modular-avatar/Editor/Animation/DeepClone.cs

297 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using nadena.dev.modular_avatar.core.editor;
using nadena.dev.ndmf;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using BuildContext = nadena.dev.ndmf.BuildContext;
using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.animation
{
using UnityObject = Object;
internal class DeepClone
{
private BuildContext _context;
private bool _isSaved;
private UnityObject _combined;
public AnimatorOverrideController OverrideController { get; set; }
public DeepClone(BuildContext context)
{
_context = context;
_isSaved = context.AssetContainer != null && EditorUtility.IsPersistent(context.AssetContainer);
_combined = context.AssetContainer;
}
public T DoClone<T>(T original,
string basePath = null,
Dictionary<UnityObject, UnityObject> cloneMap = null
) where T : UnityObject
{
if (original == null) return null;
if (cloneMap == null) cloneMap = new Dictionary<UnityObject, UnityObject>();
using var scope = _context.OpenSerializationScope();
Func<UnityObject, UnityObject> visitor = null;
if (basePath != null)
{
visitor = o => CloneWithPathMapping(o, basePath);
}
// We want to avoid trying to copy assets not part of the animation system (eg - textures, meshes,
// MonoScripts...), so check for the types we care about here
switch (original)
{
// Any object referenced by an animator that we intend to mutate needs to be listed here.
case Motion _:
case AnimatorController _:
case AnimatorState _:
case AnimatorStateMachine _:
case AnimatorTransitionBase _:
case StateMachineBehaviour _:
case AvatarMask _:
break; // We want to clone these types
case AudioClip _: //Used in VRC Animator Play Audio State Behavior
// Leave textures, materials, and script definitions alone
case Texture2D _:
case MonoScript _:
case Material _:
return original;
// Also avoid copying unknown scriptable objects.
// This ensures compatibility with e.g. avatar remote, which stores state information in a state
// behaviour referencing a custom ScriptableObject
case ScriptableObject _:
return original;
default:
throw new Exception($"Unknown type referenced from animator: {original.GetType()}");
}
// When using AnimatorOverrideController, replace the original AnimationClip based on AnimatorOverrideController.
if (OverrideController != null && original is AnimationClip srcClip)
{
T overrideClip = OverrideController[srcClip] as T;
if (overrideClip != null)
{
original = overrideClip;
}
}
if (cloneMap.ContainsKey(original))
{
return (T)cloneMap[original];
}
var obj = visitor?.Invoke(original);
if (obj != null)
{
cloneMap[original] = obj;
if (obj != original)
{
ObjectRegistry.RegisterReplacedObject(original, obj);
}
if (_isSaved && !EditorUtility.IsPersistent(obj))
{
scope.SaveAsset(obj);
}
return (T)obj;
}
var ctor = original.GetType().GetConstructor(Type.EmptyTypes);
if (ctor == null || original is ScriptableObject)
{
obj = UnityObject.Instantiate(original);
}
else
{
obj = (T)ctor.Invoke(Array.Empty<object>());
EditorUtility.CopySerialized(original, obj);
}
cloneMap[original] = obj;
ObjectRegistry.RegisterReplacedObject(original, obj);
if (_isSaved)
{
scope.SaveAsset(obj);
}
SerializedObject so = new SerializedObject(obj);
SerializedProperty prop = so.GetIterator();
bool enterChildren = true;
while (prop.Next(enterChildren))
{
enterChildren = true;
switch (prop.propertyType)
{
case SerializedPropertyType.ObjectReference:
{
if (prop.objectReferenceValue != null && prop.objectReferenceValue != obj)
{
var newObj = DoClone(prop.objectReferenceValue, basePath, cloneMap);
prop.objectReferenceValue = newObj;
}
break;
}
// Iterating strings can get super slow...
case SerializedPropertyType.String:
enterChildren = false;
break;
}
}
so.ApplyModifiedPropertiesWithoutUndo();
return (T)obj;
}
// internal for testing
internal static AvatarMask CloneAvatarMask(AvatarMask mask, string basePath)
{
if (basePath.EndsWith("/")) basePath = basePath.Substring(0, basePath.Length - 1);
var newMask = new AvatarMask();
// Transfer first the humanoid mask data
EditorUtility.CopySerialized(mask, newMask);
var srcSo = new SerializedObject(mask);
var dstSo = new SerializedObject(newMask);
var srcElements = srcSo.FindProperty("m_Elements");
if (basePath == "" || srcElements.arraySize == 0) return newMask; // no changes required
// We now need to prefix the elements of basePath (with weight zero)
var newElements = new List<string>();
var accum = "";
foreach (var element in basePath.Split("/"))
{
if (accum != "") accum += "/";
accum += element;
newElements.Add(accum);
}
var dstElements = dstSo.FindProperty("m_Elements");
// We'll need to create new array elements by using DuplicateCommand. We'll then rewrite the whole
// list to keep things in traversal order.
for (var i = 0; i < newElements.Count; i++) dstElements.GetArrayElementAtIndex(0).DuplicateCommand();
var totalElements = srcElements.arraySize + newElements.Count;
for (var i = 0; i < totalElements; i++)
{
var dstElem = dstElements.GetArrayElementAtIndex(i);
var dstPath = dstElem.FindPropertyRelative("m_Path");
var dstWeight = dstElem.FindPropertyRelative("m_Weight");
var srcIndex = i - newElements.Count;
if (srcIndex < 0)
{
dstPath.stringValue = newElements[i];
dstWeight.floatValue = 0;
}
else
{
var srcElem = srcElements.GetArrayElementAtIndex(srcIndex);
dstPath.stringValue = basePath + "/" + srcElem.FindPropertyRelative("m_Path").stringValue;
dstWeight.floatValue = srcElem.FindPropertyRelative("m_Weight").floatValue;
}
}
dstSo.ApplyModifiedPropertiesWithoutUndo();
return newMask;
}
private UnityObject CloneWithPathMapping(UnityObject o, string basePath)
{
if (o is AvatarMask mask)
{
return CloneAvatarMask(mask, basePath);
}
if (o is AnimationClip clip)
{
// We'll always rebase if the asset is non-persistent, because we can't reference a nonpersistent asset
// from a persistent asset. If the asset is persistent, skip cases where path editing isn't required,
// or where this is one of the special VRC proxy animations.
if (EditorUtility.IsPersistent(o) && (basePath == "" || Util.IsProxyAnimation(clip))) return clip;
AnimationClip newClip = new AnimationClip();
newClip.name = "rebased " + clip.name;
if (_isSaved)
{
_context.AssetSaver.SaveAsset(newClip);
}
foreach (var binding in AnimationUtility.GetCurveBindings(clip))
{
var newBinding = binding;
newBinding.path = MapPath(binding, basePath);
// https://github.com/bdunderscore/modular-avatar/issues/950
// It's reported that sometimes using SetObjectReferenceCurve right after SetCurve might cause the
// curves to be forgotten; use SetEditorCurve instead.
AnimationUtility.SetEditorCurve(newClip, newBinding,
AnimationUtility.GetEditorCurve(clip, binding));
}
foreach (var objBinding in AnimationUtility.GetObjectReferenceCurveBindings(clip))
{
var newBinding = objBinding;
newBinding.path = MapPath(objBinding, basePath);
AnimationUtility.SetObjectReferenceCurve(newClip, newBinding,
AnimationUtility.GetObjectReferenceCurve(clip, objBinding));
}
newClip.wrapMode = clip.wrapMode;
newClip.legacy = clip.legacy;
newClip.frameRate = clip.frameRate;
newClip.localBounds = clip.localBounds;
AnimationUtility.SetAnimationClipSettings(newClip, AnimationUtility.GetAnimationClipSettings(clip));
return newClip;
}
else if (o is Texture)
{
return o;
}
else
{
return null;
}
}
private static string MapPath(EditorCurveBinding binding, string basePath)
{
if (binding.type == typeof(Animator) && binding.path == "")
{
return "";
}
else
{
var newPath = binding.path == "" ? basePath : basePath + binding.path;
if (newPath.EndsWith("/"))
{
newPath = newPath.Substring(0, newPath.Length - 1);
}
return newPath;
}
}
}
}