mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-04 13:45:04 +08:00
ebda9cf7d5
This change scales oversized expression menu items, and redacts undefined parameters to avoid hard-to-diagnose build errors.
405 lines
17 KiB
C#
405 lines
17 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.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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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 BuildReport = nadena.dev.modular_avatar.editor.ErrorReporting.BuildReport;
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using Debug = UnityEngine.Debug;
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using Object = UnityEngine.Object;
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[assembly: InternalsVisibleTo("Tests")]
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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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internal delegate void AvatarProcessorCallback(GameObject obj, BuildContext context);
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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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internal 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("GameObject/ModularAvatar/Manual bake avatar", true, 100)]
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static bool ValidateApplyToCurrentAvatarGameobject()
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{
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return ValidateApplyToCurrentAvatar();
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}
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[MenuItem("GameObject/ModularAvatar/Manual bake avatar", false, 100)]
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static void ApplyToCurrentAvatarGameobject()
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{
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ApplyToCurrentAvatar();
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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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string originalBasePath = RuntimeUtil.RelativePath(null, avatar);
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avatar = Object.Instantiate(avatar);
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string clonedBasePath = RuntimeUtil.RelativePath(null, avatar);
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try
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{
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Util.OverridePath = savePath;
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var original = avatar;
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avatar.transform.position += Vector3.forward * 2;
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BuildReport.Clear();
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ProcessAvatar(avatar);
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Selection.objects = new Object[] {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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BuildReport.RemapPaths(originalBasePath, clonedBasePath);
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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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BuildReport.Clear();
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ProcessAvatar(avatarGameObject);
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FixupAnimatorDebugData(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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var vrcAvatarDescriptor = avatarGameObject.GetComponent<VRCAvatarDescriptor>();
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Stopwatch sw = new Stopwatch();
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sw.Start();
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using (BuildReport.CurrentReport.ReportingOnAvatar(vrcAvatarDescriptor))
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{
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try
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{
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try
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{
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AssetDatabase.StartAssetEditing();
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nowProcessing = true;
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RemoveMissingScriptComponents(avatarGameObject);
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ClearEditorOnlyTagComponents(avatarGameObject.transform);
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BoneDatabase.ResetBones();
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PathMappings.Init(vrcAvatarDescriptor.gameObject);
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ClonedMenuMappings.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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// Disable deprecation warning for reference to PipelineSaver
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#pragma warning disable CS0618
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foreach (var component in directChild.GetComponentsInChildren<PipelineSaver>(true))
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#pragma warning restore CS0618
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{
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Object.DestroyImmediate(component);
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}
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}
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var context = new BuildContext(vrcAvatarDescriptor);
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new MeshSettingsPass(context).OnPreprocessAvatar();
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new RenameParametersHook().OnPreprocessAvatar(avatarGameObject, context);
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new MergeAnimatorProcessor().OnPreprocessAvatar(avatarGameObject, context);
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context.AnimationDatabase.Bootstrap(vrcAvatarDescriptor);
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new MenuInstallHook().OnPreprocessAvatar(avatarGameObject, context);
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new MergeArmatureHook().OnPreprocessAvatar(context, avatarGameObject);
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new BoneProxyProcessor().OnPreprocessAvatar(avatarGameObject);
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new VisibleHeadAccessoryProcessor(vrcAvatarDescriptor).Process(context);
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new ReplaceObjectPass(context).Process();
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new RemapAnimationPass(vrcAvatarDescriptor).Process(context.AnimationDatabase);
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new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(avatarGameObject, context);
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PhysboneBlockerPass.Process(avatarGameObject);
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context.CommitReferencedAssets();
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AfterProcessing?.Invoke(avatarGameObject, context);
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context.AnimationDatabase.Commit();
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new GCGameObjectsPass(context, avatarGameObject).OnPreprocessAvatar();
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FixupExpressionsMenuPass.FixupExpressionsMenu(context);
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context.CommitReferencedAssets();
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// workaround problem with avatar matching
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// https://github.com/bdunderscore/modular-avatar/issues/430
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var animator = avatarGameObject.GetComponent<Animator>();
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if (animator) {
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var avatar = animator.avatar;
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animator.avatar = null;
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// ReSharper disable once Unity.InefficientPropertyAccess
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animator.avatar = avatar;
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}
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}
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finally
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{
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AssetDatabase.StopAssetEditing();
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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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var toDestroy = avatarGameObject.GetComponentsInChildren<AvatarTagComponent>(true).ToList();
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var retryDestroy = new List<AvatarTagComponent>();
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// Sometimes AvatarTagComponents have interdependencies and need to be deleted in the right order;
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// retry until we purge them all.
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bool madeProgress = true;
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while (toDestroy.Count > 0)
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{
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if (!madeProgress)
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{
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throw new Exception("One or more components failed to destroy." +
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RuntimeUtil.AvatarRootPath(toDestroy[0].gameObject));
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}
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foreach (var component in toDestroy)
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{
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try
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{
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if (component != null)
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{
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UnityEngine.Object.DestroyImmediate(component);
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madeProgress = true;
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}
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}
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catch (Exception)
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{
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retryDestroy.Add(component);
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}
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}
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toDestroy = retryDestroy;
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retryDestroy = new List<AvatarTagComponent>();
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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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ClonedMenuMappings.Clear();
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AssetDatabase.SaveAssets();
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Resources.UnloadUnusedAssets();
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}
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}
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catch (Exception e)
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{
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BuildReport.LogException(e);
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throw;
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}
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finally
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{
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ErrorReportUI.MaybeOpenErrorReportUI();
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}
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if (!BuildReport.CurrentReport.CurrentAvatar.successful)
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{
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throw new Exception("Fatal error reported during avatar processing.");
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}
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}
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Debug.Log($"Processed avatar " + avatarGameObject.name + " in " + sw.ElapsedMilliseconds + "ms");
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}
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private static void RemoveMissingScriptComponents(GameObject avatarGameObject)
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{
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foreach (var child in avatarGameObject.GetComponentsInChildren<Transform>(true))
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GameObjectUtility.RemoveMonoBehavioursWithMissingScript(child.gameObject);
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}
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private static void ClearEditorOnlyTagComponents(Transform obj)
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{
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// EditorOnly objects can be used for multiple purposes - users might want a camera rig to be available in
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// play mode, for example. For now, we'll prune MA components from EditorOnly objects, but otherwise leave
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// them in place when in play mode.
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if (obj.CompareTag("EditorOnly"))
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{
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foreach (var component in obj.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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else
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{
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foreach (Transform transform in obj)
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{
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ClearEditorOnlyTagComponents(transform);
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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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if (ty_VRCSdkControlPanelAvatarBuilder3A == null || ty_AvatarPerformanceStats == null ||
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ty_VRCSdkControlPanel == null)
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{
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return;
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}
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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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if (builder == null || perfStats == null)
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{
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return;
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}
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tempControlPanel = ScriptableObject.CreateInstance(ty_VRCSdkControlPanel) as Object;
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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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}
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