1
0
forked from cgvr/DeltaVR

3 Commits

Author SHA1 Message Date
henrisel d69929ee94 new TODO points in readme 2026-02-18 18:01:30 +02:00
henrisel fcb7e9314f increased npc collider height 2026-02-18 17:48:38 +02:00
henrisel 94d0ccc3ed wip something broke 2026-02-18 16:27:58 +02:00
600 changed files with 2441 additions and 30522 deletions
-3
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@@ -104,9 +104,6 @@ NetrworkManagerUI.prefab.meta
CustomNetworkManager.prefab
CustomNetworkManager.prefab.meta
#FMOD Studio
DeltaVRFMOD/.cache
# Project-specific files
config.json
+46 -17
View File
@@ -1,20 +1,49 @@
# Testing the pipeline
### TODO
* klaviatuuriga võiks saada teleportida mängijat interactionite algustesse
* quest marker peaks jätma nähtavad noolekesed enda liikumise teele
* igal pool, kus mängija peab rääkima, peaks olema:
* helilained räägitava heli amplituudi põhjal
* "loading" dünaamiline ikoon kui mängija ootab protsessimise järel
* shape detection:
* objektidel ebasobiv layer, kukuvad läbi põranda
* prinditud object on kaugel mängijast, võiks plaadiga sõita lähemale
* professor võiks öelda "good job, continue..." pärast esimest successi
* kui kõik configurationid tehtud, siis midagi juhtub: uks avaneb, quest marker läheb ukse juurde, professor ütleb "thank you"
* peab mängijale kuidagi selgitama, kuidas scale'ida prinditud objekte
* PC uus mudel, kus enter key liigub õigesti + õige sound effect enter nupul
* shape scanner mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
* archery range:
* mute/unmute ikooni värv mitte must (muted kollane, roheline)
* spawn point kaugemale
* image gen button disable'ida kui pole midagi veel räägitud
* mikrofon peaks lõpetama protsessimise ka siis kui mängija läheb ära mikri juurest
* mikril ontriggerenter collider peaks olema väiksem kui ontriggerexit collider
* võiks jääda kordama viimast instruktsiooni, kui mängija ei progressi edasi
* kui archery range läbi, võiks npc öelda "good job, try again..."
* uus Table mudel, kus õiged wire'id
* uued wire'id
* kui midagi laeb (wire aktiivne), siis particle'id võiks voolata mööda toru
* highscore json tühjaks
* cafe:
* npc võiks olla keeratud sinu poole juba kaugelt
* [silence] ei tohiks ilmuda
* kasutada OnSegmentUpdated, mitte OnSegmentFinished npc'l kui ootab "yes"/"no"
* spawn point panna
* npc character:
* ontriggerenter collider peaks olema väiksem kui ontriggerexit collider
* klaas on näha temast eespool
* voicelines: list listidest, mille hulgast saab valida
* Unity crash after stopping the game - most likely due to FMOD trying to do something with invalid audio instances
Install required dependency libraries using
```
pip install -r requirements.txt
```
Can't/Won't Do:
* glTF loading: vahetada ära shader Universal render pipeline Lit, mitte panna buildi kaasa glTf oma - **ei saa, objekt on siis ilma tekstuurita, lihtsalt hall**
Make a copy of `.env.example`, rename it as `.env`, and insert the necessary config values.
## Python notebooks
* [`local_image_generation.ipynb`](notebooks/local_image_generation.ipynb)
* [`local_model_generation.ipynb`](notebooks/local_model_generation.ipynb)
* [`subprocess_test.ipynb`](notebooks/subprocess_test.ipynb)
## Python scripts
* [`generate_image_local.py`](generate_image_local.py)
* [`generate_model_local.py`](generate_model_local.py)
* [`start_pipeline.py`](start_pipeline.py)
### Notes
* Functionalities that were implemented using major help from AI:
* animating NPC mouth movement based on voice amplitude
* adjusting spawned gltf objects' scale
* porting InvokeAI client and TRELLIS client to Unity scripts
* Getting Whisper stream to work with FMOD instead of Unity default audio
* TRELLIS: added functionality to specify texture baking optimisation total steps as an argument (`texture_opt_total_steps`), to replace the hardcoded 2500. But this is not tracked in Git (because modified this https://github.com/IgorAherne/trellis-stable-projectorz/releases/tag/latest)
* Custom Shader Variant Collection to include glTF-pbrMetallicRoughness shader in build
@@ -6,17 +6,9 @@ import numpy as np
FRAME_DURATION = 0.02 # 20 ms windows
GAIN = 1.0 # multiply RMS values (set to e.g. 30.0 if you want larger values)
EXTENSION = ".txt" # output file extension
OVERWRITE = False # set True to regenerate even if .txt exists
def process_wav(filepath):
# Compute output path first (so we can decide whether to skip)
out_path = os.path.splitext(filepath)[0] + EXTENSION
if not OVERWRITE and os.path.exists(out_path):
print(f"Skipping (already exists): {out_path}")
return
print(f"Processing: {filepath}")
# Load audio
@@ -37,6 +29,7 @@ def process_wav(filepath):
rms = rms * GAIN
# Save to .txt
out_path = os.path.splitext(filepath)[0] + EXTENSION
np.savetxt(out_path, rms, fmt="%.8f")
print(f"Saved RMS → {out_path}")
@@ -56,4 +49,4 @@ def process_folder(folder_path):
# === Run script ===
if __name__ == "__main__":
folder = input("Enter folder path: ").strip()
process_folder(folder)
process_folder(folder)
+49
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@@ -0,0 +1,49 @@
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@@ -14,7 +14,7 @@
},
{
"cell_type": "code",
"execution_count": 4,
"execution_count": 5,
"id": "77b23cd8",
"metadata": {},
"outputs": [],
@@ -22,16 +22,29 @@
"# API endpoint\n",
"BASE_URL = \"http://127.0.0.1:7960\"\n",
"\n",
"def generate_no_preview(data: dict):\n",
"def generate_no_preview(image_base64: str):\n",
" \"\"\"Generate 3D model from a single base64-encoded image without previews.\n",
" \n",
" Args:\n",
" image_base64: Base64 string of the image (without 'data:image/...' prefix)\n",
" \"\"\"\n",
" try:\n",
" # Set generation parameters\n",
" params = {\n",
" 'image_base64': image_base64,\n",
" 'seed': 42,\n",
" 'ss_guidance_strength': 7.5,\n",
" 'ss_sampling_steps': 30,\n",
" 'slat_guidance_strength': 7.5,\n",
" 'slat_sampling_steps': 30,\n",
" 'mesh_simplify_ratio': 0.95,\n",
" 'texture_size': 1024,\n",
" 'output_format': 'glb'\n",
" }\n",
" \n",
" # Start generation\n",
" print(\"Starting generation...\")\n",
" response = requests.post(f\"{BASE_URL}/generate_no_preview\", data)\n",
" response = requests.post(f\"{BASE_URL}/generate_no_preview\", data=params)\n",
" print(\"Response status:\", response.status_code)\n",
" response.raise_for_status()\n",
" \n",
@@ -62,7 +75,7 @@
},
{
"cell_type": "code",
"execution_count": 11,
"execution_count": 6,
"id": "eb122295",
"metadata": {},
"outputs": [],
@@ -72,19 +85,7 @@
" image_data = image_file.read()\n",
"\n",
" base64_encoded = base64.b64encode(image_data).decode('utf-8')\n",
" # Set generation parameters\n",
" data = {\n",
" 'image_base64': base64_encoded,\n",
" 'seed': 42,\n",
" 'ss_guidance_strength': 8,\n",
" 'ss_sampling_steps': 10,\n",
" 'slat_guidance_strength': 6,\n",
" 'slat_sampling_steps': 10,\n",
" 'mesh_simplify_ratio': 0.9958,\n",
" 'texture_size': 1024,\n",
" 'output_format': 'glb'\n",
" }\n",
" model = generate_no_preview(data)\n",
" model = generate_no_preview(base64_encoded)\n",
" \n",
" with open(output_path, 'wb') as f:\n",
" f.write(model)\n",
@@ -93,7 +94,7 @@
},
{
"cell_type": "code",
"execution_count": 12,
"execution_count": 9,
"id": "2ce7dfdf",
"metadata": {},
"outputs": [
@@ -106,14 +107,14 @@
"Progress: 100%\n",
"Downloading model...\n",
"Model downloaded.\n",
"Model saved to test_resources/mesh_simplify_ratio_0.998.glb\n"
"Model saved to test_resources/style_test_3_model.glb\n"
]
}
],
"source": [
"\n",
"image_path = 'test_resources/512x512.png'\n",
"output_path = \"test_resources/mesh_simplify_ratio_0.998.glb\"\n",
"image_path = 'test_resources/style_test_3.jpg'\n",
"output_path = \"test_resources/style_test_3_model.glb\"\n",
"\n",
"generate_model(image_path, output_path)"
]
@@ -129,7 +130,7 @@
],
"metadata": {
"kernelspec": {
"display_name": ".venv (3.10.11)",
"display_name": ".venv",
"language": "python",
"name": "python3"
},
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@@ -28,7 +28,6 @@ public class ArcheryRange : NetworkBehaviour
public Vector3 maxRandomOffset = new Vector3(0f, 2f, 5f);
public float roundLength = 60f;
public float targetSpawnTime = 3f;
public float targetSizeIncrease = 10f;
public ModelDisplay modelDisplay;
public KeyboardManager keyboardManager;
@@ -85,8 +84,11 @@ public class ArcheryRange : NetworkBehaviour
_presentPlayers.Remove(exitedPlayer); // Shifts others left automatically
if (exitedPlayer == _scoredPlayer) keyboardManager.DeActivate(); // If the player ´refuses to enter their name.
}
public override void OnStopServer()
{
base.OnStopServer();
@@ -131,17 +133,16 @@ public class ArcheryRange : NetworkBehaviour
private ArcheryTarget SpawnTarget(Vector3 randomPos)
{
// Spawn default UFO
GameObject targetObject = Instantiate(targetPrefab, randomPos, targetStartPosition.rotation, null);
if (modelDisplay.Model != null)
GameObject targetObject;
if (modelDisplay.Model == null)
{
// Spawn generated object directly as default UFO's child
GameObject childObject = Instantiate(modelDisplay.Model);
childObject.transform.SetParent(targetObject.transform, false);
childObject.transform.localScale *= targetSizeIncrease;
// Disable UFO's default body
targetObject.transform.Find("Body").gameObject.SetActive(false);
// spawn default UFO
targetObject = Instantiate(targetPrefab, randomPos, Quaternion.identity, null);
} else
{
// spawn generated model
targetObject = Instantiate(modelDisplay.Model, randomPos, Quaternion.identity, null);
InitializeArcheryTargetObject(targetObject);
}
ArcheryTarget target = targetObject.GetComponent<ArcheryTarget>();
@@ -151,6 +152,22 @@ public class ArcheryRange : NetworkBehaviour
return target;
}
private void InitializeArcheryTargetObject(GameObject targetObject)
{
ArcheryTarget archeryTarget = targetObject.AddComponent<ArcheryTarget>();
archeryTarget.pointsText = archeryTargetPointsText;
Rigidbody rigidbody = targetObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.isKinematic = true;
targetObject.AddComponent<NetworkObject>();
targetObject.AddComponent<NetworkTransform>();
targetObject.transform.localScale *= 5;
}
public void ResetRange()
{
if (!IsServer) return;
@@ -8,11 +8,6 @@ public class KeyboardManager : NetworkBehaviour
{
public enum ShiftMode { Lowercase, NextUppercase, Uppercase }
public delegate void OnActivateDelegate();
public event OnActivateDelegate OnActivate;
public delegate void OnSubmitDelegate();
public event OnSubmitDelegate OnSubmit;
[Header("UI References")]
public TMP_Text nameTextField;
public TMP_Text scoreTextField;
@@ -62,7 +57,6 @@ public class KeyboardManager : NetworkBehaviour
gameObject.transform.position = assignedTransform.position;
gameObject.transform.rotation = assignedTransform.rotation;
OnActivate?.Invoke();
}
public void DeActivate()
@@ -70,7 +64,7 @@ public class KeyboardManager : NetworkBehaviour
gameObject.SetActive(false);
}
private void AddToInput(string newInput)
private void addToInput(string newInput)
{
if (_input.Length < inputTextLimit)
@@ -88,13 +82,13 @@ public class KeyboardManager : NetworkBehaviour
switch (_shiftMode)
{
case ShiftMode.Lowercase:
AddToInput(letter.ToLower());
addToInput(letter.ToLower());
break;
case ShiftMode.Uppercase:
AddToInput(letter.ToUpper());
addToInput(letter.ToUpper());
break;
case ShiftMode.NextUppercase:
AddToInput(letter.ToUpper());
addToInput(letter.ToUpper());
_shiftMode = ShiftMode.Lowercase;
UpdateKeyLabels();
break;
@@ -130,7 +124,6 @@ public class KeyboardManager : NetworkBehaviour
void OnEnterPressed()
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.LetterEnter, enterButton.gameObject);
OnSubmit?.Invoke();
if (_input.Length > 0)
{
@@ -143,7 +136,7 @@ public class KeyboardManager : NetworkBehaviour
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.LetterEnter, spaceButton.gameObject);
AddToInput(" ");
addToInput(" ");
UpdateOutput();
}
@@ -6752,7 +6752,7 @@ GameObject:
- component: {fileID: 2974381978400506485}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera
m_TagString: Player Head
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
@@ -10365,11 +10365,6 @@ PrefabInstance:
propertyPath: leftHand
value:
objectReference: {fileID: 8597422041532106397}
- target: {fileID: 3290095342561961842, guid: d90913a7f0b00844a8c4482b2afc2c66,
type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3290095342561961842, guid: d90913a7f0b00844a8c4482b2afc2c66,
type: 3}
propertyPath: rightHand
@@ -10395,11 +10390,6 @@ PrefabInstance:
propertyPath: m_Name
value: TutorialController
objectReference: {fileID: 0}
- target: {fileID: 6405559763661037305, guid: d90913a7f0b00844a8c4482b2afc2c66,
type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
@@ -168,14 +168,20 @@ public class TutorialAudioListener : MonoBehaviour
private EventReference GetGrabEvent(GrabSoundType type)
{
return type switch
switch (type)
{
GrabSoundType.Bow => FMODEvents.Instance.BowGrab,
GrabSoundType.Sprayer => FMODEvents.Instance.SprayerGrab,
case GrabSoundType.Bow:
return FMODEvents.Instance.BowGrab;
case GrabSoundType.Sprayer:
return FMODEvents.Instance.SprayerGrab;
//Add more objects for grabbing here and do not forget to define them in FMODEvents.cs
//Add the GrabAudioProfile.cs component to an object instance
_ => FMODEvents.Instance.DefaultGrab,
};
default:
return FMODEvents.Instance.DefaultGrab;
}
}
private void HandleGrab(XRGrabInteractable grab)
@@ -189,6 +195,10 @@ public class TutorialAudioListener : MonoBehaviour
: GrabSoundType.Default;
EventReference grabEvent = GetGrabEvent(type);
Debug.Log(grabEvent);
AudioManager.Instance.PlayAttachedInstance(grabEvent, grab.gameObject);
}
}
@@ -31,7 +31,6 @@ namespace _PROJECT.NewHandPresence
private XRControllerHintController _leftHintController;
private XRControllerHintController _rightHintController;
private XRBaseInteractor lastInteractor = null;
private SmartHandPresence _leftSmartHandPresence;
private SmartHandPresence _rightSmartHandPresence;
@@ -245,24 +244,18 @@ namespace _PROJECT.NewHandPresence
StopCoroutine(initializationInfoCoroutine);
}
private void OnGripPerformed(SelectEnterEventArgs args)
private void OnGripPerformed(SelectEnterEventArgs arg0)
{
var grab = arg0.interactableObject as XRGrabInteractable;
var interactor = args.interactorObject as XRBaseInteractor;
var interactable = args.interactableObject as XRGrabInteractable;
// Notify any listeners
OnGrab?.Invoke(grab);
if (lastInteractor == interactor)
return; // same hand grabbing again
lastInteractor = interactor;
OnGrab?.Invoke(interactable as XRGrabInteractable);
if (_state == TutorialState.Grip)
UpdateState(_state.Next());
if (_state != TutorialState.Grip) return;
Debug.Log("Grip performed");
UpdateState(_state.Next());
}
private void OnTeleportPerformed(LocomotionSystem obj)
{
if (_state != TutorialState.Teleport) return;
@@ -84,7 +84,7 @@ namespace _PROJECT.Multiplayer.NewBow
public void SetLaunchDirection(Vector3 direction)
{
// Debug.Log("Setting launch direction: " + direction);
Debug.Log("Setting launch direction: " + direction);
if (direction != Vector3.zero)
{
_networkBehavior.SetLaunchDirection(direction);
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