Input implementation

Internal keyword usage (wow!)
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SDraw 2023-01-28 16:33:54 +03:00
parent 9afa795626
commit 8737f61bdc
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22 changed files with 1037 additions and 623 deletions

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@ -1,5 +1,4 @@
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.IK;
using RootMotion.FinalIK;
using System.Reflection;
@ -11,20 +10,17 @@ namespace ml_lme
class LeapTracked : MonoBehaviour
{
static readonly float[] ms_tposeMuscles = typeof(ABI_RC.Systems.IK.SubSystems.BodySystem).GetField("TPoseMuscles", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null) as float[];
static readonly FieldInfo ms_indexGestureToggle = typeof(InputModuleSteamVR).GetField("_steamVrIndexGestureToggleValue", BindingFlags.Instance | BindingFlags.NonPublic);
static readonly Quaternion ms_offsetLeft = Quaternion.Euler(0f, 0f, 270f);
static readonly Quaternion ms_offsetRight = Quaternion.Euler(0f, 0f, 90f);
static readonly Quaternion ms_offsetLeftDesktop = Quaternion.Euler(0f, 90f, 0f);
static readonly Quaternion ms_offsetRightDesktop = Quaternion.Euler(0f, 270f, 0f);
InputModuleSteamVR m_steamVrModule = null;
VRIK m_vrIK = null;
Vector2 m_armsWeights = Vector2.zero;
bool m_isInVR = false;
bool m_inVR = false;
Transform m_origElbowLeft = null;
Transform m_origElbowRight = null;
Transform m_hips = null;
Vector3 m_hipsLocal = Vector3.zero;
bool m_enabled = true;
bool m_fingersOnly = false;
@ -34,38 +30,32 @@ namespace ml_lme
ArmIK m_rightIK = null;
HumanPoseHandler m_poseHandler = null;
HumanPose m_pose;
Transform m_leftHand = null;
Transform m_rightHand = null;
Transform m_leftHandTarget = null;
Transform m_rightHandTarget = null;
Transform m_leftElbow = null;
Transform m_rightElbow = null;
bool m_leftTargetActive = false;
bool m_rightTargetActive = false;
void Start()
{
m_steamVrModule = CVRInputManager.Instance.GetComponent<InputModuleSteamVR>();
m_isInVR = Utils.IsInVR();
m_inVR = Utils.IsInVR();
if(m_leftHand != null)
{
m_leftHandTarget = new GameObject("RotationTarget").transform;
m_leftHandTarget.parent = m_leftHand;
m_leftHandTarget.localPosition = Vector3.zero;
m_leftHandTarget.localRotation = Quaternion.identity;
}
if(m_rightHand != null)
{
m_rightHandTarget = new GameObject("RotationTarget").transform;
m_rightHandTarget.parent = m_rightHand;
m_rightHandTarget.localPosition = Vector3.zero;
m_rightHandTarget.localRotation = Quaternion.identity;
}
m_leftHandTarget = new GameObject("RotationTarget").transform;
m_leftHandTarget.parent = LeapTracking.GetInstance().GetLeftHand();
m_leftHandTarget.localPosition = Vector3.zero;
m_leftHandTarget.localRotation = Quaternion.identity;
m_rightHandTarget = new GameObject("RotationTarget").transform;
m_rightHandTarget.parent = LeapTracking.GetInstance().GetRightHand();
m_rightHandTarget.localPosition = Vector3.zero;
m_rightHandTarget.localRotation = Quaternion.identity;
Settings.EnabledChange += this.SetEnabled;
Settings.FingersOnlyChange += this.SetFingersOnly;
Settings.TrackElbowsChange += this.SetTrackElbows;
SetEnabled(Settings.Enabled);
SetFingersOnly(Settings.FingersOnly);
SetTrackElbows(Settings.TrackElbows);
}
void OnDestroy()
@ -75,17 +65,16 @@ namespace ml_lme
Settings.TrackElbowsChange -= this.SetTrackElbows;
}
public void SetEnabled(bool p_state)
void SetEnabled(bool p_state)
{
m_enabled = p_state;
RefreshFingersTracking();
RefreshArmIK();
if(!m_enabled || m_fingersOnly)
RestoreVRIK();
}
public void SetFingersOnly(bool p_state)
void SetFingersOnly(bool p_state)
{
m_fingersOnly = p_state;
@ -94,7 +83,7 @@ namespace ml_lme
RestoreVRIK();
}
public void SetTrackElbows(bool p_state)
void SetTrackElbows(bool p_state)
{
m_trackElbows = p_state;
@ -107,190 +96,148 @@ namespace ml_lme
RestoreVRIK();
}
public void SetTransforms(Transform p_left, Transform p_right, Transform p_leftElbow, Transform p_rightElbow)
{
m_leftHand = p_left;
m_rightHand = p_right;
m_leftElbow = p_leftElbow;
m_rightElbow = p_rightElbow;
}
public void UpdateTracking(GestureMatcher.GesturesData p_data)
void Update()
{
if(m_enabled)
{
GestureMatcher.LeapData l_data = LeapManager.GetInstance().GetLatestData();
if((m_leftIK != null) && (m_rightIK != null))
{
m_leftIK.solver.IKPositionWeight = Mathf.Lerp(m_leftIK.solver.IKPositionWeight, (p_data.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_leftIK.solver.IKRotationWeight = Mathf.Lerp(m_leftIK.solver.IKRotationWeight, (p_data.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_leftIK.solver.IKPositionWeight = Mathf.Lerp(m_leftIK.solver.IKPositionWeight, (l_data.m_leftHand.m_present && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_leftIK.solver.IKRotationWeight = Mathf.Lerp(m_leftIK.solver.IKRotationWeight, (l_data.m_leftHand.m_present && !m_fingersOnly) ? 1f : 0f, 0.25f);
if(m_trackElbows)
m_leftIK.solver.arm.bendGoalWeight = Mathf.Lerp(m_leftIK.solver.arm.bendGoalWeight, (p_data.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_leftIK.solver.arm.bendGoalWeight = Mathf.Lerp(m_leftIK.solver.arm.bendGoalWeight, (l_data.m_leftHand.m_present && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_rightIK.solver.IKPositionWeight = Mathf.Lerp(m_rightIK.solver.IKPositionWeight, (p_data.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_rightIK.solver.IKRotationWeight = Mathf.Lerp(m_rightIK.solver.IKRotationWeight, (p_data.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_rightIK.solver.IKPositionWeight = Mathf.Lerp(m_rightIK.solver.IKPositionWeight, (l_data.m_rightHand.m_present && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_rightIK.solver.IKRotationWeight = Mathf.Lerp(m_rightIK.solver.IKRotationWeight, (l_data.m_rightHand.m_present && !m_fingersOnly) ? 1f : 0f, 0.25f);
if(m_trackElbows)
m_rightIK.solver.arm.bendGoalWeight = Mathf.Lerp(m_rightIK.solver.arm.bendGoalWeight, (p_data.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
m_rightIK.solver.arm.bendGoalWeight = Mathf.Lerp(m_rightIK.solver.arm.bendGoalWeight, (l_data.m_rightHand.m_present && !m_fingersOnly) ? 1f : 0f, 0.25f);
}
if((m_vrIK != null) && !m_fingersOnly)
{
if(p_data.m_handsPresenses[0] && !m_leftTargetActive)
if(l_data.m_leftHand.m_present && !m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = m_leftHandTarget;
m_vrIK.solver.leftArm.bendGoal = m_leftElbow;
m_vrIK.solver.leftArm.bendGoal = LeapTracking.GetInstance().GetLeftElbow();
m_vrIK.solver.leftArm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
m_leftTargetActive = true;
}
if(!p_data.m_handsPresenses[0] && m_leftTargetActive)
if(!l_data.m_leftHand.m_present && m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
m_vrIK.solver.leftArm.target = (m_inVR ? IKSystem.Instance.leftHandAnchor : null);
m_vrIK.solver.leftArm.bendGoal = m_origElbowLeft;
m_vrIK.solver.leftArm.bendGoalWeight = ((m_origElbowLeft != null) ? 1f : 0f);
m_leftTargetActive = false;
}
if(p_data.m_handsPresenses[1] && !m_rightTargetActive)
if(l_data.m_rightHand.m_present && !m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = m_rightHandTarget;
m_vrIK.solver.rightArm.bendGoal = m_rightElbow;
m_vrIK.solver.rightArm.bendGoal = LeapTracking.GetInstance().GetRightElbow();
m_vrIK.solver.rightArm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
m_rightTargetActive = true;
}
if(!p_data.m_handsPresenses[1] && m_rightTargetActive)
if(!l_data.m_rightHand.m_present && m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
m_vrIK.solver.rightArm.target = (m_inVR ? IKSystem.Instance.rightHandAnchor : null);
m_vrIK.solver.rightArm.bendGoal = m_origElbowRight;
m_vrIK.solver.rightArm.bendGoalWeight = ((m_origElbowRight != null) ? 1f : 0f);
m_rightTargetActive = false;
}
}
if(p_data.m_handsPresenses[0])
{
CVRInputManager.Instance.individualFingerTracking = true;
CVRInputManager.Instance.fingerCurlLeftThumb = p_data.m_leftFingersBends[0];
CVRInputManager.Instance.fingerCurlLeftIndex = p_data.m_leftFingersBends[1];
CVRInputManager.Instance.fingerCurlLeftMiddle = p_data.m_leftFingersBends[2];
CVRInputManager.Instance.fingerCurlLeftRing = p_data.m_leftFingersBends[3];
CVRInputManager.Instance.fingerCurlLeftPinky = p_data.m_leftFingersBends[4];
IKSystem.Instance.FingerSystem.controlActive = true;
IKSystem.Instance.FingerSystem.leftThumbCurl = p_data.m_leftFingersBends[0];
IKSystem.Instance.FingerSystem.leftIndexCurl = p_data.m_leftFingersBends[1];
IKSystem.Instance.FingerSystem.leftMiddleCurl = p_data.m_leftFingersBends[2];
IKSystem.Instance.FingerSystem.leftRingCurl = p_data.m_leftFingersBends[3];
IKSystem.Instance.FingerSystem.leftPinkyCurl = p_data.m_leftFingersBends[4];
}
if(p_data.m_handsPresenses[1])
{
CVRInputManager.Instance.individualFingerTracking = true;
CVRInputManager.Instance.fingerCurlRightThumb = p_data.m_rightFingersBends[0];
CVRInputManager.Instance.fingerCurlRightIndex = p_data.m_rightFingersBends[1];
CVRInputManager.Instance.fingerCurlRightMiddle = p_data.m_rightFingersBends[2];
CVRInputManager.Instance.fingerCurlRightRing = p_data.m_rightFingersBends[3];
CVRInputManager.Instance.fingerCurlRightPinky = p_data.m_rightFingersBends[4];
IKSystem.Instance.FingerSystem.controlActive = true;
IKSystem.Instance.FingerSystem.rightThumbCurl = p_data.m_rightFingersBends[0];
IKSystem.Instance.FingerSystem.rightIndexCurl = p_data.m_rightFingersBends[1];
IKSystem.Instance.FingerSystem.rightMiddleCurl = p_data.m_rightFingersBends[2];
IKSystem.Instance.FingerSystem.rightRingCurl = p_data.m_rightFingersBends[3];
IKSystem.Instance.FingerSystem.rightPinkyCurl = p_data.m_rightFingersBends[4];
}
}
}
public void UpdateTrackingLate(GestureMatcher.GesturesData p_data)
void LateUpdate()
{
if(m_enabled && !m_isInVR && (m_poseHandler != null))
if(m_enabled && !m_inVR && (m_poseHandler != null))
{
if(m_hips != null)
m_hipsLocal = m_hips.localPosition;
GestureMatcher.LeapData l_data = LeapManager.GetInstance().GetLatestData();
Vector3 l_hipsLocalPos = m_hips.localPosition;
m_poseHandler.GetHumanPose(ref m_pose);
UpdateFingers(p_data);
UpdateFingers(l_data);
m_poseHandler.SetHumanPose(ref m_pose);
if(m_hips != null)
m_hips.localPosition = m_hipsLocal;
m_hips.localPosition = l_hipsLocalPos;
}
}
void UpdateFingers(GestureMatcher.GesturesData p_data)
void UpdateFingers(GestureMatcher.LeapData p_data)
{
if(p_data.m_handsPresenses[0])
if(p_data.m_leftHand.m_present)
{
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb1Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftFingersBends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb2Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftFingersBends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb3Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftFingersBends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumbSpread, Mathf.Lerp(-1.5f, 1.0f, p_data.m_leftFingersSpreads[0])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb1Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftHand.m_bends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb2Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftHand.m_bends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb3Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftHand.m_bends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumbSpread, Mathf.Lerp(-1.5f, 1.0f, p_data.m_leftHand.m_spreads[0])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndexSpread, Mathf.Lerp(1f, -1f, p_data.m_leftFingersSpreads[1])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndexSpread, Mathf.Lerp(1f, -1f, p_data.m_leftHand.m_spreads[1])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddleSpread, Mathf.Lerp(2f, -2f, p_data.m_leftFingersSpreads[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddleSpread, Mathf.Lerp(2f, -2f, p_data.m_leftHand.m_spreads[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRingSpread, Mathf.Lerp(-2f, 2f, p_data.m_leftFingersSpreads[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRingSpread, Mathf.Lerp(-2f, 2f, p_data.m_leftHand.m_spreads[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittleSpread, Mathf.Lerp(-0.5f, 1f, p_data.m_leftFingersSpreads[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftHand.m_bends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittleSpread, Mathf.Lerp(-0.5f, 1f, p_data.m_leftHand.m_spreads[4]));
}
if(p_data.m_handsPresenses[1])
if(p_data.m_rightHand.m_present)
{
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb1Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightFingersBends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb2Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightFingersBends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb3Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightFingersBends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumbSpread, Mathf.Lerp(-1.5f, 1.0f, p_data.m_rightFingersSpreads[0])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb1Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightHand.m_bends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb2Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightHand.m_bends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb3Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightHand.m_bends[0]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumbSpread, Mathf.Lerp(-1.5f, 1.0f, p_data.m_rightHand.m_spreads[0])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndexSpread, Mathf.Lerp(1f, -1f, p_data.m_rightFingersSpreads[1])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[1]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndexSpread, Mathf.Lerp(1f, -1f, p_data.m_rightHand.m_spreads[1])); // Ok
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddleSpread, Mathf.Lerp(2f, -2f, p_data.m_rightFingersSpreads[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddleSpread, Mathf.Lerp(2f, -2f, p_data.m_rightHand.m_spreads[2]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRingSpread, Mathf.Lerp(-2f, 2f, p_data.m_rightFingersSpreads[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRingSpread, Mathf.Lerp(-2f, 2f, p_data.m_rightHand.m_spreads[3]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittleSpread, Mathf.Lerp(-0.5f, 1f, p_data.m_rightFingersSpreads[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightHand.m_bends[4]));
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittleSpread, Mathf.Lerp(-0.5f, 1f, p_data.m_rightHand.m_spreads[4]));
}
}
public void OnAvatarClear()
internal void OnAvatarClear()
{
m_vrIK = null;
m_origElbowLeft = null;
m_origElbowRight = null;
m_hips = null;
m_hipsLocal = Vector3.zero;
m_armsWeights = Vector2.zero;
m_leftIK = null;
m_rightIK = null;
m_leftTargetActive = false;
m_rightTargetActive = false;
if(!m_isInVR)
if(!m_inVR)
m_poseHandler?.Dispose();
m_poseHandler = null;
@ -300,27 +247,27 @@ namespace ml_lme
m_rightHandTarget.localRotation = Quaternion.identity;
}
public void OnSetupAvatar()
internal void OnAvatarSetup()
{
m_isInVR = Utils.IsInVR();
m_inVR = Utils.IsInVR();
m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
RefreshFingersTracking();
if(PlayerSetup.Instance._animator.isHuman)
{
m_hips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
if(!m_isInVR)
if(!m_inVR)
{
// Force desktop avatar into T-Pose
m_poseHandler = new HumanPoseHandler(PlayerSetup.Instance._animator.avatar, PlayerSetup.Instance._avatar.transform);
m_poseHandler.GetHumanPose(ref m_pose);
HumanPose l_tPose = new HumanPose();
l_tPose.bodyPosition = m_pose.bodyPosition;
l_tPose.bodyRotation = m_pose.bodyRotation;
l_tPose.muscles = new float[m_pose.muscles.Length];
HumanPose l_tPose = new HumanPose
{
bodyPosition = m_pose.bodyPosition,
bodyRotation = m_pose.bodyRotation,
muscles = new float[m_pose.muscles.Length]
};
for(int i = 0; i < l_tPose.muscles.Length; i++)
l_tPose.muscles[i] = ms_tposeMuscles[i];
m_poseHandler.SetHumanPose(ref l_tPose);
@ -353,7 +300,7 @@ namespace ml_lme
PlayerSetup.Instance._animator.transform
);
m_leftIK.solver.arm.target = m_leftHandTarget;
m_leftIK.solver.arm.bendGoal = m_leftElbow;
m_leftIK.solver.arm.bendGoal = LeapTracking.GetInstance().GetLeftElbow();
m_leftIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
m_leftIK.enabled = (m_enabled && !m_fingersOnly);
@ -368,7 +315,7 @@ namespace ml_lme
PlayerSetup.Instance._animator.transform
);
m_rightIK.solver.arm.target = m_rightHandTarget;
m_rightIK.solver.arm.bendGoal = m_rightElbow;
m_rightIK.solver.arm.bendGoal = LeapTracking.GetInstance().GetRightElbow();
m_rightIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
m_rightIK.enabled = (m_enabled && !m_fingersOnly);
@ -382,7 +329,7 @@ namespace ml_lme
}
}
public void OnCalibrate()
internal void OnCalibrate()
{
if(m_vrIK != null)
{
@ -421,14 +368,14 @@ namespace ml_lme
{
if(m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
m_vrIK.solver.leftArm.target = (m_inVR ? IKSystem.Instance.leftHandAnchor : null);
m_vrIK.solver.leftArm.bendGoal = m_origElbowLeft;
m_vrIK.solver.leftArm.bendGoalWeight = ((m_origElbowLeft != null) ? 1f : 0f);
m_leftTargetActive = false;
}
if(m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
m_vrIK.solver.rightArm.target = (m_inVR ? IKSystem.Instance.rightHandAnchor : null);
m_vrIK.solver.rightArm.bendGoal = m_origElbowRight;
m_vrIK.solver.rightArm.bendGoalWeight = ((m_origElbowRight != null) ? 1f : 0f);
m_rightTargetActive = false;
@ -445,12 +392,6 @@ namespace ml_lme
}
}
void RefreshFingersTracking()
{
CVRInputManager.Instance.individualFingerTracking = (m_enabled || (m_isInVR && Utils.AreKnucklesInUse() && !(bool)ms_indexGestureToggle.GetValue(m_steamVrModule)));
IKSystem.Instance.FingerSystem.controlActive = CVRInputManager.Instance.individualFingerTracking;
}
static void UpdatePoseMuscle(ref HumanPose p_pose, int p_index, float p_value)
{
if(p_pose.muscles.Length > p_index)