mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 05:49:23 +00:00
474 lines
No EOL
14 KiB
C#
474 lines
No EOL
14 KiB
C#
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 NAK.AlternateIKSystem.IK.IKHandlers;
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using NAK.AlternateIKSystem.IK.WeightManipulators;
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using NAK.AlternateIKSystem.VRIKHelpers;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.AlternateIKSystem.IK;
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public class IKManager : MonoBehaviour
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{
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public static IKManager Instance;
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#region Variables
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public BodyControl BodyControl = new BodyControl();
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public static VRIK vrik => _vrik;
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private static VRIK _vrik;
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public static IKSolverVR solver => _vrik?.solver;
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private static LookAtIK _lookAtIk;
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public static LookAtIK lookAtIk => _lookAtIk;
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private bool _isAvatarInitialized;
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// IK Handling
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private IKHandler _ikHandler;
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// Player Info
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internal Transform _desktopCamera;
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internal Transform _vrCamera;
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internal Transform _vrHeadTarget;
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// Controller Info
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private Transform _leftController;
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private Transform _rightController;
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private Transform _leftHandTarget;
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private Transform _leftHandRotations;
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private Transform _rightHandTarget;
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private Transform _rightHandRotations;
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// Hand Anchor Offsets (the magic numbers that make or break the game)
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private readonly Vector3 _handAnchorPositionOffset = new Vector3(-0.048f, 0.0389f, -0.138f);
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private readonly Vector3 _handAnchorRotationOffset = new Vector3(70f, 0f, 50f);
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// Avatar Info
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private Animator _animator;
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private Transform _hipTransform;
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// Animator Info
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private int _animLocomotionLayer = -1;
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private int _animIKPoseLayer = -1;
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private const string _locomotionLayerName = "Locomotion/Emotes";
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private const string _ikposeLayerName = "IKPose";
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// Pose Info
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private HumanPoseHandler _humanPoseHandler;
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private HumanPose _humanPose;
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private HumanPose _humanPoseInitial;
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#endregion
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#region Unity Methods
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private void Start()
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{
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if (Instance != null)
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{
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Destroy(this);
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return;
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}
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Instance = this;
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_desktopCamera = PlayerSetup.Instance.desktopCamera.transform;
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_vrCamera = PlayerSetup.Instance.vrCamera.transform;
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_vrHeadTarget = PlayerSetup.Instance.vrHeadTracker.transform;
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_leftController = PlayerSetup.Instance.vrLeftHandTracker.transform;
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_rightController = PlayerSetup.Instance.vrRightHandTracker.transform;
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// ouchie
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_leftHandTarget = _leftController.Find("LeftHandTarget");
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_leftHandRotations = _leftHandTarget.Find("LeftHandRotations");
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_rightHandTarget = _rightController.Find("RightHandTarget");
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_rightHandRotations = _rightHandTarget.Find("RightHandRotations");
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BodyControl.Start();
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}
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private void Update()
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{
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if (!_isAvatarInitialized)
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return;
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BodyControl.Update();
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_ikHandler?.UpdateWeights();
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}
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#endregion
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#region Avatar Events
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public void OnAvatarInitialized(GameObject inAvatar)
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{
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if (_isAvatarInitialized)
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return;
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if (!inAvatar.TryGetComponent(out _animator))
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return;
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if (_animator.avatar == null || !_animator.avatar.isHuman)
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return;
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_lookAtIk = inAvatar.GetComponent<LookAtIK>();
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_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
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_animIKPoseLayer = _animator.GetLayerIndex(_ikposeLayerName);
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_animLocomotionLayer = _animator.GetLayerIndex(_locomotionLayerName);
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_hipTransform = _animator.GetBoneTransform(HumanBodyBones.Hips);
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_humanPoseHandler?.Dispose();
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_humanPoseHandler = new HumanPoseHandler(_animator.avatar, _animator.transform);
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
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if (MetaPort.Instance.isUsingVr)
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{
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InitializeHalfBodyIk();
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}
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else
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{
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InitializeDesktopIk();
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}
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_isAvatarInitialized = true;
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}
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public void OnAvatarDestroyed()
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{
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if (!_isAvatarInitialized)
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return;
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_vrik = null;
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_lookAtIk = null;
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_animator = null;
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_animIKPoseLayer = -1;
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_animLocomotionLayer = -1;
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_hipTransform = null;
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_humanPoseHandler?.Dispose();
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_humanPoseHandler = null;
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_ikHandler = null;
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_isAvatarInitialized = false;
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}
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#endregion
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#region Game Events
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public bool OnPlayerScaled(float scaleDifference)
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{
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if (!_isAvatarInitialized)
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return false;
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_ikHandler?.OnPlayerScaled(scaleDifference);
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return true;
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}
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public void OnPlayerSeatedStateChanged(bool isSitting)
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{
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if (!_isAvatarInitialized)
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return;
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// update immediately, ShouldTrackLocomotion() will catch up next frame
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if (isSitting)
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BodyControl.TrackingLocomotion = false;
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}
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public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
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{
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if (!_isAvatarInitialized)
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return false;
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_ikHandler?.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
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return true;
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}
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public bool OnPlayerTeleported()
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{
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if (!_isAvatarInitialized)
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return false;
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_vrik?.solver.Reset();
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return true;
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}
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#endregion
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#region IK Initialization
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private void InitializeDesktopIk()
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{
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SetupIkGeneral();
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IKCalibrator.ConfigureDesktopVrIk(_vrik);
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_ikHandler = new IKHandlerDesktop(_vrik);
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IKCalibrator.SetupHeadIKTarget(_vrik);
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InitializeIkGeneral();
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_ikHandler.OnInitializeIk();
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}
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private void InitializeHalfBodyIk()
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{
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SetupIkGeneral();
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IKCalibrator.ConfigureHalfBodyVrIk(_vrik);
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_ikHandler = new IKHandlerHalfBody(_vrik);
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IKCalibrator.SetupHeadIKTarget(_vrik, _vrHeadTarget);
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IKCalibrator.SetupHandIKTarget(_vrik, _leftHandRotations, true);
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IKCalibrator.SetupHandIKTarget(_vrik, _rightHandRotations, false);
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// Configure controller offsets
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_leftHandTarget.localPosition = _handAnchorPositionOffset;
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_leftHandTarget.localEulerAngles = _handAnchorRotationOffset;
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_rightHandTarget.localPosition = Vector3.Scale(_handAnchorPositionOffset, new Vector3(-1, 1, 1));
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_rightHandTarget.localEulerAngles = Vector3.Scale(_handAnchorRotationOffset, new Vector3(1, -1, -1));
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InitializeIkGeneral();
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_ikHandler.OnInitializeIk();
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}
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private void SetupIkGeneral()
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{
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_animator.transform.position = GetPlayerPosition();
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_animator.transform.rotation = GetPlayerRotation();
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SetAvatarPose(AvatarPose.Default);
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_vrik = IKCalibrator.SetupVrIk(_animator);
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}
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private void InitializeIkGeneral()
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{
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SetAvatarPose(AvatarPose.IKPose);
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VRIKUtils.CalculateInitialIKScaling(_vrik, ref _ikHandler._locomotionData);
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VRIKUtils.CalculateInitialFootsteps(_vrik, ref _ikHandler._locomotionData);
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_vrik.solver.Initiate(_vrik.transform); // initiate a second time
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SetAvatarPose(AvatarPose.Initial);
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VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
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_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
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_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
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}
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#endregion
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#region Public Methods
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public Vector3 GetPlayerPosition()
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{
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if (!MetaPort.Instance.isUsingVr)
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return transform.position;
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Vector3 vrPosition = _vrCamera.transform.position;
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vrPosition.y = transform.position.y;
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return vrPosition;
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}
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public Quaternion GetPlayerRotation()
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{
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if (!MetaPort.Instance.isUsingVr)
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return transform.rotation;
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Vector3 vrForward = _vrCamera.transform.forward;
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vrForward.y = 0f;
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return Quaternion.LookRotation(vrForward, Vector3.up);
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}
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#endregion
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#region VRIK Solver Events General
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private void OnPreSolverUpdateGeneral()
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{
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if (solver.IKPositionWeight < 0.9f)
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return;
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Vector3 hipPos = _hipTransform.position;
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Quaternion hipRot = _hipTransform.rotation;
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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for (var i = 0; i < _humanPose.muscles.Length; i++)
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{
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//if (IkTweaksSettings.IgnoreAnimationsModeParsed == IgnoreAnimationsMode.All && IKTweaksMod.ourRandomPuck.activeInHierarchy)
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//{
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// muscles[i] *= ourBoneResetMasks[i] == BoneResetMask.Never ? 1 : 0;
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// continue;
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//}
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switch (ourBoneResetMasks[i])
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{
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case BoneResetMask.Never:
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break;
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case BoneResetMask.Spine:
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_humanPose.muscles[i] *= 1 - solver.spine.pelvisPositionWeight;
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break;
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case BoneResetMask.LeftArm:
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_humanPose.muscles[i] *= 1 - solver.leftArm.positionWeight;
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break;
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case BoneResetMask.RightArm:
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_humanPose.muscles[i] *= 1 - solver.rightArm.positionWeight;
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break;
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case BoneResetMask.LeftLeg:
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_humanPose.muscles[i] *= 1 - solver.leftLeg.positionWeight;
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break;
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case BoneResetMask.RightLeg:
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_humanPose.muscles[i] *= 1 - solver.rightLeg.positionWeight;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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_humanPoseHandler.SetHumanPose(ref _humanPose);
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_hipTransform.position = hipPos;
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_hipTransform.rotation = hipRot;
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}
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// "NetIk Pass", or "Additional Humanoid Pass" hack
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private void OnPostSolverUpdateGeneral()
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{
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Vector3 hipPos = _hipTransform.position;
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Quaternion hipRot = _hipTransform.rotation;
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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_humanPoseHandler.SetHumanPose(ref _humanPose);
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_hipTransform.position = hipPos;
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_hipTransform.rotation = hipRot;
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}
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#endregion
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#region Avatar Pose Utilities
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private enum AvatarPose
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{
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Default = 0,
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Initial = 1,
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IKPose = 2,
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TPose = 3,
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APose = 4
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}
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private void SetAvatarPose(AvatarPose pose)
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{
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switch (pose)
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{
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case AvatarPose.Default:
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SetMusclesToValue(0f);
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break;
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case AvatarPose.Initial:
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if (HasCustomIKPose())
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SetCustomLayersWeights(0f, 1f);
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_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
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break;
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case AvatarPose.IKPose:
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if (HasCustomIKPose())
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{
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SetCustomLayersWeights(1f, 0f);
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return;
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}
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SetMusclesToPose(MusclePoses.IKPoseMuscles);
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break;
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case AvatarPose.TPose:
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SetMusclesToPose(MusclePoses.TPoseMuscles);
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break;
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case AvatarPose.APose:
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SetMusclesToPose(MusclePoses.APoseMuscles);
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break;
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}
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}
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private bool HasCustomIKPose()
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{
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return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
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}
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private void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
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{
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_animator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
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_animator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
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_animator.Update(0f);
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}
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private void SetMusclesToValue(float value)
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{
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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for (var i = 0; i < ourBoneResetMasks.Length; i++)
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{
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if (ourBoneResetMasks[i] != BoneResetMask.Never)
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_humanPose.muscles[i] = value;
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}
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_humanPose.bodyPosition = Vector3.up;
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_humanPose.bodyRotation = Quaternion.identity;
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_humanPoseHandler.SetHumanPose(ref _humanPose);
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}
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private void SetMusclesToPose(float[] muscles)
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{
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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for (var i = 0; i < ourBoneResetMasks.Length; i++)
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{
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if (ourBoneResetMasks[i] != BoneResetMask.Never)
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_humanPose.muscles[i] = muscles[i];
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}
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_humanPose.bodyPosition = Vector3.up;
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_humanPose.bodyRotation = Quaternion.identity;
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_humanPoseHandler.SetHumanPose(ref _humanPose);
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}
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#endregion
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#region BodyHandling
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public enum BoneResetMask
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{
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Never,
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Spine,
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LeftArm,
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RightArm,
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LeftLeg,
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RightLeg,
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}
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private static readonly string[] ourNeverBones = { "Index", "Thumb", "Middle", "Ring", "Little", "Jaw", "Eye" };
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private static readonly string[] ourArmBones = { "Arm", "Forearm", "Hand", "Shoulder" };
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private static readonly string[] ourLegBones = { "Leg", "Foot", "Toes" };
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private static BoneResetMask JudgeBone(string name)
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{
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if (ourNeverBones.Any(name.Contains))
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return BoneResetMask.Never;
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if (ourArmBones.Any(name.Contains))
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{
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return name.Contains("Left") ? BoneResetMask.LeftArm : BoneResetMask.RightArm;
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}
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if (ourLegBones.Any(name.Contains))
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return name.Contains("Left") ? BoneResetMask.LeftLeg : BoneResetMask.RightLeg;
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return BoneResetMask.Spine;
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}
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internal static readonly BoneResetMask[] ourBoneResetMasks = HumanTrait.MuscleName.Select(JudgeBone).ToArray();
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#endregion
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} |