Bring in AAC!
project ive been working on for a while, just felt confident enough to move it here
This commit is contained in:
parent
e608e2a56b
commit
1d7052a258
209 changed files with 1561 additions and 74738 deletions
300
AAC/AACCore/Editor/AACCore.cs
Normal file
300
AAC/AACCore/Editor/AACCore.cs
Normal file
|
|
@ -0,0 +1,300 @@
|
|||
using System.Linq;
|
||||
using System.Diagnostics;
|
||||
using AnimatorAsCode.V1;
|
||||
using gay.lilyy.aaccore;
|
||||
using nadena.dev.ndmf;
|
||||
using AnimatorAsCode.V1.ModularAvatar;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using VRC.SDK3.Avatars.Components;
|
||||
using VRC.SDK3.Dynamics.Constraint.Components;
|
||||
using System.Collections.Generic;
|
||||
using gay.lilyy.EditorNotes;
|
||||
|
||||
[assembly: ExportsPlugin(typeof(AACPlugin))]
|
||||
|
||||
namespace gay.lilyy.aaccore
|
||||
{
|
||||
|
||||
|
||||
|
||||
public class AACAssets
|
||||
{
|
||||
public AacFlBase aac;
|
||||
public AacFlController fx;
|
||||
public AacFlClip emptyClip;
|
||||
public BuildContext ctx;
|
||||
public AACRoot root;
|
||||
public MaAc modularAvatar;
|
||||
|
||||
public bool experimentalEnabled;
|
||||
public bool isPC;
|
||||
}
|
||||
|
||||
public static class AACUtils
|
||||
{
|
||||
public static GameObject FindChildRecursive(GameObject parent, string name)
|
||||
{
|
||||
return FindChildRecursive(parent.transform, name)?.gameObject;
|
||||
}
|
||||
public static Transform FindChildRecursive(Transform parent, string name)
|
||||
{
|
||||
Transform childTransform = parent.GetComponentsInChildren<Transform>()
|
||||
.FirstOrDefault(t => t.gameObject.name == name);
|
||||
return childTransform;
|
||||
}
|
||||
|
||||
public static AacFlClip CreateConstraintWeightClip(AACAssets assets, VRCParentConstraint constraint, int index, int indexCount) {
|
||||
return assets.aac.NewClip()
|
||||
.Animating(action => {
|
||||
action.Animates(constraint, $"Sources.source{index}.Weight").WithOneFrame(1f);
|
||||
for (int i = 0; i < indexCount; i++) {
|
||||
if (i == index) continue;
|
||||
action.Animates(constraint, $"Sources.source{i}.Weight").WithOneFrame(0f);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public static AacFlClip CreateEmptyClipWithFrames(AACAssets assets, int frames) {
|
||||
if (frames == 0) return assets.emptyClip;
|
||||
var emptyGo = new GameObject();
|
||||
emptyGo.name = "_EmptyClipInstant";
|
||||
emptyGo.transform.SetParent(assets.ctx.AvatarRootTransform);
|
||||
var clip = assets.aac.NewClip().Animating(action => {
|
||||
action.Animates(emptyGo.transform, "m_LocalScale.z").WithFrameCountUnit(unit => {
|
||||
unit.Constant(0, 0);
|
||||
unit.Constant(frames, 1);
|
||||
});
|
||||
});
|
||||
Object.DestroyImmediate(emptyGo);
|
||||
return clip;
|
||||
}
|
||||
|
||||
public static AacFlClip CreateEmptyClipWithSeconds(AACAssets assets, float seconds) {
|
||||
if (seconds == 0) return assets.emptyClip;
|
||||
var emptyGo = new GameObject();
|
||||
emptyGo.name = "_EmptyClipInstant";
|
||||
emptyGo.transform.SetParent(assets.ctx.AvatarRootTransform);
|
||||
var clip = assets.aac.NewClip().Animating(action => {
|
||||
action.Animates(emptyGo.transform, "m_LocalScale.z").WithFrameCountUnit(unit => {
|
||||
unit.Constant(0, 0);
|
||||
unit.Constant(seconds, 1);
|
||||
});
|
||||
});
|
||||
Object.DestroyImmediate(emptyGo);
|
||||
return clip;
|
||||
}
|
||||
|
||||
public static List<SkinnedMeshRenderer> FindWithBlendshape(AACAssets assets, string shapeName) {
|
||||
var list = new List<SkinnedMeshRenderer>();
|
||||
foreach (var smr in assets.ctx.AvatarRootObject.GetComponentsInChildren<SkinnedMeshRenderer>(true)) {
|
||||
var mesh = smr.sharedMesh;
|
||||
if (!mesh) continue;
|
||||
|
||||
int count = mesh.blendShapeCount;
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (mesh.GetBlendShapeName(i) == shapeName) {
|
||||
list.Add(smr);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
public static List<T> FindNamedComponents<T>(Transform parent, string name) where T : Component {
|
||||
var list = new List<T>();
|
||||
foreach (var component in parent.GetComponentsInChildren<T>(true)) {
|
||||
if (component.gameObject.name == name) {
|
||||
list.Add(component);
|
||||
}
|
||||
}
|
||||
UnityEngine.Debug.Log($"Found {list.Count} {name} components");
|
||||
foreach (var component in list) {
|
||||
UnityEngine.Debug.Log($"Component: {component.gameObject.name}");
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
public static List<T> FindNamedComponents<T>(AACAssets assets, string name) where T : Component {
|
||||
return FindNamedComponents<T>(assets.ctx.AvatarRootTransform, name);
|
||||
}
|
||||
|
||||
public static List<Transform> FindTransformWithNote(Transform parent, string tag) {
|
||||
var notes = parent.GetComponentsInChildren<EditorNote>(true);
|
||||
var matched = new List<Transform>();
|
||||
foreach (var note in notes) {
|
||||
if (note.valueType != EditorNote.ValueType.String) continue;
|
||||
if (note.stringValue != "aactag") continue;
|
||||
if (note.note == tag) {
|
||||
matched.Add(note.transform);
|
||||
}
|
||||
}
|
||||
return matched;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class AACPlugin : Plugin<AACPlugin>
|
||||
{
|
||||
public override string QualifiedName => "gay.lilyy.aaccore.plugin";
|
||||
public override string DisplayName => "AACCore";
|
||||
|
||||
private const string SystemName = "AACCore";
|
||||
private const bool UseWriteDefaults = true;
|
||||
protected override void Configure()
|
||||
{
|
||||
InPhase(BuildPhase.PlatformInit).BeforePlugin("nadena.dev.modular-avatar").Run($"Platform Init {DisplayName}", (ctx) => RunPhase(ctx, BuildPhase.PlatformInit));
|
||||
InPhase(BuildPhase.Resolving).BeforePlugin("nadena.dev.modular-avatar").Run($"Resolving {DisplayName}", (ctx) => RunPhase(ctx, BuildPhase.Resolving));
|
||||
InPhase(BuildPhase.Generating).BeforePlugin("nadena.dev.modular-avatar").Run($"Generating {DisplayName}", (ctx) => RunPhase(ctx, BuildPhase.Generating));
|
||||
InPhase(BuildPhase.Transforming).BeforePlugin("nadena.dev.modular-avatar").Run($"Transforming {DisplayName}", (ctx) => RunPhase(ctx, BuildPhase.Transforming));
|
||||
InPhase(BuildPhase.Optimizing).BeforePlugin("nadena.dev.modular-avatar").Run($"Optimizing {DisplayName}", (ctx) => RunPhase(ctx, BuildPhase.Optimizing));
|
||||
InPhase(BuildPhase.PlatformFinish).BeforePlugin("nadena.dev.modular-avatar").Run($"Platform Finish {DisplayName}", (ctx) => RunPhase(ctx, BuildPhase.PlatformFinish));
|
||||
}
|
||||
|
||||
private void RunPhase(BuildContext ctx, BuildPhase phase)
|
||||
{
|
||||
|
||||
var allLayerGroups = LayerGroup.Instances.ToList();
|
||||
var layerGroups = allLayerGroups
|
||||
.Where(lg => lg.SystemName != "template" && lg.buildPhase == phase)
|
||||
.ToList();
|
||||
|
||||
// Start overall timer
|
||||
var overallStopwatch = Stopwatch.StartNew();
|
||||
|
||||
V5AACLogger.LogInfo("Starting Lillith V5 AAC generation...");
|
||||
var root = ctx.AvatarRootObject.GetComponent<AACRoot>();
|
||||
if (root == null)
|
||||
{
|
||||
V5AACLogger.LogInfo("No LillithV5AACRoot component found. Skipping.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip if the root GameObject or the component itself is disabled
|
||||
if (!root.enabled || !root.gameObject.activeInHierarchy)
|
||||
{
|
||||
V5AACLogger.LogInfo($"LillithV5AACRoot on GameObject '{root.name}' is disabled or inactive. Skipping.");
|
||||
return;
|
||||
}
|
||||
|
||||
AACAssets assets = new();
|
||||
assets.ctx = ctx;
|
||||
assets.root = root;
|
||||
assets.modularAvatar = MaAc.Create(new GameObject(SystemName)
|
||||
{
|
||||
transform = { parent = ctx.AvatarRootTransform }
|
||||
});
|
||||
|
||||
assets.isPC = EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows
|
||||
|| EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64;
|
||||
|
||||
|
||||
// Time AAC initialization
|
||||
var initStopwatch = Stopwatch.StartNew();
|
||||
V5AACLogger.LogInfo("Initializing Animator As Code...");
|
||||
assets.aac = AacV1.Create(new AacConfiguration
|
||||
{
|
||||
SystemName = SystemName,
|
||||
AnimatorRoot = ctx.AvatarRootTransform,
|
||||
DefaultValueRoot = ctx.AvatarRootTransform,
|
||||
AssetKey = GUID.Generate().ToString(),
|
||||
AssetContainer = ctx.AssetContainer,
|
||||
ContainerMode = AacConfiguration.Container.OnlyWhenPersistenceRequired,
|
||||
AssetContainerProvider = new NDMFContainerProvider(ctx),
|
||||
DefaultsProvider = new AacDefaultsProvider(UseWriteDefaults)
|
||||
});
|
||||
assets.emptyClip = assets.aac.NewClip();
|
||||
|
||||
assets.fx = assets.aac.NewAnimatorController();
|
||||
initStopwatch.Stop();
|
||||
V5AACLogger.LogInfo($"AAC initialization completed in {initStopwatch.ElapsedMilliseconds}ms");
|
||||
|
||||
// Process layer groups with individual timing
|
||||
// Filter out the template LayerGroup (by SystemName)
|
||||
V5AACLogger.LogInfo($"Processing {layerGroups.Count} layer groups...");
|
||||
|
||||
var totalLayerGroupTime = 0L;
|
||||
var processedCount = 0;
|
||||
var skippedCount = 0;
|
||||
|
||||
if (root.experimentalPlayMode && Application.isPlaying)
|
||||
{
|
||||
assets.experimentalEnabled = true;
|
||||
}
|
||||
if (root.experimentalUpload && !Application.isPlaying)
|
||||
{
|
||||
assets.experimentalEnabled = true;
|
||||
}
|
||||
|
||||
foreach (var layerGroup in layerGroups)
|
||||
{
|
||||
var layerStopwatch = Stopwatch.StartNew();
|
||||
|
||||
bool skipped = false;
|
||||
|
||||
if (!layerGroup.enabled)
|
||||
{
|
||||
V5AACLogger.LogWarning($"Skipping layer group: {layerGroup.DisplayName} (disabled)");
|
||||
skipped = true;
|
||||
}
|
||||
else if (layerGroup.experimental && !assets.experimentalEnabled)
|
||||
{
|
||||
V5AACLogger.LogWarning($"Skipping layer group: {layerGroup.DisplayName} (Experimental)");
|
||||
skipped = true;
|
||||
}
|
||||
else if (!layerGroup.IsApplicable(assets))
|
||||
{
|
||||
if (layerGroup.shouldWarnIfNotApplicable)
|
||||
V5AACLogger.LogWarning($"Skipping layer group: {layerGroup.DisplayName} (Not applicable)");
|
||||
|
||||
skipped = true;
|
||||
}
|
||||
|
||||
if (!skipped)
|
||||
{
|
||||
V5AACLogger.LogInfo($"Running layer group: {layerGroup.DisplayName}");
|
||||
layerGroup.Run(assets);
|
||||
processedCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
skippedCount++;
|
||||
}
|
||||
|
||||
layerStopwatch.Stop();
|
||||
totalLayerGroupTime += layerStopwatch.ElapsedMilliseconds;
|
||||
V5AACLogger.LogInfo($"Layer group '{layerGroup.DisplayName}' completed in {layerStopwatch.ElapsedMilliseconds}ms");
|
||||
}
|
||||
|
||||
// Time Modular Avatar setup
|
||||
var maStopwatch = Stopwatch.StartNew();
|
||||
V5AACLogger.LogInfo("Creating Modular Avatar merge animator...");
|
||||
|
||||
assets.modularAvatar.NewMergeAnimator(assets.fx.AnimatorController, VRCAvatarDescriptor.AnimLayerType.FX);
|
||||
maStopwatch.Stop();
|
||||
V5AACLogger.LogInfo($"Modular Avatar setup completed in {maStopwatch.ElapsedMilliseconds}ms");
|
||||
|
||||
// Final timing summary
|
||||
overallStopwatch.Stop();
|
||||
V5AACLogger.LogSuccess($"Lillith V5 AAC generation completed successfully!");
|
||||
V5AACLogger.LogInfo($"=== TIMING SUMMARY ===");
|
||||
V5AACLogger.LogInfo($"Total time: {overallStopwatch.ElapsedMilliseconds}ms ({overallStopwatch.Elapsed.TotalSeconds:F2}s)");
|
||||
V5AACLogger.LogInfo($"AAC initialization: {initStopwatch.ElapsedMilliseconds}ms");
|
||||
V5AACLogger.LogInfo($"Layer groups: {totalLayerGroupTime}ms (processed: {processedCount}, skipped: {skippedCount})");
|
||||
V5AACLogger.LogInfo($"Modular Avatar: {maStopwatch.ElapsedMilliseconds}ms");
|
||||
V5AACLogger.LogInfo($"Average per layer group: {(processedCount > 0 ? totalLayerGroupTime / processedCount : 0)}ms");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
internal class NDMFContainerProvider : IAacAssetContainerProvider
|
||||
{
|
||||
private readonly BuildContext _ctx;
|
||||
public NDMFContainerProvider(BuildContext ctx) => _ctx = ctx;
|
||||
public void SaveAsPersistenceRequired(Object objectToAdd) => _ctx.AssetSaver.SaveAsset(objectToAdd);
|
||||
public void SaveAsRegular(Object objectToAdd) { } // Let NDMF crawl our assets when it finishes
|
||||
public void ClearPreviousAssets() { } // ClearPreviousAssets is never used in non-destructive contexts
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue