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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[RelativeSync] Fixed buncha stuff, cleanup
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11 changed files with 429 additions and 231 deletions
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@ -6,16 +6,13 @@ namespace NAK.RelativeSync.Components;
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[DefaultExecutionOrder(int.MaxValue)] // make sure this runs after NetIKController
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public class RelativeSyncController : MonoBehaviour
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{
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private static float MaxMagnitude = 750000000000f;
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private const float MaxMagnitude = 750000000000f;
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private float _updateInterval = 0.05f;
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private float _lastUpdate;
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private string _userId;
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private PuppetMaster puppetMaster { get; set; }
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private NetIKController netIkController { get; set; }
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// private bool _syncMarkerChangedSinceLastSync;
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private RelativeSyncMarker _relativeSyncMarker;
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private RelativeSyncData _relativeSyncData;
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@ -26,7 +23,6 @@ public class RelativeSyncController : MonoBehaviour
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private void Start()
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{
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puppetMaster = GetComponent<PuppetMaster>();
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netIkController = GetComponent<NetIKController>();
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_userId = puppetMaster._playerDescriptor.ownerId;
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RelativeSyncManager.RelativeSyncControllers.Add(_userId, this);
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@ -50,60 +46,33 @@ public class RelativeSyncController : MonoBehaviour
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return;
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Transform avatarTransform = animator.transform;
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Vector3 worldRootPos = avatarTransform.position;
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Quaternion worldRootRot = avatarTransform.rotation;
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Transform hipTrans = (animator.avatar != null && animator.isHuman)
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? animator.GetBoneTransform(HumanBodyBones.Hips) : null;
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Vector3 relativeHipPos = default;
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Quaternion relativeHipRot = default;
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Transform hipTrans = animator.GetBoneTransform(HumanBodyBones.Hips);
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if (hipTrans != null)
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{
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Vector3 worldRootPos = avatarTransform.position;
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Quaternion worldRootRot = avatarTransform.rotation;
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Vector3 hipPos = hipTrans.position;
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Quaternion hipRot = hipTrans.rotation;
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relativeHipPos = Quaternion.Inverse(worldRootRot) * (hipPos - worldRootPos);
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relativeHipRot = Quaternion.Inverse(worldRootRot) * hipRot;
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}
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// TODO: handle the case where hip is not synced but is found on remote client
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float lerp = Mathf.Min((Time.time - _lastUpdate) / _updateInterval, 1f);
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Vector3 targetLocalPosition = _relativeSyncData.LocalRootPosition;
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Quaternion targetLocalRotation = Quaternion.Euler(_relativeSyncData.LocalRootRotation);
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Transform targetTransform = _relativeSyncMarker.transform;
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if (_relativeSyncMarker.ApplyRelativeRotation && _relativeSyncData.LocalRootRotation.sqrMagnitude < MaxMagnitude)
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{
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Quaternion rotation = targetTransform.rotation;
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Quaternion worldRotation = rotation * targetLocalRotation;
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Quaternion lastRotation = rotation * Quaternion.Euler(_lastSyncData.LocalRootRotation);
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if (_relativeSyncMarker.OnlyApplyRelativeHeading)
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{
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Vector3 currentForward = lastRotation * Vector3.forward;
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Vector3 targetForward = worldRotation * Vector3.forward;
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Vector3 currentWorldUp = avatarTransform.up; // up direction of player before we touch it
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// project forward vectors to the ground plane
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currentForward = Vector3.ProjectOnPlane(currentForward, currentWorldUp).normalized;
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targetForward = Vector3.ProjectOnPlane(targetForward, currentWorldUp).normalized;
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lastRotation = Quaternion.LookRotation(currentForward, currentWorldUp);
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worldRotation = Quaternion.LookRotation(targetForward, currentWorldUp);
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}
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transform.rotation = Quaternion.Slerp(lastRotation, worldRotation, lerp);
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}
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if (_relativeSyncMarker.ApplyRelativePosition && _relativeSyncData.LocalRootPosition.sqrMagnitude < MaxMagnitude)
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{
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Vector3 worldPosition = targetTransform.TransformPoint(targetLocalPosition);
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transform.position = Vector3.Lerp(targetTransform.TransformPoint(_lastSyncData.LocalRootPosition), worldPosition, lerp);
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}
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// negate avatar transform movement
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ApplyRelativeRotation(avatarTransform, hipTrans, lerp);
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ApplyRelativePosition(hipTrans, lerp);
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// idk if needed (both player root & avatar root are set to same world position) -_-_-_-
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avatarTransform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
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// fix hip syncing because it is not relative to root, it is synced in world space -_-
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if (hipTrans != null)
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{
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@ -112,6 +81,53 @@ public class RelativeSyncController : MonoBehaviour
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}
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}
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private void ApplyRelativeRotation(Transform avatarTransform, Transform hipTransform, float lerp)
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{
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if (!_relativeSyncMarker.ApplyRelativeRotation ||
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!(_relativeSyncData.LocalRootRotation.sqrMagnitude < MaxMagnitude))
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return; // not applying relative rotation or data is invalid
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Quaternion markerRotation = _relativeSyncMarker.transform.rotation;
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Quaternion lastWorldRotation = markerRotation * Quaternion.Euler(_lastSyncData.LocalRootRotation);
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Quaternion worldRotation = markerRotation * Quaternion.Euler(_relativeSyncData.LocalRootRotation);
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if (_relativeSyncMarker.OnlyApplyRelativeHeading)
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{
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Vector3 currentWorldUp = avatarTransform.up;
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Vector3 currentForward = lastWorldRotation * Vector3.forward;
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Vector3 targetForward = worldRotation * Vector3.forward;
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currentForward = Vector3.ProjectOnPlane(currentForward, currentWorldUp).normalized;
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targetForward = Vector3.ProjectOnPlane(targetForward, currentWorldUp).normalized;
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lastWorldRotation = Quaternion.LookRotation(currentForward, currentWorldUp);
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worldRotation = Quaternion.LookRotation(targetForward, currentWorldUp);
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}
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transform.rotation = Quaternion.Slerp(lastWorldRotation, worldRotation, lerp);
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}
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private void ApplyRelativePosition(Transform hipTransform, float lerp)
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{
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if (!_relativeSyncMarker.ApplyRelativePosition ||
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!(_relativeSyncData.LocalRootPosition.sqrMagnitude < MaxMagnitude))
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return; // not applying relative position or data is invalid
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Transform targetTransform = _relativeSyncMarker.transform;
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Vector3 lastWorldPosition = targetTransform.TransformPoint(_lastSyncData.LocalRootPosition);
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Vector3 worldPosition = targetTransform.TransformPoint(_relativeSyncData.LocalRootPosition);
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transform.position = Vector3.Lerp(lastWorldPosition, worldPosition, lerp);
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// if (hipTransform == null)
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// return;
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//
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// Vector3 lastWorldHipPosition = targetTransform.TransformPoint(_lastSyncData.LocalHipPosition);
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// Vector3 worldHipPosition = targetTransform.TransformPoint(_relativeSyncData.LocalHipPosition);
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// hipTransform.position = Vector3.Lerp(lastWorldHipPosition, worldHipPosition, lerp);
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}
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#endregion Unity Events
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#region Public Methods
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@ -124,21 +140,24 @@ public class RelativeSyncController : MonoBehaviour
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_relativeSyncMarker = target;
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// calculate relative position and rotation so lerp can smooth it out (hack)
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if (_relativeSyncMarker != null)
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{
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Transform avatarTransform = puppetMaster._animator.transform;
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Transform markerTransform = _relativeSyncMarker.transform;
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Vector3 localPosition = markerTransform.InverseTransformPoint(avatarTransform.position);
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Quaternion localRotation = Quaternion.Inverse(markerTransform.rotation) * avatarTransform.rotation;
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if (_relativeSyncMarker == null)
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return;
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Animator avatarAnimator = puppetMaster._animator;
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if (avatarAnimator == null)
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return; // i dont care to bother
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RelativeSyncManager.GetRelativeAvatarPositionsFromMarker(
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avatarAnimator, _relativeSyncMarker.transform,
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out Vector3 relativePosition, out Vector3 relativeRotation);
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// set last sync data to current position and rotation so we don't lerp from the last marker
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_lastSyncData.LocalRootPosition = localPosition;
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_lastSyncData.LocalRootRotation = localRotation.eulerAngles;
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//Debug.Log($"SetRelativeSyncMarker: {_relativeSyncMarker.name}");
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}
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// set last sync data to current position and rotation so we don't lerp from the last marker
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_lastSyncData.LocalRootPosition = relativePosition;
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_lastSyncData.LocalRootRotation = relativeRotation;
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}
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public void SetRelativePositions(Vector3 position, Vector3 rotation)
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public void SetRelativePositions(
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Vector3 position, Vector3 rotation)
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{
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// calculate update interval
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float prevUpdate = _lastUpdate;
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@ -146,8 +165,7 @@ public class RelativeSyncController : MonoBehaviour
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_updateInterval = _lastUpdate - prevUpdate;
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// cycle last sync data
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_lastSyncData.LocalRootPosition = _relativeSyncData.LocalRootPosition;
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_lastSyncData.LocalRootRotation = _relativeSyncData.LocalRootRotation;
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_lastSyncData = _relativeSyncData;
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// set new sync data
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_relativeSyncData.LocalRootPosition = position;
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@ -156,7 +174,7 @@ public class RelativeSyncController : MonoBehaviour
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#endregion Public Methods
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public struct RelativeSyncData
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private struct RelativeSyncData
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{
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public Vector3 LocalRootPosition;
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public Vector3 LocalRootRotation;
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@ -1,4 +1,6 @@
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI.CCK.Components;
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using UnityEngine;
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namespace NAK.RelativeSync.Components;
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@ -14,8 +16,21 @@ public class RelativeSyncMarker : MonoBehaviour
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private void Start()
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{
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string path = GetGameObjectPath(transform);
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pathHash = path.GetHashCode();
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RelativeSyncManager.RelativeSyncTransforms.Add(pathHash, this);
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int hash = path.GetHashCode();
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// check if it already exists (this **should** only matter in worlds)
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if (RelativeSyncManager.RelativeSyncTransforms.ContainsKey(hash))
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{
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RelativeSyncMod.Logger.Warning($"Duplicate RelativeSyncMarker found at path {path}");
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if (!FindAvailableHash(ref hash)) // super lazy fix idfc
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{
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RelativeSyncMod.Logger.Error($"Failed to find available hash for RelativeSyncMarker after 16 tries! {path}");
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return;
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}
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}
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pathHash = hash;
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RelativeSyncManager.RelativeSyncTransforms.Add(hash, this);
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ConfigureForPotentialMovementParent();
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}
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@ -39,12 +54,37 @@ public class RelativeSyncMarker : MonoBehaviour
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private static string GetGameObjectPath(Transform transform)
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{
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// props already have a unique instance identifier at root
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// worlds uhhhh, dont duplicate the same thing over and over thx
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// avatars on remote/local client have diff path, we need to account for it -_-
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string path = transform.name;
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while (transform.parent != null)
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{
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transform = transform.parent;
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// only true at root of local player object
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if (transform.CompareTag("Player"))
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{
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path = MetaPort.Instance.ownerId + "/" + path;
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break;
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} // remote player object root is already player guid
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path = transform.name + "/" + path;
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}
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return path;
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}
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private bool FindAvailableHash(ref int hash)
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{
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for (int i = 0; i < 16; i++)
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{
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hash += 1;
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if (!RelativeSyncManager.RelativeSyncTransforms.ContainsKey(hash)) return true;
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}
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// failed to find a hash in 16 tries, dont care
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return false;
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}
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}
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@ -37,8 +37,18 @@ public class RelativeSyncMonitor : MonoBehaviour
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}
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_lastRelativeSyncMarker = _relativeSyncMarker;
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SendCurrentPositionAndRotation();
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Animator avatarAnimator = PlayerSetup.Instance._animator;
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if (avatarAnimator == null)
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return; // i dont care to bother
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RelativeSyncManager.GetRelativeAvatarPositionsFromMarker(
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avatarAnimator, _relativeSyncMarker.transform,
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out Vector3 relativePosition, out Vector3 relativeRotation);
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ModNetwork.SetLatestRelativeSync(
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_relativeSyncMarker.pathHash,
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relativePosition, relativeRotation);
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}
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private void CheckForRelativeSyncMarker()
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@ -60,23 +70,10 @@ public class RelativeSyncMonitor : MonoBehaviour
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// none found
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_relativeSyncMarker = null;
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}
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private void SendCurrentPositionAndRotation()
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{
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// because our syncing is retarded, we need to sync relative from the avatar root...
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Transform avatarRoot = PlayerSetup.Instance._avatar.transform;
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Vector3 avatarRootPosition = avatarRoot.position; // PlayerSetup.Instance.GetPlayerPosition()
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Quaternion avatarRootRotation = avatarRoot.rotation; // PlayerSetup.Instance.GetPlayerRotation()
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Transform markerTransform = _relativeSyncMarker.transform;
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Vector3 localPosition = markerTransform.InverseTransformPoint(avatarRootPosition);
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Quaternion localRotation = Quaternion.Inverse(markerTransform.rotation) * avatarRootRotation;
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ModNetwork.SendNetworkPosition(_relativeSyncMarker.pathHash, localPosition, localRotation.eulerAngles);
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}
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private void SendEmptyPositionAndRotation()
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{
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ModNetwork.SendNetworkPosition(RelativeSyncManager.NoTarget, Vector3.zero, Vector3.zero);
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ModNetwork.SetLatestRelativeSync(RelativeSyncManager.NoTarget,
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Vector3.zero, Vector3.zero);
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}
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}
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@ -31,4 +31,33 @@ public static class RelativeSyncManager
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controller.SetRelativePositions(position, rotation);
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controller.SetRelativeSyncMarker(syncMarker);
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}
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public static void GetRelativeAvatarPositionsFromMarker(
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Animator avatarAnimator, Transform markerTransform,
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out Vector3 relativePosition, out Vector3 relativeRotation)
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// out Vector3 relativeHipPosition, out Vector3 relativeHipRotation)
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{
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Transform avatarTransform = avatarAnimator.transform;
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// because our syncing is retarded, we need to sync relative from the avatar root...
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Vector3 avatarRootPosition = avatarTransform.position; // PlayerSetup.Instance.GetPlayerPosition()
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Quaternion avatarRootRotation = avatarTransform.rotation; // PlayerSetup.Instance.GetPlayerRotation()
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relativePosition = markerTransform.InverseTransformPoint(avatarRootPosition);
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relativeRotation = (Quaternion.Inverse(markerTransform.rotation) * avatarRootRotation).eulerAngles;
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// Transform hipTrans = (avatarAnimator.avatar != null && avatarAnimator.isHuman)
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// ? avatarAnimator.GetBoneTransform(HumanBodyBones.Hips) : null;
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//
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// if (hipTrans == null)
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// {
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// relativeHipPosition = Vector3.zero;
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// relativeHipRotation = Vector3.zero;
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// }
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// else
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// {
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// relativeHipPosition = markerTransform.InverseTransformPoint(hipTrans.position);
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// relativeHipRotation = (Quaternion.Inverse(markerTransform.rotation) * hipTrans.rotation).eulerAngles;
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// }
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}
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}
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