fix: duplicate PB stripping fails in some configurations

The previous logic failed when duplicate PBs explicitly specify their root transform.
This change rewrites this logic and expands the cases in which PBs are pruned.
This commit is contained in:
bd_ 2023-01-16 23:50:24 +09:00
parent 1b0cb3f75f
commit df47be245f
12 changed files with 3561 additions and 18 deletions

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using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using VRC.SDK3.Dynamics.PhysBone.Components;
namespace modular_avatar_tests.DuplicatePBStripping
{
public class DuplicatePBStripping : TestBase
{
[Test]
public void StripsExtraPBones_withNullRootTransform()
{
var prefab = CreatePrefab("DuplicatePBStripping_nullRef.prefab");
AvatarProcessor.ProcessAvatar(prefab);
Assert.AreEqual(1, prefab.GetComponentsInChildren<VRCPhysBone>().Length);
}
[Test]
public void StripsExtraPBones_withExplicitRootTransform()
{
var prefab = CreatePrefab("DuplicatePBStripping_objRef.prefab");
AvatarProcessor.ProcessAvatar(prefab);
Assert.AreEqual(1, prefab.GetComponentsInChildren<VRCPhysBone>().Length);
}
[Test]
public void StripsExtraPBones_withSiblingRootTransform()
{
var prefab = CreatePrefab("DuplicatePBStripping_otherRef.prefab");
AvatarProcessor.ProcessAvatar(prefab);
Assert.AreEqual(1, prefab.GetComponentsInChildren<VRCPhysBone>().Length);
}
[Test]
public void StripsExtraPBones_notWhenTargetDiffers()
{
var prefab = CreatePrefab("DuplicatePBStripping_preserve.prefab");
AvatarProcessor.ProcessAvatar(prefab);
// Note that this prefab has one duplicate, one non-duplicate component
Assert.AreEqual(2, prefab.GetComponentsInChildren<VRCPhysBone>().Length);
}
}
}

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@ -38,6 +38,8 @@ namespace nadena.dev.modular_avatar.core.editor
internal class MergeArmatureHook internal class MergeArmatureHook
{ {
private BuildContext context; private BuildContext context;
private HashSet<Transform> mergedObjects = new HashSet<Transform>();
private HashSet<Transform> thisPassAdded = new HashSet<Transform>();
internal void OnPreprocessAvatar(BuildContext context, GameObject avatarGameObject) internal void OnPreprocessAvatar(BuildContext context, GameObject avatarGameObject)
{ {
@ -47,7 +49,10 @@ namespace nadena.dev.modular_avatar.core.editor
foreach (var mergeArmature in mergeArmatures) foreach (var mergeArmature in mergeArmatures)
{ {
mergedObjects.Clear();
thisPassAdded.Clear();
MergeArmature(mergeArmature); MergeArmature(mergeArmature);
PruneDuplicatePhysBones();
UnityEngine.Object.DestroyImmediate(mergeArmature); UnityEngine.Object.DestroyImmediate(mergeArmature);
} }
@ -269,7 +274,11 @@ namespace nadena.dev.modular_avatar.core.editor
throw new Exception("[ModularAvatar] Attempted to merge an armature into itself! Aborting build..."); throw new Exception("[ModularAvatar] Attempted to merge an armature into itself! Aborting build...");
} }
if (zipMerge) PruneDuplicatePhysBones(newParent, src); if (zipMerge)
{
mergedObjects.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;
@ -316,6 +325,7 @@ namespace nadena.dev.modular_avatar.core.editor
BoneDatabase.AddMergedBone(mergedSrcBone.transform); BoneDatabase.AddMergedBone(mergedSrcBone.transform);
BoneDatabase.RetainMergedBone(mergedSrcBone.transform); BoneDatabase.RetainMergedBone(mergedSrcBone.transform);
PathMappings.MarkTransformLookthrough(mergedSrcBone); PathMappings.MarkTransformLookthrough(mergedSrcBone);
thisPassAdded.Add(mergedSrcBone.transform);
} }
} }
@ -362,37 +372,48 @@ namespace nadena.dev.modular_avatar.core.editor
} }
} }
Transform FindOriginalParent(Transform merged)
{
while (merged != null && thisPassAdded.Contains(merged)) merged = merged.parent;
return merged;
}
/** /**
* Sometimes outfit authors copy the entire armature, including PhysBones components. If we merge these and * Sometimes outfit authors copy the entire armature, including PhysBones components. If we merge these and
* end up with multiple PB components referencing the same target, PB refuses to animate the bone. So detect * end up with multiple PB components referencing the same target, PB refuses to animate the bone. So detect
* and prune this case. * and prune this case.
* *
* For simplicity - we currently only detect the case where the physbone references the component it's on.
* TODO - detect duplicate colliders, contacts, et - these can cause perf issues but usually not quite as large * TODO - detect duplicate colliders, contacts, et - these can cause perf issues but usually not quite as large
* of a correctness issue. * of a correctness issue.
*/ */
private void PruneDuplicatePhysBones(GameObject baseBone, GameObject mergeBone) private void PruneDuplicatePhysBones()
{ {
bool hasSelfReferencePB = false; foreach (var obj in mergedObjects)
foreach (var pb in baseBone.GetComponents<VRCPhysBone>())
{ {
var target = pb.rootTransform; if (obj.GetComponent<VRCPhysBone>() == null) continue;
if (target == null || target == baseBone.transform) var baseObj = FindOriginalParent(obj);
if (baseObj == null || baseObj.GetComponent<VRCPhysBone>() == null) continue;
HashSet<Transform> baseTargets = new HashSet<Transform>();
foreach (var component in baseObj.GetComponents<VRCPhysBone>())
{ {
hasSelfReferencePB = true; var target = component.rootTransform == null ? baseObj.transform : component.rootTransform;
break; baseTargets.Add(target);
} }
}
if (!hasSelfReferencePB) return; foreach (var component in obj.GetComponents<VRCPhysBone>())
foreach (var pb in mergeBone.GetComponents<VRCPhysBone>())
{
var target = pb.rootTransform;
if (target == null || target == baseBone.transform)
{ {
Object.DestroyImmediate(pb); var target = component.rootTransform == null
? baseObj.transform
: FindOriginalParent(component.rootTransform);
if (baseTargets.Contains(target))
{
Object.DestroyImmediate(component);
}
else
{
BoneDatabase.RetainMergedBone(component.transform);
}
} }
} }
} }