feat: SongCreator 씬 완성 — Beat Sage URL 지원, info.dat 메타데이터 자동 추출

- BeatSageUploader: audio_url 지원(UploadFromUrl), PollAndDownload 공통화, ZIP 500 오류 3회 재시도
- BeatSageConverter: info.dat 파싱(SongMetadata), BPM 자동 감지 → 노트 타이밍 변환에 적용
- SongCreatorManager: title/BPM 필수 입력 제거, 난이도 4개 자동 선택, GenerateFlowFromUrl 버그 수정
- NasPublisher: audioPath null 허용(URL 흐름에서 로컬 파일 없는 경우 스킵)
- .gitignore/.gitattributes 초기 설정

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-21 23:37:34 +09:00
commit 4dad9e5d5b
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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace VRSDK
{
/// <summary>
/// Collision predictor help us to cast complex collider shapes and check for posibles collisions
/// </summary>
public class CollisionPredictor : MonoBehaviour
{
[SerializeField] private LayerMask layerMask = new LayerMask();
private List<Collider> colliderList = null;
private Transform collisionPredictorParent = null;
private bool collisionCopyCreate = false;
private void LateUpdate()
{
if (!collisionCopyCreate)
{
CreateCollisionCopy();
SetLayerMask();
RemoveInvalidColliders();
collisionCopyCreate = true;
}
}
private void CreateCollisionCopy()
{
GameObject clone = Instantiate( gameObject );
RemoveComponents( clone );
if (clone.GetComponent<VR_OutlineHighlight>() != null)
{
Destroy( clone.GetComponent<VR_OutlineHighlight>() );
}
if (clone.GetComponent<VR_Outline>() != null)
{
Destroy( clone.GetComponent<VR_Outline>() );
}
clone.name = gameObject.name + "_CollisionPredictorCopy";
clone.transform.localScale = clone.transform.localScale;
collisionPredictorParent = clone.transform;
colliderList = clone.GetComponentsInChildren<Collider>().ToList();
}
private void SetLayerMask()
{
for (int n = 0; n < colliderList.Count; n++)
{
colliderList[n].gameObject.layer = LayerMask.NameToLayer( "IgnoreCollision" );
}
}
private void RemoveInvalidColliders()
{
for (int n = 0; n < colliderList.Count; n++)
{
if (colliderList[n] is MeshCollider)
{
Debug.LogWarning("Collider " + colliderList[n].name + " is a MeshCollider, CollisionPredictor does no support MeshColliders");
Destroy(colliderList[n]);
colliderList.RemoveAt( n );
n--;
}
else if (colliderList[n].isTrigger)
{
Debug.LogWarning("Collider " + colliderList[n].name + " is a trigger collider, removing it from CollisionPredictor");
Destroy( colliderList[n] );
colliderList.RemoveAt( n );
n--;
}
}
}
public bool WillCollisionAtPositionAndRotation(Vector3 position , Quaternion rotation )
{
//we need to create first our collision copy
if (!collisionCopyCreate)
return false;
//trasnlate the object to the desire postion and rotation
collisionPredictorParent.position = position;
collisionPredictorParent.rotation = rotation;
for (int n = 0; n < colliderList.Count; n++)
{
if (CheckCollisionAtPosition( colliderList[n] ))
return true;
}
return false;
}
private bool CheckCollisionAtPosition(Collider collider)
{
if (collider is SphereCollider)
{
return PhysicsExtensions.CheckSphere(collider as SphereCollider , layerMask , QueryTriggerInteraction.Ignore);
}
if (collider is BoxCollider)
{
return PhysicsExtensions.CheckBox( collider as BoxCollider, layerMask, QueryTriggerInteraction.Ignore );
}
if (collider is CapsuleCollider)
{
return PhysicsExtensions.CheckCapsule(collider as CapsuleCollider , layerMask , QueryTriggerInteraction.Ignore);
}
return false;
}
private void RemoveComponents(GameObject go)
{
Component[] componentArray = go.GetComponentsInChildren<Component>();
for (int n = 0; n < componentArray.Length; n++)
{
if (componentArray[n] != null)
{
if (componentArray[n] is Canvas)
Destroy( componentArray[n].gameObject );
else if (CanDestroyComponent( componentArray[n] ))
Destroy( componentArray[n] );
}
}
}
private bool CanDestroyComponent(Component c)
{
return !( c is Transform ) && !(c is Collider) && !( c is VR_OutlineHighlight) && !( c is VR_Outline );
}
}
}
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using UnityEngine;
using System.Collections.Generic;
namespace VRSDK
{
public class HandPhysics
{
private HistoryBuffer historyBuffer = null;
private const float throwSmoothVelocity = 3.0f;
private const float velocityModifier = 1.9f;
private const float angularVeloctyModifier = 1.8f;
private const int defaultSampleSize = 5;
private const int handDirectionSampleSize = 5;
private VR_CharacterController characterController = null;
private Transform trackingSpace = null;
public Vector3 Velocity
{
get
{
List<Vector3> velocityHistory = historyBuffer.VelocityHistory.Sample( defaultSampleSize );
Vector3 throwDirection = CalculateThrowDirection();
//calculate the EMA (Exponential Moving Average), just a way to predict the desire throw velocity base on previus velocities
//you can read more here https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average
float velocityMagnitudeEMA = CalculateMagnitudeEMA( velocityHistory, throwSmoothVelocity );
return throwDirection * velocityMagnitudeEMA * velocityModifier;
}
}
public Vector3 AngularVelocity
{
get
{
List<Vector3> angularVelocityHistory = historyBuffer.AngularVelocityHistory.Sample( defaultSampleSize );
//calculate the EMA (Exponential Moving Average), just a way to predict the desire throw velocity base on previus velocities
//you can read more here https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average
return CalculateEMA( angularVelocityHistory, throwSmoothVelocity ) * angularVeloctyModifier;
}
}
public HandPhysics(HistoryBuffer buffer)
{
historyBuffer = buffer;
characterController = MonoBehaviour.FindObjectOfType<VR_CharacterController>();
trackingSpace = VR_Manager.instance.Player.TrackingSpace;
}
public void ApplyThrowVelocity(VR_Grabbable grabbable)
{
Rigidbody rb = grabbable.RB;
//apply the hand velocity and angular velocity
ProcessThrowVelocity(rb);
ProcessThrowAngularVelocity(rb);
}
private void ProcessThrowVelocity(Rigidbody rb)
{
//add the throw velocity
rb.AddForce( Velocity, ForceMode.VelocityChange );
if (characterController != null)
{
//add the character controller velocity, maybe this dont made to much sense at first but helps a lot when you throw a object while moving
rb.AddForce( characterController.Velocity, ForceMode.VelocityChange );
}
}
private void ProcessThrowAngularVelocity(Rigidbody rb)
{
rb.AddTorque( AngularVelocity , ForceMode.VelocityChange );
}
private Vector3 CalculateThrowDirection()
{
List<Vector3> localPositionHistory = historyBuffer.LocalPositionHistory.Sample( handDirectionSampleSize );
Vector3 throwDirection = ( localPositionHistory[localPositionHistory.Count - 1] - localPositionHistory[0] ).normalized;
if (trackingSpace != null)
{
return trackingSpace.TransformDirection( throwDirection );
}
return throwDirection;
}
#region MATH
//you can read more here https://en.wikipedia.org/wiki/Moving_average
private float CalculateMagnitudeSMA(List<Vector3> buffer)
{
Vector3 sum = Vector3.zero;
for (int index = 0; index < buffer.Count - 1; index++)
{
sum += buffer[index];
}
return ( sum / buffer.Count ).magnitude;
}
private Vector3 CalculateSMA(List<Vector3> buffer)
{
Vector3 sum = Vector3.zero;
for (int index = 0; index < buffer.Count - 1; index++)
{
sum += buffer[index];
}
return ( sum / buffer.Count );
}
private Vector3 CalculateEMA(List<Vector3> buffer , float modifier)
{
Vector3 SMA = CalculateSMA(buffer);
float smoothingConst = 2 / ( defaultSampleSize + 1 );
Vector3 EMA = ( buffer[buffer.Count - 1] - SMA ) * ( smoothingConst * modifier );
EMA += SMA;
return EMA;
}
private float CalculateMagnitudeEMA(List<Vector3> buffer, float modifier)
{
float SMA = CalculateMagnitudeSMA( buffer );
float smoothingConst = 2 / ( defaultSampleSize + 1 );
float EMA = ( buffer[buffer.Count - 1].magnitude - SMA ) * ( smoothingConst * modifier );
EMA += SMA;
return EMA;
}
#endregion
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace VRSDK
{
public class OverrideRigidBodyCOM : MonoBehaviour
{
[SerializeField] private Rigidbody rb = null;
[SerializeField] private Transform com = null;
private void Awake()
{
rb.centerOfMass = com.transform.localPosition;
}
}
}
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