mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-04 13:45:04 +08:00
d2f8c22ac8
Previously, processing would abort before clearing AvatarTagComponents when an exception is thrown. This would result in unprocessed AvatarTagComponents re-triggering processing as part of their Awake callback, causing O(n^2) behavior.
145 lines
5.5 KiB
C#
145 lines
5.5 KiB
C#
/*
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* MIT License
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*
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* Copyright (c) 2022 bd_
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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using System;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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using VRC.SDK3.Editor;
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using VRC.SDKBase.Editor.BuildPipeline;
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using VRC.SDKBase.Validation.Performance.Stats;
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using Object = UnityEngine.Object;
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namespace nadena.dev.modular_avatar.core.editor
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{
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[InitializeOnLoad]
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public class AvatarProcessor : IVRCSDKPreprocessAvatarCallback, IVRCSDKPostprocessAvatarCallback
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{
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public delegate void AvatarProcessorCallback(GameObject obj);
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public static event AvatarProcessorCallback AfterProcessing;
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static AvatarProcessor()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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[MenuItem("Tools/Modular Avatar/Apply to current avatar", false)]
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private static void ApplyToCurrentAvatar()
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{
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var avatar = Selection.activeGameObject;
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if (avatar == null || avatar.GetComponent<VRCAvatarDescriptor>() == null) return;
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var basePath = "Assets/ModularAvatarOutput/" + avatar.name;
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var savePath = basePath;
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int extension = 0;
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while (File.Exists(savePath) || Directory.Exists(savePath))
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{
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savePath = basePath + " " + (++extension);
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}
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try
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{
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Util.OverridePath = savePath;
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avatar = Object.Instantiate(avatar);
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avatar.transform.position += Vector3.forward * 2;
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ProcessAvatar(avatar);
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}
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finally
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{
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Util.OverridePath = null;
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}
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange obj)
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{
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if (obj == PlayModeStateChange.EnteredEditMode)
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{
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Util.DeleteTemporaryAssets();
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}
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}
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public int callbackOrder => -9000;
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public void OnPostprocessAvatar()
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{
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Util.DeleteTemporaryAssets();
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}
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public bool OnPreprocessAvatar(GameObject avatarGameObject)
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{
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try
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{
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ProcessAvatar(avatarGameObject);
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return true;
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}
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catch (Exception e)
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{
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Debug.LogError(e);
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return false;
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}
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}
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public static void ProcessAvatar(GameObject avatarGameObject)
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{
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BoneDatabase.ResetBones();
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PathMappings.Clear();
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try
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{
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new RenameParametersHook().OnPreprocessAvatar(avatarGameObject);
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new MenuInstallHook().OnPreprocessAvatar(avatarGameObject);
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new MergeArmatureHook().OnPreprocessAvatar(avatarGameObject);
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new RetargetMeshes().OnPreprocessAvatar(avatarGameObject);
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new BoneProxyProcessor().OnPreprocessAvatar(avatarGameObject);
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new VisibleHeadAccessoryProcessor(avatarGameObject.GetComponent<VRCAvatarDescriptor>()).Process();
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new MergeAnimatorProcessor().OnPreprocessAvatar(avatarGameObject);
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new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(avatarGameObject);
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AfterProcessing?.Invoke(avatarGameObject);
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}
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finally
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{
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// Ensure that we clean up AvatarTagComponents after failed processing. This ensures we don't re-enter
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// processing from the Awake method on the unprocessed AvatarTagComponents
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foreach (var component in avatarGameObject.GetComponentsInChildren<AvatarTagComponent>(true))
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{
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UnityEngine.Object.DestroyImmediate(component);
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}
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}
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// The VRCSDK captures some debug information about animators as part of the build process, prior to invoking
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// hooks. For some reason this happens in the ValidateFeatures call on the SDK builder. Reinvoke it to
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// refresh this debug info.
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var avatar = avatarGameObject.GetComponent<VRCAvatarDescriptor>();
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var animator = avatarGameObject.GetComponent<Animator>();
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var builder = new VRCSdkControlPanelAvatarBuilder3A();
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builder.RegisterBuilder(ScriptableObject.CreateInstance<VRCSdkControlPanel>());
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builder.ValidateFeatures(avatar, animator, new AvatarPerformanceStats(false));
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}
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}
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} |