/* * 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.IO; using UnityEditor; using UnityEngine; using VRC.SDK3.Avatars.Components; using VRC.SDK3.Editor; using VRC.SDKBase.Editor.BuildPipeline; using VRC.SDKBase.Validation.Performance.Stats; using Object = UnityEngine.Object; namespace nadena.dev.modular_avatar.core.editor { [InitializeOnLoad] public class AvatarProcessor : IVRCSDKPreprocessAvatarCallback, IVRCSDKPostprocessAvatarCallback { public delegate void AvatarProcessorCallback(GameObject obj); 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 int callbackOrder => -9000; 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) { BoneDatabase.ResetBones(); PathMappings.Clear(); try { 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); AfterProcessing?.Invoke(avatarGameObject); } finally { // 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); } } // 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. var avatar = avatarGameObject.GetComponent(); var animator = avatarGameObject.GetComponent(); var builder = new VRCSdkControlPanelAvatarBuilder3A(); builder.RegisterBuilder(ScriptableObject.CreateInstance()); builder.ValidateFeatures(avatar, animator, new AvatarPerformanceStats(false)); } } }