NAK_CVR_Mods/.Deprecated/DesktopVRIK/IK/IKManager.cs

416 lines
No EOL
12 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using NAK.DesktopVRIK.IK.IKHandlers;
using NAK.DesktopVRIK.IK.VRIKHelpers;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.DesktopVRIK.IK;
public class IKManager : MonoBehaviour
{
public static IKManager Instance;
#region Variables
private static VRIK _vrik;
private static IKSolverVR _solver;
private bool _isAvatarInitialized;
// IK Handling
private IKHandler _ikHandler;
// Player Info
internal Transform _desktopCamera;
internal Transform _vrCamera;
// Avatar Info
private Animator _animator;
internal 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
internal HumanPoseHandler _humanPoseHandler;
internal HumanPose _humanPose;
internal 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;
}
private void Update()
{
_ikHandler?.UpdateWeights();
}
#endregion
#region Avatar Events
public void OnAvatarInitialized(GameObject inAvatar)
{
if (MetaPort.Instance.isUsingVr)
return;
if (_isAvatarInitialized)
return;
if (!inAvatar.TryGetComponent(out _animator))
return;
if (_animator.avatar == null || !_animator.avatar.isHuman)
return;
_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);
InitializeDesktopIk();
_isAvatarInitialized = true;
}
public void OnAvatarDestroyed()
{
if (!_isAvatarInitialized)
return;
_vrik = null;
_solver = 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 (_ikHandler == null)
return false;
DesktopVRIK.Logger.Msg(scaleDifference);
_ikHandler.OnPlayerScaled(scaleDifference);
return true;
}
public void OnPlayerSeatedStateChanged(bool isSitting)
{
if (_ikHandler == null)
return;
_ikHandler.Reset();
}
public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
{
if (_ikHandler == null)
return false;
_ikHandler.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
return true;
}
public bool OnPlayerTeleported()
{
if (_ikHandler == null)
return false;
_ikHandler.Reset();
return true;
}
public void OnPlayerUpdate()
{
if (_ikHandler == null)
return;
_ikHandler.UpdateTracking();
}
#endregion
#region IK Initialization
private void InitializeDesktopIk()
{
SetupIkGeneral();
IKCalibrator.ConfigureDesktopVrIk(_vrik);
_ikHandler = new IKHandlerDesktop(_vrik);
IKCalibrator.SetupHeadIKTarget(_vrik);
InitializeIkGeneral();
_ikHandler.OnInitializeIk();
}
private void SetupIkGeneral()
{
_animator.transform.position = GetPlayerPosition();
_animator.transform.rotation = GetPlayerRotation();
SetAvatarPose(AvatarPose.Default);
_vrik = IKCalibrator.SetupVrIk(_animator);
_solver = _vrik.solver;
}
private void InitializeIkGeneral()
{
SetAvatarPose(AvatarPose.IKPose);
VRIKUtils.CalculateInitialIKScaling(_vrik, ref _ikHandler._locomotionData);
VRIKUtils.CalculateInitialFootsteps(_vrik, ref _ikHandler._locomotionData);
_solver.Initiate(_vrik.transform); // initiate a second time
SetAvatarPose(AvatarPose.Initial);
VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktopSwimming);
_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
}
#endregion
#region Public Methods
public bool IsAvatarInitialized()
{
return _isAvatarInitialized;
}
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 OnPreSolverUpdateDesktopSwimming()
{
if (_solver.IKPositionWeight < 0.9f)
return;
Vector3 headPosition = _animator.GetBoneTransform(HumanBodyBones.Head).position;
// rotate hips around head bone to simulate diving
if (MovementSystem.Instance._playerIsSubmerged)
{
const float maxAngleForward = 85f;
const float maxAngleBackward = -85f;
float lookAngle = _desktopCamera.localEulerAngles.x;
if (lookAngle > 180) lookAngle -= 360;
lookAngle = Mathf.Clamp(lookAngle, maxAngleBackward, maxAngleForward);
float multiplier = Mathf.Lerp(0f, 1f, (MovementSystem.Instance.movementVector.magnitude - 0.5f) * 2f); // blend in when moving w/ sprint
multiplier *= (-1f * MovementSystem.Instance.GetDepth()); // blend out when at surface
_solver.IKPositionWeight = 1f - (-1f * multiplier); // disable IK completely when fast swimming (only applicable to DesktopVRIK)
_hipTransform.RotateAround(headPosition, _animator.transform.right, lookAngle * multiplier);
}
// offset avatar hips so head bone is centered on avatar root
// this fixes animations becoming scrunched up once VRIK solves!
_hipTransform.position -= (headPosition - _animator.transform.position) with { y = 0f };
}
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++)
{
switch (BodySystem.boneResetMasks[i])
{
case BodySystem.BoneResetMask.Never:
break;
case BodySystem.BoneResetMask.Spine:
_humanPose.muscles[i] *= 1 - _solver.spine.pelvisPositionWeight;
break;
case BodySystem.BoneResetMask.LeftArm:
_humanPose.muscles[i] *= 1 - _solver.leftArm.positionWeight;
break;
case BodySystem.BoneResetMask.RightArm:
_humanPose.muscles[i] *= 1 - _solver.rightArm.positionWeight;
break;
case BodySystem.BoneResetMask.LeftLeg:
_humanPose.muscles[i] *= 1 - _solver.leftLeg.positionWeight;
break;
case BodySystem.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 < BodySystem.boneResetMasks.Length; i++)
{
if (BodySystem.boneResetMasks[i] != BodySystem.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 < BodySystem.boneResetMasks.Length; i++)
{
if (BodySystem.boneResetMasks[i] != BodySystem.BoneResetMask.Never)
_humanPose.muscles[i] = muscles[i];
}
_humanPose.bodyPosition = Vector3.up;
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
#endregion
}