fix: Scale Adjuster preview breaks after changing scale of avatar root (#1172)

Closes: #1171
This commit is contained in:
bd_ 2024-09-17 23:26:26 -04:00 committed by GitHub
parent a98ef213ff
commit 9b4e76e053
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@ -129,28 +129,37 @@ namespace nadena.dev.modular_avatar.core.editor
var priorScene = SceneManager.GetActiveScene();
var bonesSet = GetSourceBonesSet(context, proxyPairList);
var bones = bonesSet.ToArray();
var bones = bonesSet.OrderBy(k => k.gameObject.name).ToArray();
Transform[] sourceBones;
Transform[] destinationBones;
try
{
SceneManager.SetActiveScene(scene);
VirtualAvatarRoot = new GameObject(avatarRoot.name + " [ScaleAdjuster]");
_srcBones = new TransformAccessArray(bones.ToArray());
destinationBones = CreateShadowBones(bones);
_shadowBoneMap = CreateShadowBones(bones);
sourceBones = new Transform[_shadowBoneMap.Count];
destinationBones = new Transform[_shadowBoneMap.Count];
var i = 0;
foreach (var (src, dst) in _shadowBoneMap)
{
sourceBones[i] = src;
destinationBones[i] = dst;
i++;
}
}
finally
{
SceneManager.SetActiveScene(priorScene);
}
_shadowBoneMap = new Dictionary<Transform, Transform>(new ObjectIdentityComparer<Transform>());
for (var i = 0; i < bones.Length; i++) _shadowBoneMap[bones[i]] = destinationBones[i];
_srcBones = new TransformAccessArray(sourceBones);
_dstBones = new TransformAccessArray(destinationBones);
_boneIsValid = new NativeArray<bool>(bones.Length, Allocator.Persistent);
_boneStates = new NativeArray<TransformState>(bones.Length, Allocator.Persistent);
_boneIsValid = new NativeArray<bool>(sourceBones.Length, Allocator.Persistent);
_boneStates = new NativeArray<TransformState>(sourceBones.Length, Allocator.Persistent);
FindScaleAdjusters(context);
TransferBoneStates();
@ -170,9 +179,13 @@ namespace nadena.dev.modular_avatar.core.editor
if (smr == null) continue;
foreach (var b in context.Observe(smr, smr_ => smr_.bones, Enumerable.SequenceEqual))
{
if (b != null)
{
bonesSet.Add(b);
}
}
}
return bonesSet;
}
@ -182,10 +195,14 @@ namespace nadena.dev.modular_avatar.core.editor
_finalBonesMap.Clear();
foreach (var (sa, proxy) in _scaleAdjusters.ToList())
{
// Note: We leak the proxy here, as destroying it can cause visual artifacts. They'll eventually get
// cleaned up whenever the pipeline is fully reset, or when the scene is reloaded.
if (sa == null)
{
_scaleAdjusters.Remove(sa);
}
}
_scaleAdjusters.Clear();
@ -224,14 +241,13 @@ namespace nadena.dev.modular_avatar.core.editor
return Task.FromResult<IRenderFilterNode>(this);
}
private Transform[] CreateShadowBones(Transform[] srcBones)
private Dictionary<Transform, Transform> CreateShadowBones(Transform[] srcBones)
{
var srcToDst = new Dictionary<Transform, Transform>(new ObjectIdentityComparer<Transform>());
var dstBones = new Transform[srcBones.Length];
for (var i = 0; i < srcBones.Length; i++) dstBones[i] = GetShadowBone(srcBones[i]);
for (var i = 0; i < srcBones.Length; i++) GetShadowBone(srcBones[i]);
return dstBones;
return srcToDst;
Transform GetShadowBone(Transform srcBone)
{
@ -278,6 +294,7 @@ namespace nadena.dev.modular_avatar.core.editor
BoneIsValid[index] = transform.isValid;
if (transform.isValid)
{
BoneStates[index] = new TransformState
{
localPosition = transform.position,
@ -286,6 +303,7 @@ namespace nadena.dev.modular_avatar.core.editor
};
}
}
}
[BurstCompile]
private struct WriteBoneStatesJob : IJobParallelForTransform