Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Core/AnimancerUtilities.cs

720 lines
32 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>Various extension methods and utilities.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities
///
public static partial class AnimancerUtilities
{
/************************************************************************************************************************/
#region Misc
/************************************************************************************************************************/
/// <summary>This is Animancer Pro.</summary>
public const bool IsAnimancerPro = true;
/************************************************************************************************************************/
/// <summary>Loops the `value` so that <c>0 &lt;= value &lt; 1</c>.</summary>
/// <remarks>This is more efficient than using <see cref="Wrap"/> with a <c>length</c> of 1.</remarks>
public static float Wrap01(float value)
{
var valueAsDouble = (double)value;
value = (float)(valueAsDouble - Math.Floor(valueAsDouble));
return value < 1 ? value : 0;
}
/// <summary>Loops the `value` so that <c>0 &lt;= value &lt; length</c>.</summary>
/// <remarks>Unike <see cref="Mathf.Repeat"/>, this method will never return the `length`.</remarks>
public static float Wrap(float value, float length)
{
var valueAsDouble = (double)value;
var lengthAsDouble = (double)length;
value = (float)(valueAsDouble - Math.Floor(valueAsDouble / lengthAsDouble) * lengthAsDouble);
return value < length ? value : 0;
}
/************************************************************************************************************************/
/// <summary>
/// Rounds the `value` to the nearest integer using <see cref="MidpointRounding.AwayFromZero"/>.
/// </summary>
public static float Round(float value)
=> (float)Math.Round(value, MidpointRounding.AwayFromZero);
/// <summary>
/// Rounds the `value` to be a multiple of the `multiple` using <see cref="MidpointRounding.AwayFromZero"/>.
/// </summary>
public static float Round(float value, float multiple)
=> Round(value / multiple) * multiple;
/************************************************************************************************************************/
/// <summary>[Animancer Extension] Is the `value` not NaN or Infinity?</summary>
/// <remarks>Newer versions of the .NET framework apparently have a <c>float.IsFinite</c> method.</remarks>
public static bool IsFinite(this float value) => !float.IsNaN(value) && !float.IsInfinity(value);
/// <summary>[Animancer Extension] Is the `value` not NaN or Infinity?</summary>
/// <remarks>Newer versions of the .NET framework apparently have a <c>double.IsFinite</c> method.</remarks>
public static bool IsFinite(this double value) => !double.IsNaN(value) && !double.IsInfinity(value);
/// <summary>[Animancer Extension] Are all components of the `value` not NaN or Infinity?</summary>
public static bool IsFinite(this Vector2 value) => value.x.IsFinite() && value.y.IsFinite();
/************************************************************************************************************************/
/// <summary>
/// If `obj` exists, this method returns <see cref="object.ToString"/>.
/// Or if it is <c>null</c>, this method returns <c>"Null"</c>.
/// Or if it is an <see cref="Object"/> that has been destroyed, this method returns <c>"Null (ObjectType)"</c>.
/// </summary>
public static string ToStringOrNull(object obj)
{
if (obj is null)
return "Null";
if (obj is Object unityObject && unityObject == null)
return $"Null ({obj.GetType()})";
return obj.ToString();
}
/************************************************************************************************************************/
/// <summary>Ensures that the length and contents of `copyTo` match `copyFrom`.</summary>
public static void CopyExactArray<T>(T[] copyFrom, ref T[] copyTo)
{
if (copyFrom == null)
{
copyTo = null;
return;
}
var length = copyFrom.Length;
SetLength(ref copyTo, length);
Array.Copy(copyFrom, copyTo, length);
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension] Swaps <c>array[a]</c> with <c>array[b]</c>.</summary>
public static void Swap<T>(this T[] array, int a, int b)
{
var temp = array[a];
array[a] = array[b];
array[b] = temp;
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension]
/// Is the `array` <c>null</c> or its <see cref="Array.Length"/> <c>0</c>?
/// </summary>
public static bool IsNullOrEmpty<T>(this T[] array) => array == null || array.Length == 0;
/************************************************************************************************************************/
/// <summary>
/// If the `array` is <c>null</c> or its <see cref="Array.Length"/> isn't equal to the specified `length`, this
/// method creates a new array with that `length` and returns <c>true</c>.
/// </summary>
/// <remarks>
/// Unlike <see cref="Array.Resize{T}(ref T[], int)"/>, this method doesn't copy over the contents of the old
/// `array` into the new one.
/// </remarks>
public static bool SetLength<T>(ref T[] array, int length)
{
if (array == null || array.Length != length)
{
array = new T[length];
return true;
}
else return false;
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension] Is the `node` is not null and <see cref="AnimancerNode.IsValid"/>?</summary>
public static bool IsValid(this AnimancerNode node) => node != null && node.IsValid;
/// <summary>[Animancer Extension] Is the `transition` not null and <see cref="ITransitionDetailed.IsValid"/>?</summary>
public static bool IsValid(this ITransitionDetailed transition) => transition != null && transition.IsValid;
/************************************************************************************************************************/
/// <summary>[Animancer Extension] Calls <see cref="ITransition.CreateState"/> and <see cref="ITransition.Apply"/>.</summary>
public static AnimancerState CreateStateAndApply(this ITransition transition, AnimancerPlayable root = null)
{
var state = transition.CreateState();
state.SetRoot(root);
transition.Apply(state);
return state;
}
/************************************************************************************************************************/
/// <summary>[Pro-Only] Reconnects the input of the specified `playable` to its output.</summary>
public static void RemovePlayable(Playable playable, bool destroy = true)
{
if (!playable.IsValid())
return;
Assert(playable.GetInputCount() == 1,
$"{nameof(RemovePlayable)} can only be used on playables with 1 input.");
Assert(playable.GetOutputCount() == 1,
$"{nameof(RemovePlayable)} can only be used on playables with 1 output.");
var input = playable.GetInput(0);
if (!input.IsValid())
{
if (destroy)
playable.Destroy();
return;
}
var graph = playable.GetGraph();
var output = playable.GetOutput(0);
if (output.IsValid())// Connected to another Playable.
{
if (destroy)
{
playable.Destroy();
}
else
{
Assert(output.GetInputCount() == 1,
$"{nameof(RemovePlayable)} can only be used on playables connected to a playable with 1 input.");
graph.Disconnect(output, 0);
graph.Disconnect(playable, 0);
}
graph.Connect(input, 0, output, 0);
}
else// Connected to the graph output.
{
Assert(graph.GetOutput(0).GetSourcePlayable().Equals(playable),
$"{nameof(RemovePlayable)} can only be used on playables connected to another playable or to the graph output.");
if (destroy)
playable.Destroy();
else
graph.Disconnect(playable, 0);
graph.GetOutput(0).SetSourcePlayable(input);
}
}
/************************************************************************************************************************/
/// <summary>
/// Checks if any <see cref="AnimationClip"/> in the `source` has an animation event with the specified
/// `functionName`.
/// </summary>
public static bool HasEvent(IAnimationClipCollection source, string functionName)
{
var clips = ObjectPool.AcquireSet<AnimationClip>();
source.GatherAnimationClips(clips);
foreach (var clip in clips)
{
if (HasEvent(clip, functionName))
{
ObjectPool.Release(clips);
return true;
}
}
ObjectPool.Release(clips);
return false;
}
/// <summary>Checks if the `clip` has an animation event with the specified `functionName`.</summary>
public static bool HasEvent(AnimationClip clip, string functionName)
{
var events = clip.events;
for (int i = events.Length - 1; i >= 0; i--)
{
if (events[i].functionName == functionName)
return true;
}
return false;
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension] [Pro-Only]
/// Calculates all thresholds in the `mixer` using the <see cref="AnimancerState.AverageVelocity"/> of each
/// state on the X and Z axes.
/// <para></para>
/// Note that this method requires the <c>Root Transform Position (XZ) -> Bake Into Pose</c> toggle to be
/// disabled in the Import Settings of each <see cref="AnimationClip"/> in the mixer.
/// </summary>
public static void CalculateThresholdsFromAverageVelocityXZ(this MixerState<Vector2> mixer)
{
mixer.ValidateThresholdCount();
for (int i = mixer.ChildCount - 1; i >= 0; i--)
{
var state = mixer.GetChild(i);
if (state == null)
continue;
var averageVelocity = state.AverageVelocity;
mixer.SetThreshold(i, new Vector2(averageVelocity.x, averageVelocity.z));
}
}
/************************************************************************************************************************/
/// <summary>Copies the value of the `parameter` from `copyFrom` to `copyTo`.</summary>
public static void CopyParameterValue(Animator copyFrom, Animator copyTo, AnimatorControllerParameter parameter)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
copyTo.SetFloat(parameter.nameHash, copyFrom.GetFloat(parameter.nameHash));
break;
case AnimatorControllerParameterType.Int:
copyTo.SetInteger(parameter.nameHash, copyFrom.GetInteger(parameter.nameHash));
break;
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
copyTo.SetBool(parameter.nameHash, copyFrom.GetBool(parameter.nameHash));
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/// <summary>Copies the value of the `parameter` from `copyFrom` to `copyTo`.</summary>
public static void CopyParameterValue(AnimatorControllerPlayable copyFrom, AnimatorControllerPlayable copyTo, AnimatorControllerParameter parameter)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
copyTo.SetFloat(parameter.nameHash, copyFrom.GetFloat(parameter.nameHash));
break;
case AnimatorControllerParameterType.Int:
copyTo.SetInteger(parameter.nameHash, copyFrom.GetInteger(parameter.nameHash));
break;
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
copyTo.SetBool(parameter.nameHash, copyFrom.GetBool(parameter.nameHash));
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/************************************************************************************************************************/
/// <summary>Gets the value of the `parameter` in the `animator`.</summary>
public static object GetParameterValue(Animator animator, AnimatorControllerParameter parameter)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
return animator.GetFloat(parameter.nameHash);
case AnimatorControllerParameterType.Int:
return animator.GetInteger(parameter.nameHash);
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
return animator.GetBool(parameter.nameHash);
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/// <summary>Gets the value of the `parameter` in the `playable`.</summary>
public static object GetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
return playable.GetFloat(parameter.nameHash);
case AnimatorControllerParameterType.Int:
return playable.GetInteger(parameter.nameHash);
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
return playable.GetBool(parameter.nameHash);
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/************************************************************************************************************************/
/// <summary>Sets the `value` of the `parameter` in the `animator`.</summary>
public static void SetParameterValue(Animator animator, AnimatorControllerParameter parameter, object value)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
animator.SetFloat(parameter.nameHash, (float)value);
break;
case AnimatorControllerParameterType.Int:
animator.SetInteger(parameter.nameHash, (int)value);
break;
case AnimatorControllerParameterType.Bool:
animator.SetBool(parameter.nameHash, (bool)value);
break;
case AnimatorControllerParameterType.Trigger:
if ((bool)value)
animator.SetTrigger(parameter.nameHash);
else
animator.ResetTrigger(parameter.nameHash);
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/// <summary>Sets the `value` of the `parameter` in the `playable`.</summary>
public static void SetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter, object value)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
playable.SetFloat(parameter.nameHash, (float)value);
break;
case AnimatorControllerParameterType.Int:
playable.SetInteger(parameter.nameHash, (int)value);
break;
case AnimatorControllerParameterType.Bool:
playable.SetBool(parameter.nameHash, (bool)value);
break;
case AnimatorControllerParameterType.Trigger:
if ((bool)value)
playable.SetTrigger(parameter.nameHash);
else
playable.ResetTrigger(parameter.nameHash);
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/************************************************************************************************************************/
/// <summary>
/// Creates a <see cref="NativeArray{T}"/> containing a single element so that it can be used like a reference
/// in Unity's C# Job system which does not allow regular reference types.
/// </summary>
/// <remarks>Note that you must call <see cref="NativeArray{T}.Dispose()"/> when you're done with the array.</remarks>
public static NativeArray<T> CreateNativeReference<T>() where T : struct
{
return new NativeArray<T>(1, Allocator.Persistent, NativeArrayOptions.ClearMemory);
}
/************************************************************************************************************************/
/// <summary>
/// Creates a <see cref="NativeArray{T}"/> of <see cref="TransformStreamHandle"/>s for each of the `transforms`.
/// </summary>
/// <remarks>Note that you must call <see cref="NativeArray{T}.Dispose()"/> when you're done with the array.</remarks>
public static NativeArray<TransformStreamHandle> ConvertToTransformStreamHandles(
IList<Transform> transforms, Animator animator)
{
var count = transforms.Count;
var boneHandles = new NativeArray<TransformStreamHandle>(
count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < count; i++)
boneHandles[i] = animator.BindStreamTransform(transforms[i]);
return boneHandles;
}
/************************************************************************************************************************/
/// <summary>Returns a string stating that the `value` is unsupported.</summary>
public static string GetUnsupportedMessage<T>(T value)
=> $"Unsupported {typeof(T).FullName}: {value}";
/// <summary>Returns an exception stating that the `value` is unsupported.</summary>
public static ArgumentException CreateUnsupportedArgumentException<T>(T value)
=> new ArgumentException(GetUnsupportedMessage(value));
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Components
/************************************************************************************************************************/
/// <summary>[Animancer Extension]
/// Adds the specified type of <see cref="IAnimancerComponent"/>, links it to the `animator`, and returns it.
/// </summary>
public static T AddAnimancerComponent<T>(this Animator animator) where T : Component, IAnimancerComponent
{
var animancer = animator.gameObject.AddComponent<T>();
animancer.Animator = animator;
return animancer;
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension]
/// Returns the <see cref="IAnimancerComponent"/> on the same <see cref="GameObject"/> as the `animator` if
/// there is one. Otherwise this method adds a new one and returns it.
/// </summary>
public static T GetOrAddAnimancerComponent<T>(this Animator animator) where T : Component, IAnimancerComponent
{
if (animator.TryGetComponent<T>(out var component))
return component;
else
return animator.AddAnimancerComponent<T>();
}
/************************************************************************************************************************/
/// <summary>
/// Returns the first <typeparamref name="T"/> component on the `gameObject` or its parents or children (in
/// that order).
/// </summary>
public static T GetComponentInParentOrChildren<T>(this GameObject gameObject) where T : class
{
var component = gameObject.GetComponentInParent<T>();
if (component != null)
return component;
return gameObject.GetComponentInChildren<T>();
}
/// <summary>
/// If the `component` is <c>null</c>, this method tries to find one on the `gameObject` or its parents or
/// children (in that order).
/// </summary>
public static bool GetComponentInParentOrChildren<T>(this GameObject gameObject, ref T component) where T : class
{
if (component != null &&
(!(component is Object obj) || obj != null))
return false;
component = gameObject.GetComponentInParentOrChildren<T>();
return !(component is null);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Editor
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Throws an <see cref="UnityEngine.Assertions.AssertionException"/> if the `condition` is false.
/// </summary>
/// <remarks>
/// This method is similar to <see cref="Debug.Assert(bool, object)"/>, but it throws an exception instead of
/// just logging the `message`.
/// </remarks>
[System.Diagnostics.Conditional(Strings.Assertions)]
public static void Assert(bool condition, object message)
{
#if UNITY_ASSERTIONS
if (!condition)
throw new UnityEngine.Assertions.AssertionException(message != null ? message.ToString() : "Assertion failed.", null);
#endif
}
/************************************************************************************************************************/
/// <summary>[Editor-Conditional] Indicates that the `target` needs to be re-serialized.</summary>
[System.Diagnostics.Conditional(Strings.UnityEditor)]
public static void SetDirty(Object target)
{
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(target);
#endif
}
/************************************************************************************************************************/
/// <summary>[Editor-Conditional]
/// Applies the effects of the animation `clip` to the <see cref="Component.gameObject"/>.
/// </summary>
/// <remarks>This method is safe to call during <see cref="MonoBehaviour"/><c>.OnValidate</c>.</remarks>
/// <param name="clip">The animation to apply. If <c>null</c>, this method does nothing.</param>
/// <param name="component">
/// The animation will be applied to an <see cref="Animator"/> or <see cref="Animation"/> component on the same
/// object as this or on any of its parents or children. If <c>null</c>, this method does nothing.
/// </param>
/// <param name="time">Determines which part of the animation to apply (in seconds).</param>
/// <seealso cref="EditModePlay"/>
[System.Diagnostics.Conditional(Strings.UnityEditor)]
public static void EditModeSampleAnimation(this AnimationClip clip, Component component, float time = 0)
{
#if UNITY_EDITOR
if (!ShouldEditModeSample(clip, component))
return;
var gameObject = component.gameObject;
component = gameObject.GetComponentInParentOrChildren<Animator>();
if (component == null)
{
component = gameObject.GetComponentInParentOrChildren<Animation>();
if (component == null)
return;
}
UnityEditor.EditorApplication.delayCall += () =>
{
if (!ShouldEditModeSample(clip, component))
return;
clip.SampleAnimation(component.gameObject, time);
};
}
private static bool ShouldEditModeSample(AnimationClip clip, Component component)
{
return
!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode &&
clip != null &&
component != null &&
!UnityEditor.EditorUtility.IsPersistent(component);
#endif
}
/************************************************************************************************************************/
/// <summary>[Editor-Conditional] Plays the specified `clip` if called in Edit Mode.</summary>
/// <remarks>This method is safe to call during <see cref="MonoBehaviour"/><c>.OnValidate</c>.</remarks>
/// <param name="clip">The animation to apply. If <c>null</c>, this method does nothing.</param>
/// <param name="component">
/// The animation will be played on an <see cref="IAnimancerComponent"/> on the same object as this or on any
/// of its parents or children. If <c>null</c>, this method does nothing.
/// </param>
/// <seealso cref="EditModeSampleAnimation"/>
[System.Diagnostics.Conditional(Strings.UnityEditor)]
public static void EditModePlay(this AnimationClip clip, Component component)
{
#if UNITY_EDITOR
if (!ShouldEditModeSample(clip, component))
return;
var animancer = component as IAnimancerComponent;
if (animancer == null)
animancer = component.gameObject.GetComponentInParentOrChildren<IAnimancerComponent>();
if (!ShouldEditModePlay(animancer, clip))
return;
// If it's already initialized, play immediately.
if (animancer.IsPlayableInitialized)
{
animancer.Playable.Play(clip);
return;
}
// Otherwise, delay it in case this was called at a bad time (such as during OnValidate).
UnityEditor.EditorApplication.delayCall += () =>
{
if (ShouldEditModePlay(animancer, clip))
animancer.Playable.Play(clip);
};
}
private static bool ShouldEditModePlay(IAnimancerComponent animancer, AnimationClip clip)
{
return
ShouldEditModeSample(clip, animancer?.Animator) &&
(!(animancer is Object obj) || obj != null);
#endif
}
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/************************************************************************************************************************/
private static System.Reflection.FieldInfo _DelegatesField;
private static bool _GotDelegatesField;
/// <summary>[Assert-Only]
/// Uses reflection to achieve the same as <see cref="Delegate.GetInvocationList"/> without allocating
/// garbage every time.
/// <list type="bullet">
/// <item>If the delegate is <c>null</c> or , this method returns <c>false</c> and outputs <c>null</c>.</item>
/// <item>If the underlying <c>delegate</c> field was not found, this method returns <c>false</c> and outputs <c>null</c>.</item>
/// <item>If the delegate is not multicast, this method this method returns <c>true</c> and outputs <c>null</c>.</item>
/// <item>If the delegate is multicast, this method this method returns <c>true</c> and outputs its invocation list.</item>
/// </list>
/// </summary>
public static bool TryGetInvocationListNonAlloc(MulticastDelegate multicast, out Delegate[] delegates)
{
if (multicast == null)
{
delegates = null;
return false;
}
if (!_GotDelegatesField)
{
const string FieldName = "delegates";
_GotDelegatesField = true;
_DelegatesField = typeof(MulticastDelegate).GetField("delegates",
System.Reflection.BindingFlags.Public |
System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Instance);
if (_DelegatesField != null && _DelegatesField.FieldType != typeof(Delegate[]))
_DelegatesField = null;
if (_DelegatesField == null)
Debug.LogError($"Unable to find {nameof(MulticastDelegate)}.{FieldName} field.");
}
if (_DelegatesField == null)
{
delegates = null;
return false;
}
else
{
delegates = (Delegate[])_DelegatesField.GetValue(multicast);
return true;
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}