﻿/*
All rights reserved.

Copyright (c) 2023 Haï~ (@vr_hai https://www.patreon.com/vr_hai)

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

All rights reserved.
This version of the software is not open source. Please do not redistribute!

https://docs.hai-vr.dev/docs/products/facetra-shape-creator
*/
#if FACETRA_NDMF_IS_INSTALLED
using Hai.FaceTraShape.Components;
using Hai.FaceTraShape.Editor;
using nadena.dev.ndmf;

[assembly: ExportsPlugin(typeof(HFTSCPlugin))]
// The namespace must not change, in order to preserve NDMF references.
// ReSharper disable once CheckNamespace
namespace Hai.FaceTraShape.Editor
{
    [RunsOnAllPlatforms]
    public class HFTSCPlugin : Plugin<HFTSCPlugin>
    {
        protected override void Configure()
        {
            InPhase(BuildPhase.Resolving)
                .Run("Make sure HFTSC restored the original mesh", MakeSureOriginalMeshRestored);
            
            InPhase(BuildPhase.Transforming)
                .Run("Generate HFTSC mesh", DoGenerateFaceTra);
        }

        private static void MakeSureOriginalMeshRestored(BuildContext ctx)
        {
            var creators = ctx.AvatarRootTransform.GetComponentsInChildren<HaiFaceTraShapeCreator>(true);
            foreach (var creator in creators)
            {
                creator.faceMesh.sharedMesh = creator.originalMesh;
            }
        }

        private static void DoGenerateFaceTra(BuildContext context)
        {
            var creators = context.AvatarRootTransform.GetComponentsInChildren<HaiFaceTraShapeCreator>(true);
            foreach (var creator in creators)
            {
                // Run the processor in pipeline mode, so that if other processors
                // has modified the mesh, then it uses the latest version of that mesh.
                new HFTSCProcessor().GenerateProductionPipeline(creator, true);
                UnityEngine.Object.DestroyImmediate(creator);
            }
        }
    }
}
#endif
