssetAtPath<AnimationClip>("Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/ProxyAnim/" + ResolveProxyFilename(gesture, masculine));
}
private static string ResolveProxyFilename(AacAv3.Av3Gesture gesture, bool masculine)
{
switch (gesture)
{
case AacAv3.Av3Gesture.Neutral: return masculine ? "proxy_hands_idle.anim" : "proxy_hands_idle2.anim";
case AacAv3.Av3Gesture.Fist: return "proxy_hands_fist.anim";
case AacAv3.Av3Gesture.HandOpen: return "proxy_hands_open.anim";
case AacAv3.Av3Gesture.Fingerpoint: return "proxy_hands_point.anim";
case AacAv3.Av3Gesture.Victory: return "proxy_hands_peace.anim";
case AacAv3.Av3Gesture.RockNRoll: return "proxy_hands_rock.anim";
case AacAv3.Av3Gesture.HandGun: return "proxy_hands_gun.anim";
case AacAv3.Av3Gesture.ThumbsUp: return "proxy_hands_thumbs_up.anim";
default:
throw new ArgumentOutOfRangeException(nameof(gesture), gesture, null);
}
}
}
}
-17
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@@ -1,17 +0,0 @@
// ReSharper disable once CheckNamespace
namespace AnimatorAsCode.V1.VRC
{
public enum TrackingElement
{
Head,
LeftHand,
RightHand,
Hip,
LeftFoot,
RightFoot,
LeftFingers,
RightFingers,
Eyes,
Mouth
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 15a0b71b5f463174a894197698238912
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+63
View File
@@ -0,0 +1,63 @@
Migrating from V0 to V1
======
AnimatorAsCode V1 introduces the following main breaking changes:
- VRChat Avatars is now an optional dependency. AnimatorAsCode can now be used in non-VRChat projects.
- All VRChat-related functions have been split between two classes of extension methods.
- You are now encouraged to use a non-destructive workflow by generating an animator controller asset without relying on an existing animator controller asset.
- VRChat methods that use a destructive workflow, such as `AacFlBase.CreateMainFxLayer()` are located on their own class of extension methods.
## Assembly definition
If you use assembly definitions, change the assembly reference from `AnimatorAsCodeFramework` to the following:
- `AnimatorAsCodeFramework.V1` in all cases.
- `AnimatorAsCodeFramework.V1.VRC` if you depend on VRChat.
- `AnimatorAsCodeFramework.V1.VRCDestructiveWorkflow` also if you need to edit the playable layers of the avatar directly.
- *Consider switching to a non-destructive workflow using VRCFury or Modular Avatar! See below.*
## Code changes
### Code
- Change `AacV0` to `AacV1`
- Change `using AnimatorAsCode.V0;` to `using AnimatorAsCode.V1;`
- If your project depends on VRChat, you will need to use extension methods.
- Add `using AnimatorAsCode.V1.VRC;` in your class imports to use the VRChat extension methods.
- The extension methods are contained within the class `AnimatorAsCode.V1.VRC.AacVRCExtensions`.
- Add `using AnimatorAsCode.V1.VRC;` in your class imports to use the extension methods.
- The extension methods are contained within the class `AnimatorAsCode.V1.VRCDestructiveWorkflow.AacVRCDestructiveWorkflowExtensions`
# TODO
- TODO: Check TrackingElement being renamed to AacAv3.Av3TrackingElement
### AacConfiguration
Since `AacConfiguration` no longer contains the avatar descriptor, you will need to use the extension method `AacConfiguration.WithAvatarDescriptor(VRCAvatarDescriptor)` to define the avatar in the configuration.
For example:
```csharp
using AnimatorAsCode.V1;
using AnimatorAsCode.V1.VRCDestructiveWorkflow;
// ...
AacV1.Create(new AacConfiguration
{
SystemName = systemName,
AnimatorRoot = avatar.transform,
DefaultValueRoot = avatar.transform,
AssetContainer = assetContainer,
AssetKey = assetKey,
DefaultsProvider = new AacDefaultsProvider(writeDefaults: options.WriteDefaults)
}.WithAvatarDescriptor(avatar)); // The avatar descriptor is now defined by invoking an extension method.
```
# Non-destructive workflow
Animator As Code V1 encourages the use of a non-destructive workflow.
Here's a quick example:
Please open the file `Examples/GenExample4_NonDestructiveWorkflow.cs`.
+3
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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7a4f3d8242e54ad1ac7571b9b0d92829
timeCreated: 1693748560
@@ -16,7 +16,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.Head;
var whichElement = AacAv3.Av3TrackingElement.Head;
first.TrackingTracks(whichElement);
// Verify
@@ -46,7 +46,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.Head;
var whichElement = AacAv3.Av3TrackingElement.Head;
first.TrackingAnimates(whichElement);
// Verify
@@ -76,7 +76,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.Head;
var whichElement = AacAv3.Av3TrackingElement.Head;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Tracking);
// Verify
@@ -106,7 +106,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.Head;
var whichElement = AacAv3.Av3TrackingElement.Head;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -136,7 +136,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.LeftHand;
var whichElement = AacAv3.Av3TrackingElement.LeftHand;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -166,7 +166,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.RightHand;
var whichElement = AacAv3.Av3TrackingElement.RightHand;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -196,7 +196,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.Hip;
var whichElement = AacAv3.Av3TrackingElement.Hip;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -226,7 +226,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.LeftFoot;
var whichElement = AacAv3.Av3TrackingElement.LeftFoot;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -256,7 +256,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.RightFoot;
var whichElement = AacAv3.Av3TrackingElement.RightFoot;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -286,7 +286,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.LeftFingers;
var whichElement = AacAv3.Av3TrackingElement.LeftFingers;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -316,7 +316,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.RightFingers;
var whichElement = AacAv3.Av3TrackingElement.RightFingers;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -346,7 +346,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.Eyes;
var whichElement = AacAv3.Av3TrackingElement.Eyes;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -376,7 +376,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
var whichElement = TrackingElement.Mouth;
var whichElement = AacAv3.Av3TrackingElement.Mouth;
first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
@@ -406,9 +406,9 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
// Exercise
var first = fx.NewState("First");
first.TrackingSets(TrackingElement.Head, VRC_AnimatorTrackingControl.TrackingType.Animation);
first.TrackingSets(TrackingElement.LeftHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
first.TrackingSets(TrackingElement.RightHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
first.TrackingSets(AacAv3.Av3TrackingElement.Head, VRC_AnimatorTrackingControl.TrackingType.Animation);
first.TrackingSets(AacAv3.Av3TrackingElement.LeftHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
first.TrackingSets(AacAv3.Av3TrackingElement.RightHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
// Verify
var eState = controller.layers[0].stateMachine.states[0].state;