/* * MIT License * * Copyright (c) 2022 bd_ * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ using System; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Reflection; using UnityEditor; using UnityEngine; using VRC.SDK3.Avatars.Components; using VRC.SDKBase.Editor.BuildPipeline; using Object = UnityEngine.Object; namespace nadena.dev.modular_avatar.core.editor { [InitializeOnLoad] public class AvatarProcessor : IVRCSDKPreprocessAvatarCallback, IVRCSDKPostprocessAvatarCallback { // Place after EditorOnly processing (which runs at -1024) but hopefully before most other user callbacks public int callbackOrder => -25; /// /// Avoid recursive activation of avatar processing by suppressing starting processing while processing is /// already in progress. /// private static bool nowProcessing = false; public delegate void AvatarProcessorCallback(GameObject obj); /// /// This API is NOT stable. Do not use it yet. /// public static event AvatarProcessorCallback AfterProcessing; static AvatarProcessor() { EditorApplication.playModeStateChanged += OnPlayModeStateChanged; } [MenuItem("Tools/Modular Avatar/Manual bake avatar", true)] private static bool ValidateApplyToCurrentAvatar() { var avatar = Selection.activeGameObject; return (avatar != null && avatar.GetComponent() != null); } [MenuItem("Tools/Modular Avatar/Manual bake avatar", false)] private static void ApplyToCurrentAvatar() { var avatar = Selection.activeGameObject; if (avatar == null || avatar.GetComponent() == null) return; var basePath = "Assets/ModularAvatarOutput/" + avatar.name; var savePath = basePath; int extension = 0; while (File.Exists(savePath) || Directory.Exists(savePath)) { savePath = basePath + " " + (++extension); } try { Util.OverridePath = savePath; avatar = Object.Instantiate(avatar); avatar.transform.position += Vector3.forward * 2; ProcessAvatar(avatar); } finally { Util.OverridePath = null; } } private static void OnPlayModeStateChanged(PlayModeStateChange obj) { if (obj == PlayModeStateChange.EnteredEditMode) { Util.DeleteTemporaryAssets(); } } public void OnPostprocessAvatar() { Util.DeleteTemporaryAssets(); } public bool OnPreprocessAvatar(GameObject avatarGameObject) { try { ProcessAvatar(avatarGameObject); return true; } catch (Exception e) { Debug.LogError(e); return false; } } public static void ProcessAvatar(GameObject avatarGameObject) { if (nowProcessing) return; try { nowProcessing = true; BoneDatabase.ResetBones(); PathMappings.Clear(); // Sometimes people like to nest one avatar in another, when transplanting clothing. To avoid issues // with inconsistently determining the avatar root, we'll go ahead and remove the extra sub-avatars // here. foreach (Transform directChild in avatarGameObject.transform) { foreach (var component in directChild.GetComponentsInChildren(true)) { Object.DestroyImmediate(component); } foreach (var component in directChild.GetComponentsInChildren(true)) { Object.DestroyImmediate(component); } } new RenameParametersHook().OnPreprocessAvatar(avatarGameObject); new MenuInstallHook().OnPreprocessAvatar(avatarGameObject); new MergeArmatureHook().OnPreprocessAvatar(avatarGameObject); new RetargetMeshes().OnPreprocessAvatar(avatarGameObject); new BoneProxyProcessor().OnPreprocessAvatar(avatarGameObject); new VisibleHeadAccessoryProcessor(avatarGameObject.GetComponent()).Process(); new MergeAnimatorProcessor().OnPreprocessAvatar(avatarGameObject); new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(avatarGameObject); PhysboneBlockerPass.Process(avatarGameObject); AfterProcessing?.Invoke(avatarGameObject); FixupAnimatorDebugData(avatarGameObject); } finally { nowProcessing = false; // Ensure that we clean up AvatarTagComponents after failed processing. This ensures we don't re-enter // processing from the Awake method on the unprocessed AvatarTagComponents foreach (var component in avatarGameObject.GetComponentsInChildren(true)) { UnityEngine.Object.DestroyImmediate(component); } var activator = avatarGameObject.GetComponent(); if (activator != null) { UnityEngine.Object.DestroyImmediate(activator); } } } [SuppressMessage("ReSharper", "PossibleNullReferenceException")] private static void FixupAnimatorDebugData(GameObject avatarGameObject) { Object tempControlPanel = null; try { // The VRCSDK captures some debug information about animators as part of the build process, prior to invoking // hooks. For some reason this happens in the ValidateFeatures call on the SDK builder. Reinvoke it to // refresh this debug info. // // All of these methods are public, but for compatibility with unitypackage-based SDKs, we need to use // reflection to invoke everything here, as the asmdef structure is different between the two SDK variants. // Bleh. // // Canny filed requesting that this processing move after build hooks: // https://feedback.vrchat.com/sdk-bug-reports/p/animator-debug-information-needs-to-be-captured-after-invoking-preprocess-avatar var ty_VRCSdkControlPanelAvatarBuilder3A = Util.FindType( "VRC.SDK3.Editor.VRCSdkControlPanelAvatarBuilder3A" ); var ty_AvatarPerformanceStats = Util.FindType( "VRC.SDKBase.Validation.Performance.Stats.AvatarPerformanceStats" ); var ty_VRCSdkControlPanel = Util.FindType("VRCSdkControlPanel"); tempControlPanel = ScriptableObject.CreateInstance(ty_VRCSdkControlPanel) as Object; var avatar = avatarGameObject.GetComponent(); var animator = avatarGameObject.GetComponent(); var builder = ty_VRCSdkControlPanelAvatarBuilder3A.GetConstructor(Type.EmptyTypes) .Invoke(Array.Empty()); var perfStats = ty_AvatarPerformanceStats.GetConstructor(new[] {typeof(bool)}) .Invoke(new object[] {false}); ty_VRCSdkControlPanelAvatarBuilder3A .GetMethod("RegisterBuilder", BindingFlags.Public | BindingFlags.Instance) .Invoke(builder, new object[] {tempControlPanel}); ty_VRCSdkControlPanelAvatarBuilder3A.GetMethod("ValidateFeatures").Invoke( builder, new object[] {avatar, animator, perfStats} ); } catch (Exception e) { Debug.LogWarning( "[ModularAvatar] Incompatible VRCSDK version; failed to regenerate animator debug data"); Debug.LogException(e); } finally { if (tempControlPanel != null) Object.DestroyImmediate(tempControlPanel); } } } }