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#!/usr/bin/env python3
import argparse
import generate_utils
import libunity
import os
import pickle
import sys
import typing
# TODO(yum) we're getting the encoding scheme from here, but I think it should
# be in a different layer.
import osc_ctrl
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: []
"""
# 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.
UNITY_ANIMATION_FUDGE_MARGIN = 0.1
def generateClearAnimation(anim_dir, guid_map):
print("Generating board clearing animation", file=sys.stderr)
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 = []
letter = 0
for byte in range(0, generate_utils.config.BYTES_PER_CHAR):
for row in range(0, generate_utils.config.BOARD_ROWS):
for col in range(0, generate_utils.config.BOARD_COLS):
curve = curve_template.copy()
for keyframe in curve.mapping['curve'].mapping['m_Curve'].sequence:
keyframe.mapping['value'] = str(letter +
UNITY_ANIMATION_FUDGE_MARGIN)
curve.mapping['attribute'] = "material.{}".format(generate_utils.getShaderParamByRowColByte(row, col, byte))
curve.mapping['path'] = "World Constraint/Container/TaSTT"
# Add curve to animation
anim_clip.mapping['m_FloatCurves'].sequence.append(curve)
anim_clip.mapping['m_EditorCurves'].sequence.append(curve)
# Serialize animation to file
anim_name = generate_utils.getClearAnimationName()
anim_path = os.path.join(anim_dir, anim_name + ".anim")
print("Generating clear animation at {}".format(anim_path))
with open(anim_path, "w", encoding="utf-8") as f:
f.write(libunity.unityYamlToString([anim_node]))
# Generate metadata
meta = libunity.Metadata()
with open(anim_path + ".meta", "w", encoding="utf-8") as f:
f.write(str(meta))
# Add metadata to guid map
guid_map[anim_path] = meta.guid
guid_map[meta.guid] = anim_path
# Generate a toggle animation for a shader parameter.
def generateToggleAnimations(anim_dir, shader_param, guid_map):
print("Generating shader toggle animation", file=sys.stderr)
parser = libunity.UnityParser()
parser.parse(LETTER_ANIMATION_TEMPLATE)
# 0.0 represents false, 1.0 represents true. Don't forget that we add
# `UNITY_ANIMATION_FUDGE_MARGIN` to everything.
for shader_value in range(0, 2):
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 = []
curve = curve_template.copy()
for keyframe in curve.mapping['curve'].mapping['m_Curve'].sequence:
keyframe.mapping['value'] = str(float(shader_value) +
UNITY_ANIMATION_FUDGE_MARGIN)
curve.mapping['attribute'] = "material.{}".format(shader_param)
curve.mapping['path'] = "World Constraint/Container/TaSTT"
# Add curve to animation
anim_clip.mapping['m_FloatCurves'].sequence.append(curve)
anim_clip.mapping['m_EditorCurves'].sequence.append(curve)
# Serialize animation to file
anim_name = generate_utils.getClearAnimationName()
anim_suffix = "_Off"
if shader_value == 1:
anim_suffix = "_On"
anim_path = os.path.join(anim_dir, shader_param + anim_suffix +
".anim")
with open(anim_path, "w", encoding="utf-8") as f:
f.write(libunity.unityYamlToString([anim_node]))
# Generate metadata
meta = libunity.Metadata()
with open(anim_path + ".meta", "w", encoding="utf-8") as f:
f.write(str(meta))
# Add metadata to guid map
guid_map[anim_path] = meta.guid
guid_map[meta.guid] = anim_path
# Generate a toggle animation for a shader parameter.
def generateFloatAnimation(anim_name: str, anim_dir: str,
path: str, attribute: str,
value: float,
guid_map: typing.Dict[str, str]) -> str:
print("Generating float toggle animation {}/{}".format(path,attribute),
file=sys.stderr)
parser = libunity.UnityParser()
parser.parse(LETTER_ANIMATION_TEMPLATE)
# 0.0 represents false, 1.0 represents true. Don't forget that we add
# `UNITY_ANIMATION_FUDGE_MARGIN` to everything.
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 = []
curve = curve_template.copy()
for keyframe in curve.mapping['curve'].mapping['m_Curve'].sequence:
keyframe.mapping['value'] = str(value)
curve.mapping['attribute'] = attribute
curve.mapping['path'] = path
# Add curve to animation
anim_clip.mapping['m_FloatCurves'].sequence.append(curve)
anim_clip.mapping['m_EditorCurves'].sequence.append(curve)
# Serialize animation to file
anim_path = os.path.join(anim_dir, anim_name + ".anim")
with open(anim_path, "w", encoding="utf-8") as f:
f.write(libunity.unityYamlToString([anim_node]))
# Generate metadata
meta = libunity.Metadata()
with open(anim_path + ".meta", "w", encoding="utf-8") as f:
f.write(str(meta))
# Add metadata to guid map
guid_map[anim_path] = meta.guid
guid_map[meta.guid] = anim_path
return meta.guid
def generateAnimations(anim_dir, guid_map):
generateClearAnimation(anim_dir, guid_map)
generateToggleAnimations(anim_dir, generate_utils.getIndicator0Param(), guid_map)
generateToggleAnimations(anim_dir, generate_utils.getIndicator1Param(), guid_map)
print("Generating letter animations", file=sys.stderr)
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 = []
# To support more languages, we use 2 bytes per character, giving us a 64K character set.
for byte in range(0, generate_utils.config.BYTES_PER_CHAR):
for row in range(0, generate_utils.config.BOARD_ROWS):
print("Generating letter animations (row {}/{}) (byte {}/2)".format(row,
generate_utils.config.BOARD_ROWS, byte), file=sys.stderr)
for col in range(0, generate_utils.config.BOARD_COLS):
for letter in range(0, 2):
if letter == 1:
letter = generate_utils.config.CHARS_PER_CELL - 1
# 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.getLetterAnimationName(row, col, letter, byte)
clip.mapping['m_Name'] = anim_name
# Populate letter value
for keyframe in curve.mapping['curve'].mapping['m_Curve'].sequence:
keyframe.mapping['value'] = str(letter + UNITY_ANIMATION_FUDGE_MARGIN)
# Populate path to letter parameter
curve.mapping['attribute'] = "material.{}".format(generate_utils.getShaderParamByRowColByte(row, col, byte))
curve.mapping['path'] = "World Constraint/Container/TaSTT"
# Add curve to animation
clip.mapping['m_FloatCurves'].sequence.append(curve)
clip.mapping['m_EditorCurves'].sequence.append(curve)
# Serialize animation to file
anim_path = os.path.join(anim_dir, anim_name + ".anim")
with open(anim_path, "w", encoding="utf-8") as f:
f.write(libunity.unityYamlToString([node]))
# Generate metadata
meta = libunity.Metadata()
with open(anim_path + ".meta", "w", encoding="utf-8") 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.getHipToggleParam(), bool)
anim.addParameter(generate_utils.getHandToggleParam(), bool)
anim.addParameter(generate_utils.getToggleParam(), bool)
anim.addParameter(generate_utils.getSpeechNoiseEnableParam(), bool)
anim.addParameter(generate_utils.getClearBoardParam(), bool)
anim.addParameter(generate_utils.getIndicator0Param(), bool)
anim.addParameter(generate_utils.getIndicator1Param(), bool)
anim.addParameter(generate_utils.getScaleParam(), float)
layers = {}
for byte in range(0, generate_utils.config.BYTES_PER_CHAR):
layers[byte] = {}
for i in range(0, generate_utils.config.CHARS_PER_SYNC):
anim.addParameter(generate_utils.getBlendParam(i, byte), float)
layer = anim.addLayer(generate_utils.getLayerName(i, byte))
layers[byte][i] = layer
anim.addParameter(generate_utils.getSelectParam(), int)
return layers
def generateFXLayer(which_layer: int, anim: libunity.UnityAnimator, layer:
libunity.UnityDocument, gen_anim_dir: str, byte: int):
is_default_state = True
default_state = anim.addAnimatorState(layer,
generate_utils.getDefaultStateName(which_layer, byte), is_default_state)
dy = 100
active_state = anim.addAnimatorState(layer,
generate_utils.getActiveStateName(which_layer, byte), dy = dy)
active_state_transition = anim.addTransition(active_state)
enable_param = generate_utils.getEnableParam()
anim.addTransitionBooleanCondition(default_state, active_state_transition,
enable_param, True)
select_states = {}
for i in range(0, generate_utils.config.numRegions(which_layer)):
dx = i * 200
dy = 200
# Create blend tree for this region.
anim_lo_path = os.path.join(gen_anim_dir,
generate_utils.getAnimationNameByLayerAndIndex(
which_layer, i, 0, byte) + \
".anim")
guid_lo = guid_map[anim_lo_path]
anim_hi_path = os.path.join(gen_anim_dir,
generate_utils.getAnimationNameByLayerAndIndex(
which_layer, i, generate_utils.config.CHARS_PER_CELL - 1, byte) + \
".anim")
guid_hi = guid_map[anim_hi_path]
select_states[i] = anim.addAnimatorBlendTree(layer,
generate_utils.getBlendStateName(which_layer, i, byte),
generate_utils.getBlendParam(which_layer, byte),
guid_lo, guid_hi, dx = dx, dy = dy)
state = select_states[i]
# Create transition to state.
select_state_transition = anim.addTransition(state)
select_param = generate_utils.getSelectParam()
anim.addTransitionIntegerEqualityCondition(active_state,
select_state_transition, select_param, i)
# Create return-home transition.
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
# Generic toggle adding utility.
# Generates the layer and parameter.
# Returns a map containing the off and on states, as well as the
# transitions between them.
def generateToggle(layer_name: str,
gen_anim_dir: str,
off_anim_basename: str,
on_anim_basename: str,
anim: libunity.UnityAnimator,
guid_map: typing.Dict[str, str]) -> typing.Dict[str,
libunity.UnityDocument]:
layer = anim.addLayer(layer_name)
# For simplicity, use the layer name as the parameter name.
parameter_name = layer_name
anim.addParameter(parameter_name, bool)
off_state = anim.addAnimatorState(layer, layer_name + "_Off",
is_default_state = True)
on_state = anim.addAnimatorState(layer, layer_name + "_On", dy=100)
if off_anim_basename:
off_anim_path = os.path.join(gen_anim_dir, off_anim_basename)
off_anim_meta = libunity.Metadata()
off_anim_meta.loadOrCreate(off_anim_path, guid_map)
anim.setAnimatorStateAnimation(off_state, off_anim_meta.guid)
if on_anim_basename:
on_anim_path = os.path.join(gen_anim_dir, on_anim_basename)
on_anim_meta = libunity.Metadata()
on_anim_meta.loadOrCreate(on_anim_path, guid_map)
anim.setAnimatorStateAnimation(on_state, on_anim_meta.guid)
off_to_on_trans = anim.addTransition(on_state)
anim.addTransitionBooleanCondition(off_state,
off_to_on_trans, parameter_name, True)
on_to_off_trans = anim.addTransition(off_state)
anim.addTransitionBooleanCondition(on_state,
on_to_off_trans, parameter_name, False)
result = {}
result["off"] = off_state
result["on"] = on_state
result["off_to_on"] = off_to_on_trans
result["on_to_off"] = on_to_off_trans
return result
def generateScaleLayer(anim: libunity.UnityAnimator,
gen_anim_dir: str,
guid_map: typing.Dict[str, str]):
scale_layer = anim.addLayer(generate_utils.getScaleParam())
path = "World Constraint/Container/TaSTT"
attribute = "blendShape.Scale"
guid_lo = generateFloatAnimation("TaSTT_Scale_0", gen_anim_dir,
path, attribute,
0.0, guid_map)
guid_hi = generateFloatAnimation("TaSTT_Scale_100", gen_anim_dir,
path, attribute,
100.0, guid_map)
anim.addAnimatorBlendTree(scale_layer,
generate_utils.getScaleParam(),
generate_utils.getScaleParam(),
guid_lo, guid_hi,
lo_threshold = 0.0, hi_threshold = 1.0);
pass
def generateFX(guid_map, gen_anim_dir):
anim = libunity.UnityAnimator()
layers = generateFXController(anim)
# TODO(yum) parallelize
for byte in range(0, generate_utils.config.BYTES_PER_CHAR):
for which_layer, layer in layers[byte].items():
print("Generating layer {}/{}".format(which_layer, len(layers[byte].items())), file=sys.stderr)
generateFXLayer(which_layer, anim, layer, gen_anim_dir, byte)
states = generateToggle(
generate_utils.getSpeechNoiseToggleParam(),
gen_anim_dir,
"TaSTT_Speech_Noise_Off.anim",
"TaSTT_Speech_Noise_On.anim",
anim, guid_map)
# Enable beeping only if user has turned it on.
anim.addTransitionBooleanCondition(states["off"],
states["off_to_on"], generate_utils.getSpeechNoiseEnableParam(), True)
# Enable beeping only if board is out.
anim.addTransitionBooleanCondition(states["off"],
states["off_to_on"], generate_utils.getToggleParam(), True)
generateToggle(generate_utils.getToggleParam(),
gen_anim_dir,
"TaSTT_Toggle_Off.anim",
"TaSTT_Toggle_On.anim",
anim, guid_map)
generateToggle(generate_utils.getLockWorldParam(),
gen_anim_dir,
"TaSTT_Lock_World_Disable.anim",
"TaSTT_Lock_World_Enable.anim",
anim, guid_map)
generateToggle(
generate_utils.getClearBoardParam(),
gen_anim_dir,
None, # No animation in the `off` state.
generate_utils.getClearAnimationName() + ".anim",
anim, guid_map)
generateToggle(generate_utils.getIndicator0Param(),
gen_anim_dir,
generate_utils.getIndicator0Param() + "_Off.anim",
generate_utils.getIndicator0Param() + "_On.anim",
anim, guid_map)
generateToggle(generate_utils.getIndicator1Param(),
gen_anim_dir,
generate_utils.getIndicator1Param() + "_Off.anim",
generate_utils.getIndicator1Param() + "_On.anim",
anim, guid_map)
generateScaleLayer(anim, gen_anim_dir, guid_map)
return anim
def parseArgs():
print("args: {}".format(" ".join(sys.argv)))
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")
parser.add_argument("--fx_dest", type=str, help="The path at which to save the generated FX controller")
parser.add_argument("--bytes_per_char", type=str, help="The number of bytes to use to represent each character")
parser.add_argument("--chars_per_sync", type=str, help="The number of characters to send on each sync event")
parser.add_argument("--rows", type=int, help="The number of rows on the board")
parser.add_argument("--cols", type=int, help="The number of columns on the board")
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"
if not args.fx_dest:
args.fx_dest = args.gen_dir + "TaSTT_fx.controller"
return args
if __name__ == "__main__":
os.chdir(os.path.dirname(os.path.abspath(__file__)))
args = parseArgs()
if args.cmd == "gen_anims":
if not args.bytes_per_char or not args.chars_per_sync:
print("--bytes_per_char and --chars_per_sync required", file=sys.stderr)
sys.exit(1)
if not args.rows or not args.cols:
print("--rows and --cols required", file=sys.stderr)
sys.exit(1)
generate_utils.config.BYTES_PER_CHAR = int(args.bytes_per_char)
generate_utils.config.CHARS_PER_SYNC = int(args.chars_per_sync)
generate_utils.config.BOARD_ROWS = int(args.rows)
generate_utils.config.BOARD_COLS = int(args.cols)
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":
if not args.bytes_per_char or not args.chars_per_sync:
print("--bytes_per_char and --chars_per_sync required", file=sys.stderr)
sys.exit(1)
if not args.rows or not args.cols:
print("--rows and --cols required", file=sys.stderr)
sys.exit(1)
generate_utils.config.BYTES_PER_CHAR = int(args.bytes_per_char)
generate_utils.config.CHARS_PER_SYNC = int(args.chars_per_sync)
generate_utils.config.BOARD_ROWS = int(args.rows)
generate_utils.config.BOARD_COLS = int(args.cols)
guid_map = {}
with open(args.guid_map, 'rb') as f:
guid_map = pickle.load(f)
os.makedirs(os.path.dirname(args.fx_dest), exist_ok=True)
with open(args.fx_dest, "w", encoding="utf-8") as f:
f.write(str(generateFX(guid_map, args.gen_anim_dir)))
with open(args.guid_map, 'wb') as f:
pickle.dump(guid_map, f)
# If we don't do this, then VRChat will fail to update the animator
# when users update their avatars.
if os.path.exists(args.fx_dest + ".meta"):
os.remove(args.fx_dest + ".meta")
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