[RelativeSync] Initial Release

This commit is contained in:
NotAKidoS 2024-05-22 04:19:48 -05:00
parent 4f177633a4
commit ca7df56e76
11 changed files with 647 additions and 0 deletions

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using ABI_RC.Core.Player;
using UnityEngine;
namespace NAK.RelativeSync.Components;
[DefaultExecutionOrder(int.MaxValue)] // make sure this runs after NetIKController
public class RelativeSyncController : MonoBehaviour
{
private static float MaxMagnitude = 750000000000f;
private string _userId;
private PuppetMaster puppetMaster { get; set; }
private NetIKController netIkController { get; set; }
// private bool _syncMarkerChangedSinceLastSync;
private RelativeSyncMarker _relativeSyncMarker;
private RelativeSyncData _relativeSyncData;
private RelativeSyncData _lastSyncData;
#region Unity Events
private void Start()
{
puppetMaster = GetComponent<PuppetMaster>();
netIkController = GetComponent<NetIKController>();
_userId = puppetMaster._playerDescriptor.ownerId;
RelativeSyncManager.RelativeSyncControllers.Add(_userId, this);
}
private void OnDestroy()
{
RelativeSyncManager.RelativeSyncControllers.Remove(_userId);
}
private void LateUpdate()
{
if (puppetMaster._isHidden)
return;
if (_relativeSyncMarker == null)
return;
Animator animator = puppetMaster._animator;
if (animator == null)
return;
Transform avatarTransform = animator.transform;
Vector3 worldRootPos = avatarTransform.position;
Quaternion worldRootRot = avatarTransform.rotation;
Vector3 relativeHipPos = default;
Quaternion relativeHipRot = default;
Transform hipTrans = animator.GetBoneTransform(HumanBodyBones.Hips);
if (hipTrans != null)
{
Vector3 hipPos = hipTrans.position;
Quaternion hipRot = hipTrans.rotation;
relativeHipPos = Quaternion.Inverse(worldRootRot) * (hipPos - worldRootPos);
relativeHipRot = Quaternion.Inverse(worldRootRot) * hipRot;
}
// todo: this is fucked and idk why, is technically slightly differing sync rates,
// but even reimplementing dynamic tps here didnt fix the jitter
float lerp = netIkController.GetLerpSpeed();
Vector3 targetLocalPosition = _relativeSyncData.LocalRootPosition;
Quaternion targetLocalRotation = Quaternion.Euler(_relativeSyncData.LocalRootRotation);
Transform targetTransform = _relativeSyncMarker.transform;
if (_relativeSyncMarker.ApplyRelativeRotation && _relativeSyncData.LocalRootRotation.sqrMagnitude < MaxMagnitude)
{
Quaternion rotation = targetTransform.rotation;
Quaternion worldRotation = rotation * targetLocalRotation;
Quaternion lastRotation = rotation * Quaternion.Euler(_lastSyncData.LocalRootRotation);
if (_relativeSyncMarker.OnlyApplyRelativeHeading)
{
Vector3 currentForward = lastRotation * Vector3.forward;
Vector3 targetForward = worldRotation * Vector3.forward;
Vector3 currentWorldUp = avatarTransform.up; // up direction of player before we touch it
// project forward vectors to the ground plane
currentForward = Vector3.ProjectOnPlane(currentForward, currentWorldUp).normalized;
targetForward = Vector3.ProjectOnPlane(targetForward, currentWorldUp).normalized;
lastRotation = Quaternion.LookRotation(currentForward, currentWorldUp);
worldRotation = Quaternion.LookRotation(targetForward, currentWorldUp);
}
transform.rotation = Quaternion.Slerp(lastRotation, worldRotation, lerp);
}
if (_relativeSyncMarker.ApplyRelativePosition && _relativeSyncData.LocalRootPosition.sqrMagnitude < MaxMagnitude)
{
Vector3 worldPosition = targetTransform.TransformPoint(targetLocalPosition);
transform.position = Vector3.Lerp(targetTransform.TransformPoint(_lastSyncData.LocalRootPosition), worldPosition, lerp);
}
// negate avatar transform movement
avatarTransform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
// fix hip syncing because it is not relative to root, it is synced in world space -_-
if (hipTrans != null)
{
hipTrans.position = transform.position + transform.rotation * relativeHipPos;
hipTrans.rotation = transform.rotation * relativeHipRot;
}
_lastSyncData.LocalRootPosition = targetLocalPosition;
_lastSyncData.LocalRootRotation = targetLocalRotation.eulerAngles;
}
#endregion Unity Events
#region Public Methods
public void SetRelativeSyncMarker(RelativeSyncMarker target)
{
if (_relativeSyncMarker == target)
return;
_relativeSyncMarker = target;
// calculate relative position and rotation so lerp can smooth it out (hack)
if (_relativeSyncMarker != null)
{
Transform avatarTransform = puppetMaster._animator.transform;
Transform markerTransform = _relativeSyncMarker.transform;
Vector3 localPosition = markerTransform.InverseTransformPoint(avatarTransform.position);
Quaternion localRotation = Quaternion.Inverse(markerTransform.rotation) * avatarTransform.rotation;
// set last sync data to current position and rotation so we don't lerp from the last marker
_lastSyncData.LocalRootPosition = localPosition;
_lastSyncData.LocalRootRotation = localRotation.eulerAngles;
//Debug.Log($"SetRelativeSyncMarker: {_relativeSyncMarker.name}");
}
}
public void SetRelativePositions(Vector3 position, Vector3 rotation)
{
_relativeSyncData.LocalRootPosition = position;
_relativeSyncData.LocalRootRotation = rotation;
}
#endregion Public Methods
public struct RelativeSyncData
{
public Vector3 LocalRootPosition;
public Vector3 LocalRootRotation;
}
}

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using ABI.CCK.Components;
using UnityEngine;
namespace NAK.RelativeSync.Components;
public class RelativeSyncMarker : MonoBehaviour
{
public int pathHash { get; private set; }
public bool ApplyRelativePosition = true;
public bool ApplyRelativeRotation = true;
public bool OnlyApplyRelativeHeading;
private void Start()
{
string path = GetGameObjectPath(transform);
pathHash = path.GetHashCode();
RelativeSyncManager.RelativeSyncTransforms.Add(pathHash, this);
ConfigureForPotentialMovementParent();
}
private void OnDestroy()
{
RelativeSyncManager.RelativeSyncTransforms.Remove(pathHash);
}
private void ConfigureForPotentialMovementParent()
{
if (!gameObject.TryGetComponent(out CVRMovementParent movementParent))
return;
// TODO: a refactor may be needed to handle the orientation mode being animated
// respect orientation mode & gravity zone
ApplyRelativeRotation = movementParent.orientationMode == CVRMovementParent.OrientationMode.RotateWithParent;
OnlyApplyRelativeHeading = movementParent.GetComponent<GravityZone>() == null;
}
private static string GetGameObjectPath(Transform transform)
{
string path = transform.name;
while (transform.parent != null)
{
transform = transform.parent;
path = transform.name + "/" + path;
}
return path;
}
}

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using ABI_RC.Core.Player;
using ABI_RC.Systems.Movement;
using NAK.RelativeSync.Networking;
using UnityEngine;
namespace NAK.RelativeSync.Components;
[DefaultExecutionOrder(int.MaxValue)]
public class RelativeSyncMonitor : MonoBehaviour
{
private BetterBetterCharacterController _characterController { get; set; }
private RelativeSyncMarker _relativeSyncMarker;
private RelativeSyncMarker _lastRelativeSyncMarker;
private void Start()
{
_characterController = GetComponent<BetterBetterCharacterController>();
}
private void LateUpdate()
{
if (_characterController == null)
return;
CheckForRelativeSyncMarker();
if (_relativeSyncMarker == null)
{
if (_lastRelativeSyncMarker == null)
return;
// send empty position and rotation to stop syncing
SendEmptyPositionAndRotation();
_lastRelativeSyncMarker = null;
return;
}
_lastRelativeSyncMarker = _relativeSyncMarker;
SendCurrentPositionAndRotation();
}
private void CheckForRelativeSyncMarker()
{
if (_characterController._isSitting && _characterController._lastCvrSeat)
{
RelativeSyncMarker newMarker = _characterController._lastCvrSeat.GetComponent<RelativeSyncMarker>();
_relativeSyncMarker = newMarker;
return;
}
if (_characterController._previousMovementParent != null)
{
RelativeSyncMarker newMarker = _characterController._previousMovementParent.GetComponent<RelativeSyncMarker>();
_relativeSyncMarker = newMarker;
return;
}
// none found
_relativeSyncMarker = null;
}
private void SendCurrentPositionAndRotation()
{
// because our syncing is retarded, we need to sync relative from the avatar root...
Transform avatarRoot = PlayerSetup.Instance._avatar.transform;
Vector3 avatarRootPosition = avatarRoot.position; // PlayerSetup.Instance.GetPlayerPosition()
Quaternion avatarRootRotation = avatarRoot.rotation; // PlayerSetup.Instance.GetPlayerRotation()
Transform markerTransform = _relativeSyncMarker.transform;
Vector3 localPosition = markerTransform.InverseTransformPoint(avatarRootPosition);
Quaternion localRotation = Quaternion.Inverse(markerTransform.rotation) * avatarRootRotation;
ModNetwork.SendNetworkPosition(_relativeSyncMarker.pathHash, localPosition, localRotation.eulerAngles);
}
private void SendEmptyPositionAndRotation()
{
ModNetwork.SendNetworkPosition(RelativeSyncManager.NoTarget, Vector3.zero, Vector3.zero);
}
}

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using ABI_RC.Core.Base;
using ABI_RC.Core.Player;
using NAK.RelativeSync.Components;
using UnityEngine;
namespace NAK.RelativeSync;
public static class RelativeSyncManager
{
public const int NoTarget = -1;
public static readonly Dictionary<int, RelativeSyncMarker> RelativeSyncTransforms = new();
public static readonly Dictionary<string, RelativeSyncController> RelativeSyncControllers = new();
public static void ApplyRelativeSync(string userId, int target, Vector3 position, Vector3 rotation)
{
if (!RelativeSyncControllers.TryGetValue(userId, out RelativeSyncController controller))
if (CVRPlayerManager.Instance.GetPlayerPuppetMaster(userId, out PuppetMaster pm))
controller = pm.AddComponentIfMissing<RelativeSyncController>();
if (controller == null)
{
RelativeSyncMod.Logger.Error($"Failed to apply relative sync for user {userId}");
return;
}
// find target transform
RelativeSyncMarker syncMarker = null;
if (target != NoTarget) RelativeSyncTransforms.TryGetValue(target, out syncMarker);
controller.SetRelativePositions(position, rotation);
controller.SetRelativeSyncMarker(syncMarker);
}
}