modular-avatar/Editor/PluginDefinition/PluginDefinition.cs
bd_ cb2afcc3d5 fix: Menu Installers on the same object as Merge Armature are not processed
Changes to pass ordering caused Merge Armature to destroy menus before being
processed by Menu Installer; fix this by hoisting menu generation to occur within
the animation services context, before Merge Armature runs. This is safe because
the menu installer pass does not interact with the avatar's animator controllers
directly.
2024-10-01 20:13:02 -07:00

265 lines
9.5 KiB
C#

#region
using System;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.core.ArmatureAwase;
using nadena.dev.modular_avatar.core.editor.plugin;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using nadena.dev.ndmf;
using nadena.dev.ndmf.fluent;
using UnityEngine;
using Object = UnityEngine.Object;
#endregion
[assembly: ExportsPlugin(
typeof(PluginDefinition)
)]
namespace nadena.dev.modular_avatar.core.editor.plugin
{
class PluginDefinition : Plugin<PluginDefinition>
{
public override string QualifiedName => "nadena.dev.modular-avatar";
public override string DisplayName => "Modular Avatar";
public override Texture2D LogoTexture => LogoDisplay.LOGO_ASSET;
// 00a0e9
public override Color? ThemeColor => new Color(0x00 / 255f, 0xa0 / 255f, 0xe9 / 255f, 1);
protected override void OnUnhandledException(Exception e)
{
BuildReport.LogException(e);
}
protected override void Configure()
{
Sequence seq = InPhase(BuildPhase.Resolving);
seq.Run(ResolveObjectReferences.Instance);
// Protect against accidental destructive edits by cloning the input controllers ASAP
seq.Run("Clone animators", AnimationUtil.CloneAllControllers);
seq = InPhase(BuildPhase.Transforming);
seq.Run("Validate configuration",
context => ComponentValidation.ValidateAll(context.AvatarRootObject));
seq.WithRequiredExtension(typeof(ModularAvatarContext), _s1 =>
{
seq.Run(ClearEditorOnlyTags.Instance);
seq.Run(MeshSettingsPluginPass.Instance);
seq.Run(ScaleAdjusterPass.Instance).PreviewingWith(new ScaleAdjusterPreview());
#if MA_VRCSDK3_AVATARS
seq.Run(ReactiveObjectPrepass.Instance);
seq.Run(RenameParametersPluginPass.Instance);
seq.Run(ParameterAssignerPass.Instance);
seq.Run(MergeBlendTreePass.Instance);
seq.Run(MergeAnimatorPluginPass.Instance);
seq.Run(ApplyAnimatorDefaultValuesPass.Instance);
#endif
seq.WithRequiredExtension(typeof(AnimationServicesContext), _s2 =>
{
seq.Run("Shape Changer", ctx => new ReactiveObjectPass(ctx).Execute())
.PreviewingWith(new ShapeChangerPreview(), new ObjectSwitcherPreview(), new MaterialSetterPreview());
#if MA_VRCSDK3_AVATARS
// TODO: We currently run this above MergeArmaturePlugin, because Merge Armature might destroy
// game objects which contain Menu Installers. It'd probably be better however to teach Merge Armature
// to retain those objects? maybe?
seq.Run(MenuInstallPluginPass.Instance);
#endif
seq.Run(MergeArmaturePluginPass.Instance);
seq.Run(BoneProxyPluginPass.Instance);
seq.Run(VisibleHeadAccessoryPluginPass.Instance);
seq.Run("World Fixed Object",
ctx => new WorldFixedObjectProcessor().Process(ctx)
);
seq.Run(ReplaceObjectPluginPass.Instance);
#if MA_VRCSDK3_AVATARS
seq.Run(BlendshapeSyncAnimationPluginPass.Instance);
#endif
seq.Run(GameObjectDelayDisablePass.Instance);
seq.Run(ConstraintConverterPass.Instance);
});
#if MA_VRCSDK3_AVATARS
seq.Run(PhysbonesBlockerPluginPass.Instance);
seq.Run("Fixup Expressions Menu", ctx =>
{
var maContext = ctx.Extension<ModularAvatarContext>().BuildContext;
FixupExpressionsMenuPass.FixupExpressionsMenu(maContext);
});
#endif
seq.Run(RebindHumanoidAvatarPass.Instance);
seq.Run("Purge ModularAvatar components", ctx =>
{
foreach (var component in ctx.AvatarRootTransform.GetComponentsInChildren<AvatarTagComponent>(true))
{
Object.DestroyImmediate(component);
}
foreach (var component in ctx.AvatarRootTransform.GetComponentsInChildren<MAMoveIndependently>(true))
{
Object.DestroyImmediate(component);
}
});
#if MA_VRCSDK3_AVATARS
seq.Run(PruneParametersPass.Instance);
#endif
});
InPhase(BuildPhase.Optimizing)
.WithRequiredExtension(typeof(ModularAvatarContext),
s => s.Run(GCGameObjectsPluginPass.Instance));
}
}
/// <summary>
/// This plugin runs very early in order to resolve all AvatarObjectReferences to their
/// referent before any other plugins perform heirarchy manipulations.
/// </summary>
internal class ResolveObjectReferences : Pass<ResolveObjectReferences>
{
protected override void Execute(ndmf.BuildContext context)
{
foreach (var obj in context.AvatarRootObject.GetComponentsInChildren<AvatarTagComponent>())
{
obj.ResolveReferences();
}
}
}
abstract class MAPass<T> : Pass<T> where T : Pass<T>, new()
{
protected BuildContext MAContext(ndmf.BuildContext context)
{
return context.Extension<ModularAvatarContext>().BuildContext;
}
}
class ClearEditorOnlyTags : MAPass<ClearEditorOnlyTags>
{
protected override void Execute(ndmf.BuildContext context)
{
Traverse(context.AvatarRootTransform);
}
void Traverse(Transform obj)
{
// EditorOnly objects can be used for multiple purposes - users might want a camera rig to be available in
// play mode, for example. For now, we'll prune MA components from EditorOnly objects, but otherwise leave
// them in place when in play mode.
if (obj.CompareTag("EditorOnly"))
{
foreach (var component in obj.GetComponentsInChildren<AvatarTagComponent>(true))
{
Object.DestroyImmediate(component);
}
}
else
{
foreach (Transform transform in obj)
{
Traverse(transform);
}
}
}
}
class MeshSettingsPluginPass : MAPass<MeshSettingsPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new MeshSettingsPass(MAContext(context)).OnPreprocessAvatar();
}
}
#if MA_VRCSDK3_AVATARS
class RenameParametersPluginPass : MAPass<RenameParametersPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new RenameParametersHook().OnPreprocessAvatar(context.AvatarRootObject, MAContext(context));
}
}
class MergeAnimatorPluginPass : MAPass<MergeAnimatorPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new MergeAnimatorProcessor().OnPreprocessAvatar(context.AvatarRootObject, MAContext(context));
}
}
class MenuInstallPluginPass : MAPass<MenuInstallPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new MenuInstallHook().OnPreprocessAvatar(context.AvatarRootObject, MAContext(context));
}
}
#endif
class MergeArmaturePluginPass : MAPass<MergeArmaturePluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new MergeArmatureHook().OnPreprocessAvatar(context, context.AvatarRootObject);
}
}
class BoneProxyPluginPass : MAPass<BoneProxyPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new BoneProxyProcessor().OnPreprocessAvatar(context.AvatarRootObject);
}
}
class VisibleHeadAccessoryPluginPass : MAPass<VisibleHeadAccessoryPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new VisibleHeadAccessoryProcessor(MAContext(context)).Process();
}
}
class ReplaceObjectPluginPass : MAPass<ReplaceObjectPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new ReplaceObjectPass(context).Process();
}
}
#if MA_VRCSDK3_AVATARS
class BlendshapeSyncAnimationPluginPass : MAPass<BlendshapeSyncAnimationPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(MAContext(context));
}
}
class PhysbonesBlockerPluginPass : MAPass<PhysbonesBlockerPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
PhysboneBlockerPass.Process(context.AvatarRootObject);
}
}
#endif
class RebindHumanoidAvatarPass : MAPass<RebindHumanoidAvatarPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new RebindHumanoidAvatar(context).Process();
}
}
class GCGameObjectsPluginPass : MAPass<GCGameObjectsPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new GCGameObjectsPass(MAContext(context), context.AvatarRootObject).OnPreprocessAvatar();
}
}
}