Merge branch 'bdunderscore:main' into main

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夜嵐蝶Alma 2024-03-05 18:42:27 +08:00 committed by GitHub
commit 57d482aa50
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31 changed files with 1459 additions and 843 deletions

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@ -15,6 +15,8 @@ namespace nadena.dev.modular_avatar.core.editor
{
protected override void Execute(ndmf.BuildContext context)
{
if (!context.AvatarDescriptor) return;
var values = context.GetState<DefaultValues>()?.InitialValueOverrides
?? ImmutableDictionary<string, float>.Empty;

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@ -18,8 +18,9 @@ namespace nadena.dev.modular_avatar.core.editor.HarmonyPatches
var m_orig = AccessTools.Method(t_HandleUtility, "FilterInstanceIDs");
var m_prefix = AccessTools.Method(typeof(HandleUtilityPatches), "Prefix_FilterInstanceIDs");
var m_postfix = AccessTools.Method(typeof(HandleUtilityPatches), "Postfix_FilterInstanceIDs");
h.Patch(original: m_orig, prefix: new HarmonyMethod(m_prefix));
h.Patch(original: m_orig, prefix: new HarmonyMethod(m_prefix), postfix: new HarmonyMethod(m_postfix));
}
[UsedImplicitly]
@ -34,13 +35,41 @@ namespace nadena.dev.modular_avatar.core.editor.HarmonyPatches
return true;
}
private static void Postfix_FilterInstanceIDs(
ref IEnumerable<GameObject> gameObjects,
ref int[] parentInstanceIDs,
ref int[] childInstanceIDs
)
{
HashSet<int> newChildInstanceIDs = null;
foreach (var parent in gameObjects)
{
foreach (var renderer in parent.GetComponentsInChildren<Renderer>())
{
if (renderer is SkinnedMeshRenderer smr &&
ProxyManager.OriginalToProxyRenderer.TryGetValue(smr, out var proxy) &&
proxy != null)
{
if (newChildInstanceIDs == null) newChildInstanceIDs = new HashSet<int>(childInstanceIDs);
newChildInstanceIDs.Add(proxy.GetInstanceID());
}
}
}
if (newChildInstanceIDs != null)
{
childInstanceIDs = newChildInstanceIDs.ToArray();
}
}
private static IEnumerable<GameObject> RemapObjects(IEnumerable<GameObject> objs)
{
return objs.Select(
obj =>
{
if (obj == null) return obj;
if (ScaleAdjusterRenderer.originalObjects.TryGetValue(obj, out var proxy) && proxy != null)
if (ProxyManager.OriginalToProxyObject.TryGetValue(obj, out var proxy) && proxy != null)
{
return proxy.gameObject;
}

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@ -1,56 +0,0 @@
#region
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Reflection;
using HarmonyLib;
using JetBrains.Annotations;
using UnityEditor.SceneManagement;
using UnityEngine;
#endregion
namespace nadena.dev.modular_avatar.core.editor.HarmonyPatches
{
/// <summary>
/// Try to prevent various internal objects from showing up in the Prefab Overrides window...
/// </summary>
internal class HideScaleAdjusterFromPrefabOverrideView
{
internal static Type t_PrefabOverrides;
internal static PropertyInfo p_AddedGameObjects, p_ObjectOverrides;
internal static void Patch(Harmony harmony)
{
var t_PrefabOverridesTreeView = AccessTools.TypeByName("UnityEditor.PrefabOverridesTreeView");
var m_GetPrefabOverrides = AccessTools.Method(t_PrefabOverridesTreeView, "GetPrefabOverrides");
var m_postfix = AccessTools.Method(typeof(HideScaleAdjusterFromPrefabOverrideView), "Postfix");
t_PrefabOverrides = AccessTools.TypeByName("UnityEditor.PrefabOverridesTreeView+PrefabOverrides");
p_AddedGameObjects = AccessTools.Property(t_PrefabOverrides, "addedGameObjects");
p_ObjectOverrides = AccessTools.Property(t_PrefabOverrides, "objectOverrides");
harmony.Patch(original: m_GetPrefabOverrides, postfix: new HarmonyMethod(m_postfix));
}
[UsedImplicitly]
private static void Postfix(GameObject prefabInstance, object __result)
{
List<AddedGameObject> added = p_AddedGameObjects.GetValue(__result) as List<AddedGameObject>;
if (added == null) return;
added.RemoveAll(obj => ScaleAdjusterRenderer.proxyObjects.ContainsKey(obj.instanceGameObject));
List<ObjectOverride> objectOverrides = p_ObjectOverrides.GetValue(__result) as List<ObjectOverride>;
if (objectOverrides == null) return;
objectOverrides.RemoveAll(oo =>
{
var c = oo.instanceObject as Component;
return c != null && ScaleAdjusterRenderer.proxyObjects.ContainsKey(c.gameObject);
});
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0893522c012a46358e5ecf1df6628b2e
timeCreated: 1708237029

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@ -143,7 +143,7 @@ namespace nadena.dev.modular_avatar.core.editor.HarmonyPatches
var pptrValue = p_pptrValue.GetValue(hierarchyProperty);
if (pptrValue == null) return false;
var skip = ScaleAdjusterRenderer.proxyObjects.ContainsKey((GameObject)pptrValue);
var skip = ProxyManager.ProxyToOriginalObject.ContainsKey((GameObject)pptrValue);
if (skip) skipped++;
return skip;
@ -163,7 +163,7 @@ namespace nadena.dev.modular_avatar.core.editor.HarmonyPatches
{
if (pptrObject == null || isSceneHeader) return true;
if (hasChildren && ScaleAdjusterRenderer.originalObjects.ContainsKey((GameObject)pptrObject))
if (hasChildren && ProxyManager.ProxyToOriginalObject.ContainsKey((GameObject)pptrObject))
{
// See if there are any other children...
hasChildren = ((GameObject)pptrObject).transform.childCount > 1;

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@ -13,7 +13,6 @@ namespace nadena.dev.modular_avatar.core.editor.HarmonyPatches
{
private static readonly Action<Harmony>[] patches = new Action<Harmony>[]
{
HideScaleAdjusterFromPrefabOverrideView.Patch,
HierarchyViewPatches.Patch,
#if UNITY_2022_3_OR_NEWER
HandleUtilityPatches.Patch_FilterInstanceIDs,

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@ -58,11 +58,11 @@ namespace nadena.dev.modular_avatar.core.editor.HarmonyPatches
if ((bool)m_TryGetGameObject.Invoke(obj, args))
{
var go = args[0] as GameObject;
if (go != null && ScaleAdjusterRenderer.proxyObjects.ContainsKey(go))
if (go != null && ProxyManager.ProxyToOriginalObject.TryGetValue(go, out var original))
{
list.Add(ctor_PickingObject.Invoke(new[]
{
go.transform.parent.gameObject,
original,
p_materialIndex.GetValue(obj)
}));
continue;

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@ -1,9 +1,11 @@
using System.Collections.Generic;
using System.Linq;
#region
using System.Collections.Generic;
using nadena.dev.ndmf;
using UnityEditor.EditorTools;
using UnityEngine;
#endregion
namespace nadena.dev.modular_avatar.core.editor
{
internal class ScaleAdjusterPass : Pass<ScaleAdjusterPass>
@ -11,25 +13,30 @@ namespace nadena.dev.modular_avatar.core.editor
protected override void Execute(ndmf.BuildContext context)
{
Dictionary<Transform, Transform> boneMappings = new Dictionary<Transform, Transform>();
foreach (var component in context.AvatarRootObject.GetComponentsInChildren<ScaleProxy>())
foreach (var adjuster in context.AvatarRootObject.GetComponentsInChildren<ModularAvatarScaleAdjuster>(true))
{
var proxyTransform = component.transform;
var parentAdjuster = component.transform.parent?.GetComponent<ModularAvatarScaleAdjuster>();
if (parentAdjuster != null)
{
UnityEngine.Object.DestroyImmediate(component);
proxyTransform.localScale = parentAdjuster.Scale;
parentAdjuster.scaleProxy = null; // prevent destruction of the ScaleProxy itself
UnityEngine.Object.DestroyImmediate(parentAdjuster);
boneMappings.Add(proxyTransform.parent, proxyTransform);
}
var proxyObject = new GameObject("ScaleProxy");
var proxyTransform = proxyObject.transform;
proxyTransform.SetParent(adjuster.transform, false);
proxyTransform.localPosition = Vector3.zero;
proxyTransform.localRotation = Quaternion.identity;
proxyTransform.localScale = adjuster.Scale;
boneMappings.Add(adjuster.transform, proxyTransform);
Object.DestroyImmediate(adjuster);
}
// Legacy cleanup
foreach (var sar in context.AvatarRootObject.GetComponentsInChildren<ScaleAdjusterRenderer>())
{
UnityEngine.Object.DestroyImmediate(sar.gameObject);
Object.DestroyImmediate(sar.gameObject);
}
foreach (var sar in context.AvatarRootObject.GetComponentsInChildren<ScaleProxy>())
{
Object.DestroyImmediate(sar.gameObject);
}
if (boneMappings.Count == 0)

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@ -0,0 +1,149 @@
#region
using System;
using System.Collections.Generic;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal interface ISegment
{
AllocationMap.DefragmentCallback Defragment { get; set; }
int Offset { get; }
int Length { get; }
}
internal class AllocationMap
{
public delegate void DefragmentCallback(int oldOffset, int newOffset, int length);
// Visible for unit tests
internal class Segment : ISegment
{
public int _offset;
public int _length;
public bool _inUse;
public AllocationMap.DefragmentCallback Defragment { get; set; }
public int Offset => _offset;
public int Length => _length;
internal Segment(int offset, int length, bool inUse)
{
_offset = offset;
_length = length;
_inUse = inUse;
}
}
/// <summary>
/// A list of allocated (and unallocated) segments.
///
/// Invariant: The last element (if any) is always inUse.
/// Invariant: No two consecutive elements are free (inUse = false).
///
/// </summary>
List<Segment> segments = new List<Segment>();
public ISegment Allocate(int requestedLength)
{
for (int i = 0; i < segments.Count; i++)
{
var segment = segments[i];
if (segment._inUse) continue;
if (segment._length == requestedLength)
{
segment._inUse = true;
return segment;
}
if (segment._length > requestedLength)
{
var remaining = new Segment(
segment._offset + requestedLength,
segment._length - requestedLength,
false
);
segment._length = requestedLength;
segment._inUse = true;
segments.Insert(i + 1, remaining);
return segment;
}
}
// Add a new in-use segment at the end
var newSegment = new Segment(
segments.Count == 0 ? 0 : segments[segments.Count - 1]._offset + segments[segments.Count - 1]._length,
requestedLength,
true
);
segments.Add(newSegment);
return newSegment;
}
public void FreeSegment(ISegment inputSegment)
{
var s = inputSegment as Segment;
if (s == null) throw new ArgumentException("Passed a foreign segment???");
int index = segments.BinarySearch(s, Comparer<Segment>.Create((a, b) => a._offset.CompareTo(b._offset)));
if (index < 0 || segments[index] != s) throw new Exception("Segment not found in FreeSegment");
if (index == segments.Count - 1)
{
segments.RemoveAt(index);
return;
}
if (index + 1 < segments.Count)
{
var next = segments[index + 1];
if (!next._inUse)
{
next._offset = s._offset;
next._length += s._length;
segments.RemoveAt(index);
return;
}
}
// Replace with a fresh segment object to avoid any issues with leaking old references to the segment
segments[index] = new Segment(s._offset, s._length, false);
}
/// <summary>
/// Defragments all free space. When a segment is moved, the passed callback is called with the old and new offsets,
/// and then the callback associated with the segment (if any) is also invoked.
/// </summary>
/// <param name="callback"></param>
public void Defragment(AllocationMap.DefragmentCallback callback)
{
int offset = 0;
for (int i = 0; i < segments.Count; i++)
{
var seg = segments[i];
if (!seg._inUse)
{
segments.RemoveAt(i);
i--;
continue;
}
if (seg._offset != offset)
{
callback(seg._offset, offset, seg._length);
seg.Defragment?.Invoke(seg._offset, offset, seg._length);
seg._offset = offset;
}
offset += seg.Length;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1341ee6059a7410abe5a1170cdbf6355
timeCreated: 1709527531

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@ -196,8 +196,9 @@ namespace nadena.dev.modular_avatar.core.armature_lock
break;
}
}
catch (Exception)
catch (Exception e)
{
Debug.LogException(e);
_job = null;
return false;
}

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@ -23,8 +23,12 @@ namespace nadena.dev.modular_avatar.core.armature_lock
internal ImmutableList<(Transform, Transform)> RecordedParents;
internal ImmutableList<(Transform, Transform)> Transforms;
internal ArmatureLockJob(ImmutableList<(Transform, Transform)> transforms, Action dispose, Action update)
internal ISegment Segment { get; private set; }
internal ArmatureLockJob(ISegment Segment, ImmutableList<(Transform, Transform)> transforms, Action dispose,
Action update)
{
this.Segment = Segment;
Transforms = transforms;
RecordedParents = transforms.Select(((tuple, _) => (tuple.Item1.parent, tuple.Item2.parent)))
.ToImmutableList();

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@ -17,45 +17,10 @@ namespace nadena.dev.modular_avatar.core.armature_lock
/// </summary>
internal struct ArmatureLockJobAccessor
{
internal void Allocate(int nBones, int nWords)
{
_in_baseBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_in_targetBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_out_baseBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_out_targetBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_out_dirty_baseBone = new NativeArray<int>(nBones, Allocator.Persistent);
_out_dirty_targetBone = new NativeArray<int>(nBones, Allocator.Persistent);
_boneToJobIndex = new NativeArray<int>(nBones, Allocator.Persistent);
_abortFlag = new NativeArray<int>(nWords, Allocator.Persistent);
_didAnyWriteFlag = new NativeArray<int>(nWords, Allocator.Persistent);
}
internal void Destroy()
{
if (_in_baseBone.IsCreated) _in_baseBone.Dispose();
_in_baseBone = default;
if (_in_targetBone.IsCreated) _in_targetBone.Dispose();
_in_targetBone = default;
if (_out_baseBone.IsCreated) _out_baseBone.Dispose();
_out_baseBone = default;
if (_out_targetBone.IsCreated) _out_targetBone.Dispose();
_out_targetBone = default;
if (_out_dirty_baseBone.IsCreated) _out_dirty_baseBone.Dispose();
_out_dirty_baseBone = default;
if (_out_dirty_targetBone.IsCreated) _out_dirty_targetBone.Dispose();
_out_dirty_targetBone = default;
if (_boneToJobIndex.IsCreated) _boneToJobIndex.Dispose();
_boneToJobIndex = default;
if (_abortFlag.IsCreated) _abortFlag.Dispose();
_abortFlag = default;
if (_didAnyWriteFlag.IsCreated) _didAnyWriteFlag.Dispose();
_didAnyWriteFlag = default;
}
/// <summary>
/// Initial transform states
/// </summary>
public NativeArray<TransformState> _in_baseBone, _in_targetBone;
public NativeArray<TransformState> _in_baseBone, _in_targetBone, _in_baseParentBone, _in_targetParentBone;
/// <summary>
/// Transform states to write out (if _out_dirty is set)
@ -65,8 +30,14 @@ namespace nadena.dev.modular_avatar.core.armature_lock
/// <summary>
/// Flags indicating whether the given bone should be written back to its transform
/// </summary>
public NativeArray<int> _out_dirty_baseBone, _out_dirty_targetBone;
public NativeArray<bool> _out_dirty_baseBone, _out_dirty_targetBone;
/// <summary>
/// Indicates whether this bone index is associated with any job at all.
/// </summary>
[FormerlySerializedAs("_in_boneIsValid")]
public NativeArray<bool> _in_boneInUse;
/// <summary>
/// Indexed by the job index (via _boneToJobIndex). If set to a nonzero value, none of the bones in this
/// particular job (e.g. a single MergeArmature component) will be committed.
@ -75,7 +46,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
/// shouldn't read this value.
/// </summary>
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _abortFlag;
public NativeArray<bool> _abortFlag;
/// <summary>
/// Indexed by the job index (via _boneToJobIndex). Should be set to a nonzero value when any bone in the job
@ -85,7 +56,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
/// shouldn't read this value.
/// </summary>
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _didAnyWriteFlag;
public NativeArray<bool> _didAnyWriteFlag;
/// <summary>
/// Maps from bone index to job index.

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@ -22,20 +22,57 @@ namespace nadena.dev.modular_avatar.core.armature_lock
internal static readonly T Instance = new T();
private static long LastHierarchyChange = 0;
private ArmatureLockJobAccessor _accessor;
private TransformAccessArray _baseBones, _targetBones;
private TransformAccessArray _baseBones, _baseParentBones, _targetBones, _targetParentBones;
private int _commitFilter;
private bool _isDisposed = false;
private bool _isInit = false, _isValid = false;
private ImmutableList<ArmatureLockJob> _jobs = ImmutableList<ArmatureLockJob>.Empty;
private JobHandle _lastJob;
private List<ArmatureLockJob> _requestedJobs = new List<ArmatureLockJob>();
private List<ArmatureLockJob> _jobs = new List<ArmatureLockJob>();
private long LastCheckedHierarchy = -1;
protected readonly NativeMemoryManager _memoryManager = new NativeMemoryManager();
private bool _transformAccessDirty = true;
private Transform[] _baseTransforms = Array.Empty<Transform>(), _targetTransforms = Array.Empty<Transform>();
private Transform[] _baseParentTransforms = Array.Empty<Transform>(),
_targetParentTransforms = Array.Empty<Transform>();
protected Transform[] BaseTransforms => _baseTransforms;
protected Transform[] TargetTransforms => _targetTransforms;
// Managed by _memoryManager
private NativeArrayRef<TransformState> _in_baseBone, _in_targetBone, _out_baseBone, _out_targetBone;
private NativeArrayRef<TransformState> _in_baseParentBone, _in_targetParentBone;
private NativeArrayRef<bool> _out_dirty_baseBone, _out_dirty_targetBone;
private NativeArrayRef<int> _boneToJobIndex;
// Not managed by _memoryManager (since they're not indexed by bone)
private NativeArray<bool> _abortFlag, _didAnyWriteFlag;
private ArmatureLockJobAccessor GetAccessor()
{
return new ArmatureLockJobAccessor()
{
_in_baseBone = _in_baseBone,
_in_targetBone = _in_targetBone,
_in_baseParentBone = _in_baseParentBone,
_in_targetParentBone = _in_targetParentBone,
_out_baseBone = _out_baseBone,
_out_targetBone = _out_targetBone,
_out_dirty_baseBone = _out_dirty_baseBone,
_out_dirty_targetBone = _out_dirty_targetBone,
_abortFlag = _abortFlag,
_didAnyWriteFlag = _didAnyWriteFlag,
_boneToJobIndex = _boneToJobIndex,
_in_boneInUse = _memoryManager.InUseMask,
};
}
static ArmatureLockOperator()
{
Instance = new T();
@ -49,6 +86,18 @@ namespace nadena.dev.modular_avatar.core.armature_lock
#if UNITY_EDITOR
AssemblyReloadEvents.beforeAssemblyReload += () => DeferDestroy.DestroyImmediate(this);
#endif
_memoryManager.OnSegmentMove += MoveTransforms;
_in_baseBone = _memoryManager.CreateArray<TransformState>();
_in_targetBone = _memoryManager.CreateArray<TransformState>();
_out_baseBone = _memoryManager.CreateArray<TransformState>();
_out_targetBone = _memoryManager.CreateArray<TransformState>();
_in_baseParentBone = _memoryManager.CreateArray<TransformState>();
_in_targetParentBone = _memoryManager.CreateArray<TransformState>();
_out_dirty_baseBone = _memoryManager.CreateArray<bool>();
_out_dirty_targetBone = _memoryManager.CreateArray<bool>();
_boneToJobIndex = _memoryManager.CreateArray<int>();
}
protected abstract bool WritesBaseBones { get; }
@ -57,14 +106,17 @@ namespace nadena.dev.modular_avatar.core.armature_lock
{
if (_isDisposed) return;
_isDisposed = true;
if (!_isInit) return;
_lastJob.Complete();
DeferDestroy.DeferDestroyObj(_baseBones);
DeferDestroy.DeferDestroyObj(_targetBones);
if (_baseBones.isCreated) DeferDestroy.DeferDestroyObj(_baseBones);
if (_targetBones.isCreated) DeferDestroy.DeferDestroyObj(_targetBones);
if (_baseParentBones.isCreated) DeferDestroy.DeferDestroyObj(_baseParentBones);
if (_targetParentBones.isCreated) DeferDestroy.DeferDestroyObj(_targetParentBones);
DerivedDispose();
_accessor.Destroy();
_memoryManager.Dispose();
if (_abortFlag.IsCreated) _abortFlag.Dispose();
if (_didAnyWriteFlag.IsCreated) _didAnyWriteFlag.Dispose();
}
#if UNITY_EDITOR
@ -72,7 +124,8 @@ namespace nadena.dev.modular_avatar.core.armature_lock
{
EditorApplication.hierarchyChanged += () => { LastHierarchyChange += 1; };
UpdateLoopController.UpdateCallbacks += Instance.Update;
ArmatureLockConfig.instance.OnGlobalEnableChange += Instance.Invalidate;
// TODO: On global enable, reset all jobs to init state?
//ArmatureLockConfig.instance.OnGlobalEnableChange += Instance.Invalidate;
EditorApplication.playModeStateChanged += (change) =>
{
@ -87,10 +140,10 @@ namespace nadena.dev.modular_avatar.core.armature_lock
#endif
/// <summary>
/// Initialize the lock operator with a particular list of transforms.
/// (Re-)initialize state for a single job
/// </summary>
/// <param name="transforms"></param>
protected abstract void Reinit(List<(Transform, Transform)> transforms, List<int> problems);
protected abstract bool SetupJob(ISegment segment);
/// <summary>
/// Computes the new positions and status words for a given range of bones.
@ -103,92 +156,113 @@ namespace nadena.dev.modular_avatar.core.armature_lock
public ArmatureLockJob RegisterLock(IEnumerable<(Transform, Transform)> transforms)
{
if (_isDisposed) throw new ObjectDisposedException("ArmatureLockOperator");
var immutableTransforms = transforms.ToImmutableList();
var segment = _memoryManager.Allocate(immutableTransforms.Count());
ArmatureLockJob job = null;
job = new ArmatureLockJob(
transforms.ToImmutableList(),
segment,
immutableTransforms,
() => RemoveJob(job),
() => UpdateSingle(job)
);
_requestedJobs.Add(job);
Invalidate();
EnsureTransformCapacity(_memoryManager.AllocatedLength);
for (int i = 0; i < job.Transforms.Count(); i++)
{
var (baseBone, mergeBone) = job.Transforms[i];
_baseTransforms[i + segment.Offset] = baseBone;
_baseParentTransforms[i + segment.Offset] = baseBone.parent;
_targetTransforms[i + segment.Offset] = mergeBone;
_targetParentTransforms[i + segment.Offset] = mergeBone.parent;
}
int jobIndex = _jobs.IndexOf(null);
if (jobIndex >= 0)
{
_jobs[jobIndex] = job;
}
else
{
jobIndex = _jobs.Count();
_jobs.Add(job);
}
EnsureJobFlagCapacity();
for (int i = 0; i < segment.Length; i++)
{
_boneToJobIndex.Array[segment.Offset + i] = jobIndex;
}
_transformAccessDirty = true;
bool ok = false;
try
{
ok = SetupJob(segment);
}
finally
{
if (!ok)
{
// Initial setup failed; roll things back
job.IsValid = false;
RemoveJob(job);
}
}
return job;
}
private void Invalidate()
private void RemoveJob(ArmatureLockJob job)
{
_isValid = false;
int index = _jobs.IndexOf(job);
if (index < 0) return;
_jobs[index] = null;
_memoryManager.Free(job.Segment);
}
private void MaybeRevalidate()
private void EnsureJobFlagCapacity()
{
if (!_isValid)
{
// Do an update to make sure all the old jobs are in sync first, before we reset our state.
if (_isInit) SingleUpdate(null);
Reset();
}
if (_abortFlag.IsCreated && _abortFlag.Length >= _jobs.Count) return;
var priorLength = _abortFlag.Length;
if (_abortFlag.IsCreated) _abortFlag.Dispose();
if (_didAnyWriteFlag.IsCreated) _didAnyWriteFlag.Dispose();
int targetSize = Math.Max(Math.Max(16, _jobs.Count), (int)(priorLength * 1.5f));
_abortFlag = new NativeArray<bool>(targetSize, Allocator.Persistent);
_didAnyWriteFlag = new NativeArray<bool>(targetSize, Allocator.Persistent);
}
private void Reset()
private void EnsureTransformCapacity(int targetLength)
{
if (_isDisposed) return;
if (targetLength == _baseTransforms.Length) return;
_lastJob.Complete();
if (_isInit)
{
_accessor.Destroy();
_baseBones.Dispose();
_targetBones.Dispose();
}
_isInit = true;
// TODO: toposort?
int[] boneToJobIndex = null;
List<int> problems = new List<int>();
do
{
var failed = problems.Select(p => _jobs[boneToJobIndex[p]]).Distinct().ToList();
foreach (var job in failed)
{
job.IsValid = false;
_requestedJobs.Remove(job);
}
problems.Clear();
_jobs = _requestedJobs.ToImmutableList();
_accessor.Destroy();
if (_baseBones.isCreated) _baseBones.Dispose();
if (_targetBones.isCreated) _targetBones.Dispose();
_baseBones = _targetBones = default;
var bones = _jobs.SelectMany(j => j.Transforms).ToList();
boneToJobIndex = _jobs.SelectMany((i, j) => Enumerable.Repeat(j, i.Transforms.Count)).ToArray();
var baseBones = bones.Select(t => t.Item1).ToArray();
var targetBones = bones.Select(t => t.Item2).ToArray();
_accessor.Allocate(
bones.Count,
_jobs.Count
);
_baseBones = new TransformAccessArray(baseBones);
_targetBones = new TransformAccessArray(targetBones);
Reinit(_jobs.SelectMany(j => j.Transforms).ToList(), problems);
} while (problems.Count > 0);
_isValid = true;
Array.Resize(ref _baseTransforms, targetLength);
Array.Resize(ref _baseParentTransforms, targetLength);
Array.Resize(ref _targetTransforms, targetLength);
Array.Resize(ref _targetParentTransforms, targetLength);
}
private void MoveTransforms(int oldoffset, int newoffset, int length)
{
Array.Copy(_baseTransforms, oldoffset, _baseTransforms, newoffset, length);
Array.Copy(_baseParentTransforms, oldoffset, _baseParentTransforms, newoffset, length);
Array.Copy(_targetTransforms, oldoffset, _targetTransforms, newoffset, length);
Array.Copy(_targetParentTransforms, oldoffset, _targetParentTransforms, newoffset, length);
_transformAccessDirty = true;
}
public void Update()
{
InternalUpdate();
@ -206,8 +280,6 @@ namespace nadena.dev.modular_avatar.core.armature_lock
{
if (_isDisposed) return;
MaybeRevalidate();
SingleUpdate(jobIndex);
}
@ -216,19 +288,54 @@ namespace nadena.dev.modular_avatar.core.armature_lock
private void SingleUpdate(int? jobIndex)
{
if (!_isInit || _jobs.Count == 0) return;
if (_jobs.Count == 0) return;
if (_isDisposed) return;
Profiler.BeginSample("InternalUpdate");
_lastJob.Complete();
EnsureJobFlagCapacity();
if (_transformAccessDirty)
{
Profiler.BeginSample("RecreateTransformAccess");
if (_baseBones.isCreated && _baseBones.length == _baseTransforms.Length)
{
_baseBones.SetTransforms(_baseTransforms);
_baseParentBones.SetTransforms(_baseParentTransforms);
_targetBones.SetTransforms(_targetTransforms);
_targetParentBones.SetTransforms(_targetParentTransforms);
}
else
{
if (_baseBones.isCreated) _baseBones.Dispose();
if (_targetBones.isCreated) _targetBones.Dispose();
if (_baseParentBones.isCreated) _baseParentBones.Dispose();
if (_targetParentBones.isCreated) _targetParentBones.Dispose();
_baseBones = new TransformAccessArray(_baseTransforms);
_baseParentBones = new TransformAccessArray(_baseParentTransforms);
_targetBones = new TransformAccessArray(_targetTransforms);
_targetParentBones = new TransformAccessArray(_targetParentTransforms);
}
_transformAccessDirty = false;
Profiler.EndSample();
}
var accessor = GetAccessor();
for (int i = 0; i < _jobs.Count; i++)
{
_accessor._abortFlag[i] = 0;
_accessor._didAnyWriteFlag[i] = 0;
accessor._abortFlag[i] = (_jobs[i] == null) || !_jobs[i].IsValid;
accessor._didAnyWriteFlag[i] = false;
}
_lastJob = ReadTransforms(jobIndex);
_lastJob = Compute(_accessor, jobIndex, _lastJob);
_lastJob = Compute(accessor, jobIndex, _lastJob);
if (LastCheckedHierarchy != LastHierarchyChange)
{
@ -245,10 +352,9 @@ namespace nadena.dev.modular_avatar.core.armature_lock
var job = _jobs[_nextCheckIndex % _jobs.Count];
_nextCheckIndex = (1 + _nextCheckIndex) % _jobs.Count;
if (job.HierarchyChanged)
if (job != null && job.HierarchyChanged)
{
job.IsValid = false;
Invalidate();
}
} while (_nextCheckIndex != startCheckIndex && !_lastJob.IsCompleted);
@ -269,19 +375,21 @@ namespace nadena.dev.modular_avatar.core.armature_lock
bool anyDirty = false;
for (int job = 0; job < _jobs.Count; job++)
{
if (accessor._abortFlag[job]) continue;
int curBoneBase = boneBase;
boneBase += _jobs[job].Transforms.Count;
if (_accessor._didAnyWriteFlag[job] == 0) continue;
if (!accessor._didAnyWriteFlag[job]) continue;
for (int b = curBoneBase; b < boneBase; b++)
{
if (_accessor._out_dirty_targetBone[b] != 0 || _accessor._out_dirty_baseBone[b] != 0)
if (accessor._out_dirty_targetBone[b] || accessor._out_dirty_baseBone[b])
{
anyDirty = true;
if (_jobs[job].BoneChanged(b - curBoneBase))
{
_accessor._abortFlag[job] = 1;
accessor._abortFlag[job] = true;
_jobs[job].IsValid = false;
break;
}
@ -299,96 +407,139 @@ namespace nadena.dev.modular_avatar.core.armature_lock
for (int i = 0; i < _jobs.Count; i++)
{
if (_accessor._abortFlag[i] != 0)
if (_jobs[i] == null) continue;
if (accessor._abortFlag[i])
{
Invalidate();
_jobs[i].IsValid = false;
}
else
{
_jobs[i].MarkLoop();
_jobs[i].WroteAny = accessor._didAnyWriteFlag[i];
}
_jobs[i].WroteAny = _accessor._didAnyWriteFlag[i] != 0;
}
if (!_isValid)
{
Reset();
}
Profiler.EndSample();
}
private void RemoveJob(ArmatureLockJob job)
protected virtual void DerivedDispose()
{
if (_requestedJobs.Remove(job)) Invalidate();
// default no-op
}
protected abstract void DerivedDispose();
#region Job logic
[BurstCompile]
struct CopyTransformState : IJobParallelFor
{
[ReadOnly] public NativeArray<TransformState> _in;
[WriteOnly] public NativeArray<TransformState> _out;
public void Execute(int index)
{
_out[index] = _in[index];
}
}
[BurstCompile]
struct ReadTransformsJob : IJobParallelForTransform
{
public NativeArray<TransformState> _bone;
public NativeArray<TransformState> _bone2;
[WriteOnly] public NativeArray<TransformState> _bone;
[ReadOnly] public NativeArray<int> _boneToJobIndex;
[ReadOnly] public NativeArray<bool> _boneInUse;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _abortFlag;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] [WriteOnly]
public NativeArray<bool> _abortFlag;
[BurstCompile]
public void Execute(int index, TransformAccess transform)
{
if (!_boneInUse[index]) return;
#if UNITY_2021_1_OR_NEWER
if (!transform.isValid)
{
_abortFlag[_boneToJobIndex[index]] = 1;
_abortFlag[_boneToJobIndex[index]] = true;
return;
}
#endif
_bone[index] = _bone2[index] = new TransformState
_bone[index] = new TransformState
{
localPosition = transform.localPosition,
localRotation = transform.localRotation,
localScale = transform.localScale
localScale = transform.localScale,
localToWorldMatrix = transform.localToWorldMatrix,
};
}
}
JobHandle ReadTransforms(int? jobIndex)
{
var accessor = GetAccessor();
var baseRead = new ReadTransformsJob()
{
_bone = _accessor._in_baseBone,
_bone2 = _accessor._out_baseBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag
_bone = accessor._in_baseBone,
_boneToJobIndex = accessor._boneToJobIndex,
_abortFlag = accessor._abortFlag,
_boneInUse = accessor._in_boneInUse,
}.ScheduleReadOnly(_baseBones, 32);
baseRead = new CopyTransformState()
{
_in = accessor._in_baseBone,
_out = accessor._out_baseBone
}.Schedule(accessor._in_baseBone.Length, 32, baseRead);
var targetRead = new ReadTransformsJob()
{
_bone = _accessor._in_targetBone,
_bone2 = _accessor._out_targetBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag
}.ScheduleReadOnly(_targetBones, 32, baseRead);
_bone = accessor._in_targetBone,
_boneToJobIndex = accessor._boneToJobIndex,
_abortFlag = accessor._abortFlag,
_boneInUse = accessor._in_boneInUse,
}.ScheduleReadOnly(_targetBones, 32);
return JobHandle.CombineDependencies(baseRead, targetRead);
targetRead = new CopyTransformState()
{
_in = accessor._in_targetBone,
_out = accessor._out_targetBone
}.Schedule(accessor._in_targetBone.Length, 32, targetRead);
var baseParentRead = new ReadTransformsJob()
{
_bone = accessor._in_baseParentBone,
_boneToJobIndex = accessor._boneToJobIndex,
_abortFlag = accessor._abortFlag,
_boneInUse = accessor._in_boneInUse,
}.ScheduleReadOnly(_baseParentBones, 32);
var targetParentRead = new ReadTransformsJob()
{
_bone = accessor._in_targetParentBone,
_boneToJobIndex = accessor._boneToJobIndex,
_abortFlag = accessor._abortFlag,
_boneInUse = accessor._in_boneInUse,
}.ScheduleReadOnly(_targetParentBones, 32);
return JobHandle.CombineDependencies(
JobHandle.CombineDependencies(baseRead, targetRead),
JobHandle.CombineDependencies(baseParentRead, targetParentRead)
);
}
[BurstCompile]
struct CommitTransformsJob : IJobParallelForTransform
{
[ReadOnly] public NativeArray<TransformState> _boneState;
[ReadOnly] public NativeArray<int> _dirtyBoneFlag;
[ReadOnly] public NativeArray<bool> _dirtyBoneFlag;
[ReadOnly] public NativeArray<int> _boneToJobIndex;
[ReadOnly] public NativeArray<bool> _boneInUse;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] [ReadOnly]
public NativeArray<int> _abortFlag;
public NativeArray<bool> _abortFlag;
public int jobIndexFilter;
@ -398,11 +549,12 @@ namespace nadena.dev.modular_avatar.core.armature_lock
#if UNITY_2021_1_OR_NEWER
if (!transform.isValid) return;
#endif
if (!_boneInUse[index]) return;
var jobIndex = _boneToJobIndex[index];
if (jobIndexFilter >= 0 && jobIndex != jobIndexFilter) return;
if (_abortFlag[jobIndex] != 0) return;
if (_dirtyBoneFlag[index] == 0) return;
if (_abortFlag[jobIndex]) return;
if (!_dirtyBoneFlag[index]) return;
transform.localPosition = _boneState[index].localPosition;
transform.localRotation = _boneState[index].localRotation;
@ -412,24 +564,28 @@ namespace nadena.dev.modular_avatar.core.armature_lock
JobHandle CommitTransforms(int? jobIndex, JobHandle prior)
{
var accessor = GetAccessor();
JobHandle job = new CommitTransformsJob()
{
_boneState = _accessor._out_targetBone,
_dirtyBoneFlag = _accessor._out_dirty_targetBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag,
jobIndexFilter = jobIndex ?? -1
_boneState = accessor._out_targetBone,
_dirtyBoneFlag = accessor._out_dirty_targetBone,
_boneToJobIndex = accessor._boneToJobIndex,
_abortFlag = accessor._abortFlag,
jobIndexFilter = jobIndex ?? -1,
_boneInUse = accessor._in_boneInUse,
}.Schedule(_targetBones, prior);
if (WritesBaseBones)
{
var job2 = new CommitTransformsJob()
{
_boneState = _accessor._out_baseBone,
_dirtyBoneFlag = _accessor._out_dirty_baseBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag,
jobIndexFilter = jobIndex ?? -1
_boneState = accessor._out_baseBone,
_dirtyBoneFlag = accessor._out_dirty_baseBone,
_boneToJobIndex = accessor._boneToJobIndex,
_abortFlag = accessor._abortFlag,
jobIndexFilter = jobIndex ?? -1,
_boneInUse = accessor._in_boneInUse,
}.Schedule(_baseBones, prior);
return JobHandle.CombineDependencies(job, job2);

View File

@ -1,11 +1,9 @@
#region
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
#endregion
@ -13,25 +11,31 @@ namespace nadena.dev.modular_avatar.core.armature_lock
{
internal class BidirectionalArmatureLockOperator : ArmatureLockOperator<BidirectionalArmatureLockOperator>
{
private NativeArray<TransformState> SavedState;
private NativeArrayRef<TransformState> SavedState;
protected override bool WritesBaseBones => true;
protected override void Reinit(List<(Transform, Transform)> transforms, List<int> problems)
public BidirectionalArmatureLockOperator()
{
if (SavedState.IsCreated) SavedState.Dispose();
SavedState = _memoryManager.CreateArray<TransformState>();
}
SavedState = new NativeArray<TransformState>(transforms.Count, Allocator.Persistent);
for (int i = 0; i < transforms.Count; i++)
protected override bool SetupJob(ISegment segment)
{
for (int i = 0; i < segment.Length; i++)
{
var (baseBone, mergeBone) = transforms[i];
SavedState[i] = TransformState.FromTransform(mergeBone);
int bone = i + segment.Offset;
if (TransformState.Differs(TransformState.FromTransform(baseBone), SavedState[i]))
var baseBone = BaseTransforms[bone];
var targetBone = TargetTransforms[bone];
SavedState.Array[i] = TransformState.FromTransform(targetBone);
if (TransformState.Differs(TransformState.FromTransform(baseBone), SavedState.Array[i]))
{
problems.Add(i);
return false;
}
}
return true;
}
protected override JobHandle Compute(ArmatureLockJobAccessor accessor, int? jobIndex, JobHandle dependency)
@ -49,15 +53,12 @@ namespace nadena.dev.modular_avatar.core.armature_lock
boneToJobIndex = accessor._boneToJobIndex,
wroteAny = accessor._didAnyWriteFlag,
boneInUse = accessor._in_boneInUse,
singleJobIndex = jobIndex ?? -1
}.Schedule(accessor._in_baseBone.Length, 16, dependency);
}
protected override void DerivedDispose()
{
SavedState.Dispose();
}
[BurstCompile]
private struct ComputeOperator : IJobParallelFor
{
@ -67,15 +68,19 @@ namespace nadena.dev.modular_avatar.core.armature_lock
public NativeArray<TransformState> SavedState;
[WriteOnly] public NativeArray<int> baseDirty, mergeDirty;
[WriteOnly] public NativeArray<bool> baseDirty, mergeDirty;
[ReadOnly] public NativeArray<int> boneToJobIndex;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] [WriteOnly]
public NativeArray<int> wroteAny;
public NativeArray<bool> wroteAny;
[ReadOnly] public NativeArray<bool> boneInUse;
[BurstCompile]
public void Execute(int index)
{
if (!boneInUse[index]) return;
var jobIndex = boneToJobIndex[index];
if (singleJobIndex != -1 && jobIndex != singleJobIndex) return;
@ -86,21 +91,21 @@ namespace nadena.dev.modular_avatar.core.armature_lock
if (TransformState.Differs(saved, mergeBone))
{
baseDirty[index] = 1;
mergeDirty[index] = 0;
baseDirty[index] = true;
mergeDirty[index] = false;
SavedState[index] = base_out[index] = merge_in[index];
wroteAny[jobIndex] = 1;
wroteAny[jobIndex] = true;
}
else if (TransformState.Differs(saved, baseBone))
{
mergeDirty[index] = 1;
baseDirty[index] = 0;
mergeDirty[index] = true;
baseDirty[index] = false;
SavedState[index] = merge_out[index] = base_in[index];
wroteAny[jobIndex] = 1;
wroteAny[jobIndex] = true;
}
}
}

View File

@ -0,0 +1,219 @@
#region
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal class NativeArrayRef<T> : INativeArrayRef where T : unmanaged
{
internal NativeArray<T> Array;
public static implicit operator NativeArray<T>(NativeArrayRef<T> arrayRef) => arrayRef.Array;
public void Dispose()
{
Array.Dispose();
}
public void Resize(int n)
{
if (Array.Length == n) return;
var newArray = new NativeArray<T>(n, Allocator.Persistent);
unsafe
{
UnsafeUtility.MemCpy(newArray.GetUnsafePtr(), Array.GetUnsafePtr(),
Math.Min(n, Array.Length) * UnsafeUtility.SizeOf<T>());
}
/*
for (int i = 0; i < Math.Min(n, Array.Length); i++)
{
newArray[i] = Array[i];
}*/
Array.Dispose();
Array = newArray;
}
public void MemMove(int srcOffset, int dstOffset, int count)
{
if (srcOffset < 0 || dstOffset < 0
|| count < 0
|| srcOffset + count > Array.Length
|| dstOffset + count > Array.Length
)
{
throw new ArgumentOutOfRangeException();
}
unsafe
{
UnsafeUtility.MemMove(((T*)Array.GetUnsafePtr()) + dstOffset, ((T*)Array.GetUnsafePtr()) + srcOffset,
count * UnsafeUtility.SizeOf<T>());
}
/*
// We assume dstOffset < srcOffset
for (int i = 0; i < count; i++)
{
Array[dstOffset + i] = Array[srcOffset + i];
}*/
}
}
internal interface INativeArrayRef : IDisposable
{
void Resize(int n);
void MemMove(int srcOffset, int dstOffset, int count);
}
internal class NativeMemoryManager : IDisposable
{
private List<INativeArrayRef> arrays = new List<INativeArrayRef>();
public NativeArrayRef<bool> InUseMask { get; private set; }
public event AllocationMap.DefragmentCallback OnSegmentMove;
private int _allocatedLength = 1;
public int AllocatedLength => _allocatedLength;
private AllocationMap _allocationMap = new AllocationMap();
private bool _isDisposed;
public NativeMemoryManager()
{
// Bootstrap
InUseMask = new NativeArrayRef<bool>()
{
Array = new NativeArray<bool>(1, Allocator.Persistent)
};
arrays.Add(InUseMask);
}
public NativeArrayRef<T> CreateArray<T>() where T : unmanaged
{
if (_isDisposed)
{
throw new ObjectDisposedException(nameof(NativeMemoryManager));
}
var arrayRef = new NativeArrayRef<T>()
{
Array = new NativeArray<T>(_allocatedLength, Allocator.Persistent)
};
arrays.Add(arrayRef);
return arrayRef;
}
public void Dispose()
{
if (_isDisposed) return;
_isDisposed = true;
foreach (var array in arrays)
{
array.Dispose();
}
}
void SetInUseMask(int offset, int length, bool value)
{
unsafe
{
UnsafeUtility.MemSet((byte*)InUseMask.Array.GetUnsafePtr() + offset, value ? (byte)1 : (byte)0, length);
}
/*
for (int i = 0; i < length; i++)
{
try
{
InUseMask.Array[offset + i] = value;
}
catch (Exception e)
{
throw;
}
}*/
}
public ISegment Allocate(int requested)
{
if (_isDisposed)
{
throw new ObjectDisposedException(nameof(NativeMemoryManager));
}
var segment = _allocationMap.Allocate(requested);
if (segment.Offset + segment.Length > _allocatedLength)
{
// Try defragmenting first.
// First, deallocate that segment we just created, since it'll be beyond the end of the array and break
// the memmove operations we'll be doing.
_allocationMap.FreeSegment(segment);
Defragment();
segment = _allocationMap.Allocate(requested);
}
if (segment.Offset + segment.Length > _allocatedLength)
{
// We're still using more space than we have allocated, so allocate some more memory now
ResizeNativeArrays(segment.Offset + segment.Length);
}
SetInUseMask(segment.Offset, segment.Length, true);
return segment;
}
private void Defragment()
{
_allocationMap.Defragment((src, dst, length) =>
{
foreach (var array in arrays)
{
array.MemMove(src, dst, length);
}
OnSegmentMove?.Invoke(src, dst, length);
});
}
private void ResizeNativeArrays(int minimumLength)
{
int targetLength = Math.Max((int)(1.5 * _allocatedLength), minimumLength);
foreach (var array in arrays)
{
array.Resize(targetLength);
}
SetInUseMask(_allocatedLength, targetLength - _allocatedLength, false);
_allocatedLength = targetLength;
}
public void Free(ISegment segment)
{
if (_isDisposed) return;
_allocationMap.FreeSegment(segment);
SetInUseMask(segment.Offset, segment.Length, false);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b6602f940b944dc2b01f5f977fbc16a9
timeCreated: 1709526526

View File

@ -15,54 +15,102 @@ namespace nadena.dev.modular_avatar.core.armature_lock
{
internal class OnewayArmatureLockOperator : ArmatureLockOperator<OnewayArmatureLockOperator>
{
private Transform[] _baseBones, _mergeBones, _baseParentBones, _mergeParentBones;
private NativeArray<BoneStaticData> _boneStaticData;
public NativeArray<TransformState> _mergeSavedState;
private NativeArrayRef<BoneStaticData> _boneStaticData;
private NativeArrayRef<TransformState> _mergeSavedState;
private List<(Transform, Transform)> _transforms;
protected override bool WritesBaseBones => false;
protected override void Reinit(List<(Transform, Transform)> transforms, List<int> problems)
public OnewayArmatureLockOperator()
{
if (_boneStaticData.IsCreated) _boneStaticData.Dispose();
if (_mergeSavedState.IsCreated) _mergeSavedState.Dispose();
_transforms = transforms;
_boneStaticData = _memoryManager.CreateArray<BoneStaticData>();
_mergeSavedState = _memoryManager.CreateArray<TransformState>();
}
_boneStaticData = new NativeArray<BoneStaticData>(transforms.Count, Allocator.Persistent);
_baseBones = new Transform[_transforms.Count];
_mergeBones = new Transform[_transforms.Count];
_baseParentBones = new Transform[_transforms.Count];
_mergeParentBones = new Transform[_transforms.Count];
_mergeSavedState = new NativeArray<TransformState>(_transforms.Count, Allocator.Persistent);
for (int i = 0; i < transforms.Count; i++)
protected override bool SetupJob(ISegment segment)
{
for (int i = 0; i < segment.Length; i++)
{
var (baseBone, mergeBone) = transforms[i];
var mergeParent = mergeBone.parent;
var baseParent = baseBone.parent;
int bone = segment.Offset + i;
if (mergeParent == null || baseParent == null)
var baseState = TransformState.FromTransform(BaseTransforms[bone]);
var mergeState = TransformState.FromTransform(TargetTransforms[bone]);
var baseParentState = TransformState.FromTransform(BaseTransforms[bone].parent);
var mergeParentState = TransformState.FromTransform(TargetTransforms[bone].parent);
if (!new ComputePosition().SyncState(out var staticData, baseState, mergeState, baseParentState,
mergeParentState))
{
problems.Add(i);
continue;
return false;
}
if (SmallScale(mergeParent.localScale) || SmallScale(mergeBone.localScale) ||
SmallScale(baseBone.localScale))
_boneStaticData.Array[bone] = staticData;
_mergeSavedState.Array[bone] = mergeState;
}
return true;
}
protected override JobHandle Compute(ArmatureLockJobAccessor accessor, int? jobIndex, JobHandle dependency)
{
return new ComputePosition()
{
_baseState = accessor._in_baseBone,
_mergeState = accessor._in_targetBone,
_baseParentState = accessor._in_baseParentBone,
_mergeParentState = accessor._in_baseParentBone,
_mergeSavedState = _mergeSavedState,
_boneStatic = _boneStaticData,
_fault = accessor._abortFlag,
_wroteAny = accessor._didAnyWriteFlag,
_wroteBone = accessor._out_dirty_targetBone,
jobIndexLimit = jobIndex ?? -1,
_boneToJobIndex = accessor._boneToJobIndex,
_outputState = accessor._out_targetBone,
_boneInUse = accessor._in_boneInUse,
}.Schedule(accessor._in_baseBone.Length, 32, dependency);
}
struct BoneStaticData
{
public Matrix4x4 _mat_l, _mat_r;
}
[BurstCompile]
struct ComputePosition : IJobParallelFor
{
public NativeArray<BoneStaticData> _boneStatic;
[ReadOnly] public NativeArray<TransformState> _mergeState;
[ReadOnly] public NativeArray<TransformState> _baseState;
[ReadOnly] public NativeArray<TransformState> _mergeParentState;
[ReadOnly] public NativeArray<TransformState> _baseParentState;
public NativeArray<TransformState> _mergeSavedState;
public NativeArray<TransformState> _outputState;
public NativeArray<bool> _wroteBone;
public int jobIndexLimit;
[ReadOnly] public NativeArray<int> _boneToJobIndex;
[ReadOnly] public NativeArray<bool> _boneInUse;
// job indexed
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<bool> _fault, _wroteAny;
public bool SyncState(out BoneStaticData result, TransformState baseState, TransformState mergeState,
TransformState baseParentState, TransformState mergeParentState)
{
if (SmallScale(mergeParentState.localScale) || SmallScale(mergeState.localScale) ||
SmallScale(baseState.localScale))
{
problems.Add(i);
continue;
result = default;
return false;
}
_baseBones[i] = baseBone;
_mergeBones[i] = mergeBone;
_baseParentBones[i] = baseParent;
_mergeParentBones[i] = mergeParent;
_mergeSavedState[i] = TransformState.FromTransform(mergeBone);
// We want to emulate the hierarchy:
// baseParent
// - baseBone
@ -76,80 +124,35 @@ namespace nadena.dev.modular_avatar.core.armature_lock
// baseBone -> baseParent affine transform?
// First, relative to baseBone, what is the local affine transform of mergeBone?
var mat_l = baseBone.worldToLocalMatrix * mergeBone.localToWorldMatrix;
var mat_l = baseState.worldToLocalMatrix * mergeState.localToWorldMatrix;
// We also find parent -> mergeParent
var mat_r = mergeParent.worldToLocalMatrix * baseParent.localToWorldMatrix;
var mat_r = mergeParentState.worldToLocalMatrix * baseParentState.localToWorldMatrix;
// Now we can multiply:
// (baseParent -> mergeParent) * (baseBone -> baseParent) * (mergeBone -> baseBone)
// = (baseParent -> mergeParent) * (mergeBone -> baseParent)
// = (mergeBone -> mergeParent)
_boneStaticData[i] = new BoneStaticData()
result = new BoneStaticData()
{
_mat_l = mat_r,
_mat_r = mat_l
};
return true;
}
}
private bool SmallScale(Vector3 scale)
{
var epsilon = 0.000001f;
return (scale.x < epsilon || scale.y < epsilon || scale.z < epsilon);
}
protected override JobHandle Compute(ArmatureLockJobAccessor accessor, int? jobIndex, JobHandle dependency)
{
return new ComputePosition()
private bool SmallScale(Vector3 scale)
{
_baseState = accessor._in_baseBone,
_mergeState = accessor._in_targetBone,
_mergeSavedState = _mergeSavedState,
_boneStatic = _boneStaticData,
_fault = accessor._abortFlag,
_wroteAny = accessor._didAnyWriteFlag,
_wroteBone = accessor._out_dirty_targetBone,
jobIndexLimit = jobIndex ?? -1,
_boneToJobIndex = accessor._boneToJobIndex,
_outputState = accessor._out_targetBone,
}.Schedule(accessor._in_baseBone.Length, 32, dependency);
}
protected override void DerivedDispose()
{
if (_boneStaticData.IsCreated) _boneStaticData.Dispose();
if (_mergeSavedState.IsCreated) _mergeSavedState.Dispose();
}
struct BoneStaticData
{
public Matrix4x4 _mat_l, _mat_r;
}
[BurstCompile]
struct ComputePosition : IJobParallelFor
{
[ReadOnly] public NativeArray<BoneStaticData> _boneStatic;
[ReadOnly] public NativeArray<TransformState> _mergeState;
[ReadOnly] public NativeArray<TransformState> _baseState;
public NativeArray<TransformState> _mergeSavedState;
public NativeArray<TransformState> _outputState;
public NativeArray<int> _wroteBone;
public int jobIndexLimit;
[ReadOnly] public NativeArray<int> _boneToJobIndex;
// job indexed
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _fault, _wroteAny;
var epsilon = 0.000001f;
return (scale.x < epsilon || scale.y < epsilon || scale.z < epsilon);
}
public void Execute(int index)
{
if (!_boneInUse[index]) return;
_wroteBone[index] = false;
var jobIndex = _boneToJobIndex[index];
if (jobIndexLimit >= 0 && jobIndex >= jobIndexLimit) return;
@ -165,7 +168,21 @@ namespace nadena.dev.modular_avatar.core.armature_lock
if (TransformState.Differs(mergeSaved, mergeState))
{
_fault[jobIndex] = 1;
// Reinitialize our transform matrices here, so we can continue to track on the next frame
if (SyncState(out var state,
_baseState[index],
_mergeState[index],
_baseParentState[index],
_mergeParentState[index]))
{
_boneStatic[index] = state;
}
else
{
_fault[jobIndex] = true;
}
return;
}
var relTransform = boneStatic._mat_l * Matrix4x4.TRS(basePos, baseRot, baseScale) * boneStatic._mat_r;
@ -183,8 +200,8 @@ namespace nadena.dev.modular_avatar.core.armature_lock
if (TransformState.Differs(mergeSaved, newState))
{
_wroteAny[jobIndex] = 1;
_wroteBone[index] = 1;
_wroteAny[jobIndex] = true;
_wroteBone[index] = true;
_mergeSavedState[index] = newState;
_outputState[index] = newState;
}

View File

@ -19,13 +19,19 @@ namespace nadena.dev.modular_avatar.core.armature_lock
public Quaternion localRotation;
public Vector3 localScale;
// Read on FromTransform, not written back in ToTransform
public Matrix4x4 localToWorldMatrix;
public Matrix4x4 worldToLocalMatrix => localToWorldMatrix.inverse;
internal static TransformState FromTransform(Transform mergeBone)
{
return new TransformState
{
localPosition = mergeBone.localPosition,
localRotation = mergeBone.localRotation,
localScale = mergeBone.localScale
localScale = mergeBone.localScale,
localToWorldMatrix = mergeBone.localToWorldMatrix,
};
}

View File

@ -1,86 +0,0 @@
using System.Collections.Generic;
using nadena.dev.modular_avatar.JacksonDunstan.NativeCollections;
using UnityEngine;
namespace nadena.dev.modular_avatar.core
{
internal static class CameraHooks
{
private static Dictionary<SkinnedMeshRenderer, SkinnedMeshRenderer> originalToProxy
= new Dictionary<SkinnedMeshRenderer, SkinnedMeshRenderer>(
new ObjectIdentityComparer<SkinnedMeshRenderer>()
);
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
private static void Init()
{
Camera.onPreCull += OnPreCull;
Camera.onPostRender += OnPostRender;
UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += ClearStates;
UnityEditor.SceneManagement.EditorSceneManager.sceneSaving += (scene, path) => ClearStates();
}
#endif
internal static void RegisterProxy(SkinnedMeshRenderer original, SkinnedMeshRenderer proxy)
{
originalToProxy[original] = proxy;
}
internal static void UnregisterProxy(SkinnedMeshRenderer original)
{
originalToProxy.Remove(original);
}
private static List<(SkinnedMeshRenderer, bool)> statesToRestore = new List<(SkinnedMeshRenderer, bool)>();
private static List<SkinnedMeshRenderer> toDeregister = new List<SkinnedMeshRenderer>();
private static void OnPreCull(Camera camera)
{
ClearStates();
toDeregister.Clear();
foreach (var kvp in originalToProxy)
{
var original = kvp.Key;
var proxy = kvp.Value;
if (original == null || proxy == null)
{
toDeregister.Add(original);
continue;
}
proxy.enabled = original.enabled;
if (original.enabled && original.gameObject.activeInHierarchy)
{
statesToRestore.Add((original, original.enabled));
original.enabled = false;
}
}
foreach (var original in toDeregister)
{
originalToProxy.Remove(original);
}
}
private static void OnPostRender(Camera camera)
{
ClearStates();
}
private static void ClearStates()
{
foreach (var (original, state) in statesToRestore)
{
original.enabled = state;
}
statesToRestore.Clear();
}
}
}

View File

@ -1,6 +1,8 @@
#region
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
@ -25,105 +27,100 @@ namespace nadena.dev.modular_avatar.core
set
{
m_Scale = value;
Update();
PreCull();
}
}
[SerializeField] [FormerlySerializedAs("scaleProxy")]
internal Transform legacyScaleProxy;
internal Transform scaleProxy;
internal Transform scaleProxyParent, scaleProxyChild;
[NonSerialized]
private bool initialized = false;
#if UNITY_EDITOR
void OnValidate()
void Awake()
{
base.OnValidate();
ProxyManager.RegisterAdjuster(this);
initialized = false;
}
private void Update()
void OnValidate()
{
if (scaleProxy == null || initialized == false)
ProxyManager.RegisterAdjuster(this);
initialized = false;
}
internal void PreCull()
{
if (PrefabUtility.IsPartOfPrefabAsset(this)) return;
if (scaleProxyParent == null || initialized == false)
{
InitializeProxy();
}
var xform = transform;
scaleProxyParent.position = transform.position;
scaleProxyParent.rotation = transform.rotation;
scaleProxyParent.localScale = transform.localScale;
scaleProxyChild.localScale = m_Scale;
ProxyManager.RegisterBone(xform, scaleProxyChild);
if (legacyScaleProxy != null && !PrefabUtility.IsPartOfPrefabAsset(legacyScaleProxy))
{
DestroyImmediate(legacyScaleProxy.gameObject);
legacyScaleProxy = null;
}
scaleProxy.localScale = m_Scale;
}
private void InitializeProxy()
{
if (scaleProxy == null)
if (scaleProxyParent == null)
{
scaleProxy = new GameObject(gameObject.name + " (Scale Proxy)").transform;
scaleProxy.SetParent(transform, false);
scaleProxy.localPosition = Vector3.zero;
scaleProxy.localRotation = Quaternion.identity;
scaleProxy.localScale = m_Scale;
scaleProxy.gameObject.AddComponent<ScaleProxy>();
PrefabUtility.RecordPrefabInstancePropertyModifications(this);
scaleProxyParent = new GameObject(gameObject.name + " (Scale Proxy)").transform;
scaleProxyChild = new GameObject("Child").transform;
scaleProxyChild.transform.SetParent(scaleProxyParent, false);
#if MODULAR_AVATAR_DEBUG_HIDDEN
scaleProxyParent.gameObject.hideFlags = HideFlags.DontSave;
scaleProxyChild.gameObject.hideFlags = HideFlags.DontSave;
#else
scaleProxyParent.gameObject.hideFlags = HideFlags.HideAndDontSave;
scaleProxyChild.gameObject.hideFlags = HideFlags.HideAndDontSave;
#endif
if (scaleProxyParent.gameObject.scene != gameObject.scene && gameObject.scene.IsValid())
{
SceneManager.MoveGameObjectToScene(scaleProxyParent.gameObject, gameObject.scene);
}
}
ConfigureRenderers();
initialized = true;
}
private void OnDestroy()
{
if (scaleProxy != null)
ProxyManager.UnregisterAdjuster(this);
if (scaleProxyParent != null)
{
DestroyImmediate(scaleProxy.gameObject);
DestroyImmediate(scaleProxyParent.gameObject);
}
if (transform != null)
{
ProxyManager.UnregisterBone(transform);
}
ScaleAdjusterRenderer.InvalidateAll();
base.OnDestroy();
}
private void ConfigureRenderers()
{
var avatar = RuntimeUtil.FindAvatarInParents(transform);
if (avatar == null) return;
foreach (var smr in avatar.GetComponentsInChildren<SkinnedMeshRenderer>(true))
{
if (smr.GetComponent<ScaleAdjusterRenderer>() != null) continue;
var child = smr.transform.Find(ADJUSTER_OBJECT)?.GetComponent<ScaleAdjusterRenderer>();
if (child == null)
{
var childObj = new GameObject(ADJUSTER_OBJECT);
Undo.RegisterCreatedObjectUndo(childObj, "");
var childSmr = childObj.AddComponent<SkinnedMeshRenderer>();
EditorUtility.CopySerialized(smr, childSmr);
childObj.transform.SetParent(smr.transform, false);
childObj.transform.localPosition = Vector3.zero;
childObj.transform.localRotation = Quaternion.identity;
childObj.transform.localScale = Vector3.one;
child = childObj.AddComponent<ScaleAdjusterRenderer>();
}
child.BoneMappings[transform] = scaleProxy;
child.ClearBoneCache();
}
}
#endif
#if !UNITY_EDITOR
private void Update()
{
// placeholder to make builds work
#else
internal void PreCull() {
// build time stub
}
#endif
}

View File

@ -0,0 +1,338 @@
#region
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using nadena.dev.modular_avatar.JacksonDunstan.NativeCollections;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
#endregion
namespace nadena.dev.modular_avatar.core
{
internal static class ProxyManager
{
#region Accessible from multiple threads
private static bool _dirty = false;
private static readonly object _lock = new object();
private static ImmutableHashSet<ModularAvatarScaleAdjuster> _adjusters
= ImmutableHashSet<ModularAvatarScaleAdjuster>.Empty;
private static ImmutableDictionary<Transform, Transform> _originalToReplacementBone
= ImmutableDictionary<Transform, Transform>.Empty.WithComparers(new ObjectIdentityComparer<Transform>());
internal static void RegisterAdjuster(ModularAvatarScaleAdjuster adjuster)
{
lock (_lock)
{
_adjusters = _adjusters.Add(adjuster);
_dirty = true;
}
}
internal static void UnregisterAdjuster(ModularAvatarScaleAdjuster adjuster)
{
lock (_lock)
{
_adjusters = _adjusters.Remove(adjuster);
_dirty = true;
}
}
internal static void RegisterBone(Transform original, Transform replacement)
{
lock (_lock)
{
if (_originalToReplacementBone.TryGetValue(original, out var val) && val == replacement)
{
return;
}
_originalToReplacementBone = _originalToReplacementBone.Add(original, replacement);
_dirty = true;
}
}
internal static void UnregisterBone(Transform original)
{
lock (_lock)
{
_originalToReplacementBone = _originalToReplacementBone.Remove(original);
_dirty = true;
}
}
#endregion
private static ImmutableHashSet<ModularAvatarScaleAdjuster> _capturedAdjusters =
ImmutableHashSet<ModularAvatarScaleAdjuster>.Empty;
private static ImmutableDictionary<Transform, Transform> _capturedBones =
ImmutableDictionary<Transform, Transform>.Empty;
private static ImmutableDictionary<SkinnedMeshRenderer, SkinnedMeshRenderer> _originalToReplacementRenderer
= ImmutableDictionary<SkinnedMeshRenderer, SkinnedMeshRenderer>.Empty.WithComparers(
new ObjectIdentityComparer<SkinnedMeshRenderer>());
internal static ImmutableDictionary<GameObject, GameObject> ProxyToOriginalObject { get; private set; } =
ImmutableDictionary<GameObject, GameObject>.Empty;
internal static ImmutableDictionary<GameObject, GameObject> OriginalToProxyObject { get; private set; } =
ImmutableDictionary<GameObject, GameObject>.Empty;
internal static ImmutableDictionary<SkinnedMeshRenderer, SkinnedMeshRenderer> OriginalToProxyRenderer =>
_originalToReplacementRenderer;
internal static ImmutableHashSet<GameObject> RetainedObjects;
internal static bool ShouldRetain(GameObject obj) => RetainedObjects.Contains(obj);
private static void BuildRenderers()
{
lock (_lock)
{
_capturedAdjusters = _adjusters;
// Give each adjuster a chance to initialize the bone mappings first
foreach (var adj in _capturedAdjusters)
{
adj.PreCull();
}
foreach (var kvp in _originalToReplacementBone)
{
if (kvp.Key == null || kvp.Value == null)
{
_originalToReplacementBone = _originalToReplacementBone.Remove(kvp.Key);
}
}
_capturedBones = _originalToReplacementBone;
_dirty = false;
}
var avatarRoots = _capturedBones.Keys.Select(RuntimeUtil.FindAvatarTransformInParents).ToImmutableHashSet();
var potentialRenderers = avatarRoots.SelectMany(r => r.GetComponentsInChildren<SkinnedMeshRenderer>(true))
.ToList();
ImmutableDictionary<SkinnedMeshRenderer, SkinnedMeshRenderer>.Builder renderers =
ImmutableDictionary.CreateBuilder<SkinnedMeshRenderer, SkinnedMeshRenderer>(
new ObjectIdentityComparer<SkinnedMeshRenderer>()
);
foreach (var originalRenderer in potentialRenderers)
{
SkinnedMeshRenderer replacement;
if (!NeedsReplacement(originalRenderer))
{
if (_originalToReplacementRenderer.TryGetValue(originalRenderer, out replacement) &&
replacement != null)
{
Object.DestroyImmediate(replacement.gameObject);
}
continue;
}
if (!_originalToReplacementRenderer.TryGetValue(originalRenderer, out replacement) ||
replacement == null)
{
replacement = CreateReplacement(originalRenderer);
}
SetupBoneMappings(originalRenderer, replacement);
renderers.Add(originalRenderer, replacement);
}
foreach (var kvp in _originalToReplacementRenderer)
{
if (!renderers.ContainsKey(kvp.Key))
{
if (kvp.Value != null)
{
Object.DestroyImmediate(kvp.Value.gameObject);
}
}
}
_originalToReplacementRenderer = renderers.ToImmutable();
ProxyToOriginalObject = _originalToReplacementRenderer.ToImmutableDictionary(
kvp => kvp.Value.gameObject,
kvp => kvp.Key.gameObject
);
OriginalToProxyObject = _originalToReplacementRenderer.ToImmutableDictionary(
kvp => kvp.Key.gameObject,
kvp => kvp.Value.gameObject
);
RetainedObjects = ProxyToOriginalObject.Keys.Concat(
_capturedBones.Values.Where(b => b != null).Select(b => b.gameObject)
).ToImmutableHashSet(new ObjectIdentityComparer<GameObject>());
}
private static void SetupBoneMappings(SkinnedMeshRenderer originalRenderer, SkinnedMeshRenderer replacement)
{
replacement.sharedMesh = originalRenderer.sharedMesh;
replacement.bones = originalRenderer.bones.Select(MapBone).ToArray();
}
private static Transform MapBone(Transform srcBone)
{
if (_capturedBones.TryGetValue(srcBone, out var newBone) && newBone != null)
{
return newBone;
}
else
{
return srcBone;
}
}
private static SkinnedMeshRenderer CreateReplacement(SkinnedMeshRenderer originalRenderer)
{
var obj = new GameObject("MA Proxy Renderer for " + originalRenderer.gameObject.name);
// We can't use HideAndDontSave as this would break scene view click-to-pick handling
// (so instead this is hidden via the HierarchyViewPatches harmony hack)
obj.hideFlags = HideFlags.DontSave;
var renderer = obj.AddComponent<SkinnedMeshRenderer>();
return renderer;
}
private static bool NeedsReplacement(SkinnedMeshRenderer originalRenderer)
{
if (originalRenderer.sharedMesh == null) return false;
var bones = originalRenderer.bones;
var weights = originalRenderer.sharedMesh.GetAllBoneWeights();
for (var i = 0; i < weights.Length; i++)
{
var bone = bones[weights[i].boneIndex];
if (_capturedBones.ContainsKey(bone)) return true;
}
return false;
}
#if UNITY_EDITOR
[InitializeOnLoadMethod]
private static void Init()
{
Camera.onPreCull += OnPreCull;
Camera.onPostRender += OnPostRender;
AssemblyReloadEvents.beforeAssemblyReload += () =>
{
ClearStates();
foreach (var renderer in _originalToReplacementRenderer.Values)
{
Object.DestroyImmediate(renderer.gameObject);
}
};
EditorSceneManager.sceneSaving += (scene, path) => ClearStates();
}
private static List<(SkinnedMeshRenderer, bool)> statesToRestore = new List<(SkinnedMeshRenderer, bool)>();
private static void OnPreCull(Camera camera)
{
if (_dirty)
{
BuildRenderers();
}
ClearStates();
foreach (var adj in _capturedAdjusters)
{
adj.PreCull(); // update scale
}
foreach (var kvp in _originalToReplacementRenderer)
{
var original = kvp.Key;
var proxy = kvp.Value;
if (original == null || proxy == null)
{
_dirty = true;
continue;
}
var originalGameObject = original.gameObject;
var proxyActive = original.enabled && originalGameObject.activeInHierarchy &&
!SceneVisibilityManager.instance.IsHidden(originalGameObject, false);
proxy.enabled = proxyActive;
if (original.enabled && originalGameObject.activeInHierarchy)
{
CopyRendererStates(original, proxy);
statesToRestore.Add((original, original.enabled));
original.enabled = false;
}
}
}
private static void CopyRendererStates(SkinnedMeshRenderer parentRenderer, SkinnedMeshRenderer myRenderer)
{
myRenderer.transform.position = parentRenderer.transform.position;
myRenderer.transform.rotation = parentRenderer.transform.rotation;
myRenderer.sharedMaterials = parentRenderer.sharedMaterials;
myRenderer.localBounds = parentRenderer.localBounds;
myRenderer.rootBone = MapBone(parentRenderer.rootBone);
myRenderer.quality = parentRenderer.quality;
myRenderer.shadowCastingMode = parentRenderer.shadowCastingMode;
myRenderer.receiveShadows = parentRenderer.receiveShadows;
myRenderer.lightProbeUsage = parentRenderer.lightProbeUsage;
myRenderer.reflectionProbeUsage = parentRenderer.reflectionProbeUsage;
myRenderer.probeAnchor = parentRenderer.probeAnchor;
myRenderer.motionVectorGenerationMode = parentRenderer.motionVectorGenerationMode;
myRenderer.allowOcclusionWhenDynamic = parentRenderer.allowOcclusionWhenDynamic;
if (myRenderer.gameObject.scene != parentRenderer.gameObject.scene &&
parentRenderer.gameObject.scene.IsValid())
{
SceneManager.MoveGameObjectToScene(myRenderer.gameObject, parentRenderer.gameObject.scene);
}
if (myRenderer.sharedMesh != null)
{
var blendShapeCount = myRenderer.sharedMesh.blendShapeCount;
for (int i = 0; i < blendShapeCount; i++)
{
myRenderer.SetBlendShapeWeight(i, parentRenderer.GetBlendShapeWeight(i));
}
}
}
private static void OnPostRender(Camera camera)
{
ClearStates();
}
private static void ClearStates()
{
foreach (var (original, state) in statesToRestore)
{
original.enabled = state;
}
statesToRestore.Clear();
}
#endif
}
}

View File

@ -1,300 +1,33 @@
#region
using UnityEngine;
using VRC.SDKBase;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Collections.Generic;
using System.Linq;
using nadena.dev.modular_avatar.JacksonDunstan.NativeCollections;
using UnityEngine;
using VRC.SDKBase;
using Object = System.Object;
#endregion
namespace nadena.dev.modular_avatar.core
{
/// <summary>
/// Legacy component from early 1.9.x builds.
/// </summary>
[ExecuteInEditMode]
[AddComponentMenu("")]
[RequireComponent(typeof(SkinnedMeshRenderer))]
internal class ScaleAdjusterRenderer : MonoBehaviour, IEditorOnly
{
internal static Dictionary<ScaleAdjusterRenderer, GameObject> originalParent =
new Dictionary<ScaleAdjusterRenderer, GameObject>(new ObjectIdentityComparer<ScaleAdjusterRenderer>());
internal static Dictionary<GameObject, GameObject> proxyObjects = new Dictionary<GameObject, GameObject>(
new ObjectIdentityComparer<GameObject>());
internal static Dictionary<GameObject, ScaleAdjusterRenderer> originalObjects =
new Dictionary<GameObject, ScaleAdjusterRenderer>(
new ObjectIdentityComparer<GameObject>()
);
private static int RecreateHierarchyIndexCount = 0;
#if UNITY_EDITOR
[InitializeOnLoadMethod]
static void Setup()
{
EditorApplication.hierarchyChanged += InvalidateAll;
}
#endif
internal static void InvalidateAll()
{
RecreateHierarchyIndexCount++;
}
private SkinnedMeshRenderer myRenderer;
private SkinnedMeshRenderer parentRenderer;
private bool wasActive = false;
private bool redoBoneMappings = true;
private bool hasRelevantBones = false;
private int lastRecreateHierarchyIndex = -1;
internal Dictionary<Transform, Transform> BoneMappings = new Dictionary<Transform, Transform>(
new ObjectIdentityComparer<Transform>()
);
#if UNITY_EDITOR
private void OnValidate()
{
if (PrefabUtility.IsPartOfPrefabAsset(this)) return;
redoBoneMappings = true;
EditorApplication.delayCall += () =>
{
if (this == null) return;
// We hide this in Harmony, not here, so it is eligible for click-to-select.
gameObject.hideFlags = HideFlags.DontSaveInBuild;
if (BoneMappings == null)
{
BoneMappings = new Dictionary<Transform, Transform>();
}
Configure();
if (this != null) DestroyImmediate(gameObject);
};
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
redoBoneMappings = true;
}
private void OnPlayModeStateChanged(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingEditMode)
{
ClearHooks();
}
}
#endif
private Transform MapBone(Transform bone)
{
if (bone == null) return null;
if (BoneMappings.TryGetValue(bone, out var newBone) && newBone != null) return newBone;
return bone;
}
private void OnDestroy()
{
ClearHooks();
#if UNITY_EDITOR
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
#endif
}
private void Configure()
{
if (originalParent.TryGetValue(this, out var prevParent) && transform.parent?.gameObject == prevParent)
{
return;
}
if (prevParent != null)
{
ClearHooks();
}
if (!hasRelevantBones)
{
return;
}
if (transform.parent == null)
{
return;
}
#if UNITY_EDITOR
AssemblyReloadEvents.beforeAssemblyReload += ClearHooks;
#endif
var parent = transform.parent.gameObject;
proxyObjects[gameObject] = parent;
originalObjects[parent] = this;
originalParent[this] = parent;
CheckBoneUsage(); // register the proxy if needed
}
private void ClearHooks()
{
if (originalParent.TryGetValue(this, out var prevParent))
{
if (parentRenderer != null)
{
CameraHooks.UnregisterProxy(parentRenderer);
}
if ((Object)prevParent != null)
{
originalObjects.Remove(prevParent);
}
originalParent.Remove(this);
if (gameObject != null)
{
proxyObjects.Remove(gameObject);
}
else
{
CleanDeadObjects();
}
}
}
#if UNITY_EDITOR
private void Update()
{
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
if (transform.parent == null)
{
DestroyImmediate(gameObject);
return;
}
if (myRenderer == null)
{
myRenderer = GetComponent<SkinnedMeshRenderer>();
}
if (parentRenderer == null)
{
parentRenderer = transform.parent.GetComponent<SkinnedMeshRenderer>();
}
Configure();
myRenderer.sharedMaterials = parentRenderer.sharedMaterials;
myRenderer.localBounds = parentRenderer.localBounds;
if (redoBoneMappings || lastRecreateHierarchyIndex != RecreateHierarchyIndexCount
|| myRenderer.sharedMesh != parentRenderer.sharedMesh)
{
CleanDeadObjects(BoneMappings);
if (BoneMappings.Count == 0)
{
#if UNITY_2022_3_OR_NEWER
DestroyImmediate(gameObject);
return;
#endif
}
myRenderer.sharedMesh = parentRenderer.sharedMesh;
myRenderer.rootBone = MapBone(parentRenderer.rootBone);
myRenderer.bones = parentRenderer.bones.Select(MapBone).ToArray();
redoBoneMappings = false;
lastRecreateHierarchyIndex = RecreateHierarchyIndexCount;
CheckBoneUsage();
}
if (!hasRelevantBones) return;
myRenderer.quality = parentRenderer.quality;
myRenderer.shadowCastingMode = parentRenderer.shadowCastingMode;
myRenderer.receiveShadows = parentRenderer.receiveShadows;
myRenderer.lightProbeUsage = parentRenderer.lightProbeUsage;
myRenderer.reflectionProbeUsage = parentRenderer.reflectionProbeUsage;
myRenderer.probeAnchor = parentRenderer.probeAnchor;
myRenderer.motionVectorGenerationMode = parentRenderer.motionVectorGenerationMode;
myRenderer.allowOcclusionWhenDynamic = parentRenderer.allowOcclusionWhenDynamic;
if (myRenderer.sharedMesh != null)
{
var blendShapeCount = myRenderer.sharedMesh.blendShapeCount;
for (int i = 0; i < blendShapeCount; i++)
{
myRenderer.SetBlendShapeWeight(i, parentRenderer.GetBlendShapeWeight(i));
}
}
}
#endif
private void CheckBoneUsage()
{
hasRelevantBones = false;
if (myRenderer.sharedMesh != null)
{
var weights = myRenderer.sharedMesh.GetAllBoneWeights();
var parentBones = parentRenderer.bones;
foreach (var weight in weights)
{
if (weight.weight < 0.0001f) continue;
if (weight.boneIndex < 0 || weight.boneIndex >= parentBones.Length) continue;
var bone = parentBones[weight.boneIndex];
if (BoneMappings.ContainsKey(bone))
{
hasRelevantBones = true;
break;
}
}
}
if (hasRelevantBones)
{
CameraHooks.RegisterProxy(parentRenderer, myRenderer);
}
else
{
CameraHooks.UnregisterProxy(parentRenderer);
myRenderer.enabled = false;
}
}
public void ClearBoneCache()
{
redoBoneMappings = true;
}
private static void CleanDeadObjects()
{
CleanDeadObjects(originalParent);
CleanDeadObjects(originalObjects);
CleanDeadObjects(proxyObjects);
}
private static int lastCleanedFrame = 0;
private static void CleanDeadObjects<K, V>(IDictionary<K, V> dict)
where K: UnityEngine.Object
where V: UnityEngine.Object
{
// Avoid any O(n^2) behavior if we have lots of cleanup calls happening at the same instant
if (Time.frameCount == lastCleanedFrame) return;
lastCleanedFrame = Time.frameCount;
var dead = dict.Where(kvp => kvp.Key == null || kvp.Value == null).ToList();
foreach (var kvp in dead)
{
dict.Remove(kvp.Key);
}
}
}
}

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@ -16,13 +16,12 @@ namespace nadena.dev.modular_avatar.core
#if UNITY_EDITOR
void OnValidate()
{
base.OnDestroy();
base.OnValidate();
EditorApplication.delayCall += DeferredValidate;
}
void OnDestroy()
{
ScaleAdjusterRenderer.InvalidateAll();
base.OnDestroy();
}
@ -30,44 +29,12 @@ namespace nadena.dev.modular_avatar.core
{
if (this == null) return;
if (GetComponent<ModularAvatarPBBlocker>() == null)
// Avoid logspam on Unity 2019
if (PrefabUtility.IsPartOfPrefabInstance(gameObject)) return;
if (!ProxyManager.ShouldRetain(gameObject))
{
gameObject.AddComponent<ModularAvatarPBBlocker>();
}
var avatar = ndmf.runtime.RuntimeUtil.FindAvatarInParents(transform);
ClearOverrides(avatar);
gameObject.hideFlags = HideFlags.HideInHierarchy;
#if MODULAR_AVATAR_DEBUG_HIDDEN
gameObject.hideFlags = HideFlags.None;
#endif
hideFlags = HideFlags.None;
var parentObject = transform.parent;
var parentScaleAdjuster =
parentObject != null ? parentObject.GetComponent<ModularAvatarScaleAdjuster>() : null;
if (parentScaleAdjuster == null || parentScaleAdjuster.scaleProxy != transform)
{
if (PrefabUtility.IsPartOfPrefabAsset(this))
{
var path = AssetDatabase.GetAssetPath(this);
var root = PrefabUtility.LoadPrefabContents(path);
foreach (var obj in root.GetComponentsInChildren<ScaleProxy>())
{
obj.DeferredValidate();
}
PrefabUtility.SaveAsPrefabAsset(root, path);
PrefabUtility.UnloadPrefabContents(root);
}
else
{
SelfDestruct();
}
SelfDestruct();
}
}
@ -79,10 +46,9 @@ namespace nadena.dev.modular_avatar.core
root = transform;
while (root.parent != null) root = root.parent;
}
ClearOverrides(root);
// Avoid logspam on Unity 2019
if (PrefabUtility.IsPartOfPrefabInstance(gameObject)) return;
DestroyImmediate(gameObject);

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1efcc3ec2e0142c880fb6d44f651e239
timeCreated: 1709536475

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@ -0,0 +1,78 @@
using System.Collections.Generic;
using nadena.dev.modular_avatar.core.armature_lock;
using NUnit.Framework;
namespace UnitTests.ArmatureAwase
{
public class AllocationMapTest
{
[Test]
public void Test()
{
AllocationMap map = new AllocationMap();
ISegment s1 = map.Allocate(10);
AssertSegment(s1, 0, 10, true);
ISegment s2 = map.Allocate(5);
AssertSegment(s2, 10, 5, true);
map.FreeSegment(s1);
s1 = map.Allocate(5);
AssertSegment(s1, 0, 5, true);
var s1a = map.Allocate(3);
AssertSegment(s1a, 5, 3, true);
var s3 = map.Allocate(3);
AssertSegment(s3, 15, 3, true);
List<(ISegment, int, int, int)> segmentDefrags = new List<(ISegment, int, int, int)>();
List<(int, int, int)> globalDefrags = new List<(int, int, int)>();
s1.Defragment = (src, dst, length) => segmentDefrags.Add((s1, src, dst, length));
s1a.Defragment = (src, dst, length) => segmentDefrags.Add((s1a, src, dst, length));
s2.Defragment = (src, dst, length) => segmentDefrags.Add((s2, src, dst, length));
s3.Defragment = (src, dst, length) => segmentDefrags.Add((s3, src, dst, length));
map.Defragment((src, dst, length) => globalDefrags.Add((src, dst, length)));
Assert.AreEqual(segmentDefrags, new List<(ISegment, int, int, int)>()
{
(s2, 10, 8, 5),
(s3, 15, 13, 3),
});
Assert.AreEqual(globalDefrags, new List<(int, int, int)>()
{
(10, 8, 5),
(15, 13, 3),
});
}
[Test]
public void SegmentCoalescing()
{
var map = new AllocationMap();
var s1 = map.Allocate(10);
var s2 = map.Allocate(10);
var s3 = map.Allocate(10);
map.FreeSegment(s2);
map.FreeSegment(s1);
var s4 = map.Allocate(20);
AssertSegment(s4, 0, 20, true);
}
private void AssertSegment(ISegment segment, int offset, int length, bool inUse)
{
var s = segment as AllocationMap.Segment;
Assert.AreEqual(offset, segment.Offset);
Assert.AreEqual(length, segment.Length);
Assert.AreEqual(inUse, s._inUse);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5d0c9fcd8a234b66b96dda10be362791
timeCreated: 1709536483

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@ -0,0 +1,69 @@
using System.Collections.Generic;
using nadena.dev.modular_avatar.core.armature_lock;
using NUnit.Framework;
using Unity.Collections;
namespace UnitTests.ArmatureAwase
{
public class NativeMemoryManagerTest
{
[Test]
public void Test()
{
var mm = new NativeMemoryManager();
var arr = mm.CreateArray<int>();
var s1 = mm.Allocate(8);
SetRange(arr, s1, 101);
var s2 = mm.Allocate(8);
SetRange(arr, s2, 102);
mm.Free(s1);
AssertRange(mm.InUseMask, 0, 8, false);
AssertRange(mm.InUseMask, 8, 16, true);
AssertRange(mm.InUseMask, 16, -1, false);
List<(int, int, int)> defragOps = new List<(int, int, int)>();
mm.OnSegmentMove += (src, dst, length) => defragOps.Add((src, dst, length));
var s3 = mm.Allocate(16); // Forces reallocation/defragment
Assert.AreEqual(s2.Offset, 0);
Assert.AreEqual(defragOps, new List<(int, int, int)>()
{
(8, 0, 8),
});
SetRange(arr, s3, 103);
AssertRange(arr, s2, 102);
AssertRange(mm.InUseMask, s2, true);
AssertRange(mm.InUseMask, s3, true);
AssertRange(mm.InUseMask, s3.Offset, -1, false);
mm.Dispose();
Assert.IsFalse(arr.Array.IsCreated);
}
private void SetRange<T>(NativeArray<T> arr, ISegment segment, T value) where T : unmanaged
{
for (int i = 0; i < segment.Length; i++)
{
arr[i + segment.Offset] = value;
}
}
private void AssertRange<T>(NativeArray<T> arr, ISegment segment, T value) where T : unmanaged
{
AssertRange<T>(arr, segment.Offset, segment.Offset + segment.Length, value);
}
private void AssertRange<T>(NativeArray<T> arr, int start, int end, T value) where T : unmanaged
{
for (int i = start; i < end; i++)
{
Assert.AreEqual(value, arr[i]);
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d371b34b4f1e45f6b945509d26f48cee
timeCreated: 1709536883

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@ -1,7 +1,7 @@
{
"name": "nadena.dev.modular-avatar",
"displayName": "Modular Avatar",
"version": "1.9.5-rc.0",
"version": "1.9.5-rc.1",
"unity": "2019.4",
"description": "A suite of tools for assembling your avatar out of reusable components",
"author": {