fix: null reference in Merge Armature after physbones are merged (#533)

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bd_ 2023-11-14 22:17:47 +09:00 committed by GitHub
parent 07eedb370d
commit e81ce64881
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10 changed files with 518 additions and 5 deletions

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@ -384,7 +384,7 @@ namespace nadena.dev.modular_avatar.core.editor
private bool IsAffectedByPhysBone(Transform target)
{
return physBones.Any(x => target.IsChildOf(x.GetRootTransform()) &&
return physBones.Any(x => x != null && target.IsChildOf(x.GetRootTransform()) &&
x.ignoreTransforms.All(y => y == null || !target.IsChildOf(y)));
}

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@ -24,8 +24,8 @@ public class ArmatureConfusionTest : TestBase
ESOErrorWindow.Suppress = true;
// Arrange for a confused armature
var outer = CreatePrefab("shapell.fbx");
var inner = CreatePrefab("shapell.fbx");
var outer = CreateCommonPrefab("shapell.fbx");
var inner = CreateCommonPrefab("shapell.fbx");
var outerAnimator = outer.GetComponent<Animator>();
#if MA_VRCSDK3_AVATARS

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@ -10,7 +10,7 @@ public class PreferFirstHipsMatch : TestBase
[Test]
public void SetupHeuristicPrefersFirstHipsMatch()
{
var root = CreatePrefab("shapell.fbx");
var root = CreateCommonPrefab("shapell.fbx");
root.AddComponent<VRCAvatarDescriptor>();
var root_hips = root.GetComponent<Animator>().GetBoneTransform(HumanBodyBones.Hips).gameObject;
var root_armature = root_hips.transform.parent.gameObject;

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@ -1,10 +1,17 @@
using modular_avatar_tests;
using System.Linq;
using modular_avatar_tests;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
using VRC.SDK3.Dynamics.PhysBone.Components;
using ModularAvatarMergeArmature = nadena.dev.modular_avatar.core.ModularAvatarMergeArmature;
public class MergeArmatureTests : TestBase
{
private const string SHAPELL_FBX_GUID = "1418fcab2d94f9d4982cd714b598900f";
[Test]
public void DontStripObjectsWithComponents()
{
@ -19,4 +26,60 @@ public class MergeArmatureTests : TestBase
Assert.NotNull(targetHips.GetChild(1).GetComponent<BoxCollider>());
}
[Test]
public void PhysBonesNRETest()
{
var root = LoadShapell();
var avdesc = root.AddComponent<VRCAvatarDescriptor>();
avdesc.baseAnimationLayers = new VRCAvatarDescriptor.CustomAnimLayer[0];
avdesc.specialAnimationLayers = new VRCAvatarDescriptor.CustomAnimLayer[0];
var outfit1 = LoadShapell();
outfit1.transform.SetParent(root.transform, false);
var outfit2 = LoadShapell();
outfit2.transform.SetParent(root.transform, false);
var outfit1_hips = outfit1.transform.Find("Armature/Hips");
var outfit2_hips = outfit2.transform.Find("Armature/Hips");
var root_hips = root.transform.Find("Armature/Hips");
root_hips.gameObject.AddComponent<VRCPhysBone>();
outfit1_hips.gameObject.AddComponent<VRCPhysBone>();
outfit2_hips.gameObject.AddComponent<VRCPhysBone>();
var root_smr = root.transform.Find("Body").gameObject.GetComponent<SkinnedMeshRenderer>();
var outfit1_smr = outfit1.transform.Find("Body").gameObject.GetComponent<SkinnedMeshRenderer>();
var outfit2_smr = outfit2.transform.Find("Body").gameObject.GetComponent<SkinnedMeshRenderer>();
outfit1.transform.Find("Armature").gameObject.AddComponent<ModularAvatarMergeArmature>().mergeTarget.Set(
root.transform.Find("Armature").gameObject
);
outfit2.transform.Find("Armature").gameObject.AddComponent<ModularAvatarMergeArmature>().mergeTarget.Set(
root.transform.Find("Armature").gameObject
);
AvatarProcessor.ProcessAvatar(root);
foreach (var (root_bone, outfit_bone) in Enumerable.Zip(root_smr.bones, outfit1_smr.bones, (x, y) => (x, y)))
{
Assert.AreSame(root_bone, outfit_bone);
}
foreach (var (root_bone, outfit_bone) in Enumerable.Zip(root_smr.bones, outfit2_smr.bones, (x, y) => (x, y)))
{
Assert.AreSame(root_bone, outfit_bone);
}
}
private static GameObject LoadShapell()
{
return GameObject.Instantiate(
AssetDatabase.LoadAssetAtPath<GameObject>(
AssetDatabase.GUIDToAssetPath(SHAPELL_FBX_GUID)
)
);
}
}

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@ -86,6 +86,15 @@ namespace modular_avatar_tests
return go;
}
protected GameObject CreateCommonPrefab(string relPath)
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Packages/nadena.dev.modular-avatar/UnitTests/_CommonAssets/" + relPath);
var go = Object.Instantiate(prefab);
objects.Add(go);
return go;
}
protected T LoadAsset<T>(string relPath) where T : UnityEngine.Object
{

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