NAK_CVR_Mods/.Deprecated/AlternateIKSystem/IK/IKManager.cs

474 lines
No EOL
14 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using NAK.AlternateIKSystem.IK.IKHandlers;
using NAK.AlternateIKSystem.IK.WeightManipulators;
using NAK.AlternateIKSystem.VRIKHelpers;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.AlternateIKSystem.IK;
public class IKManager : MonoBehaviour
{
public static IKManager Instance;
#region Variables
public BodyControl BodyControl = new BodyControl();
public static VRIK vrik => _vrik;
private static VRIK _vrik;
public static IKSolverVR solver => _vrik?.solver;
private static LookAtIK _lookAtIk;
public static LookAtIK lookAtIk => _lookAtIk;
private bool _isAvatarInitialized;
// IK Handling
private IKHandler _ikHandler;
// Player Info
internal Transform _desktopCamera;
internal Transform _vrCamera;
internal Transform _vrHeadTarget;
// Controller Info
private Transform _leftController;
private Transform _rightController;
private Transform _leftHandTarget;
private Transform _leftHandRotations;
private Transform _rightHandTarget;
private Transform _rightHandRotations;
// Hand Anchor Offsets (the magic numbers that make or break the game)
private readonly Vector3 _handAnchorPositionOffset = new Vector3(-0.048f, 0.0389f, -0.138f);
private readonly Vector3 _handAnchorRotationOffset = new Vector3(70f, 0f, 50f);
// Avatar Info
private Animator _animator;
private Transform _hipTransform;
// Animator Info
private int _animLocomotionLayer = -1;
private int _animIKPoseLayer = -1;
private const string _locomotionLayerName = "Locomotion/Emotes";
private const string _ikposeLayerName = "IKPose";
// Pose Info
private HumanPoseHandler _humanPoseHandler;
private HumanPose _humanPose;
private HumanPose _humanPoseInitial;
#endregion
#region Unity Methods
private void Start()
{
if (Instance != null)
{
Destroy(this);
return;
}
Instance = this;
_desktopCamera = PlayerSetup.Instance.desktopCamera.transform;
_vrCamera = PlayerSetup.Instance.vrCamera.transform;
_vrHeadTarget = PlayerSetup.Instance.vrHeadTracker.transform;
_leftController = PlayerSetup.Instance.vrLeftHandTracker.transform;
_rightController = PlayerSetup.Instance.vrRightHandTracker.transform;
// ouchie
_leftHandTarget = _leftController.Find("LeftHandTarget");
_leftHandRotations = _leftHandTarget.Find("LeftHandRotations");
_rightHandTarget = _rightController.Find("RightHandTarget");
_rightHandRotations = _rightHandTarget.Find("RightHandRotations");
BodyControl.Start();
}
private void Update()
{
if (!_isAvatarInitialized)
return;
BodyControl.Update();
_ikHandler?.UpdateWeights();
}
#endregion
#region Avatar Events
public void OnAvatarInitialized(GameObject inAvatar)
{
if (_isAvatarInitialized)
return;
if (!inAvatar.TryGetComponent(out _animator))
return;
if (_animator.avatar == null || !_animator.avatar.isHuman)
return;
_lookAtIk = inAvatar.GetComponent<LookAtIK>();
_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
_animIKPoseLayer = _animator.GetLayerIndex(_ikposeLayerName);
_animLocomotionLayer = _animator.GetLayerIndex(_locomotionLayerName);
_hipTransform = _animator.GetBoneTransform(HumanBodyBones.Hips);
_humanPoseHandler?.Dispose();
_humanPoseHandler = new HumanPoseHandler(_animator.avatar, _animator.transform);
_humanPoseHandler.GetHumanPose(ref _humanPose);
_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
if (MetaPort.Instance.isUsingVr)
{
InitializeHalfBodyIk();
}
else
{
InitializeDesktopIk();
}
_isAvatarInitialized = true;
}
public void OnAvatarDestroyed()
{
if (!_isAvatarInitialized)
return;
_vrik = null;
_lookAtIk = null;
_animator = null;
_animIKPoseLayer = -1;
_animLocomotionLayer = -1;
_hipTransform = null;
_humanPoseHandler?.Dispose();
_humanPoseHandler = null;
_ikHandler = null;
_isAvatarInitialized = false;
}
#endregion
#region Game Events
public bool OnPlayerScaled(float scaleDifference)
{
if (!_isAvatarInitialized)
return false;
_ikHandler?.OnPlayerScaled(scaleDifference);
return true;
}
public void OnPlayerSeatedStateChanged(bool isSitting)
{
if (!_isAvatarInitialized)
return;
// update immediately, ShouldTrackLocomotion() will catch up next frame
if (isSitting)
BodyControl.TrackingLocomotion = false;
}
public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
{
if (!_isAvatarInitialized)
return false;
_ikHandler?.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
return true;
}
public bool OnPlayerTeleported()
{
if (!_isAvatarInitialized)
return false;
_vrik?.solver.Reset();
return true;
}
#endregion
#region IK Initialization
private void InitializeDesktopIk()
{
SetupIkGeneral();
IKCalibrator.ConfigureDesktopVrIk(_vrik);
_ikHandler = new IKHandlerDesktop(_vrik);
IKCalibrator.SetupHeadIKTarget(_vrik);
InitializeIkGeneral();
_ikHandler.OnInitializeIk();
}
private void InitializeHalfBodyIk()
{
SetupIkGeneral();
IKCalibrator.ConfigureHalfBodyVrIk(_vrik);
_ikHandler = new IKHandlerHalfBody(_vrik);
IKCalibrator.SetupHeadIKTarget(_vrik, _vrHeadTarget);
IKCalibrator.SetupHandIKTarget(_vrik, _leftHandRotations, true);
IKCalibrator.SetupHandIKTarget(_vrik, _rightHandRotations, false);
// Configure controller offsets
_leftHandTarget.localPosition = _handAnchorPositionOffset;
_leftHandTarget.localEulerAngles = _handAnchorRotationOffset;
_rightHandTarget.localPosition = Vector3.Scale(_handAnchorPositionOffset, new Vector3(-1, 1, 1));
_rightHandTarget.localEulerAngles = Vector3.Scale(_handAnchorRotationOffset, new Vector3(1, -1, -1));
InitializeIkGeneral();
_ikHandler.OnInitializeIk();
}
private void SetupIkGeneral()
{
_animator.transform.position = GetPlayerPosition();
_animator.transform.rotation = GetPlayerRotation();
SetAvatarPose(AvatarPose.Default);
_vrik = IKCalibrator.SetupVrIk(_animator);
}
private void InitializeIkGeneral()
{
SetAvatarPose(AvatarPose.IKPose);
VRIKUtils.CalculateInitialIKScaling(_vrik, ref _ikHandler._locomotionData);
VRIKUtils.CalculateInitialFootsteps(_vrik, ref _ikHandler._locomotionData);
_vrik.solver.Initiate(_vrik.transform); // initiate a second time
SetAvatarPose(AvatarPose.Initial);
VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
}
#endregion
#region Public Methods
public Vector3 GetPlayerPosition()
{
if (!MetaPort.Instance.isUsingVr)
return transform.position;
Vector3 vrPosition = _vrCamera.transform.position;
vrPosition.y = transform.position.y;
return vrPosition;
}
public Quaternion GetPlayerRotation()
{
if (!MetaPort.Instance.isUsingVr)
return transform.rotation;
Vector3 vrForward = _vrCamera.transform.forward;
vrForward.y = 0f;
return Quaternion.LookRotation(vrForward, Vector3.up);
}
#endregion
#region VRIK Solver Events General
private void OnPreSolverUpdateGeneral()
{
if (solver.IKPositionWeight < 0.9f)
return;
Vector3 hipPos = _hipTransform.position;
Quaternion hipRot = _hipTransform.rotation;
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (var i = 0; i < _humanPose.muscles.Length; i++)
{
//if (IkTweaksSettings.IgnoreAnimationsModeParsed == IgnoreAnimationsMode.All && IKTweaksMod.ourRandomPuck.activeInHierarchy)
//{
// muscles[i] *= ourBoneResetMasks[i] == BoneResetMask.Never ? 1 : 0;
// continue;
//}
switch (ourBoneResetMasks[i])
{
case BoneResetMask.Never:
break;
case BoneResetMask.Spine:
_humanPose.muscles[i] *= 1 - solver.spine.pelvisPositionWeight;
break;
case BoneResetMask.LeftArm:
_humanPose.muscles[i] *= 1 - solver.leftArm.positionWeight;
break;
case BoneResetMask.RightArm:
_humanPose.muscles[i] *= 1 - solver.rightArm.positionWeight;
break;
case BoneResetMask.LeftLeg:
_humanPose.muscles[i] *= 1 - solver.leftLeg.positionWeight;
break;
case BoneResetMask.RightLeg:
_humanPose.muscles[i] *= 1 - solver.rightLeg.positionWeight;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
_humanPoseHandler.SetHumanPose(ref _humanPose);
_hipTransform.position = hipPos;
_hipTransform.rotation = hipRot;
}
// "NetIk Pass", or "Additional Humanoid Pass" hack
private void OnPostSolverUpdateGeneral()
{
Vector3 hipPos = _hipTransform.position;
Quaternion hipRot = _hipTransform.rotation;
_humanPoseHandler.GetHumanPose(ref _humanPose);
_humanPoseHandler.SetHumanPose(ref _humanPose);
_hipTransform.position = hipPos;
_hipTransform.rotation = hipRot;
}
#endregion
#region Avatar Pose Utilities
private enum AvatarPose
{
Default = 0,
Initial = 1,
IKPose = 2,
TPose = 3,
APose = 4
}
private void SetAvatarPose(AvatarPose pose)
{
switch (pose)
{
case AvatarPose.Default:
SetMusclesToValue(0f);
break;
case AvatarPose.Initial:
if (HasCustomIKPose())
SetCustomLayersWeights(0f, 1f);
_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
break;
case AvatarPose.IKPose:
if (HasCustomIKPose())
{
SetCustomLayersWeights(1f, 0f);
return;
}
SetMusclesToPose(MusclePoses.IKPoseMuscles);
break;
case AvatarPose.TPose:
SetMusclesToPose(MusclePoses.TPoseMuscles);
break;
case AvatarPose.APose:
SetMusclesToPose(MusclePoses.APoseMuscles);
break;
}
}
private bool HasCustomIKPose()
{
return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
}
private void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
{
_animator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
_animator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
_animator.Update(0f);
}
private void SetMusclesToValue(float value)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (var i = 0; i < ourBoneResetMasks.Length; i++)
{
if (ourBoneResetMasks[i] != BoneResetMask.Never)
_humanPose.muscles[i] = value;
}
_humanPose.bodyPosition = Vector3.up;
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
private void SetMusclesToPose(float[] muscles)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (var i = 0; i < ourBoneResetMasks.Length; i++)
{
if (ourBoneResetMasks[i] != BoneResetMask.Never)
_humanPose.muscles[i] = muscles[i];
}
_humanPose.bodyPosition = Vector3.up;
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
#endregion
#region BodyHandling
public enum BoneResetMask
{
Never,
Spine,
LeftArm,
RightArm,
LeftLeg,
RightLeg,
}
private static readonly string[] ourNeverBones = { "Index", "Thumb", "Middle", "Ring", "Little", "Jaw", "Eye" };
private static readonly string[] ourArmBones = { "Arm", "Forearm", "Hand", "Shoulder" };
private static readonly string[] ourLegBones = { "Leg", "Foot", "Toes" };
private static BoneResetMask JudgeBone(string name)
{
if (ourNeverBones.Any(name.Contains))
return BoneResetMask.Never;
if (ourArmBones.Any(name.Contains))
{
return name.Contains("Left") ? BoneResetMask.LeftArm : BoneResetMask.RightArm;
}
if (ourLegBones.Any(name.Contains))
return name.Contains("Left") ? BoneResetMask.LeftLeg : BoneResetMask.RightLeg;
return BoneResetMask.Spine;
}
internal static readonly BoneResetMask[] ourBoneResetMasks = HumanTrait.MuscleName.Select(JudgeBone).ToArray();
#endregion
}