Files
av3-animation-as-crab/Framework/Editor/V1VRC/AacVRCExtensions.cs
T
2023-10-02 04:53:27 +02:00

470 lines
21 KiB
C#

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 AacVRCExtensions
{
/// Return an AacVrcAssetLibrary, which lets you select various assets from VRChat.
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>
public static TNode Drives<TNode, TParam>(this TNode node, AacFlParameter<TParam> parameter, TParam value) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
type = VRC_AvatarParameterDriver.ChangeType.Set,
name = parameter.Name, value = parameter.ValueToFloat(value)
});
return node;
}
/// <summary>
/// Set <i>parameter</i> by increasing its current value by <i>additiveValue</i>.
/// </summary>
public static TNode DrivingIncreases<TNode, TParam>(this TNode node, AacFlNumericParameter<TParam> parameter, TParam additiveValue) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
type = VRC_AvatarParameterDriver.ChangeType.Add,
name = parameter.Name, value = parameter.ValueToFloat(additiveValue)
});
return node;
}
/// <summary>
/// Set <i>parameter</i> by decreasing its current value by <i>positiveValueToDecreaseBy</i>.
/// </summary>
public static TNode DrivingDecreases<TNode, TParam>(this TNode node, AacFlNumericParameter<TParam> parameter, TParam positiveValueToDecreaseBy) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
type = VRC_AvatarParameterDriver.ChangeType.Add,
name = parameter.Name,
value = parameter.ValueToFloat(positiveValueToDecreaseBy) * -1
});
return node;
}
/// <summary>
/// Copies <i>sourceParameter</i> to <i>destParameter</i> with the given custom ranges.
/// https://docs.vrchat.com/docs/state-behaviors#copy
/// </summary>
public static TNode DrivingRemaps<TNode, TSource, TDest>(this TNode node, AacFlParameter<TSource> sourceParameter, TSource sourceMin, TSource sourceMax, AacFlParameter<TDest> destParameter, TDest destMin, TDest destMax) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.EnsureParameter(new VRC_AvatarParameterDriver.Parameter
{
name = destParameter.Name,
type = VRC_AvatarParameterDriver.ChangeType.Copy,
source = sourceParameter.Name,
convertRange = true,
sourceMin = sourceParameter.ValueToFloat(sourceMin),
sourceMax = sourceParameter.ValueToFloat(sourceMax),
destMin = destParameter.ValueToFloat(destMin),
destMax = destParameter.ValueToFloat(destMax)
});
return node;
}
/// <summary>
/// Copies <i>sourceParameter</i> to <i>destParameter</i> with no custom ranges.
/// https://docs.vrchat.com/docs/state-behaviors#copy
/// </summary>
public static TNode DrivingCopies<TNode, TSource, TDest>(this TNode node, AacFlParameter<TSource> sourceParameter, AacFlParameter<TDest> destParameter) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.EnsureParameter(new VRC_AvatarParameterDriver.Parameter
{
name = destParameter.Name,
type = VRC_AvatarParameterDriver.ChangeType.Copy,
source = sourceParameter.Name,
});
return node;
}
/// <summary>
/// Sets <i>parameter</i> to a random value between <i>min</i> and <i>max</i>.
/// This is only ran for the person wearing the avatar, and usually needs to be backed by a synced variable.
/// https://docs.vrchat.com/docs/state-behaviors#random
/// </summary>
public static TNode DrivingRandomizesLocally<TNode, TParam>(this TNode node, AacFlNumericParameter<TParam> parameter, TParam min, TParam max) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
type = VRC_AvatarParameterDriver.ChangeType.Random,
name = parameter.Name, valueMin = parameter.ValueToFloat(min), valueMax = parameter.ValueToFloat(max)
});
driver.localOnly = true;
return node;
}
/// <summary>
/// Sets <i>parameter</i> to either true or false, with the given <i>chance</i>.
/// This is only ran for the person wearing the avatar, and usually needs to be backed by a synced variable.
/// https://docs.vrchat.com/docs/state-behaviors#random
/// </summary>
public static TNode DrivingRandomizesLocally<TNode>(this TNode node, AacFlBoolParameter parameter, float chance) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
type = VRC_AvatarParameterDriver.ChangeType.Random,
name = parameter.Name, chance = chance
});
driver.localOnly = true;
return node;
}
/// <summary>
/// Sets <i>parameter</i> to a random value between <i>min</i> and <i>max</i>.
/// For use with unsynced parameters. <b>Warning: The resulting value will be different for everyone seeing your avatar.</b>
/// https://docs.vrchat.com/docs/state-behaviors#random
/// </summary>
public static TNode DrivingRandomizesUnsynced<TNode, TParam>(this TNode node, AacFlNumericParameter<TParam> parameter, TParam min, TParam max) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
type = VRC_AvatarParameterDriver.ChangeType.Random,
name = parameter.Name, valueMin = parameter.ValueToFloat(min), valueMax = parameter.ValueToFloat(max)
});
return node;
}
/// <summary>
/// Sets <i>parameter</i> to either true or false, with the given <i>chance</i>.
/// For use with unsynced parameters. <b>Warning: The resulting value will be different for everyone seeing your avatar.</b>
/// https://docs.vrchat.com/docs/state-behaviors#random
/// </summary>
public static TNode DrivingRandomizesUnsynced<TNode>(this TNode node, AacFlBoolParameter parameter, float chance) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
type = VRC_AvatarParameterDriver.ChangeType.Random,
name = parameter.Name, chance = chance
});
return node;
}
public static TNode Drives<TNode>(this TNode node,AacFlBoolParameterGroup parameters, bool value) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
foreach (var parameter in parameters.ToList())
{
driver.parameters.Add(new VRC_AvatarParameterDriver.Parameter
{
name = parameter.Name, value = value ? 1 : 0
});
}
return node;
}
/// <summary>
/// Only set this parameter for the person wearing the avatar (recommended for synced parameters).
/// </summary>
public static TNode DrivingLocally<TNode>(this TNode node) where TNode : AacAnimatorNode<TNode>
{
var driver = node.EnsureBehaviour<VRCAvatarParameterDriver>();
driver.localOnly = true;
return node;
}
private static void EnsureParameter(this VRC_AvatarParameterDriver driver, VRC_AvatarParameterDriver.Parameter p)
{
for (var i = 0; i < driver.parameters.Count; i++)
{
if (driver.parameters[i].name != p.name) continue;
driver.parameters[i] = p;
return;
}
driver.parameters.Add(p);
}
public static TNode PrintsToLogUsingTrackingBehaviour<TNode>(this TNode node, string value) where TNode : AacAnimatorNode<TNode>
{
var tracking = node.EnsureBehaviour<VRCAnimatorTrackingControl>();
tracking.debugString = value;
return node;
}
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);
return node;
}
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);
return node;
}
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);
return node;
}
private static void SettingElementTo(VRCAnimatorTrackingControl tracking, AacAv3.Av3TrackingElement element, VRC_AnimatorTrackingControl.TrackingType target)
{
switch (element)
{
case AacAv3.Av3TrackingElement.Head:
tracking.trackingHead = target;
break;
case AacAv3.Av3TrackingElement.LeftHand:
tracking.trackingLeftHand = target;
break;
case AacAv3.Av3TrackingElement.RightHand:
tracking.trackingRightHand = target;
break;
case AacAv3.Av3TrackingElement.Hip:
tracking.trackingHip = target;
break;
case AacAv3.Av3TrackingElement.LeftFoot:
tracking.trackingLeftFoot = target;
break;
case AacAv3.Av3TrackingElement.RightFoot:
tracking.trackingRightFoot = target;
break;
case AacAv3.Av3TrackingElement.LeftFingers:
tracking.trackingLeftFingers = target;
break;
case AacAv3.Av3TrackingElement.RightFingers:
tracking.trackingRightFingers = target;
break;
case AacAv3.Av3TrackingElement.Eyes:
tracking.trackingEyes = target;
break;
case AacAv3.Av3TrackingElement.Mouth:
tracking.trackingMouth = target;
break;
default:
throw new ArgumentOutOfRangeException(nameof(element), element, null);
}
}
public static TNode LocomotionEnabled<TNode>(this TNode node) where TNode : AacAnimatorNode<TNode>
{
var locomotionControl = node.EnsureBehaviour<VRCAnimatorLocomotionControl>();
locomotionControl.disableLocomotion = false;
return node;
}
public static TNode LocomotionDisabled<TNode>(this TNode node) where TNode : AacAnimatorNode<TNode>
{
var locomotionControl = node.EnsureBehaviour<VRCAnimatorLocomotionControl>();
locomotionControl.disableLocomotion = true;
return node;
}
public static TNode PlayableEnables<TNode>(this TNode node, VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds = 0f) where TNode : AacAnimatorNode<TNode>
{
var playable = node.EnsureBehaviour<VRCPlayableLayerControl>();
PlayableSets(playable, blendable, blendDurationSeconds, 1.0f);
return node;
}
public static TNode PlayableDisables<TNode>(this TNode node, VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds = 0f) where TNode : AacAnimatorNode<TNode>
{
var playable = node.EnsureBehaviour<VRCPlayableLayerControl>();
PlayableSets(playable, blendable, blendDurationSeconds, 0.0f);
return node;
}
private static void PlayableSets(VRCPlayableLayerControl playable, VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds, float weight)
{
playable.layer = blendable;
playable.goalWeight = weight;
playable.blendDuration = blendDurationSeconds;
}
public static TNode PoseSpaceEntered<TNode>(this TNode node, float delaySeconds = 0f) where TNode : AacAnimatorNode<TNode>
{
var temporaryPoseSpace = node.EnsureBehaviour<VRCAnimatorTemporaryPoseSpace>();
temporaryPoseSpace.enterPoseSpace = true;
temporaryPoseSpace.fixedDelay = true;
temporaryPoseSpace.delayTime = delaySeconds;
return node;
}
public static TNode PoseSpaceExited<TNode>(this TNode node, float delaySeconds = 0f) where TNode : AacAnimatorNode<TNode>
{
var temporaryPoseSpace = node.EnsureBehaviour<VRCAnimatorTemporaryPoseSpace>();
temporaryPoseSpace.enterPoseSpace = false;
temporaryPoseSpace.fixedDelay = true;
temporaryPoseSpace.delayTime = delaySeconds;
return node;
}
public static TNode PoseSpaceEnteredPercent<TNode>(this TNode node, float delayNormalized) where TNode : AacAnimatorNode<TNode>
{
var temporaryPoseSpace = node.EnsureBehaviour<VRCAnimatorTemporaryPoseSpace>();
temporaryPoseSpace.enterPoseSpace = true;
temporaryPoseSpace.fixedDelay = false;
temporaryPoseSpace.delayTime = delayNormalized;
return node;
}
public static TNode PoseSpaceExitedPercent<TNode>(this TNode node, float delayNormalized) where TNode : AacAnimatorNode<TNode>
{
var temporaryPoseSpace = node.EnsureBehaviour<VRCAnimatorTemporaryPoseSpace>();
temporaryPoseSpace.enterPoseSpace = false;
temporaryPoseSpace.fixedDelay = false;
temporaryPoseSpace.delayTime = delayNormalized;
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);
}
}
}
}