further cleanup of repo

This commit is contained in:
NotAKidoS 2025-04-03 03:03:24 -05:00
parent 4f8dcb0cd0
commit 323eb92f2e
140 changed files with 1 additions and 2430 deletions

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using ABI.CCK.Components;
using UnityEngine;
namespace NAK.AvatarCloneTest;
public partial class AvatarClone
{
#region Exclusions
private FPRExclusion[] _exclusions;
private void AddExclusionToHeadIfNeeded()
{
if (!TryGetComponent(out Animator animator)
|| !animator.isHuman
|| !animator.avatar
|| !animator.avatar.isValid)
return;
Transform head = animator.GetBoneTransform(HumanBodyBones.Head);
if (!head)
return;
GameObject headGo = head.gameObject;
if (headGo.TryGetComponent(out FPRExclusion exclusion))
return;
exclusion = headGo.AddComponent<FPRExclusion>();
exclusion.target = head;
exclusion.isShown = false;
}
private void InitializeExclusions()
{
_exclusions = GetComponentsInChildren<FPRExclusion>(true);
var exclusionRoots = new Dictionary<Transform, AvatarCloneExclusion>(_exclusions.Length);
// **1. Precompute Exclusions**
foreach (FPRExclusion exclusion in _exclusions)
{
Transform target = exclusion.target ??= exclusion.transform;
if (exclusionRoots.ContainsKey(target) || !target.gameObject.scene.IsValid())
continue;
AvatarCloneExclusion behaviour = new AvatarCloneExclusion(this, target);
exclusion.behaviour = behaviour;
exclusionRoots.Add(target, behaviour);
}
// Process Exclusion Transforms
Renderer ourRenderer;
void ProcessTransformHierarchy(Transform current, Transform root, AvatarCloneExclusion behaviour)
{
if (exclusionRoots.ContainsKey(current) && current != root) return;
behaviour.affectedTransforms.Add(current);
if (current.TryGetComponent(out ourRenderer))
behaviour.affectedRenderers.Add(ourRenderer);
for (int i = 0; i < current.childCount; i++)
{
Transform child = current.GetChild(i);
if (!exclusionRoots.ContainsKey(child))
ProcessTransformHierarchy(child, root, behaviour);
}
}
foreach (var entry in exclusionRoots)
{
Transform rootTransform = entry.Key;
AvatarCloneExclusion behaviour = entry.Value;
ProcessTransformHierarchy(rootTransform, rootTransform, behaviour);
behaviour.affectedTransformSet = new HashSet<Transform>(behaviour.affectedTransforms);
}
// ------------------------------
// **OPTIMIZED EXCLUSION BONE MAPPING**
// ------------------------------
Dictionary<Transform, AvatarCloneExclusion>.ValueCollection exclusionBehaviours = exclusionRoots.Values;
int skinnedCount = _skinnedClones.Count;
// **2. Precompute Bone-to-Exclusion Mapping**
int estimatedBoneCount = skinnedCount * 20; // Estimated bones per skinned mesh
var boneToExclusion = new Dictionary<Transform, List<AvatarCloneExclusion>>(estimatedBoneCount);
foreach (AvatarCloneExclusion behaviour in exclusionBehaviours)
{
foreach (Transform bone in behaviour.affectedTransformSet)
{
if (!boneToExclusion.TryGetValue(bone, out var list))
{
list = new List<AvatarCloneExclusion>(2);
boneToExclusion[bone] = list;
}
list.Add(behaviour);
}
}
// **3. Process Skinned Mesh Renderers**
for (int s = 0; s < skinnedCount; s++)
{
SkinnedMeshRenderer source = _skinnedRenderers[s];
var bones = source.bones; // Cache bones array
SkinnedMeshRenderer smr = _skinnedClones[s];
int boneCount = bones.Length;
for (int i = 0; i < boneCount; i++)
{
Transform bone = bones[i];
// **Skip if the bone isn't mapped to exclusions**
if (!bone // Skip null bones
|| !boneToExclusion.TryGetValue(bone, out var behaviours))
continue;
// **Avoid redundant dictionary lookups**
for (int j = 0; j < behaviours.Count; j++)
{
AvatarCloneExclusion behaviour = behaviours[j];
if (!behaviour.skinnedToBoneIndex.TryGetValue(smr, out var indices))
{
indices = new List<int>(4);
behaviour.skinnedToBoneIndex[smr] = indices;
}
indices.Add(i);
}
}
}
ApplyInitialExclusionState();
}
public void ApplyInitialExclusionState()
{
foreach (FPRExclusion exclusion in _exclusions)
{
exclusion._wasShown = exclusion.isShown;
if (!exclusion.isShown) exclusion.UpdateExclusions();
}
}
public void HandleExclusionUpdate(AvatarCloneExclusion exclusion, bool isShown)
{
#if ENABLE_PROFILER
s_UpdateExclusions.Begin();
#endif
// **1. Update Renderer Visibility**
foreach (Renderer renderer in exclusion.affectedRenderers)
{
if (renderer is SkinnedMeshRenderer skinned)
{
int index = _skinnedRenderers.IndexOf(skinned);
if (index >= 0) _skinnedClones[index].gameObject.SetActive(isShown);
}
else if (renderer is MeshRenderer mesh)
{
int index = _meshRenderers.IndexOf(mesh);
if (index >= 0)
{
if (Setting_CloneMeshRenderers)
{
_meshClones[index].gameObject.SetActive(isShown);
}
else
{
// Other renderer (never cloned) - update shadow casting state
_sourceShouldBeHiddenFromFPR[index] = !isShown; // When hidden, use for shadows
}
}
}
else if (renderer)
{
int index = _otherRenderers.IndexOf(renderer);
if (index >= 0)
{
int shadowIndex = index + (Setting_CloneMeshRenderers ? _meshRenderers.Count : 0);
_sourceShouldBeHiddenFromFPR[shadowIndex] = !isShown; // When hidden, use for shadows
}
}
}
// **2. Update Bone References in Skinned Mesh Renderers**
UpdateSkinnedMeshBones(exclusion, exclusion._shrinkBone, isShown);
#if ENABLE_PROFILER
s_UpdateExclusions.End();
#endif
}
private void UpdateSkinnedMeshBones(AvatarCloneExclusion exclusion, Transform shrinkBone, bool isShown)
{
#if ENABLE_PROFILER
s_HandleBoneUpdates.Begin();
#endif
foreach (var smrEntry in exclusion.skinnedToBoneIndex)
{
SkinnedMeshRenderer smr = smrEntry.Key;
var indices = smrEntry.Value;
bool needsUpdate = false;
var parentBones = smr.transform.parent.GetComponent<SkinnedMeshRenderer>().bones;
var cloneBones = smr.bones;
Array.Resize(ref cloneBones, parentBones.Length);
// Only modify our bones, other exclusions may have modified others
for (int i = 0; i < indices.Count; i++)
{
int index = indices[i];
if (!isShown) cloneBones[index] = shrinkBone;
else cloneBones[index] = parentBones[index];
needsUpdate = true;
}
if (needsUpdate) smr.bones = cloneBones;
}
#if ENABLE_PROFILER
s_HandleBoneUpdates.End();
#endif
}
#endregion Exclusions
}

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using ABI_RC.Core.Player.ShadowClone;
using UnityEngine;
using UnityEngine.Rendering;
namespace NAK.AvatarCloneTest;
public partial class AvatarClone
{
#region Initialization
private void InitializeCollections()
{
#if ENABLE_PROFILER
s_InitializeData.Begin();
#endif
// Initialize source collections
_skinnedRenderers = new List<SkinnedMeshRenderer>();
_blendShapeWeights = new List<List<float>>();
_meshRenderers = new List<MeshRenderer>();
_meshFilters = new List<MeshFilter>();
_otherRenderers = new List<Renderer>();
// Initialize clone collections
_skinnedClones = new List<SkinnedMeshRenderer>();
_skinnedCloneMaterials = new List<Material[]>();
_skinnedCloneCullingMaterials = new List<Material[]>();
if (Setting_CloneMeshRenderers)
{
_meshClones = new List<MeshRenderer>();
_meshCloneFilters = new List<MeshFilter>();
_meshCloneMaterials = new List<Material[]>();
_meshCloneCullingMaterials = new List<Material[]>();
}
// Initialize shared resources
_materialWorkingList = new List<Material>();
_propertyBlock = new MaterialPropertyBlock();
#if ENABLE_PROFILER
s_InitializeData.End();
#endif
}
private void CollectRenderers()
{
#if ENABLE_PROFILER
s_InitializeData.Begin();
#endif
var renderers = GetComponentsInChildren<Renderer>(true);
var currentIndex = 0;
var nonCloned = 0;
// Single pass: directly categorize renderers
foreach (Renderer renderer in renderers)
{
switch (renderer)
{
case SkinnedMeshRenderer skinned when skinned.sharedMesh != null:
AddSkinnedRenderer(skinned);
currentIndex++;
break;
case MeshRenderer mesh:
MeshFilter filter = mesh.GetComponent<MeshFilter>();
if (filter != null && filter.sharedMesh != null)
{
if (Setting_CloneMeshRenderers)
{
AddMeshRenderer(mesh, filter);
}
else
{
AddMeshRenderer(mesh, filter);
nonCloned++;
}
currentIndex++;
}
break;
default:
AddOtherRenderer(renderer);
currentIndex++;
nonCloned++;
break;
}
}
_rendererActiveStates = new bool[currentIndex];
_originalShadowCastingMode = new ShadowCastingMode[currentIndex];
_sourceShouldBeHiddenFromFPR = new bool[nonCloned];
#if ENABLE_PROFILER
s_InitializeData.End();
#endif
}
private void AddSkinnedRenderer(SkinnedMeshRenderer renderer)
{
#if ENABLE_PROFILER
s_AddRenderer.Begin();
#endif
_skinnedRenderers.Add(renderer);
// Clone materials array for clone renderer
var materials = renderer.sharedMaterials;
var cloneMaterials = new Material[materials.Length];
for (int i = 0; i < materials.Length; i++) cloneMaterials[i] = materials[i];
_skinnedCloneMaterials.Add(cloneMaterials);
// Cache culling materials
var cullingMaterialArray = new Material[materials.Length];
#if !UNITY_EDITOR
for (int i = 0; i < materials.Length; i++) cullingMaterialArray[i] = ShadowCloneUtils.cullingMaterial;
#else
for (int i = 0; i < materials.Length; i++) cullingMaterialArray[i] = cullingMaterial;
#endif
_skinnedCloneCullingMaterials.Add(cullingMaterialArray);
// Cache blend shape weights
var weights = new List<float>(renderer.sharedMesh.blendShapeCount);
for (int i = 0; i < renderer.sharedMesh.blendShapeCount; i++) weights.Add(0f);
_blendShapeWeights.Add(weights);
#if ENABLE_PROFILER
s_AddRenderer.End();
#endif
}
private void AddMeshRenderer(MeshRenderer renderer, MeshFilter filter)
{
#if ENABLE_PROFILER
s_AddRenderer.Begin();
#endif
_meshRenderers.Add(renderer);
_meshFilters.Add(filter);
if (!Setting_CloneMeshRenderers) return;
// Clone materials array for clone renderer
var materials = renderer.sharedMaterials;
var cloneMaterials = new Material[materials.Length];
for (int i = 0; i < materials.Length; i++) cloneMaterials[i] = materials[i];
_meshCloneMaterials.Add(cloneMaterials);
// Cache culling materials
var cullingMaterialArray = new Material[materials.Length];
#if !UNITY_EDITOR
for (int i = 0; i < materials.Length; i++) cullingMaterialArray[i] = ShadowCloneUtils.cullingMaterial;
#else
for (int i = 0; i < materials.Length; i++) cullingMaterialArray[i] = cullingMaterial;
#endif
_meshCloneCullingMaterials.Add(cullingMaterialArray);
#if ENABLE_PROFILER
s_AddRenderer.End();
#endif
}
private void AddOtherRenderer(Renderer renderer)
{
#if ENABLE_PROFILER
s_AddRenderer.Begin();
#endif
_otherRenderers.Add(renderer);
#if ENABLE_PROFILER
s_AddRenderer.End();
#endif
}
private void CreateClones()
{
#if ENABLE_PROFILER
s_InitializeData.Begin();
#endif
// Always create skinned mesh clones
int skinnedCount = _skinnedRenderers.Count;
for (int i = 0; i < skinnedCount; i++)
{
CreateSkinnedClone(i);
}
// Optionally create mesh clones
if (Setting_CloneMeshRenderers)
{
int meshCount = _meshRenderers.Count;
for (int i = 0; i < meshCount; i++)
{
CreateMeshClone(i);
}
}
#if ENABLE_PROFILER
s_InitializeData.End();
#endif
}
private void CreateSkinnedClone(int index)
{
#if ENABLE_PROFILER
s_CreateClone.Begin();
#endif
SkinnedMeshRenderer source = _skinnedRenderers[index];
GameObject clone = new(source.name + "_Clone")
{
layer = CLONE_LAYER
};
clone.transform.SetParent(source.transform, false);
SkinnedMeshRenderer cloneRenderer = clone.AddComponent<SkinnedMeshRenderer>();
// Basic setup
cloneRenderer.sharedMaterials = _skinnedCloneMaterials[index];
cloneRenderer.shadowCastingMode = ShadowCastingMode.Off;
cloneRenderer.probeAnchor = source.probeAnchor;
cloneRenderer.sharedMesh = source.sharedMesh;
cloneRenderer.rootBone = source.rootBone;
cloneRenderer.bones = source.bones;
#if !UNITY_EDITOR
cloneRenderer.localBounds = new Bounds(source.localBounds.center, source.localBounds.size * 2f);
#endif
// Quality settings
cloneRenderer.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
cloneRenderer.allowOcclusionWhenDynamic = false;
cloneRenderer.updateWhenOffscreen = false;
cloneRenderer.skinnedMotionVectors = false;
cloneRenderer.forceMatrixRecalculationPerRender = false;
cloneRenderer.quality = SkinQuality.Bone4;
source.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
source.allowOcclusionWhenDynamic = false;
source.updateWhenOffscreen = false;
source.skinnedMotionVectors = false;
source.forceMatrixRecalculationPerRender = false;
source.quality = SkinQuality.Bone4;
// Add to clone list
_skinnedClones.Add(cloneRenderer);
#if ENABLE_PROFILER
s_CreateClone.End();
#endif
}
private void CreateMeshClone(int index)
{
#if ENABLE_PROFILER
s_CreateClone.Begin();
#endif
MeshRenderer source = _meshRenderers[index];
MeshFilter sourceFilter = _meshFilters[index];
GameObject clone = new(source.name + "_Clone")
{
layer = CLONE_LAYER
};
clone.transform.SetParent(source.transform, false);
MeshRenderer cloneRenderer = clone.AddComponent<MeshRenderer>();
MeshFilter cloneFilter = clone.AddComponent<MeshFilter>();
// Basic setup
cloneRenderer.sharedMaterials = _meshCloneMaterials[index];
cloneRenderer.shadowCastingMode = ShadowCastingMode.Off;
cloneRenderer.probeAnchor = source.probeAnchor;
#if !UNITY_EDITOR
cloneRenderer.localBounds = new Bounds(source.localBounds.center, source.localBounds.size * 2f);
#endif
cloneFilter.sharedMesh = sourceFilter.sharedMesh;
// Quality settings
cloneRenderer.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
cloneRenderer.allowOcclusionWhenDynamic = false;
source.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
source.allowOcclusionWhenDynamic = false;
// Add to clone lists
_meshClones.Add(cloneRenderer);
_meshCloneFilters.Add(cloneFilter);
#if ENABLE_PROFILER
s_CreateClone.End();
#endif
}
#endregion Initialization
}

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using UnityEngine;
using UnityEngine.Rendering;
namespace NAK.AvatarCloneTest;
public partial class AvatarClone
{
#region Render State Management
private void MyOnPreCull(Camera cam)
{
#if UNITY_EDITOR
// Scene & Preview cameras are not needed
if (cam.cameraType != CameraType.Game)
return;
#endif
#if ENABLE_PROFILER
s_PreCullUpdate.Begin();
#endif
bool isOurUiCamera = IsUIInternalCamera(cam);
bool rendersOurPlayerLayer = CameraRendersPlayerLocalLayer(cam);
bool rendersOurCloneLayer = CameraRendersPlayerCloneLayer(cam);
bool rendersBothPlayerLayers = rendersOurPlayerLayer && rendersOurCloneLayer;
// Handle shadow casting when camera renders both layers
if (!_sourcesSetForShadowCasting
&& rendersBothPlayerLayers)
{
ConfigureSourceShadowCasting(true);
_sourcesSetForShadowCasting = true;
}
else if (_sourcesSetForShadowCasting && !rendersBothPlayerLayers)
{
ConfigureSourceShadowCasting(false);
_sourcesSetForShadowCasting = false;
}
// Handle UI culling for clone layer
if (!_clonesSetForUiCulling
&& isOurUiCamera && rendersOurCloneLayer)
{
ConfigureCloneUICulling(true);
_clonesSetForUiCulling = true;
}
else if (_clonesSetForUiCulling)
{
ConfigureCloneUICulling(false);
_clonesSetForUiCulling = false;
}
#if ENABLE_PROFILER
s_PreCullUpdate.End();
#endif
}
private void ConfigureSourceShadowCasting(bool setSourcesToShadowCast)
{
#if ENABLE_PROFILER
s_ConfigureShadowCasting.Begin();
#endif
int currentIndex = 0;
int shadowArrayIndex = 0;
// Handle skinned mesh renderers (always have clones)
int skinnedCount = _skinnedRenderers.Count;
for (int i = 0; i < skinnedCount; i++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex]) continue;
SkinnedMeshRenderer source = _skinnedRenderers[i];
if (setSourcesToShadowCast)
{
ShadowCastingMode originalMode = _originalShadowCastingMode[currentIndex] = source.shadowCastingMode;
if (originalMode == ShadowCastingMode.Off)
source.forceRenderingOff = true;
else
source.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
}
else
{
source.shadowCastingMode = _originalShadowCastingMode[currentIndex];
source.forceRenderingOff = false;
}
}
// Handle mesh renderers based on clone setting
if (Setting_CloneMeshRenderers)
{
int meshCount = _meshRenderers.Count;
for (int i = 0; i < meshCount; i++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex]) continue;
MeshRenderer source = _meshRenderers[i];
if (setSourcesToShadowCast)
{
ShadowCastingMode originalMode = _originalShadowCastingMode[currentIndex] = source.shadowCastingMode;
if (originalMode == ShadowCastingMode.Off)
source.forceRenderingOff = true;
else
source.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
}
else
{
source.shadowCastingMode = _originalShadowCastingMode[currentIndex];
source.forceRenderingOff = false;
}
}
}
else
{
// When not cloned, mesh renderers use the shadow casting array
int meshCount = _meshRenderers.Count;
for (int i = 0; i < meshCount; i++, shadowArrayIndex++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex]) continue;
if (!_sourceShouldBeHiddenFromFPR[shadowArrayIndex]) continue;
MeshRenderer source = _meshRenderers[i];
if (setSourcesToShadowCast)
{
ShadowCastingMode originalMode = _originalShadowCastingMode[currentIndex] = source.shadowCastingMode;
if (originalMode == ShadowCastingMode.Off)
source.forceRenderingOff = true;
else
source.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
}
else
{
source.shadowCastingMode = _originalShadowCastingMode[currentIndex];
source.forceRenderingOff = false;
}
}
}
// Handle other renderers (never cloned)
int otherCount = _otherRenderers.Count;
for (int i = 0; i < otherCount; i++, shadowArrayIndex++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex]) continue;
if (!_sourceShouldBeHiddenFromFPR[shadowArrayIndex]) continue;
Renderer source = _otherRenderers[i];
if (setSourcesToShadowCast)
{
ShadowCastingMode originalMode = _originalShadowCastingMode[currentIndex] = source.shadowCastingMode;
if (originalMode == ShadowCastingMode.Off)
source.forceRenderingOff = true;
else
source.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
}
else
{
source.shadowCastingMode = _originalShadowCastingMode[currentIndex];
source.forceRenderingOff = false;
}
}
#if ENABLE_PROFILER
s_ConfigureShadowCasting.End();
#endif
}
private void ConfigureCloneUICulling(bool enableCulling)
{
#if ENABLE_PROFILER
s_ConfigureUICulling.Begin();
#endif
// Set the materials to our culling materials
int currentIndex = 0;
int skinnedCount = _skinnedRenderers.Count;
for (int i = 0; i < skinnedCount; i++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex])
continue;
_skinnedClones[i].sharedMaterials = enableCulling ?
_skinnedCloneCullingMaterials[i] :
_skinnedCloneMaterials[i];
}
if (Setting_CloneMeshRenderers)
{
int meshCount = _meshRenderers.Count;
for (int i = 0; i < meshCount; i++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex])
continue;
_meshClones[i].sharedMaterials = enableCulling ?
_meshCloneCullingMaterials[i] :
_meshCloneMaterials[i];
}
}
#if ENABLE_PROFILER
s_ConfigureUICulling.End();
#endif
}
#endregion Render State Management
}

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using UnityEngine;
namespace NAK.AvatarCloneTest;
public partial class AvatarClone
{
#region State Syncing
private void SyncEnabledState()
{
#if ENABLE_PROFILER
s_CopyEnabledState.Begin();
#endif
int currentIndex = 0;
// Update skinned mesh renderers
int skinnedCount = _skinnedRenderers.Count;
for (int i = 0; i < skinnedCount; i++, currentIndex++)
{
SkinnedMeshRenderer source = _skinnedRenderers[i];
_skinnedClones[i].enabled = _rendererActiveStates[currentIndex] = IsRendererActive(source);
}
// Update mesh renderers
int meshCount = _meshRenderers.Count;
for (int i = 0; i < meshCount; i++, currentIndex++)
{
MeshRenderer source = _meshRenderers[i];
if (Setting_CloneMeshRenderers) _meshClones[i].enabled = _rendererActiveStates[currentIndex] = IsRendererActive(source);
else _rendererActiveStates[currentIndex] = IsRendererActive(source);
}
// Update other renderers
int otherCount = _otherRenderers.Count;
for (int i = 0; i < otherCount; i++, currentIndex++)
{
Renderer source = _otherRenderers[i];
_rendererActiveStates[currentIndex] = IsRendererActive(source);
}
#if ENABLE_PROFILER
s_CopyEnabledState.End();
#endif
}
private void SyncMaterials()
{
#if ENABLE_PROFILER
s_CopyMaterials.Begin();
#endif
int currentIndex = 0;
// Sync skinned mesh materials
int skinnedCount = _skinnedRenderers.Count;
for (int i = 0; i < skinnedCount; i++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex])
continue;
CopyMaterialsAndProperties(
_skinnedRenderers[i],
_skinnedClones[i],
_propertyBlock,
_materialWorkingList,
_skinnedCloneMaterials[i]);
}
// Sync mesh materials if enabled
if (Setting_CloneMeshRenderers)
{
int meshCount = _meshRenderers.Count;
for (int i = 0; i < meshCount; i++, currentIndex++)
{
if (!_rendererActiveStates[currentIndex])
continue;
CopyMaterialsAndProperties(
_meshRenderers[i],
_meshClones[i],
_propertyBlock,
_materialWorkingList,
_meshCloneMaterials[i]);
}
}
#if ENABLE_PROFILER
s_CopyMaterials.End();
#endif
}
private void SyncBlendShapes()
{
#if ENABLE_PROFILER
s_CopyBlendShapes.Begin();
#endif
int skinnedCount = _skinnedRenderers.Count;
for (int i = 0; i < skinnedCount; i++)
{
SkinnedMeshRenderer source = _skinnedRenderers[i];
if (!_rendererActiveStates[i])
continue;
CopyBlendShapes(
source,
_skinnedClones[i],
_blendShapeWeights[i]);
}
#if ENABLE_PROFILER
s_CopyBlendShapes.End();
#endif
}
private static void CopyMaterialsAndProperties(
Renderer source,
Renderer clone,
MaterialPropertyBlock propertyBlock,
List<Material> workingList,
Material[] cloneMaterials)
{
source.GetSharedMaterials(workingList);
int matCount = workingList.Count;
bool hasChanged = false;
for (int i = 0; i < matCount; i++)
{
if (ReferenceEquals(workingList[i], cloneMaterials[i])) continue;
cloneMaterials[i] = workingList[i];
hasChanged = true;
}
if (hasChanged) clone.sharedMaterials = cloneMaterials;
source.GetPropertyBlock(propertyBlock);
clone.SetPropertyBlock(propertyBlock);
}
private static void CopyBlendShapes(
SkinnedMeshRenderer source,
SkinnedMeshRenderer clone,
List<float> weights)
{
int weightCount = weights.Count;
for (int i = 0; i < weightCount; i++)
{
float weight = source.GetBlendShapeWeight(i);
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (weight == weights[i]) continue; // Halves the work
clone.SetBlendShapeWeight(i, weights[i] = weight);
}
}
#endregion State Syncing
}

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using ABI_RC.Core.Player;
using MagicaCloth;
using MagicaCloth2;
using UnityEngine;
namespace NAK.AvatarCloneTest;
public partial class AvatarClone
{
#region Utilities
private static bool IsRendererActive(Renderer renderer)
=> renderer && renderer.enabled && renderer.gameObject.activeInHierarchy;
private static bool CameraRendersPlayerLocalLayer(Camera cam)
=> (cam.cullingMask & (1 << LOCAL_LAYER)) != 0;
private static bool CameraRendersPlayerCloneLayer(Camera cam)
=> (cam.cullingMask & (1 << CLONE_LAYER)) != 0;
private static bool IsUIInternalCamera(Camera cam)
#if !UNITY_EDITOR
=> cam == PlayerSetup.Instance.activeUiCam;
#else
=> cam.gameObject.layer == 15;
#endif
#endregion Utilities
#region Magica Cloth Support
private void SetupMagicaClothSupport()
{
var magicaCloths1 = GetComponentsInChildren<BaseCloth>(true);
foreach (BaseCloth magicaCloth1 in magicaCloths1)
magicaCloth1.SetCullingMode(PhysicsTeam.TeamCullingMode.Off);
var magicaCloths2 = base.GetComponentsInChildren<MagicaCloth2.MagicaCloth>(true);
foreach (MagicaCloth2.MagicaCloth magicaCloth2 in magicaCloths2)
magicaCloth2.serializeData.cullingSettings.cameraCullingMode = CullingSettings.CameraCullingMode.AnimatorLinkage;
}
public void OnMagicaClothMeshSwapped(Renderer render, Mesh newMesh)
{
switch (render)
{
case MeshRenderer mesh:
{
int index = _meshRenderers.IndexOf(mesh);
if (index != -1) _meshCloneFilters[index].sharedMesh = newMesh;
break;
}
case SkinnedMeshRenderer skinned:
{
int index = _skinnedRenderers.IndexOf(skinned);
if (index != -1)
{
// Copy the mesh
_skinnedClones[index].sharedMesh = newMesh;
// Copy appended bones if count is different
var cloneBones = _skinnedClones[index].bones; // alloc
var sourceBones = skinned.bones; // alloc
int cloneBoneCount = cloneBones.Length;
int sourceBoneCount = sourceBones.Length;
if (cloneBoneCount != sourceBoneCount)
{
// Copy the new bones only
Array.Resize(ref cloneBones, sourceBoneCount);
for (int i = cloneBoneCount; i < sourceBoneCount; i++) cloneBones[i] = sourceBones[i];
_skinnedClones[index].bones = cloneBones;
}
}
break;
}
}
}
#endregion Magica Cloth Support
}

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using NAK.AvatarCloneTest;
using UnityEngine;
using UnityEngine.Rendering;
namespace NAK.AvatarCloneTest;
public partial class AvatarClone : MonoBehaviour
{
#region Constants
private const int LOCAL_LAYER = 8;
private const int CLONE_LAYER = 9;
#endregion Constants
#region Profiler Markers
#if ENABLE_PROFILER
private static readonly ProfilerMarker s_CopyEnabledState = new($"{nameof(AvatarClone)}.{nameof(SyncEnabledState)}");
private static readonly ProfilerMarker s_CopyMaterials = new($"{nameof(AvatarClone)}.{nameof(CopyMaterialsAndProperties)}");
private static readonly ProfilerMarker s_CopyBlendShapes = new($"{nameof(AvatarClone)}.{nameof(CopyBlendShapes)}");
private static readonly ProfilerMarker s_InitializeData = new($"{nameof(AvatarClone)}.Initialize");
private static readonly ProfilerMarker s_UpdateExclusions = new($"{nameof(AvatarClone)}.{nameof(HandleExclusionUpdate)}");
private static readonly ProfilerMarker s_CollectExclusionData = new($"{nameof(AvatarClone)}.{nameof(CollectExclusionData)}");
private static readonly ProfilerMarker s_HandleBoneUpdates = new($"{nameof(AvatarClone)}.{nameof(UpdateSkinnedMeshBones)}");
private static readonly ProfilerMarker s_PreCullUpdate = new($"{nameof(AvatarClone)}.{nameof(MyOnPreCull)}");
private static readonly ProfilerMarker s_ConfigureShadowCasting = new($"{nameof(AvatarClone)}.{nameof(ConfigureSourceShadowCasting)}");
private static readonly ProfilerMarker s_ConfigureUICulling = new($"{nameof(AvatarClone)}.{nameof(ConfigureCloneUICulling)}");
private static readonly ProfilerMarker s_AddRenderer = new($"{nameof(AvatarClone)}.AddRenderer");
private static readonly ProfilerMarker s_CreateClone = new($"{nameof(AvatarClone)}.CreateClone");
#endif
#endregion Profiler Markers
#region Settings
public bool Setting_CloneMeshRenderers;
public bool Setting_CopyMaterials = true;
public bool Setting_CopyBlendShapes = true;
#endregion Settings
#region Source Collections - Cloned Renderers
// Skinned mesh renderers (always cloned)
private List<SkinnedMeshRenderer> _skinnedRenderers;
private List<List<float>> _blendShapeWeights;
// Mesh renderers (optionally cloned)
private List<MeshRenderer> _meshRenderers;
private List<MeshFilter> _meshFilters;
#endregion Source Collections - Cloned Renderers
#region Source Collections - Non-Cloned Renderers
// All other renderers (never cloned)
private List<Renderer> _otherRenderers;
// True if source renderer should hide. False if source renderer should show.
// Only used for non-cloned renderers (MeshRenderers and other Renderers).
private bool[] _sourceShouldBeHiddenFromFPR;
// Three states: On, ShadowsOnly, Off
private ShadowCastingMode[] _originalShadowCastingMode;
#endregion Source Collections - Non-Cloned Renderers
#region Clone Collections
// Skinned mesh clones
private List<SkinnedMeshRenderer> _skinnedClones;
private List<Material[]> _skinnedCloneMaterials;
private List<Material[]> _skinnedCloneCullingMaterials;
// Mesh clones (optional)
private List<MeshRenderer> _meshClones;
private List<MeshFilter> _meshCloneFilters;
private List<Material[]> _meshCloneMaterials;
private List<Material[]> _meshCloneCullingMaterials;
#endregion Clone Collections
#region Shared Resources
private List<Material> _materialWorkingList; // Used for GetSharedMaterials
private MaterialPropertyBlock _propertyBlock;
#endregion Shared Resources
#region State
private bool _sourcesSetForShadowCasting;
private bool _clonesSetForUiCulling;
private bool[] _rendererActiveStates;
#endregion State
#region Unity Events
private void Start()
{
Setting_CloneMeshRenderers = AvatarCloneTestMod.EntryCloneMeshRenderers.Value;
InitializeCollections();
CollectRenderers();
CreateClones();
AddExclusionToHeadIfNeeded();
InitializeExclusions();
SetupMagicaClothSupport();
// bool animatesClone = transform.Find("[ExplicitlyAnimatesVisualClones]") != null;
// Setting_CopyMaterials = !animatesClone;
// Setting_CopyBlendShapes = !animatesClone;
// Animator animator = GetComponent<Animator>();
// if (animator && animatesClone) animator.Rebind();
// Likely a Unity bug with where we can touch shadowCastingMode & forceRenderingOff
#if !UNITY_EDITOR
Camera.onPreCull += MyOnPreCull;
#else
Camera.onPreRender += MyOnPreCull;
#endif
}
private void LateUpdate()
{
SyncEnabledState();
if (Setting_CopyMaterials && AvatarCloneTestMod.EntryCopyMaterials.Value)
SyncMaterials();
if (Setting_CopyBlendShapes && AvatarCloneTestMod.EntryCopyBlendShapes.Value)
SyncBlendShapes();
}
private void OnDestroy()
{
// Likely a Unity bug with where we can touch shadowCastingMode & forceRenderingOff
#if !UNITY_EDITOR
Camera.onPreCull -= MyOnPreCull;
#else
Camera.onPreRender -= MyOnPreCull;
#endif
}
#endregion Unity Events
}

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using ABI.CCK.Components;
using UnityEngine;
namespace NAK.AvatarCloneTest;
public class AvatarCloneExclusion : IExclusionBehaviour
{
public readonly Dictionary<SkinnedMeshRenderer, List<int>> skinnedToBoneIndex = new();
public readonly List<Transform> affectedTransforms = new();
public readonly List<Renderer> affectedRenderers = new();
public HashSet<Transform> affectedTransformSet = new();
private readonly AvatarClone _cloneSystem;
private readonly Transform _target;
internal Transform _shrinkBone;
public bool isImmuneToGlobalState { get; set; }
public AvatarCloneExclusion(AvatarClone cloneSystem, Transform target)
{
_cloneSystem = cloneSystem;
_target = target;
}
public void UpdateExclusions(bool isShown, bool shrinkToZero)
{
if (_shrinkBone == null)
{
// Create shrink bone parented directly to target
_shrinkBone = new GameObject($"{_target.name}_Shrink").transform;
_shrinkBone.SetParent(_target, false);
}
// Set scale based on shrink mode
_shrinkBone.localScale = shrinkToZero ? Vector3.zero : Vector3.positiveInfinity;
// Replace the bone references with the shrink bone for the indicies we modify
_cloneSystem.HandleExclusionUpdate(this, isShown);
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<RootNamespace>LocalCloneFix</RootNamespace>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<DefineConstants>TRACE;TRACE;</DefineConstants>
</PropertyGroup>
</Project>

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using ABI_RC.Core;
using ABI_RC.Core.EventSystem;
using ABI_RC.Core.Savior;
using MelonLoader;
using UnityEngine;
namespace NAK.AvatarCloneTest;
public class AvatarCloneTestMod : MelonMod
{
#region Melon Preferences
private static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(AvatarCloneTest));
internal static readonly MelonPreferences_Entry<bool> EntryUseAvatarCloneTest =
Category.CreateEntry("use_avatar_clone_test", true,
"Use Avatar Clone", description: "Uses the Avatar Clone setup for the local avatar.");
internal static readonly MelonPreferences_Entry<bool> EntryCloneMeshRenderers =
Category.CreateEntry("clone_mesh_renderers", false,
"Clone Mesh Renderers", description: "Clones the mesh renderers from the original avatar to the clone.");
internal static readonly MelonPreferences_Entry<bool> EntryCopyBlendShapes =
Category.CreateEntry("copy_blend_shapes", true,
"Copy Blend Shapes", description: "Copies the blend shapes from the original avatar to the clone.");
internal static readonly MelonPreferences_Entry<bool> EntryCopyMaterials =
Category.CreateEntry("copy_materials", true,
"Copy Materials", description: "Copies the materials from the original avatar to the clone.");
#endregion Melon Preferences
#region Melon Events
public override void OnInitializeMelon()
{
ApplyPatches(typeof(Patches)); // slapped together a fix cause HarmonyInstance.Patch was null ref for no reason?
}
public override void OnUpdate()
{
// press f1 to find all cameras that arent tagged main and set them tno not render CVRLayers.PlayerClone
if (Input.GetKeyDown(KeyCode.F1))
{
foreach (var camera in UnityEngine.Object.FindObjectsOfType<UnityEngine.Camera>())
{
if (camera.tag != "MainCamera")
{
camera.cullingMask &= ~(1 << CVRLayers.PlayerClone);
}
}
}
// if pressing ctrl + r, reload avatar
if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.R))
{
var player = MetaPort.Instance.currentAvatarGuid;
AssetManagement.Instance.LoadLocalAvatar(player);
}
}
#endregion Melon Events
#region Melon Mod Utilities
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
LoggerInstance.Msg($"Failed while patching {type.Name}!");
LoggerInstance.Error(e);
}
}
#endregion Melon Mod Utilities
}

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using ABI_RC.Core;
using ABI_RC.Core.Player;
using ABI_RC.Core.Player.TransformHider;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.Camera;
using HarmonyLib;
using UnityEngine;
namespace NAK.AvatarCloneTest;
public static class Patches
{
[HarmonyPrefix]
[HarmonyPatch(typeof(TransformHiderUtils), nameof(TransformHiderUtils.SetupAvatar))]
private static bool OnSetupAvatar(GameObject avatar)
{
if (!AvatarCloneTestMod.EntryUseAvatarCloneTest.Value) return true;
avatar.AddComponent<AvatarClone>();
return false;
}
}

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using MelonLoader;
using NAK.AvatarCloneTest.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.AvatarCloneTest))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.AvatarCloneTest))]
[assembly: MelonInfo(
typeof(NAK.AvatarCloneTest.AvatarCloneTestMod),
nameof(NAK.AvatarCloneTest),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AvatarCloneTest"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: HarmonyDontPatchAll]
namespace NAK.AvatarCloneTest.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.3";
public const string Author = "NotAKidoS";
}

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# VisualCloneFix
Fixes the Visual Clone system and allows you to use it again.
Using the Visual Clone should be faster than the default Head Hiding & Shadow Clones, but will add a longer hitch on initial avatar load.
**NOTE:** The Visual Clone is still an experimental feature that was temporarily removed in [ChilloutVR 2024r175 Hotfix 1](https://abinteractive.net/blog/chilloutvr_2024r175_hotfix_1), so there may be bugs or issues with it.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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{
"_id": 221,
"name": "VisualCloneFix",
"modversion": "1.0.1",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Fixes the Visual Clone system and allows you to use it again.\n\nUsing the Visual Clone should be faster than the default Head Hiding & Shadow Clones, but will add a longer hitch on initial avatar load.\n\n**NOTE:** The Visual Clone is still an experimental feature that was temporarily removed in [ChilloutVR 2024r175 Hotfix 1](https://abinteractive.net/blog/chilloutvr_2024r175_hotfix_1), so there may be bugs or issues with it.",
"searchtags": [
"visual",
"clone",
"head",
"hiding"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r36/VisualCloneFix.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/VisualCloneFix/",
"changelog": "- Fixed FPRExclusions IsShown state being inverted when toggled.\n- Fixed head FPRExclusion generation not checking for existing exclusion.\n- Sped up FindExclusionVertList by 100x by not being an idiot. This heavily reduces avatar hitch with Visual Clone active.",
"embedcolor": "#f61963"
}