mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 02:35:06 +08:00
ee64cafe02
Apparently, it's safe to use Unity objects as keys in HashMaps, and doing so actually fixes some edge cases where assets are recreated as a new C# object.
125 lines
5.0 KiB
C#
125 lines
5.0 KiB
C#
using System.Collections.Generic;
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using nadena.dev.ndmf;
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using UnityEditor;
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#if MA_VRCSDK3_AVATARS_3_7_0_OR_NEWER
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using UnityEngine;
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using UnityEngine.Animations;
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using VRC.SDK3.Avatars;
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using System.Linq;
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using nadena.dev.modular_avatar.animation;
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using VRC.Dynamics;
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#endif
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namespace nadena.dev.modular_avatar.core.editor
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{
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internal class ConstraintConverterPass : Pass<ConstraintConverterPass>
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{
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#if MA_VRCSDK3_AVATARS_3_7_0_OR_NEWER
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[InitializeOnLoadMethod]
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private static void Init()
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{
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AvatarDynamicsSetup.IsUnityConstraintAutoConverted += constraint =>
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{
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var component = constraint as Component;
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if (component == null) return false;
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var converted = component.GetComponentInParent<ModularAvatarConvertConstraints>();
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return converted != null && RuntimeUtil.FindAvatarInParents(converted.transform) ==
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RuntimeUtil.FindAvatarInParents(component.transform);
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};
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AvatarDynamicsSetup.OnConvertUnityConstraintsAcrossGameObjects += (constraints, isAutoFix) =>
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{
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if (!isAutoFix) return false;
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var avatars = constraints.Select(c => RuntimeUtil.FindAvatarInParents(c.transform)).Distinct();
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foreach (var avatar in avatars) Undo.AddComponent<ModularAvatarConvertConstraints>(avatar.gameObject);
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return true;
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};
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}
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protected override void Execute(ndmf.BuildContext context)
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{
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var converters = context.AvatarRootObject.GetComponentsInChildren<ModularAvatarConvertConstraints>(true)
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.Select(c => c.gameObject)
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.ToHashSet();
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if (converters.Count == 0) return;
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var constraintGameObjects = context.AvatarRootObject.GetComponentsInChildren<IConstraint>(true)
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.Select(c => (c as Component)?.gameObject)
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.Distinct()
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.Where(go => go.GetComponentsInParent<ModularAvatarConvertConstraints>(true)
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.Select(c => c.gameObject)
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.Any(converters.Contains)
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).ToArray();
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var targetConstraintComponents =
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constraintGameObjects.SelectMany(go => go.GetComponents<IConstraint>()).ToArray();
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AvatarDynamicsSetup.DoConvertUnityConstraints(targetConstraintComponents, null, false);
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var asc = context.Extension<AnimationServicesContext>();
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// Also look for preexisting VRCConstraints so we can go fix up any broken animation clips from people who
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// clicked auto fix :(
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var existingVRCConstraints = converters.SelectMany(c => c.GetComponentsInChildren<VRCConstraintBase>(true))
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.Select(c => c.gameObject)
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.Distinct();
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var targetPaths = constraintGameObjects
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.Union(existingVRCConstraints)
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.Select(c => asc.PathMappings.GetObjectIdentifier(c))
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.ToHashSet();
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// Update animation clips
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var clips = targetPaths.SelectMany(tp => asc.AnimationDatabase.ClipsForPath(tp))
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.ToHashSet();
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foreach (var clip in clips) RemapSingleClip(clip, targetPaths);
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}
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private void RemapSingleClip(AnimationDatabase.ClipHolder clip, HashSet<string> targetPaths)
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{
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var motion = clip.CurrentClip as AnimationClip;
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if (motion == null) return;
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var bindings = AnimationUtility.GetCurveBindings(motion);
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var toUpdateBindings = new List<EditorCurveBinding>();
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var toUpdateCurves = new List<AnimationCurve>();
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foreach (var ecb in bindings)
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{
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if (!targetPaths.Contains(ecb.path)) continue;
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if (typeof(IConstraint).IsAssignableFrom(ecb.type))
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if (AvatarDynamicsSetup.TryGetSubstituteAnimationBinding(ecb.type, ecb.propertyName,
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out var newType, out var newProp, out var isArray))
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{
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var newBinding = new EditorCurveBinding
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{
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path = ecb.path,
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type = newType,
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propertyName = newProp
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};
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var curve = AnimationUtility.GetEditorCurve(motion, ecb);
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if (curve != null)
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{
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toUpdateBindings.Add(newBinding);
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toUpdateCurves.Add(curve);
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toUpdateBindings.Add(ecb);
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toUpdateCurves.Add(null);
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}
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}
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}
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if (toUpdateBindings.Count == 0) return;
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AnimationUtility.SetEditorCurves(motion, toUpdateBindings.ToArray(), toUpdateCurves.ToArray());
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}
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#else
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protected override void Execute(ndmf.BuildContext context) {}
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#endif
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}
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} |