feat: support merging humanoid bones with PBs in limited cases (#1429)

* feat: support merging humanoid bones with PBs in limited cases

This change adds support for merging humanoid bones that are a target of PhysBones, provided that all humanoid children are excluded from that PhysBone (either with a direct ignores field, or using PB Blocker).

Note: Because this is a significant expansion of support, this will need to wait for a minor release to maintain semver semantics.

Closes: #1406
This commit is contained in:
bd_ 2025-03-11 18:51:47 -07:00 committed by GitHub
parent fa004b2db5
commit 295a46ec12
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18 changed files with 1636 additions and 170 deletions

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@ -16,6 +16,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Changed ### Changed
- [#1483] Merge Animator の 「アバターの Write Defaults 設定に合わせる」設定では、Additiveなレイヤー、および単一Stateかつ遷移のないレイヤー - [#1483] Merge Animator の 「アバターの Write Defaults 設定に合わせる」設定では、Additiveなレイヤー、および単一Stateかつ遷移のないレイヤー
 に対してはWrite Defaultsを調整しないように変更。  に対してはWrite Defaultsを調整しないように変更。
- [#1429] Merge Armature は、特定の場合にPhysBoneに指定されたヒューマイドボーンをマージできるようになりました。
- 具体的には、子ヒューマイドボーンがある場合はPhysBoneから除外される必要があります。
### Removed ### Removed

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@ -16,6 +16,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Changed ### Changed
- [#1483] The Merge Animator "Match Avatar Write Defaults" option will no longer adjust write defaults on states in - [#1483] The Merge Animator "Match Avatar Write Defaults" option will no longer adjust write defaults on states in
additive layers, or layers with only one state and no transitions. additive layers, or layers with only one state and no transitions.
- [#1429] Merge Armature will now allow you to merge humanoid bones with PhysBones attached in certain cases.
- Specifically, child humanoid bones (if there are any) must be excluded from all attached Physbones.
### Removed ### Removed

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@ -20,6 +20,8 @@ Modular Avatarの主な変更点をこのファイルで記録しています。
- [#1476] ModularAvatarMergeAnimator と ModularAvatarMergeParameter を新しい NDMF API (`IVirtualizeMotion``IVirtualizeAnimatorController`) を使用するように変更 - [#1476] ModularAvatarMergeAnimator と ModularAvatarMergeParameter を新しい NDMF API (`IVirtualizeMotion``IVirtualizeAnimatorController`) を使用するように変更
- [#1483] Merge Animator の 「アバターの Write Defaults 設定に合わせる」設定では、Additiveなレイヤー、および単一Stateかつ遷移のないレイヤー - [#1483] Merge Animator の 「アバターの Write Defaults 設定に合わせる」設定では、Additiveなレイヤー、および単一Stateかつ遷移のないレイヤー
 に対してはWrite Defaultsを調整しないように変更。  に対してはWrite Defaultsを調整しないように変更。
- [#1429] Merge Armature は、特定の場合にPhysBoneに指定されたヒューマイドボーンをマージできるようになりました。
- 具体的には、子ヒューマイドボーンがある場合はPhysBoneから除外される必要があります。
### Removed ### Removed

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@ -23,6 +23,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- [#1476] Switch ModularAvatarMergeAnimator and ModularAvatarMergeParameter to use new NDMF APIs (`IVirtualizeMotion` and `IVirtualizeAnimatorController`) - [#1476] Switch ModularAvatarMergeAnimator and ModularAvatarMergeParameter to use new NDMF APIs (`IVirtualizeMotion` and `IVirtualizeAnimatorController`)
- [#1483] The Merge Animator "Match Avatar Write Defaults" option will no longer adjust write defaults on states in - [#1483] The Merge Animator "Match Avatar Write Defaults" option will no longer adjust write defaults on states in
additive layers, or layers with only one state and no transitions. additive layers, or layers with only one state and no transitions.
- [#1429] Merge Armature will now allow you to merge humanoid bones with PhysBones attached in certain cases.
- Specifically, child humanoid bones (if there are any) must be excluded from all attached Physbones.
### Removed ### Removed

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@ -57,7 +57,7 @@ namespace nadena.dev.modular_avatar.core.editor
private AnimatorServicesContext AnimatorServices => frameworkContext.Extension<AnimatorServicesContext>(); private AnimatorServicesContext AnimatorServices => frameworkContext.Extension<AnimatorServicesContext>();
private HashSet<Transform> humanoidBones = new HashSet<Transform>(); private HashSet<Transform> humanoidBones = new HashSet<Transform>();
private HashSet<Transform> mergedObjects = new HashSet<Transform>(); private readonly HashSet<Transform> prunePBsObjects = new();
private HashSet<Transform> thisPassAdded = new HashSet<Transform>(); private HashSet<Transform> thisPassAdded = new HashSet<Transform>();
private HashSet<Transform> transformLookthrough = new HashSet<Transform>(); private HashSet<Transform> transformLookthrough = new HashSet<Transform>();
@ -279,7 +279,7 @@ namespace nadena.dev.modular_avatar.core.editor
BuildReport.ReportingObject(config, () => BuildReport.ReportingObject(config, () =>
{ {
mergedObjects.Clear(); prunePBsObjects.Clear();
thisPassAdded.Clear(); thisPassAdded.Clear();
MergeArmature(config, target); MergeArmature(config, target);
#if MA_VRCSDK3_AVATARS #if MA_VRCSDK3_AVATARS
@ -366,7 +366,8 @@ namespace nadena.dev.modular_avatar.core.editor
private void RecursiveMerge(ModularAvatarMergeArmature config, private void RecursiveMerge(ModularAvatarMergeArmature config,
GameObject src, GameObject src,
GameObject newParent, GameObject newParent,
bool zipMerge) bool zipMerge
)
{ {
if (src == newParent) if (src == newParent)
{ {
@ -376,10 +377,9 @@ namespace nadena.dev.modular_avatar.core.editor
if (zipMerge) if (zipMerge)
{ {
mergedObjects.Add(src.transform);
thisPassAdded.Add(src.transform); thisPassAdded.Add(src.transform);
} }
bool retain = HasAdditionalComponents(src) || !zipMerge; bool retain = HasAdditionalComponents(src) || !zipMerge;
zipMerge = zipMerge && src.GetComponent<IConstraint>() == null; zipMerge = zipMerge && src.GetComponent<IConstraint>() == null;
@ -430,10 +430,26 @@ namespace nadena.dev.modular_avatar.core.editor
src.name = src.name + "$" + Guid.NewGuid(); src.name = src.name + "$" + Guid.NewGuid();
} }
src.GetOrAddComponent<ModularAvatarPBBlocker>();
mergedSrcBone = src; mergedSrcBone = src;
if (zipMerge) HashSet<Transform> childPhysBonesBlockedSet = null;
#if MA_VRCSDK3_AVATARS
src.GetOrAddComponent<ModularAvatarPBBlocker>();
if (physBoneByRootBone.TryGetValue(src.transform, out var pb)
&& !NotAffectedByPhysBoneOrSimilarChainsAsTarget(src.transform, newParent.transform))
{
childPhysBonesBlockedSet = new HashSet<Transform>(pb.ignoreTransforms);
}
else if (zipMerge)
{
prunePBsObjects.Add(src.transform);
}
#endif
// If we're zipping, and the current object is not being used for PBs, we can remove it later.
if (zipMerge && childPhysBonesBlockedSet == null)
{ {
transformLookthrough.Add(src.transform); transformLookthrough.Add(src.transform);
BoneDatabase.AddMergedBone(src.transform); BoneDatabase.AddMergedBone(src.transform);
@ -447,6 +463,8 @@ namespace nadena.dev.modular_avatar.core.editor
if (zipMerge) if (zipMerge)
{ {
var reportedHumanoidBoneError = false;
foreach (Transform child in children) foreach (Transform child in children)
{ {
if (child.GetComponent <ModularAvatarMergeArmature>() != null) if (child.GetComponent <ModularAvatarMergeArmature>() != null)
@ -470,16 +488,27 @@ namespace nadena.dev.modular_avatar.core.editor
// Also zip merge when it seems to have been copied from avatar side by checking the dinstance. // Also zip merge when it seems to have been copied from avatar side by checking the dinstance.
if (targetObject != null) if (targetObject != null)
{ {
if (NotAffectedByPhysBoneOrSimilarChainsAsTarget(child, targetObject)) if (childPhysBonesBlockedSet != null
&& !childPhysBonesBlockedSet.Contains(child)
&& !child.TryGetComponent<ModularAvatarPBBlocker>(out _))
{
// This object is potentially impacted by the parent's physbones; is it humanoid?
if (!reportedHumanoidBoneError && humanoidBones.Contains(targetObject.transform))
{
// If so, fail the build, as we won't properly apply this to humanoid children.
BuildReport.LogFatal(
"error.merge_armature.physbone_on_humanoid_bone", new string[0], config);
reportedHumanoidBoneError = true;
}
// Don't move this child object
continue;
}
else
{ {
childNewParent = targetObject.gameObject; childNewParent = targetObject.gameObject;
shouldZip = true; shouldZip = true;
} }
else if (humanoidBones.Contains(targetObject))
{
BuildReport.LogFatal(
"error.merge_armature.physbone_on_humanoid_bone", new string[0], config);
}
} }
} }
@ -531,7 +560,7 @@ namespace nadena.dev.modular_avatar.core.editor
*/ */
private void PruneDuplicatePhysBones() private void PruneDuplicatePhysBones()
{ {
foreach (var obj in mergedObjects) foreach (var obj in prunePBsObjects)
{ {
if (obj.GetComponent<VRCPhysBone>() == null) continue; if (obj.GetComponent<VRCPhysBone>() == null) continue;
var baseObj = FindOriginalParent(obj); var baseObj = FindOriginalParent(obj);

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@ -1,8 +1,13 @@
#if MA_VRCSDK3_AVATARS #if MA_VRCSDK3_AVATARS
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.core.editor; using nadena.dev.modular_avatar.core.editor;
using nadena.dev.ndmf;
using nadena.dev.ndmf.animator;
using NUnit.Framework; using NUnit.Framework;
using UnityEngine;
using VRC.SDK3.Dynamics.PhysBone.Components; using VRC.SDK3.Dynamics.PhysBone.Components;
using AvatarProcessor = nadena.dev.modular_avatar.core.editor.AvatarProcessor;
namespace modular_avatar_tests.DuplicatePBStripping namespace modular_avatar_tests.DuplicatePBStripping
{ {
@ -66,6 +71,84 @@ namespace modular_avatar_tests.DuplicatePBStripping
// They should not be merged to preserve intentionally attached PhysBone, which is not copied from the avatar. // They should not be merged to preserve intentionally attached PhysBone, which is not copied from the avatar.
Assert.AreEqual(2, prefab.GetComponentsInChildren<VRCPhysBone>().Length); Assert.AreEqual(2, prefab.GetComponentsInChildren<VRCPhysBone>().Length);
} }
[Test]
public void AcceptsHumanoidPB_OnTipBones()
{
var prefab = CreatePrefab("DuplicatePBStripping_HumanoidTip.prefab");
AvatarProcessor.ProcessAvatar(prefab);
var head = prefab.transform.Find("Armature/Hips/Spine/Chest/Neck/Head");
Transform subHead = null;
foreach (Transform t in head)
{
if (t.gameObject.name.StartsWith("Head$"))
{
subHead = t;
break;
}
}
Assert.NotNull(subHead);
Assert.AreEqual(1, subHead.childCount);
Assert.IsTrue(subHead.TryGetComponent<VRCPhysBone>(out _));
}
[Test]
public void RejectsHumanoidPB_OnInnerBones()
{
var prefab = CreatePrefab("DuplicatePBStripping_HumanoidInner.prefab");
var context = CreateContext(prefab);
context.ActivateExtensionContext<ModularAvatarContext>();
context.ActivateExtensionContextRecursive<AnimatorServicesContext>();
var errors = ErrorReport.CaptureErrors(() => new MergeArmatureHook().OnPreprocessAvatar(context, prefab));
Assert.AreEqual(1, errors.Count);
var error = errors[0];
Assert.AreEqual("error.merge_armature.physbone_on_humanoid_bone", ((SimpleError)error.TheError).TitleKey);
}
[Test]
public void AcceptsHumanoidPB_OnInnerBones_WithPBIgnores()
{
var prefab = CreatePrefab("DuplicatePBStripping_HumanoidInner_Ignored.prefab");
AssertInnerBones(prefab);
}
[Test]
public void AcceptsHumanoidPB_OnInnerBones_WithPBBlocker()
{
var prefab = CreatePrefab("DuplicatePBStripping_HumanoidInner_PBBlocker.prefab");
AssertInnerBones(prefab);
}
private static void AssertInnerBones(GameObject prefab)
{
var errors = ErrorReport.CaptureErrors(() => AvatarProcessor.ProcessAvatar(prefab));
Assert.AreEqual(0, errors.Count);
var hips = prefab.transform.Find("Armature/Hips");
Transform subHips = null;
foreach (Transform t in hips)
{
if (t.gameObject.name.StartsWith("Hips"))
{
subHips = t;
break;
}
}
Assert.NotNull(subHips);
Assert.AreEqual(1, subHips.childCount);
Assert.IsTrue(subHips.GetChild(0).name.StartsWith("New Child$"));
Assert.IsTrue(subHips.TryGetComponent<VRCPhysBone>(out _));
}
} }
} }

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