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Diffstat (limited to 'libtastt.py')
| -rw-r--r-- | libtastt.py | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/libtastt.py b/libtastt.py new file mode 100644 index 0000000..9492e35 --- /dev/null +++ b/libtastt.py @@ -0,0 +1,390 @@ +#!/usr/bin/env python3 + +import argparse +import generate_utils +import libunity +import os +import pickle +import sys +import typing + +LETTER_ANIMATION_TEMPLATE = """ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!74 &7400000 +AnimationClip: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: REPLACEME_ANIMATION_NAME + serializedVersion: 6 + m_Legacy: 0 + m_Compressed: 0 + m_UseHighQualityCurve: 1 + m_RotationCurves: [] + m_CompressedRotationCurves: [] + m_EulerCurves: [] + m_PositionCurves: [] + m_ScaleCurves: [] + m_FloatCurves: + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: REPLACEME_LETTER_VALUE + inSlope: 0 + outSlope: 0 + tangentMode: 136 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 0.016666668 + value: REPLACEME_LETTER_VALUE + inSlope: 0 + outSlope: 0 + tangentMode: 136 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + attribute: material.REPLACEME_LETTER_PARAM + path: TaSTT + classID: 137 + script: {fileID: 0} + m_PPtrCurves: [] + m_SampleRate: 60 + m_WrapMode: 0 + m_Bounds: + m_Center: {x: 0, y: 0, z: 0} + m_Extent: {x: 0, y: 0, z: 0} + m_ClipBindingConstant: + genericBindings: + - serializedVersion: 2 + path: 2794480623 + attribute: 2284639795 + script: {fileID: 0} + typeID: 137 + customType: 22 + isPPtrCurve: 0 + pptrCurveMapping: [] + m_AnimationClipSettings: + serializedVersion: 2 + m_AdditiveReferencePoseClip: {fileID: 0} + m_AdditiveReferencePoseTime: 0 + m_StartTime: 0 + m_StopTime: 0 + m_OrientationOffsetY: 0 + m_Level: 0 + m_CycleOffset: 0 + m_HasAdditiveReferencePose: 0 + m_LoopTime: 1 + m_LoopBlend: 0 + m_LoopBlendOrientation: 0 + m_LoopBlendPositionY: 0 + m_LoopBlendPositionXZ: 0 + m_KeepOriginalOrientation: 0 + m_KeepOriginalPositionY: 1 + m_KeepOriginalPositionXZ: 0 + m_HeightFromFeet: 0 + m_Mirror: 0 + m_EditorCurves: + - curve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: REPLACEME_LETTER_VALUE + inSlope: 0 + outSlope: 0 + tangentMode: 136 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 0.016666668 + value: REPLACEME_LETTER_VALUE + inSlope: 0 + outSlope: 0 + tangentMode: 136 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + attribute: material.REPLACEME_LETTER_PARAM + path: TaSTT + classID: 137 + script: {fileID: 0} + m_EulerEditorCurves: [] + m_HasGenericRootTransform: 0 + m_HasMotionFloatCurves: 0 + m_Events: [] +""" + +ANIMATOR_TEMPLATE = """ +--- !u!91 &9100000 +AnimatorController: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: TaSTT_fx + serializedVersion: 5 + m_AnimatorParameters: [] + m_AnimatorLayers: [] +""" + +def generateAnimations(anim_dir, guid_map): + parser = libunity.UnityParser() + parser.parse(LETTER_ANIMATION_TEMPLATE) + + anim_node = parser.nodes[0] + anim_clip = anim_node.mapping['AnimationClip'] + curve_template = anim_clip.mapping['m_FloatCurves'].sequence[0] + anim_clip.mapping['m_FloatCurves'].sequence = [] + anim_clip.mapping['m_EditorCurves'].sequence = [] + + for row in range(0, generate_utils.BOARD_ROWS): + for col in range(0, generate_utils.BOARD_COLS): + for letter in range(0, generate_utils.CHARS_PER_CELL): + # Make a deep copy of the templates + node = anim_node.copy() + curve = curve_template.copy() + clip = node.mapping['AnimationClip'] + # Populate animation name + anim_name = generate_utils.getAnimationName(row, col, letter) + clip.mapping['m_Name'] = anim_name + # Populate letter value + for keyframe in curve.mapping['curve'].mapping['m_Curve'].sequence: + # For whatever reason, running unrelated animations s.a. + # facial expressions can have a slight effect on supposedly + # unrelated parameters, causing letter to flip. Add a + # little buffer to reduce the odds that this effect causes + # a letter to change after it has been written. + keyframe.mapping['value'] = str(letter + 0.1) + # Populate path to letter parameter + curve.mapping['attribute'] = "material.{}".format(generate_utils.getShaderParamByRowCol(row, col)) + # Add curve to animation + clip.mapping['m_FloatCurves'].sequence.append(curve) + clip.mapping['m_EditorCurves'].sequence.append(curve) + # Serialize animation to file + anim_path = anim_dir + anim_name + ".anim" + with open(anim_path, "w") as f: + f.write(libunity.unityYamlToString([node])) + # Generate metadata + meta = libunity.Metadata() + with open(anim_path + ".meta", "w") as f: + f.write(str(meta)) + # Add metadata to guid map + guid_map[anim_path] = meta.guid + guid_map[meta.guid] = anim_path + +def generateFXController(anim: libunity.UnityAnimator) -> typing.Dict[int, libunity.UnityDocument]: + parser = libunity.UnityParser() + parser.parse(ANIMATOR_TEMPLATE) + anim.addNodes(parser.nodes) + + anim.addParameter(generate_utils.getEnableParam(), bool) + anim.addParameter(generate_utils.getDummyParam(), bool) + anim.addParameter(generate_utils.getResizeEnableParam(), bool) + anim.addParameter(generate_utils.getResize0Param(), bool) + anim.addParameter(generate_utils.getResize1Param(), bool) + anim.addParameter(generate_utils.getHipToggleParam(), bool) + anim.addParameter(generate_utils.getHandToggleParam(), bool) + anim.addParameter(generate_utils.getToggleParam(), bool) + + layers = {} + for i in range(0, generate_utils.NUM_LAYERS): + anim.addParameter(generate_utils.getLayerParam(i), int) + for j in range(0, generate_utils.INDEX_BITS): + anim.addParameter(generate_utils.getSelectParam(i, j), bool) + + layer = anim.addLayer(generate_utils.getLayerName(i)) + layers[i] = layer + + return layers + +def generateFXLayer(which_layer: int, anim: libunity.UnityAnimator, layer: + libunity.UnityDocument, gen_anim_dir: str): + is_default_state = True + default_state = anim.addAnimatorState(layer, + generate_utils.getDefaultStateName(which_layer), is_default_state) + + dy = 100 + active_state = anim.addAnimatorState(layer, + generate_utils.getActiveStateName(which_layer), dy = dy) + + active_state_transition = anim.addTransition(active_state) + enable_param = generate_utils.getEnableParam() + anim.addTransitionBooleanCondition(default_state, active_state_transition, + enable_param, True) + + s0_states = {} + for s0 in range(0,2): + dx = s0 * 200 + dy = 200 + s0_states[s0] = anim.addAnimatorState(layer, + generate_utils.getS0StateName(which_layer, s0), + dx = dx, dy = dy) + state = s0_states[s0] + + s0_state_transition = anim.addTransition(state) + s0_param = generate_utils.getSelectParam(which_layer, 0) + anim.addTransitionBooleanCondition(active_state, s0_state_transition, + s0_param, s0 != 0) + + s1_states = {} + for s0 in range(0,2): + s1_states[s0] = {} + for s1 in range(0,2): + dx = ((s0 << 1) | (s1)) * 200 + dy = 300 + s1_states[s0][s1] = anim.addAnimatorState(layer, + generate_utils.getS1StateName(which_layer, s0, s1), + dx = dx, dy = dy) + state = s1_states[s0][s1] + + s1_state_transition = anim.addTransition(state) + s1_param = generate_utils.getSelectParam(which_layer, 1) + anim.addTransitionBooleanCondition(s0_states[s0], s1_state_transition, + s1_param, s1 != 0) + + s2_states = {} + for s0 in range(0,2): + s2_states[s0] = {} + for s1 in range(0,2): + s2_states[s0][s1] = {} + for s2 in range(0,2): + dx = ((s0 << 2) | (s1 << 1) | (s2)) * 200 + dy = 400 + s2_states[s0][s1][s2] = anim.addAnimatorState(layer, + generate_utils.getS2StateName(which_layer, s0, s1, s2), + dx = dx, dy = dy) + state = s2_states[s0][s1][s2] + + s2_state_transition = anim.addTransition(state) + s2_param = generate_utils.getSelectParam(which_layer, 2) + anim.addTransitionBooleanCondition(s1_states[s0][s1], s2_state_transition, + s2_param, s2 != 0) + + s3_states = {} + for s0 in range(0,2): + s3_states[s0] = {} + for s1 in range(0,2): + s3_states[s0][s1] = {} + for s2 in range(0,2): + s3_states[s0][s1][s2] = {} + for s3 in range(0,2): + dx = ((s0 << 3) | (s1 << 2) | (s2 << 1) | (s3)) * 200 + dy = 500 + s3_states[s0][s1][s2][s3] = anim.addAnimatorState(layer, + generate_utils.getS3StateName(which_layer, s0, s1, s2, s3), + dx = dx, dy = dy) + state = s3_states[s0][s1][s2][s3] + + s3_state_transition = anim.addTransition(state) + s3_param = generate_utils.getSelectParam(which_layer, 3) + anim.addTransitionBooleanCondition(s2_states[s0][s1][s2], s3_state_transition, + s3_param, s3 != 0) + + l_states = {} # shorthand for `letter_states` + for s0 in range(0,2): + l_states[s0] = {} + for s1 in range(0,2): + l_states[s0][s1] = {} + for s2 in range(0,2): + l_states[s0][s1][s2] = {} + for s3 in range(0,2): + l_states[s0][s1][s2][s3] = {} + for letter in range(0, generate_utils.CHARS_PER_CELL): + dy = 600 + l_states[s0][s1][s2][s3][letter] = anim.addAnimatorState(layer, + generate_utils.getLetterStateName(which_layer, + s0, s1, s2, s3, letter), + dy = dy) + state = l_states[s0][s1][s2][s3][letter] + + animation_path = gen_anim_dir + \ + generate_utils.getAnimationNameByLayerAndIndex( + which_layer, s0, s1, s2, s3, letter) + \ + ".anim" + guid = guid_map[animation_path] + anim.setAnimatorStateAnimation(state, guid) + + # TODO(yum) see if we can get away with reusing the + # same transition object, but just stitch it into every + # state. + l_state_transition = anim.addTransition(state) + l_param = generate_utils.getLayerParam(which_layer) + #print("add condition on letter {}".format(letter), + # file=sys.stderr) + anim.addTransitionIntegerEqualityCondition(s3_states[s0][s1][s2][s3], + l_state_transition, l_param, letter) + + home_state_transition = anim.addTransition(default_state) + home_state_transition.mapping['AnimatorStateTransition'].mapping['m_InterruptionSource'] = '0' + dummy_param = generate_utils.getDummyParam() + anim.addTransitionBooleanCondition(state, + home_state_transition, dummy_param, False) + + pass + +def generateFX(guid_map, gen_anim_dir): + anim = libunity.UnityAnimator() + + layers = generateFXController(anim) + + # TODO(yum) parallelize + for which_layer, layer in layers.items(): + print("Generating layer {}/{}".format(which_layer, len(layers.items())), file=sys.stderr) + generateFXLayer(which_layer, anim, layer, gen_anim_dir) + + return anim + +def parseArgs(): + parser = argparse.ArgumentParser() + parser.add_argument("cmd", type=str, help="") + parser.add_argument("--gen_dir", type=str, help="The directory under " + + "which all generated assets are placed") + parser.add_argument("--gen_anim_dir", type=str, help="The directory under " + + "which all generated animations are placed.") + parser.add_argument("--guid_map", type=str, help="The path to a file which will store guids") + args = parser.parse_args() + + if not args.gen_dir: + args.gen_dir = "generated/" + + if not args.gen_anim_dir: + args.gen_anim_dir = args.gen_dir + "animations/" + + if not args.guid_map: + args.guid_map = "guid.map" + + return args + +if __name__ == "__main__": + args = parseArgs() + + if args.cmd == "gen_anims": + guid_map = {} + with open(args.guid_map, 'rb') as f: + guid_map = pickle.load(f) + + os.makedirs(args.gen_anim_dir, exist_ok=True) + generateAnimations(args.gen_anim_dir, guid_map) + + with open(args.guid_map, 'wb') as f: + pickle.dump(guid_map, f) + elif args.cmd == "gen_fx": + guid_map = {} + with open(args.guid_map, 'rb') as f: + guid_map = pickle.load(f) + + print(str(generateFX(guid_map, args.gen_anim_dir))) + |
