modular-avatar/Packages/nadena.dev.modular-avatar/Editor/PluginDefinition/PluginDefinition.cs
bd_ c454bc1ed8
fix: blendshape sync not being processed (#466)
* Add integration test for blendshape sync

* fix: blendshape sync not being processed

This change refactors AnimationDatabase to be part of the same extension
context as the TrackObjectRenames functionality (which is renamed back to
PathMappings). This then allows us to sequence deactivation of this context
to come after blendshape processing completes.

Fixes: #461
2023-10-01 00:09:43 +09:00

224 lines
8.1 KiB
C#

using System;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using nadena.dev.ndmf;
using nadena.dev.ndmf.fluent;
using UnityEngine;
[assembly: ExportsPlugin(
typeof(nadena.dev.modular_avatar.core.editor.plugin.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";
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.WithRequiredExtension(typeof(ModularAvatarContext), _s1 =>
{
seq.Run(ClearEditorOnlyTags.Instance);
seq.Run(MeshSettingsPluginPass.Instance);
seq.Run(RenameParametersPluginPass.Instance);
seq.Run(MergeAnimatorPluginPass.Instance);
seq.Run(MenuInstallPluginPass.Instance);
seq.WithRequiredExtension(typeof(AnimationServicesContext), _s2 =>
{
seq.Run(MergeArmaturePluginPass.Instance);
seq.Run(BoneProxyPluginPass.Instance);
seq.Run(VisibleHeadAccessoryPluginPass.Instance);
seq.Run("World Fixed Object",
ctx => new WorldFixedObjectProcessor(ctx.AvatarDescriptor).Process(ctx)
);
seq.Run(ReplaceObjectPluginPass.Instance);
seq.Run(BlendshapeSyncAnimationPluginPass.Instance);
});
seq.Run(PhysbonesBlockerPluginPass.Instance);
seq.Run("Fixup Expressions Menu", ctx =>
{
var maContext = ctx.Extension<ModularAvatarContext>().BuildContext;
FixupExpressionsMenuPass.FixupExpressionsMenu(maContext);
});
seq.Run("Rebind humanoid avatar", ctx =>
{
// workaround problem with avatar matching
// https://github.com/bdunderscore/modular-avatar/issues/430
var animator = ctx.AvatarRootObject.GetComponent<Animator>();
if (animator)
{
var avatar = animator.avatar;
animator.avatar = null;
// ReSharper disable once Unity.InefficientPropertyAccess
animator.avatar = avatar;
}
});
seq.Run("Purge ModularAvatar components", ctx =>
{
foreach (var component in ctx.AvatarRootTransform.GetComponentsInChildren<AvatarTagComponent>(true))
{
UnityEngine.Object.DestroyImmediate(component);
}
});
});
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))
{
UnityEngine.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();
}
}
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));
}
}
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(context.AvatarDescriptor).Process(MAContext(context));
}
}
class ReplaceObjectPluginPass : MAPass<ReplaceObjectPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new ReplaceObjectPass(context).Process();
}
}
class BlendshapeSyncAnimationPluginPass : MAPass<BlendshapeSyncAnimationPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(context.AvatarRootObject, MAContext(context));
}
}
class PhysbonesBlockerPluginPass : MAPass<PhysbonesBlockerPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
PhysboneBlockerPass.Process(context.AvatarRootObject);
}
}
class GCGameObjectsPluginPass : MAPass<GCGameObjectsPluginPass>
{
protected override void Execute(ndmf.BuildContext context)
{
new GCGameObjectsPass(MAContext(context), context.AvatarRootObject).OnPreprocessAvatar();
}
}
}