295 lines
11 KiB
Rust
295 lines
11 KiB
Rust
use crate::character_animation_assets::find_motion_template;
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use shared_contracts::assets::CharacterAnimationStrategy;
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pub(crate) fn build_character_animation_prompt(
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strategy: &CharacterAnimationStrategy,
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prompt_text: &str,
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character_brief_text: Option<&str>,
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action_template_id: Option<&str>,
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animation: &str,
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frame_count: u32,
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fps: u32,
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duration_seconds: u32,
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loop_: bool,
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use_chroma_key: bool,
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) -> String {
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match strategy {
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CharacterAnimationStrategy::ImageToVideo => build_ark_character_animation_prompt(
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animation,
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prompt_text,
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character_brief_text,
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action_template_id,
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loop_,
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use_chroma_key,
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),
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CharacterAnimationStrategy::ImageSequence => {
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build_image_sequence_prompt(animation, prompt_text, frame_count, use_chroma_key)
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}
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CharacterAnimationStrategy::MotionTransfer
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| CharacterAnimationStrategy::ReferenceToVideo => build_npc_animation_prompt(
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animation,
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prompt_text,
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character_brief_text,
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action_template_id,
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loop_,
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use_chroma_key,
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fps,
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duration_seconds,
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),
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}
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}
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fn build_image_sequence_prompt(
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animation: &str,
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prompt_text: &str,
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frame_count: u32,
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use_chroma_key: bool,
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) -> String {
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[
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format!(
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"同一角色连续 {} 帧动作序列,动作主题是 {}。",
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frame_count, animation
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),
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"固定机位,单人,全身,侧身朝右,保持同一套服装、发型、武器和体型。".to_string(),
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"帧间动作连续,姿态逐步推进,不要换人,不要跳变,不要多余物体。".to_string(),
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if use_chroma_key {
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"纯绿色背景,无地面装饰,方便后期抠像。".to_string()
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} else {
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"背景尽量纯净,避免复杂场景。".to_string()
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},
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prompt_text.trim().to_string(),
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]
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.into_iter()
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.filter(|value| !value.trim().is_empty())
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.collect::<Vec<_>>()
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.join(" ")
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}
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fn build_npc_animation_prompt(
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animation: &str,
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prompt_text: &str,
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character_brief_text: Option<&str>,
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action_template_id: Option<&str>,
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loop_: bool,
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use_chroma_key: bool,
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fps: u32,
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duration_seconds: u32,
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) -> String {
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let character_brief = build_compact_animation_character_brief(character_brief_text);
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let action_detail_text = sanitize_animation_prompt_text(prompt_text, 140);
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let loop_rule = if loop_ {
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"这是循环动作,直接进入动作循环中段,不要开场静止站桩,不要把主参考图原样作为第一帧。"
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.to_string()
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} else if animation == "die" {
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"这是死亡终结动作,首帧参考主图角色形象即可,尾帧停在死亡结束姿态,不要回到主图形象。"
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.to_string()
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} else {
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"这是非循环动作,首帧和尾帧都要回到参考主图角色形象,中段完成动作变化。".to_string()
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};
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if let Some(template) = action_template_id.and_then(|id| find_motion_template(id)) {
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return [
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format!(
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"单人 NPC 全身动作视频,动作主题是 {}。角色固定为同一人,右向斜侧身,镜头稳定,轮廓清晰,武器不可丢失。",
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template.animation
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),
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if use_chroma_key {
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"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。".to_string()
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} else {
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"背景简洁纯净,无复杂场景。".to_string()
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},
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if character_brief.is_empty() {
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String::new()
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} else {
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format!("角色设定:{}。", character_brief)
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},
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format!("动作补充:{}。", template.prompt_suffix),
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if action_detail_text.is_empty() {
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String::new()
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} else {
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format!("动作细节:{}。", action_detail_text)
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},
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format!("目标帧率 {} fps,时长约 {} 秒。", fps.clamp(1, 60), duration_seconds.clamp(1, 8)),
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loop_rule,
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]
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.into_iter()
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.filter(|value| !value.trim().is_empty())
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.collect::<Vec<_>>()
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.join(" ");
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}
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[
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format!("单人 NPC 全身动作视频,动作主题是 {}。", animation),
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"角色固定为同一人,侧身朝右,镜头稳定,轮廓清晰,武器不可丢失。".to_string(),
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"动作连贯,避免服装、发型、面部、武器随机漂移。".to_string(),
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if use_chroma_key {
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"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。".to_string()
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} else {
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"背景简洁纯净,无复杂场景。".to_string()
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},
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if character_brief.is_empty() {
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String::new()
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} else {
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format!("角色设定:{}。", character_brief)
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},
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if action_detail_text.is_empty() {
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String::new()
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} else {
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action_detail_text
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},
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format!(
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"目标帧率 {} fps,时长约 {} 秒。",
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fps.clamp(1, 60),
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duration_seconds.clamp(1, 8)
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),
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loop_rule,
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]
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.into_iter()
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.filter(|value| !value.trim().is_empty())
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.collect::<Vec<_>>()
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.join(" ")
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}
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fn build_ark_character_animation_prompt(
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animation: &str,
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prompt_text: &str,
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character_brief_text: Option<&str>,
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action_template_id: Option<&str>,
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loop_: bool,
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use_chroma_key: bool,
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) -> String {
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let normalized_animation_name = animation.trim().replace(char::is_whitespace, "_");
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let normalized_animation_name = if normalized_animation_name.is_empty() {
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"idle".to_string()
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} else {
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normalized_animation_name
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};
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let character_brief = build_compact_animation_character_brief(character_brief_text);
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let action_detail_text = sanitize_animation_prompt_text(prompt_text, 140);
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if let Some(template) = action_template_id.and_then(find_motion_template) {
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return build_video_action_prompt(
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template.id,
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template.prompt_suffix,
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action_detail_text.as_str(),
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Some(character_brief.as_str()),
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use_chroma_key,
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);
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}
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build_video_action_prompt(
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normalized_animation_name.as_str(),
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if loop_ {
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"循环动作必须自然闭环,不要静止开场。"
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} else {
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"中段完成完整动作变化,收束干净。"
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},
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action_detail_text.as_str(),
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Some(character_brief.as_str()),
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use_chroma_key,
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)
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}
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/// 角色动作视频统一提示词骨架,按每个动作模板与补充描述生成。
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fn build_video_action_prompt(
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action_id: &str,
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action_sequence: &str,
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action_detail_text: &str,
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character_brief_text: Option<&str>,
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use_chroma_key: bool,
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) -> String {
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[
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format!("生成有创意细节饱满的角色动作视频,动作英文名是 {}。", action_id),
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"角色固定为图1同一角色,保持右向斜侧身动作视角,镜头稳定,轮廓清晰,禁止退化成完全90度纯右视图。".to_string(),
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"画面要求:1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景等场景内容。".to_string(),
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format!("动作结构:{}。结尾要求:动作收束清楚,便于后续抽帧。", action_sequence),
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if use_chroma_key {
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"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抽帧与抠像。".to_string()
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} else {
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"背景简洁纯净,无其他人物和复杂场景元素,方便后期抽帧。".to_string()
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},
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format!(
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"动作补充细节:{}",
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if action_detail_text.trim().is_empty() {
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"保持动作清晰、节奏明确、适合后续抽帧为 sprite sheet。"
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} else {
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action_detail_text.trim()
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}
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),
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character_brief_text
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.map(str::trim)
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.filter(|value| !value.is_empty())
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.map(|value| format!("角色设定:{}。", value))
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.unwrap_or_default(),
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"目标是后续抽帧为横版动作游戏精灵表,因此不要镜头切换,不要景别变化,不要角色漂移。".to_string(),
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]
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.into_iter()
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.filter(|value| !value.trim().is_empty())
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.collect::<Vec<_>>()
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.join(" ")
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}
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pub(crate) fn build_fallback_moderation_safe_animation_prompt(
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animation: &str,
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loop_: bool,
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use_chroma_key: bool,
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) -> String {
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[
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format!("单人全身角色动作视频,动作主题是 {}。", animation),
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"角色固定为同一人,右向斜侧身,镜头稳定,轮廓清楚。".to_string(),
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if loop_ {
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"循环动作直接进入稳定循环,不要静止开场,不要定格首帧。".to_string()
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} else {
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"非循环动作首尾回到角色标准站姿,中段完成动作变化。".to_string()
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},
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if use_chroma_key {
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"背景为纯绿色绿幕,无其他人物和场景元素。".to_string()
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} else {
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"背景简洁纯净。".to_string()
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},
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]
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.join(" ")
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}
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fn sanitize_animation_prompt_text(value: &str, max_length: usize) -> String {
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value
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.replace(char::is_whitespace, " ")
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.replace("血浆", "")
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.replace("喷血", "")
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.replace("鲜血", "")
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.replace("断肢", "")
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.replace("斩首", "")
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.replace("裸体", "")
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.replace("裸露", "")
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.replace("色情", "")
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.replace("性交", "")
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.replace("死亡", "倒地结束")
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.replace("死去", "倒地结束")
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.replace("击杀", "倒地结束")
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.replace("受击", "失衡")
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.replace("受伤", "失衡")
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.replace("砍杀", "挥击")
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.replace("斩击", "挥击")
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.split_whitespace()
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.collect::<Vec<_>>()
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.join(" ")
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.chars()
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.take(max_length)
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.collect::<String>()
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.trim()
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.to_string()
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}
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fn build_compact_animation_character_brief(value: Option<&str>) -> String {
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let normalized = sanitize_animation_prompt_text(value.unwrap_or_default(), 160);
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if normalized.is_empty() {
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return String::new();
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}
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normalized
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.split(['/', '|', '\n', ',', ',', '。', ';', ';'])
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.map(str::trim)
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.filter(|item| !item.is_empty())
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.take(4)
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.collect::<Vec<_>>()
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.join(",")
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}
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