modular-avatar/Packages/nadena.dev.modular-avatar/Editor/AvatarProcessor.cs

234 lines
9.5 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.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;
/// <summary>
/// Avoid recursive activation of avatar processing by suppressing starting processing while processing is
/// already in progress.
/// </summary>
private static bool nowProcessing = false;
public delegate void AvatarProcessorCallback(GameObject obj);
/// <summary>
/// This API is NOT stable. Do not use it yet.
/// </summary>
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<VRCAvatarDescriptor>() != null);
}
[MenuItem("Tools/Modular Avatar/Manual bake 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 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<VRCAvatarDescriptor>(true))
{
Object.DestroyImmediate(component);
}
foreach (var component in directChild.GetComponentsInChildren<PipelineSaver>(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<VRCAvatarDescriptor>()).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<AvatarTagComponent>(true))
{
UnityEngine.Object.DestroyImmediate(component);
}
var activator = avatarGameObject.GetComponent<AvatarActivator>();
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<VRCAvatarDescriptor>();
var animator = avatarGameObject.GetComponent<Animator>();
var builder = ty_VRCSdkControlPanelAvatarBuilder3A.GetConstructor(Type.EmptyTypes)
.Invoke(Array.Empty<object>());
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);
}
}
}
}