Files
YarikStudio/AssetStudioUtility/AnimationClipConverter.cs
2022-11-03 19:32:12 +04:00

499 lines
22 KiB
C#

using System;
using System.Linq;
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace AssetStudio
{
public class AnimationClipConverter
{
private readonly AnimationClip animationClip;
public static readonly Regex UnknownPathRegex = new Regex($@"^path_[0-9]{{1,10}}$", RegexOptions.Compiled);
private readonly Dictionary<Vector3Curve, List<Keyframe<Vector3>>> m_translations = new Dictionary<Vector3Curve, List<Keyframe<Vector3>>>();
private readonly Dictionary<QuaternionCurve, List<Keyframe<Quaternion>>> m_rotations = new Dictionary<QuaternionCurve, List<Keyframe<Quaternion>>>();
private readonly Dictionary<Vector3Curve, List<Keyframe<Vector3>>> m_scales = new Dictionary<Vector3Curve, List<Keyframe<Vector3>>>();
private readonly Dictionary<Vector3Curve, List<Keyframe<Vector3>>> m_eulers = new Dictionary<Vector3Curve, List<Keyframe<Vector3>>>();
private readonly Dictionary<FloatCurve, List<Keyframe<Float>>> m_floats = new Dictionary<FloatCurve, List<Keyframe<Float>>>();
private readonly Dictionary<PPtrCurve, List<PPtrKeyframe>> m_pptrs = new Dictionary<PPtrCurve, List<PPtrKeyframe>>();
public Vector3Curve[] Translations { get; private set; }
public QuaternionCurve[] Rotations { get; private set; }
public Vector3Curve[] Scales { get; private set; }
public Vector3Curve[] Eulers { get; private set; }
public FloatCurve[] Floats { get; private set; }
public PPtrCurve[] PPtrs { get; private set; }
public Game Game;
public AnimationClipConverter(AnimationClip clip, Game game)
{
animationClip = clip;
Game = game;
}
public static AnimationClipConverter Process(AnimationClip clip, Game game)
{
var converter = new AnimationClipConverter(clip, game);
converter.ProcessInner();
return converter;
}
private void ProcessInner()
{
var m_Clip = animationClip.m_MuscleClip.m_Clip;
var bindings = animationClip.m_ClipBindingConstant;
var tos = animationClip.FindTOS();
var streamedFrames = m_Clip.m_StreamedClip.ReadData();
var lastDenseFrame = m_Clip.m_DenseClip.m_FrameCount / m_Clip.m_DenseClip.m_SampleRate;
var lastSampleFrame = streamedFrames.Count > 1 ? streamedFrames[streamedFrames.Count - 2].time : 0.0f;
var lastFrame = Math.Max(lastDenseFrame, lastSampleFrame);
if (m_Clip.m_ACLClip.IsSet && Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
{
var lastACLFrame = ProcessACLClip(m_Clip, bindings, tos);
lastFrame = Math.Max(lastFrame, lastACLFrame);
}
ProcessStreams(streamedFrames, bindings, tos, m_Clip.m_DenseClip.m_SampleRate);
ProcessDenses(m_Clip, bindings, tos);
if (m_Clip.m_ACLClip.IsSet && (Game.Name == "SR_CB2" || Game.Name == "SR_CB3"))
{
var lastACLFrame = ProcessACLClip(m_Clip, bindings, tos);
lastFrame = Math.Max(lastFrame, lastACLFrame);
}
if (m_Clip.m_ConstantClip != null)
{
ProcessConstant(m_Clip, bindings, tos, lastFrame);
}
CreateCurves();
}
private void CreateCurves()
{
Translations = m_translations.Select(t => new Vector3Curve(t.Key, t.Value)).ToArray();
Rotations = m_rotations.Select(t => new QuaternionCurve(t.Key, t.Value)).ToArray();
Scales = m_scales.Select(t => new Vector3Curve(t.Key, t.Value)).ToArray();
Eulers = m_eulers.Select(t => new Vector3Curve(t.Key, t.Value)).ToArray();
Floats = m_floats.Select(t => new FloatCurve(t.Key, t.Value)).ToArray();
PPtrs = m_pptrs.Select(t => new PPtrCurve(t.Key, t.Value)).ToArray();
}
private void ProcessStreams(List<StreamedClip.StreamedFrame> streamFrames, AnimationClipBindingConstant bindings, Dictionary<uint, string> tos, float sampleRate)
{
var curveValues = new float[4];
var inSlopeValues = new float[4];
var outSlopeValues = new float[4];
var interval = 1.0f / sampleRate;
// first (index [0]) stream frame is for slope calculation for the first real frame (index [1])
// last one (index [count - 1]) is +Infinity
// it is made for slope processing, but we don't need them
for (var frameIndex = 1; frameIndex < streamFrames.Count - 1; frameIndex++)
{
var frame = streamFrames[frameIndex];
for (var curveIndex = 0; curveIndex < frame.keyList.Length;)
{
var curve = frame.keyList[curveIndex];
var index = curve.index;
if (animationClip.m_MuscleClip.m_Clip.m_ACLClip.IsSet && Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
index += (int)animationClip.m_MuscleClip.m_Clip.m_ACLClip.m_CurveCount;
var binding = bindings.FindBinding(index);
var path = GetCurvePath(tos, binding.path);
if (binding.typeID == ClassIDType.Transform)
{
GetPreviousFrame(streamFrames, curve.index, frameIndex, out var prevFrameIndex, out var prevCurveIndex);
var dimension = binding.GetDimension();
for (int key = 0; key < dimension; key++)
{
var keyCurve = frame.keyList[curveIndex];
var prevFrame = streamFrames[prevFrameIndex];
var prevKeyCurve = prevFrame.keyList[prevCurveIndex + key];
var deltaTime = frame.time - prevFrame.time;
curveValues[key] = keyCurve.value;
inSlopeValues[key] = prevKeyCurve.CalculateNextInSlope(deltaTime, keyCurve);
outSlopeValues[key] = keyCurve.outSlope;
curveIndex = GetNextCurve(frame, curveIndex);
}
AddTransformCurve(frame.time, binding.attribute, curveValues, inSlopeValues, outSlopeValues, 0, path);
}
else
{
if (binding.customType == 8)
{
AddAnimatorMuscleCurve(binding, frame.time, frame.keyList[curveIndex].value);
}
else if (binding.customType == 20)
{
AddBlendShapeCurve(binding, path, frame.time, frame.keyList[curveIndex].value);
}
curveIndex = GetNextCurve(frame, curveIndex);
}
}
}
}
private void ProcessDenses(Clip clip, AnimationClipBindingConstant bindings, Dictionary<uint, string> tos)
{
var dense = clip.m_DenseClip;
var streamCount = clip.m_StreamedClip.curveCount;
var slopeValues = new float[4]; // no slopes - 0 values
for (var frameIndex = 0; frameIndex < dense.m_FrameCount; frameIndex++)
{
var time = frameIndex / dense.m_SampleRate;
var frameOffset = frameIndex * (int)dense.m_CurveCount;
for (var curveIndex = 0; curveIndex < dense.m_CurveCount;)
{
var index = (int)streamCount + curveIndex;
if (clip.m_ACLClip.IsSet && Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
index += (int)clip.m_ACLClip.m_CurveCount;
var binding = bindings.FindBinding(index);
var path = GetCurvePath(tos, binding.path);
var framePosition = frameOffset + curveIndex;
if (binding.typeID == ClassIDType.Transform)
{
AddTransformCurve(time, binding.attribute, dense.m_SampleArray, slopeValues, slopeValues, framePosition, path);
curveIndex += binding.GetDimension();
}
else
{
if (binding.customType == 8)
{
AddAnimatorMuscleCurve(binding, time, dense.m_SampleArray[framePosition]);
}
else if (binding.customType == 20)
{
AddBlendShapeCurve(binding, path, time, dense.m_SampleArray[framePosition]);
}
curveIndex++;
}
}
}
}
private float ProcessACLClip(Clip clip, AnimationClipBindingConstant bindings, Dictionary<uint, string> tos)
{
float[] values;
float[] times;
var acl = clip.m_ACLClip;
if (Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
{
acl.Process(out values, out times);
}
else
{
acl.ProcessSR(out values, out times);
}
float[] slopeValues = new float[4]; // no slopes - 0 values
int frameCount = times.Length;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
{
float time = times[frameIndex];
int frameOffset = frameIndex * (int)acl.m_CurveCount;
for (int curveIndex = 0; curveIndex < acl.m_CurveCount;)
{
var index = curveIndex;
if (Game.Name == "SR_CB2" || Game.Name == "SR_CB3")
index += (int)(clip.m_StreamedClip.curveCount + clip.m_DenseClip.m_CurveCount);
GenericBinding binding = bindings.FindBinding(index);
string path = GetCurvePath(tos, binding.path);
int framePosition = frameOffset + curveIndex;
if (binding.typeID == ClassIDType.Transform)
{
AddTransformCurve(time, binding.attribute, values, slopeValues, slopeValues, framePosition, path);
curveIndex += binding.GetDimension();
}
else
{
if (binding.customType == 8)
{
AddAnimatorMuscleCurve(binding, time, values[framePosition]);
}
else if (binding.customType == 20)
{
AddBlendShapeCurve(binding, path, time, values[framePosition]);
}
curveIndex++;
}
}
}
return times[frameCount - 1];
}
private void ProcessConstant(Clip clip, AnimationClipBindingConstant bindings, Dictionary<uint, string> tos, float lastFrame)
{
var constant = clip.m_ConstantClip;
var streamCount = clip.m_StreamedClip.curveCount;
var denseCount = clip.m_DenseClip.m_CurveCount;
var slopeValues = new float[4]; // no slopes - 0 values
// only first and last frames
var time = 0.0f;
for (var i = 0; i < 2; i++, time += lastFrame)
{
for (var curveIndex = 0; curveIndex < constant.data.Length;)
{
var index = (int)(streamCount + denseCount + curveIndex);
if (clip.m_ACLClip.IsSet)
index += (int)clip.m_ACLClip.m_CurveCount;
GenericBinding binding = bindings.FindBinding(index);
string path = GetCurvePath(tos, binding.path);
if (binding.typeID == ClassIDType.Transform)
{
AddTransformCurve(time, binding.attribute, constant.data, slopeValues, slopeValues, curveIndex, path);
curveIndex += binding.GetDimension();
}
else
{
if (binding.customType == 8)
{
AddAnimatorMuscleCurve(binding, time, constant.data[curveIndex]);
}
else if (binding.customType == 20)
{
AddBlendShapeCurve(binding, path, time, constant.data[curveIndex]);
}
curveIndex++;
}
}
}
}
private void AddTransformCurve(float time, uint transType, float[] curveValues,
float[] inSlopeValues, float[] outSlopeValues, int offset, string path)
{
switch (transType)
{
case 1:
{
Vector3Curve curve = new Vector3Curve(path);
if (!m_translations.TryGetValue(curve, out List<Keyframe<Vector3>> transCurve))
{
transCurve = new List<Keyframe<Vector3>>();
m_translations.Add(curve, transCurve);
}
float x = curveValues[offset + 0];
float y = curveValues[offset + 1];
float z = curveValues[offset + 2];
float inX = inSlopeValues[0];
float inY = inSlopeValues[1];
float inZ = inSlopeValues[2];
float outX = outSlopeValues[0];
float outY = outSlopeValues[1];
float outZ = outSlopeValues[2];
Vector3 value = new Vector3(x, y, z);
Vector3 inSlope = new Vector3(inX, inY, inZ);
Vector3 outSlope = new Vector3(outX, outY, outZ);
Keyframe<Vector3> transKey = new Keyframe<Vector3>(time, value, inSlope, outSlope, Keyframe<Vector3>.DefaultVector3Weight);
transCurve.Add(transKey);
}
break;
case 2:
{
QuaternionCurve curve = new QuaternionCurve(path);
if (!m_rotations.TryGetValue(curve, out List<Keyframe<Quaternion>> rotCurve))
{
rotCurve = new List<Keyframe<Quaternion>>();
m_rotations.Add(curve, rotCurve);
}
float x = curveValues[offset + 0];
float y = curveValues[offset + 1];
float z = curveValues[offset + 2];
float w = curveValues[offset + 3];
float inX = inSlopeValues[0];
float inY = inSlopeValues[1];
float inZ = inSlopeValues[2];
float inW = inSlopeValues[3];
float outX = outSlopeValues[0];
float outY = outSlopeValues[1];
float outZ = outSlopeValues[2];
float outW = outSlopeValues[3];
Quaternion value = new Quaternion(x, y, z, w);
Quaternion inSlope = new Quaternion(inX, inY, inZ, inW);
Quaternion outSlope = new Quaternion(outX, outY, outZ, outW);
Keyframe<Quaternion> rotKey = new Keyframe<Quaternion>(time, value, inSlope, outSlope, Keyframe<Quaternion>.DefaultQuaternionWeight);
rotCurve.Add(rotKey);
}
break;
case 3:
{
Vector3Curve curve = new Vector3Curve(path);
if (!m_scales.TryGetValue(curve, out List<Keyframe<Vector3>> scaleCurve))
{
scaleCurve = new List<Keyframe<Vector3>>();
m_scales.Add(curve, scaleCurve);
}
float x = curveValues[offset + 0];
float y = curveValues[offset + 1];
float z = curveValues[offset + 2];
float inX = inSlopeValues[0];
float inY = inSlopeValues[1];
float inZ = inSlopeValues[2];
float outX = outSlopeValues[0];
float outY = outSlopeValues[1];
float outZ = outSlopeValues[2];
Vector3 value = new Vector3(x, y, z);
Vector3 inSlope = new Vector3(inX, inY, inZ);
Vector3 outSlope = new Vector3(outX, outY, outZ);
Keyframe<Vector3> scaleKey = new Keyframe<Vector3>(time, value, inSlope, outSlope, Keyframe<Vector3>.DefaultVector3Weight);
scaleCurve.Add(scaleKey);
}
break;
case 4:
{
Vector3Curve curve = new Vector3Curve(path);
if (!m_eulers.TryGetValue(curve, out List<Keyframe<Vector3>> eulerCurve))
{
eulerCurve = new List<Keyframe<Vector3>>();
m_eulers.Add(curve, eulerCurve);
}
float x = curveValues[offset + 0];
float y = curveValues[offset + 1];
float z = curveValues[offset + 2];
float inX = inSlopeValues[0];
float inY = inSlopeValues[1];
float inZ = inSlopeValues[2];
float outX = outSlopeValues[0];
float outY = outSlopeValues[1];
float outZ = outSlopeValues[2];
Vector3 value = new Vector3(x, y, z);
Vector3 inSlope = new Vector3(inX, inY, inZ);
Vector3 outSlope = new Vector3(outX, outY, outZ);
Keyframe<Vector3> eulerKey = new Keyframe<Vector3>(time, value, inSlope, outSlope, Keyframe<Vector3>.DefaultVector3Weight);
eulerCurve.Add(eulerKey);
}
break;
default:
throw new NotImplementedException(transType.ToString());
}
}
private void AddAnimatorMuscleCurve(GenericBinding binding, float time, float value)
{
FloatCurve curve = new FloatCurve(string.Empty, binding.GetClipMuscle(), ClassIDType.Animator, new PPtr<MonoScript>(0, 0, null));
AddFloatKeyframe(curve, time, value);
}
private void AddBlendShapeCurve(GenericBinding binding, string path, float time, float value)
{
var attribute = "";
const string Prefix = "blendShape.";
if (UnknownPathRegex.IsMatch(path))
{
attribute = Prefix + binding.attribute;
}
foreach (GameObject root in animationClip.FindRoots().ToArray())
{
Transform rootTransform = root.GetTransform();
Transform child = rootTransform.FindChild(path);
if (child == null)
{
continue;
}
SkinnedMeshRenderer skin = null;
if (child.m_GameObject.TryGet(out var gameObject))
{
skin = gameObject.FindComponent<SkinnedMeshRenderer>();
}
if (skin == null)
{
continue;
}
if (!skin.m_Mesh.TryGet(out var mesh))
{
continue;
}
string shapeName = mesh.FindBlendShapeNameByCRC(binding.attribute);
if (shapeName == null)
{
continue;
}
attribute = Prefix + shapeName;
}
attribute = Prefix + attribute;
FloatCurve curve = new FloatCurve(path, attribute, binding.typeID, binding.script.CastTo<MonoScript>());
AddFloatKeyframe(curve, time, value);
}
private void AddFloatKeyframe(FloatCurve curve, float time, float value)
{
if (!m_floats.TryGetValue(curve, out List<Keyframe<Float>> floatCurve))
{
floatCurve = new List<Keyframe<Float>>();
m_floats.Add(curve, floatCurve);
}
Keyframe<Float> floatKey = new Keyframe<Float>(time, value, Keyframe<Float>.DefaultFloatWeight);
floatCurve.Add(floatKey);
}
private void GetPreviousFrame(List<StreamedClip.StreamedFrame> streamFrames, int curveID, int currentFrame, out int frameIndex, out int curveIndex)
{
for (frameIndex = currentFrame - 1; frameIndex >= 0; frameIndex--)
{
var frame = streamFrames[frameIndex];
for (curveIndex = 0; curveIndex < frame.keyList.Length; curveIndex++)
{
var curve = frame.keyList[curveIndex];
if (curve.index == curveID)
{
return;
}
}
}
throw new Exception($"There is no curve with index {curveID} in any of previous frames");
}
private int GetNextCurve(StreamedClip.StreamedFrame frame, int currentCurve)
{
var curve = frame.keyList[currentCurve];
int i = currentCurve + 1;
for (; i < frame.keyList.Length; i++)
{
if (frame.keyList[i].index != curve.index)
{
return i;
}
}
return i;
}
private static string GetCurvePath(Dictionary<uint, string> tos, uint hash)
{
if (tos.TryGetValue(hash, out string path))
{
return path;
}
else
{
return $"path_{hash}";
}
}
}
}