modular-avatar/Editor/OptimizationPasses/GCGameObjectsPass.cs

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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
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using Object = UnityEngine.Object;
#if MA_VRCSDK3_AVATARS
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using VRC.SDK3.Dynamics.PhysBone.Components;
#endif
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namespace nadena.dev.modular_avatar.core.editor
{
/// <summary>
/// Remove all GameObjects which have no influence on the avatar.
/// </summary>
internal class GCGameObjectsPass
{
private readonly BuildContext _context;
private readonly GameObject _root;
private readonly HashSet<GameObject> referencedGameObjects = new HashSet<GameObject>();
internal GCGameObjectsPass(BuildContext context, GameObject root)
{
_context = context;
_root = root;
}
internal void OnPreprocessAvatar()
{
MarkAll();
Sweep();
}
private void MarkAll()
{
foreach (var obj in GameObjects(_root,
node =>
{
if (node.CompareTag("EditorOnly"))
{
if (EditorApplication.isPlayingOrWillChangePlaymode)
{
// Retain EditorOnly objects (in case they contain camera fixtures or something),
// but ignore references _from_ them. (TODO: should we mark from them as well?)
MarkObject(node);
}
return false;
}
return true;
}
))
{
foreach (var component in obj.GetComponents<Component>())
{
// component is null if script is missing
if (!component) continue;
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switch (component)
{
case Transform t: break;
#if MA_VRCSDK3_AVATARS
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case VRCPhysBone pb:
MarkObject(obj);
MarkPhysBone(pb);
break;
#endif
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case AvatarTagComponent _:
// Tag components will not be retained at runtime, so pretend they're not there.
break;
default:
MarkObject(obj);
MarkAllReferencedObjects(component);
break;
}
}
}
// Also retain humanoid bones
var animator = _root.GetComponent<Animator>();
if (animator != null && animator.isHuman)
{
foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
{
if (bone == HumanBodyBones.LastBone) continue;
var transform = animator.GetBoneTransform(bone);
if (transform != null)
{
MarkObject(transform.gameObject);
}
}
}
// https://github.com/bdunderscore/modular-avatar/issues/332
// Retain transforms with names ending in "end" as these might be used for VRM spring bones
foreach (Transform t in _root.GetComponentsInChildren<Transform>())
{
if (t.name.ToLower().EndsWith("end"))
{
MarkObject(t.gameObject);
}
}
// https://github.com/bdunderscore/modular-avatar/issues/308
// If we have duplicate Armature bones, retain them all in order to deal with some horrible hacks that are
// in use in the wild.
if (animator != null && animator.isHuman)
{
try
{
var trueArmature = animator?.GetBoneTransform(HumanBodyBones.Hips)?.parent;
if (trueArmature != null)
{
foreach (Transform t in _root.transform)
{
if (t.name == trueArmature.name)
{
MarkObject(t.gameObject);
}
}
}
}
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catch (MissingComponentException)
{
// No animator? weird. Move on.
}
}
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}
#if MA_VRCSDK3_AVATARS
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private void MarkPhysBone(VRCPhysBone pb)
{
var rootTransform = pb.GetRootTransform();
var ignoreTransforms = pb.ignoreTransforms ?? new List<Transform>();
foreach (var obj in GameObjects(rootTransform.gameObject,
obj => !obj.CompareTag("EditorOnly") && !ignoreTransforms.Contains(obj.transform)))
{
MarkObject(obj);
}
// Mark colliders, etc
MarkAllReferencedObjects(pb);
}
#endif
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private void MarkAllReferencedObjects(Component component)
{
var so = new SerializedObject(component);
var sp = so.GetIterator();
bool enterChildren = true;
while (sp.Next(enterChildren))
{
enterChildren = true;
switch (sp.propertyType)
{
case SerializedPropertyType.String:
enterChildren = false;
continue;
case SerializedPropertyType.ObjectReference:
if (sp.objectReferenceValue != null)
{
if (sp.objectReferenceValue is GameObject refObj)
{
MarkObject(refObj);
}
else if (sp.objectReferenceValue is Component comp)
{
MarkObject(comp.gameObject);
}
}
break;
}
}
}
private void MarkObject(GameObject go)
{
while (go != null && referencedGameObjects.Add(go) && go != _root)
{
go = go.transform.parent?.gameObject;
}
}
private void Sweep()
{
foreach (var go in GameObjects())
{
if (!referencedGameObjects.Contains(go))
{
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Object.DestroyImmediate(go);
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}
}
}
private IEnumerable<GameObject> GameObjects(GameObject node = null,
Func<GameObject, bool> shouldTraverse = null)
{
if (node == null) node = _root;
if (shouldTraverse == null) shouldTraverse = obj => !obj.CompareTag("EditorOnly");
if (!shouldTraverse(node)) yield break;
yield return node;
if (node == null) yield break;
// Guard against object deletion mid-traversal
List<Transform> children = new List<Transform>();
foreach (Transform t in node.transform)
{
children.Add(t);
}
foreach (var child in children)
{
foreach (var grandchild in GameObjects(child.gameObject, shouldTraverse))
{
yield return grandchild;
}
}
}
}
}