VisualCloneFix: Sped up FindExclusionVertList by 100x

This commit is contained in:
NotAKidoS 2024-07-11 19:10:32 -05:00
parent 9e3edf9241
commit 472e5a0b63
3 changed files with 57 additions and 46 deletions

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@ -1,4 +1,5 @@
using MelonLoader; using System;
using MelonLoader;
namespace NAK.VisualCloneFix; namespace NAK.VisualCloneFix;

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@ -1,8 +1,12 @@
using ABI_RC.Core.Player.LocalClone; using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using ABI_RC.Core.Player.LocalClone;
using ABI_RC.Core.Player.TransformHider; using ABI_RC.Core.Player.TransformHider;
using ABI.CCK.Components; using ABI.CCK.Components;
using HarmonyLib; using HarmonyLib;
using UnityEngine; using UnityEngine;
using Debug = UnityEngine.Debug;
namespace NAK.VisualCloneFix; namespace NAK.VisualCloneFix;
@ -36,28 +40,20 @@ public static class Patches
MeshHiderExclusion headExclusionBehaviour = new(); MeshHiderExclusion headExclusionBehaviour = new();
headExclusion.behaviour = headExclusionBehaviour; headExclusion.behaviour = headExclusionBehaviour;
headExclusionBehaviour.id = 1; // head bone is always 1 headExclusionBehaviour.id = 1; // head bone is always 1
// body is 0, ensure it is not masked away
//LocalCloneManager.cullingMask &= ~(1 << 0);
// get all FPRExclusions // get all FPRExclusions
var fprExclusions = root.GetComponentsInChildren<FPRExclusion>(true).ToList(); var fprExclusions = root.GetComponentsInChildren<FPRExclusion>(true);
// get all valid exclusion targets, and destroy invalid exclusions // get all valid exclusion targets, and destroy invalid exclusions
Dictionary<Transform, FPRExclusion> exclusionTargets = new(); Dictionary<Transform, FPRExclusion> exclusionTargets = new();
int nextId = 2; int nextId = 2;
for (int i = fprExclusions.Count - 1; i >= 0; i--) foreach (FPRExclusion exclusion in fprExclusions)
{ {
FPRExclusion exclusion = fprExclusions[i];
if (exclusion.target == null if (exclusion.target == null
|| exclusionTargets.ContainsKey(exclusion.target) || exclusionTargets.ContainsKey(exclusion.target)
|| !exclusion.target.gameObject.scene.IsValid()) || !exclusion.target.gameObject.scene.IsValid())
{ continue; // invalid exclusion
UnityEngine.Object.Destroy(exclusion);
fprExclusions.RemoveAt(i);
continue;
}
if (exclusion.behaviour == null) // head exclusion is already created if (exclusion.behaviour == null) // head exclusion is already created
{ {
@ -71,25 +67,23 @@ public static class Patches
} }
// process each FPRExclusion (recursive) // process each FPRExclusion (recursive)
foreach (FPRExclusion exclusion in fprExclusions) int exclusionCount = exclusionTargets.Values.Count;
for (var index = 0; index < exclusionCount; index++)
{ {
FPRExclusion exclusion = exclusionTargets.Values.ElementAt(index);
ProcessExclusion(exclusion, exclusion.target); ProcessExclusion(exclusion, exclusion.target);
exclusion.UpdateExclusions(); // initial state exclusion.UpdateExclusions(); // initial state
} }
// log totals
//LocalCloneMod.Logger.Msg($"Exclusions: {fprExclusions.Count}");
__result = exclusionTargets; __result = exclusionTargets;
return false; return false;
void ProcessExclusion(FPRExclusion exclusion, Transform transform) void ProcessExclusion(FPRExclusion exclusion, Transform transform)
{ {
if (exclusionTargets.ContainsKey(transform) if (exclusionTargets.ContainsKey(transform)
&& exclusionTargets[transform] != exclusion) return; // found other exclusion root && exclusionTargets[transform] != exclusion) return; // found other exclusion root
//exclusion.affectedChildren.Add(transform); // associate with the exclusion
exclusionTargets.TryAdd(transform, exclusion); // add to the dictionary (yes its wasteful) exclusionTargets.TryAdd(transform, exclusion); // add to the dictionary (yes its wasteful)
foreach (Transform child in transform) foreach (Transform child in transform)
ProcessExclusion(exclusion, child); // process children ProcessExclusion(exclusion, child); // process children
} }
@ -97,39 +91,55 @@ public static class Patches
[HarmonyPrefix] [HarmonyPrefix]
[HarmonyPatch(typeof(SkinnedLocalClone), nameof(SkinnedLocalClone.FindExclusionVertList))] [HarmonyPatch(typeof(SkinnedLocalClone), nameof(SkinnedLocalClone.FindExclusionVertList))]
public static bool FindExclusionVertList( private static bool FindExclusionVertList(
SkinnedMeshRenderer renderer, IReadOnlyDictionary<Transform, FPRExclusion> exclusions, SkinnedMeshRenderer renderer, IReadOnlyDictionary<Transform, FPRExclusion> exclusions,
ref int[] __result) ref int[] __result)
{ {
Mesh sharedMesh = renderer.sharedMesh; // Start the stopwatch
var boneWeights = sharedMesh.boneWeights; Stopwatch stopwatch = new();
int[] vertexIndices = new int[sharedMesh.vertexCount]; stopwatch.Start();
// Pre-map bone transforms to their exclusion ids if applicable var boneWeights = renderer.sharedMesh.boneWeights;
var bones = renderer.bones; var bones = renderer.bones;
int[] boneIndexToExclusionId = new int[bones.Length]; int boneCount = bones.Length;
for (int i = 0; i < bones.Length; i++)
{
Transform bone = bones[i];
if (bone != null && exclusions.TryGetValue(bone, out FPRExclusion exclusion))
boneIndexToExclusionId[i] = ((MeshHiderExclusion)(exclusion.behaviour)).id;
}
bool[] boneHasExclusion = new bool[boneCount];
// Populate the weights array
for (int i = 0; i < boneCount; i++)
if (exclusions.ContainsKey(bones[i]))
boneHasExclusion[i] = true;
const float minWeightThreshold = 0.2f; const float minWeightThreshold = 0.2f;
for (int i = 0; i < boneWeights.Length; i++)
int[] vertexIndices = new int[renderer.sharedMesh.vertexCount];
// Check bone weights and add vertex to exclusion list if needed
for (int i = 0; i < boneWeights.Length; i++)
{ {
BoneWeight weight = boneWeights[i]; BoneWeight weight = boneWeights[i];
Transform bone;
if (weight.weight0 > minWeightThreshold)
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex0]; if (boneHasExclusion[weight.boneIndex0] && weight.weight0 > minWeightThreshold)
else if (weight.weight1 > minWeightThreshold) bone = bones[weight.boneIndex0];
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex1]; else if (boneHasExclusion[weight.boneIndex1] && weight.weight1 > minWeightThreshold)
else if (weight.weight2 > minWeightThreshold) bone = bones[weight.boneIndex1];
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex2]; else if (boneHasExclusion[weight.boneIndex2] && weight.weight2 > minWeightThreshold)
else if (weight.weight3 > minWeightThreshold) bone = bones[weight.boneIndex2];
vertexIndices[i] = boneIndexToExclusionId[weight.boneIndex3]; else if (boneHasExclusion[weight.boneIndex3] && weight.weight3 > minWeightThreshold)
bone = bones[weight.boneIndex3];
else continue;
if (exclusions.TryGetValue(bone, out FPRExclusion exclusion))
vertexIndices[i] = ((MeshHiderExclusion)(exclusion.behaviour)).id;
} }
// Stop the stopwatch
stopwatch.Stop();
// Log the execution time
Debug.Log($"FindExclusionVertList execution time: {stopwatch.ElapsedMilliseconds} ms");
__result = vertexIndices; __result = vertexIndices;
return false; return false;
} }

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@ -18,6 +18,6 @@
], ],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r36/VisualCloneFix.dll", "downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r36/VisualCloneFix.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/VisualCloneFix/", "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.", "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" "embedcolor": "#f61963"
} }