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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Data;
using DCL.Rendering.RenderGraphs.RenderFeatures.AvatarOutline;
using JetBrains.Annotations;
using Rendering;
using Services;
using SpringBones;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Serialization;
using Utils;
namespace Loading
{
public class AvatarLoader : MonoBehaviour
{
[SerializeField] private Camera mainCamera;
[FormerlySerializedAs("emoteEventReceiver")] [SerializeField]
private EmoteAnimationController emoteAnimationController;
[SerializeField] private Animation avatarAnimation;
[SerializeField] private Transform avatarRootBone;
[SerializeField] private Transform[] avatarBones;
[SerializeField] private SpringBonesDriver springBonesDriver;
[Header("Highlight"), SerializeField] private bool setsHighlight;
[SerializeField] private Vector3 highlightCenter = new(0, 0.18f, 0);
[SerializeField] private Vector2 highlightSize = new(0.57f, 2.3f);
private BodyShape? _loadedBodyShape;
private readonly Dictionary<string, LoadedModel> _loadedModels = new();
private readonly Dictionary<string, LoadedFacialFeature> _loadedFacialFeatures = new();
private LoadedEmote? _loadedEmote;
// JSBridge spring-bone overrides keyed by itemId; these take precedence over the
// params declared in the wearable definition and are re-applied after every reload.
private readonly Dictionary<string, Dictionary<string, SpringBoneParamsDTO>> _springBoneOverrides = new();
private readonly Dictionary<string, (Texture2D main, Texture2D mask)> _defaultBodyFacialFeatures = new();
private readonly HashSet<string> _hiddenCategories = new();
public async Awaitable LoadAvatar(BodyShape bodyShape, IEnumerable<EntityDefinition> wearableDefinitions,
[CanBeNull] EntityDefinition emoteDefinition, string[] forceRenderCategories, AvatarColors colors)
{
var bodyEntity = EntityService.GetBodyEntity(bodyShape);
var definitions = wearableDefinitions.Prepend(bodyEntity).ToList();
var hiddenCategories = AvatarUtils.HideWearables(bodyShape, definitions, forceRenderCategories);
var hasBodyShapeChanged = bodyShape != _loadedBodyShape;
var definitionsToLoad = hasBodyShapeChanged
? definitions
: definitions.Where(ed => !_loadedModels.ContainsKey(ed.URN) && !_loadedFacialFeatures.ContainsKey(ed.URN));
var modelLoadTasks = new List<Task<LoadedModel>>();
var facialFeaturesLoadTasks = new List<Task<LoadedFacialFeature>>();
foreach (var def in definitionsToLoad)
{
if (def.Type is EntityType.Body or EntityType.Wearable)
{
var task = GLTFLoader.LoadModel(bodyShape, def, transform);
modelLoadTasks.Add(task);
if (!AangConfiguration.Instance.ConcurrentLoad) await task;
}
else if (def.Type is EntityType.FacialFeature)
{
var task = GLTFLoader.LoadFacialFeature(bodyShape, def);
facialFeaturesLoadTasks.Add(task);
if (!AangConfiguration.Instance.ConcurrentLoad) await task;
}
else
{
throw new NotSupportedException("Trying to load entity type " + def.Type);
}
}
var modelLoadResults = await Task.WhenAll(modelLoadTasks);
var facialFeaturesLoadResults = await Task.WhenAll(facialFeaturesLoadTasks);
var emoteLoadResult = emoteDefinition != null && emoteDefinition.URN != _loadedEmote?.Entity.URN
? await GLTFLoader.LoadEmote(bodyShape, emoteDefinition, transform)
: (LoadedEmote?)null;
var emoteChanged = _loadedEmote?.Entity.URN != emoteDefinition?.URN;
// Clean up previous emote prop / audio
if (emoteChanged && _loadedEmote != null)
{
_loadedEmote.Value.Disposable.Dispose();
Destroy(_loadedEmote.Value.Prop);
}
if (emoteChanged)
{
_loadedEmote = emoteLoadResult;
}
var newModels = modelLoadResults.ToList();
var newFacialFeatures = facialFeaturesLoadResults.ToList();
// Remove already loaded models
foreach (var urn in _loadedModels.Keys.ToList())
{
if (!hasBodyShapeChanged && definitions.Any(ed => ed.URN == urn)) continue;
_loadedModels.Remove(urn, out var value);
value.Disposable?.Dispose();
Destroy(value.Root);
}
// Add new ones
foreach (var loadedModel in newModels)
{
_loadedModels.Add(loadedModel.Entity.URN, loadedModel);
}
// Remove already loaded facial features
foreach (var urn in _loadedFacialFeatures.Keys.ToList())
{
if (!hasBodyShapeChanged && definitions.Any(ed => ed.URN == urn)) continue;
_loadedFacialFeatures.Remove(urn, out var value);
Destroy(value.Main);
Destroy(value.Mask);
}
// Add new ones
foreach (var loadedFacialFeature in newFacialFeatures)
{
_loadedFacialFeatures.Add(loadedFacialFeature.Entity.URN, loadedFacialFeature);
}
// If body was changed we need to clear the default facial features
if (hasBodyShapeChanged)
{
_defaultBodyFacialFeatures.Clear();
}
// Hide stuff on body shape if applicable and setup facial features
var loadedCategories = _loadedModels.Values.Select(v => v.Entity.Category).ToHashSet();
Assert.AreEqual(_loadedModels.Count, loadedCategories.Count, "We loaded a category twice");
var bodyGO = _loadedModels.Values.FirstOrDefault(er => er.Entity.Type == EntityType.Body).Root;
if (bodyGO != null)
{
AvatarUtils.HideBodyShape(bodyGO, hiddenCategories, loadedCategories);
AvatarUtils.SetupFacialFeatures(bodyGO, colors, _loadedFacialFeatures, _defaultBodyFacialFeatures);
}
// Activate all models, setup colors, change root bone for animation
RendererFeature_AvatarOutline.m_AvatarOutlineRenderers.Clear();
foreach (var (ed, go, _, outlineRenderers) in _loadedModels.Values)
{
go.SetActive(true);
outlineRenderers.Clear();
AvatarUtils.SetupWearable(go, colors, outlineRenderers, avatarRootBone, avatarBones);
if (hiddenCategories.Contains(ed.Category))
{
go.SetActive(false);
}
}
// Spring bones: scan after SetupWearable so chain roots are already reparented
// under live avatar bones (parent-driven animation propagation works automatically).
// JSBridge overrides win over wearable definition params.
if (springBonesDriver != null)
{
var liveBoneMap = new Dictionary<string, Transform>(avatarBones.Length);
foreach (var b in avatarBones)
if (b != null) liveBoneMap[b.name] = b;
springBonesDriver.AvatarBoneMap = liveBoneMap;
springBonesDriver.UnregisterAll();
// Prune overrides whose wearable is no longer loaded so the dict cannot grow unbounded
foreach (var itemId in _springBoneOverrides.Keys.ToList())
{
if (!TryFindWearableByItemId(itemId, out _))
_springBoneOverrides.Remove(itemId);
}
var ownersWithOverride = new HashSet<GameObject>();
foreach (var (itemId, paramsByBone) in _springBoneOverrides)
{
if (TryFindWearableByItemId(itemId, out var owner))
{
springBonesDriver.SetSpringChainsForWearable(owner, paramsByBone);
ownersWithOverride.Add(owner);
}
}
foreach (var loaded in _loadedModels.Values.Where(m => m.Root.activeSelf))
{
if (ownersWithOverride.Contains(loaded.Root)) continue;
var meta = ConvertMetadataParams(loaded.Entity.GetSpringBoneParams(bodyShape));
if (meta != null && meta.Count > 0)
springBonesDriver.SetSpringChainsForWearable(loaded.Root, meta);
}
}
else
{
Debug.LogError("[SpringBones] springBonesDriver not wired on AvatarLoader");
}
// If there is a new emote to be played
if (emoteChanged)
{
if (_loadedEmote != null)
{
emoteAnimationController.PlayEmote(_loadedEmote.Value);
}
else
{
emoteAnimationController.StopEmote(true);
}
}
_loadedBodyShape = bodyShape;
// Update character bounds for background highlight
UpdateHighlight();
}
public void SetSpringBonesParams(SpringBones.SpringBonesParamsPayload payload)
{
if (payload == null || string.IsNullOrEmpty(payload.itemId)) return;
if (springBonesDriver == null)
{
Debug.LogError("[SpringBones] springBonesDriver not wired on AvatarLoader");
return;
}
// Cache so the override is re-applied after every reload (wins over wearable definition).
_springBoneOverrides[payload.itemId] = payload.parameters;
if (!TryFindWearableByItemId(payload.itemId, out var owner)) return;
springBonesDriver.SetSpringChainsForWearable(owner, payload.parameters);
}
private static Dictionary<string, SpringBoneParamsDTO> ConvertMetadataParams(
IReadOnlyDictionary<string, SpringBoneParamsDto> source)
{
if (source == null || source.Count == 0) return null;
var result = new Dictionary<string, SpringBoneParamsDTO>(source.Count);
foreach (var (boneName, m) in source)
{
result[boneName] = new SpringBoneParamsDTO
{
stiffness = m.stiffness,
drag = m.drag,
gravityPower = m.gravityPower,
gravityDir = new[] { m.gravityDir.x, m.gravityDir.y, m.gravityDir.z },
isRoot = m.isRoot,
};
}
return result;
}
private bool TryFindWearableByItemId(string itemId, out GameObject owner)
{
if (_loadedModels.TryGetValue(itemId, out var exact))
{
owner = exact.Root;
return true;
}
foreach (var m in _loadedModels.Values)
{
if (m.Entity.URN != null && m.Entity.URN.EndsWith(itemId, StringComparison.Ordinal))
{
owner = m.Root;
return true;
}
}
foreach (var m in _loadedModels.Values)
{
if (m.Entity.URN != null && m.Entity.URN.Contains(itemId))
{
owner = m.Root;
return true;
}
}
owner = null;
return false;
}
public void ApplyColors(AvatarColors colors)
{
foreach (var model in _loadedModels.Values)
{
AvatarUtils.ApplySkinHairColors(model.Root, colors);
}
var bodyGO = _loadedModels.Values.FirstOrDefault(er => er.Entity.Type == EntityType.Body).Root;
if (bodyGO != null)
{
AvatarUtils.ApplyFacialFeatureColors(bodyGO, colors);
}
}
public void HideFacialFeatures()
{
var bodyGO = _loadedModels.Values.FirstOrDefault(er => er.Entity.Type == EntityType.Body).Root;
if (bodyGO != null)
{
AvatarUtils.HideBodyShapeFacialFeatures(bodyGO, true, true, true);
}
}
public void ClearEmote()
{
if (_loadedEmote != null)
{
_loadedEmote.Value.Disposable?.Dispose();
Destroy(_loadedEmote.Value.Prop);
_loadedEmote = null;
}
}
public void TryHideCategory(string category, bool hidden)
{
var categoryGO = _loadedModels.Values.FirstOrDefault(c => c.Entity.Category == category).Root;
categoryGO?.SetActive(!hidden);
if (hidden)
{
_hiddenCategories.Add(category);
}
else
{
_hiddenCategories.Remove(category);
}
}
private void Update()
{
foreach (var (_, root, _, outlineRenderers) in _loadedModels.Values)
{
if (root.activeInHierarchy)
{
RendererFeature_AvatarOutline.m_AvatarOutlineRenderers.AddRange(outlineRenderers);
}
}
// Update character bounds every frame for dynamic positioning
if (setsHighlight && _loadedModels.Count > 0)
{
UpdateHighlight();
}
}
private void UpdateHighlight()
{
var worldCenter = transform.TransformPoint(highlightCenter);
var worldSize = Vector2.Scale(highlightSize, transform.lossyScale);
// TODO: Optimize, this can be done in 2 calls
var leftSide = mainCamera.WorldToViewportPoint(worldCenter + mainCamera.transform.right * (worldSize.x / 2f));
var rightSide = mainCamera.WorldToViewportPoint(worldCenter - mainCamera.transform.right * (worldSize.x / 2f));
var topSide = mainCamera.WorldToViewportPoint(worldCenter + mainCamera.transform.up * (worldSize.y / 2f));
var bottomSide = mainCamera.WorldToViewportPoint(worldCenter - mainCamera.transform.up * (worldSize.y / 2f));
var vpCenter = mainCamera.WorldToViewportPoint(worldCenter);
var viewportWidth = rightSide.x - leftSide.x;
var viewportHeight = topSide.y - bottomSide.y;
BackgroundRendererFeature.HighlightBounds = new Bounds(
new Vector3(vpCenter.x, vpCenter.y),
new Vector2(viewportWidth, viewportHeight));
}
}
public readonly struct LoadedModel
{
public readonly EntityDefinition Entity;
public readonly GameObject Root;
public readonly IDisposable Disposable;
public readonly List<Renderer> OutlineRenderers;
public LoadedModel(EntityDefinition entity, GameObject root, IDisposable disposable)
{
Entity = entity;
Root = root;
Disposable = disposable;
OutlineRenderers = new List<Renderer>();
}
public void Deconstruct(out EntityDefinition entity, out GameObject root, out IDisposable disposable,
out List<Renderer> outlineRenderers)
{
entity = Entity;
root = Root;
disposable = Disposable;
outlineRenderers = OutlineRenderers;
}
}
public readonly struct LoadedFacialFeature
{
public readonly EntityDefinition Entity;
public readonly Texture2D Main;
public readonly Texture2D Mask;
public LoadedFacialFeature(EntityDefinition entity, Texture2D main, Texture2D mask)
{
Entity = entity;
Main = main;
Mask = mask;
}
}
public readonly struct LoadedEmote
{
public readonly EntityDefinition Entity;
public readonly AnimationClip Clip;
[CanBeNull] public readonly AudioClip Audio;
[CanBeNull] public readonly GameObject Prop;
[CanBeNull] public readonly Animation PropAnim;
public readonly IDisposable Disposable;
public LoadedEmote(EntityDefinition entity, AnimationClip clip, AudioClip audio, GameObject prop, Animation propAnim, IDisposable disposable)
{
Entity = entity;
Clip = clip;
Audio = audio;
Prop = prop;
PropAnim = propAnim;
Disposable = disposable;
}
}
}