modular-avatar/Packages/nadena.dev.modular-avatar/Editor/AvatarProcessor.cs
bd_ d2f8c22ac8 Fix quadratic time behavior on exception
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.
2022-11-24 17:19:37 -08:00

145 lines
5.5 KiB
C#

/*
* 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/Apply to current avatar", false)]
private static void ApplyToCurrentAvatar()
{
var avatar = Selection.activeGameObject;
if (avatar == null || avatar.GetComponent<VRCAvatarDescriptor>() == 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<VRCAvatarDescriptor>()).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<AvatarTagComponent>(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<VRCAvatarDescriptor>();
var animator = avatarGameObject.GetComponent<Animator>();
var builder = new VRCSdkControlPanelAvatarBuilder3A();
builder.RegisterBuilder(ScriptableObject.CreateInstance<VRCSdkControlPanel>());
builder.ValidateFeatures(avatar, animator, new AvatarPerformanceStats(false));
}
}
}