mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-04 13:45:04 +08:00
234 lines
9.5 KiB
C#
234 lines
9.5 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.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Reflection;
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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.SDKBase.Editor.BuildPipeline;
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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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// Place after EditorOnly processing (which runs at -1024) but hopefully before most other user callbacks
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public int callbackOrder => -25;
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/// <summary>
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/// Avoid recursive activation of avatar processing by suppressing starting processing while processing is
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/// already in progress.
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/// </summary>
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private static bool nowProcessing = false;
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public delegate void AvatarProcessorCallback(GameObject obj);
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/// <summary>
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/// This API is NOT stable. Do not use it yet.
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/// </summary>
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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/Manual bake avatar", true)]
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private static bool ValidateApplyToCurrentAvatar()
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{
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var avatar = Selection.activeGameObject;
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return (avatar != null && avatar.GetComponent<VRCAvatarDescriptor>() != null);
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}
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[MenuItem("Tools/Modular Avatar/Manual bake 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 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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if (nowProcessing) return;
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try
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{
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nowProcessing = true;
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BoneDatabase.ResetBones();
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PathMappings.Clear();
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// Sometimes people like to nest one avatar in another, when transplanting clothing. To avoid issues
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// with inconsistently determining the avatar root, we'll go ahead and remove the extra sub-avatars
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// here.
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foreach (Transform directChild in avatarGameObject.transform)
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{
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foreach (var component in directChild.GetComponentsInChildren<VRCAvatarDescriptor>(true))
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{
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Object.DestroyImmediate(component);
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}
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foreach (var component in directChild.GetComponentsInChildren<PipelineSaver>(true))
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{
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Object.DestroyImmediate(component);
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}
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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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PhysboneBlockerPass.Process(avatarGameObject);
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AfterProcessing?.Invoke(avatarGameObject);
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FixupAnimatorDebugData(avatarGameObject);
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}
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finally
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{
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nowProcessing = false;
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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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var activator = avatarGameObject.GetComponent<AvatarActivator>();
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if (activator != null)
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{
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UnityEngine.Object.DestroyImmediate(activator);
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}
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}
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}
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[SuppressMessage("ReSharper", "PossibleNullReferenceException")]
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private static void FixupAnimatorDebugData(GameObject avatarGameObject)
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{
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Object tempControlPanel = null;
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try
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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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//
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// All of these methods are public, but for compatibility with unitypackage-based SDKs, we need to use
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// reflection to invoke everything here, as the asmdef structure is different between the two SDK variants.
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// Bleh.
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//
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// Canny filed requesting that this processing move after build hooks:
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// https://feedback.vrchat.com/sdk-bug-reports/p/animator-debug-information-needs-to-be-captured-after-invoking-preprocess-avatar
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var ty_VRCSdkControlPanelAvatarBuilder3A = Util.FindType(
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"VRC.SDK3.Editor.VRCSdkControlPanelAvatarBuilder3A"
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);
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var ty_AvatarPerformanceStats = Util.FindType(
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"VRC.SDKBase.Validation.Performance.Stats.AvatarPerformanceStats"
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);
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var ty_VRCSdkControlPanel = Util.FindType("VRCSdkControlPanel");
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tempControlPanel = ScriptableObject.CreateInstance(ty_VRCSdkControlPanel) as Object;
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var avatar = avatarGameObject.GetComponent<VRCAvatarDescriptor>();
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var animator = avatarGameObject.GetComponent<Animator>();
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var builder = ty_VRCSdkControlPanelAvatarBuilder3A.GetConstructor(Type.EmptyTypes)
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.Invoke(Array.Empty<object>());
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var perfStats = ty_AvatarPerformanceStats.GetConstructor(new[] {typeof(bool)})
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.Invoke(new object[] {false});
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ty_VRCSdkControlPanelAvatarBuilder3A
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.GetMethod("RegisterBuilder", BindingFlags.Public | BindingFlags.Instance)
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.Invoke(builder, new object[] {tempControlPanel});
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ty_VRCSdkControlPanelAvatarBuilder3A.GetMethod("ValidateFeatures").Invoke(
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builder, new object[] {avatar, animator, perfStats}
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);
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}
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catch (Exception e)
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{
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Debug.LogWarning(
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"[ModularAvatar] Incompatible VRCSDK version; failed to regenerate animator debug data");
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Debug.LogException(e);
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}
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finally
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{
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if (tempControlPanel != null) Object.DestroyImmediate(tempControlPanel);
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}
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}
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}
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} |