Features merge from experimental:

Settings rework
Finger tracking networks sync only if hands are tracked
Working fix for animator override controller
Mass center offset calculations
Steps scaling
This commit is contained in:
SDraw 2023-03-16 09:20:45 +03:00
parent 8338fb758a
commit 971466da24
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GPG key ID: BB95B4DAB2BB8BB5
13 changed files with 474 additions and 451 deletions

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@ -1,4 +1,5 @@
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
@ -44,6 +45,7 @@ namespace ml_amt
bool m_grounded = false;
bool m_groundedRaw = false;
bool m_moving = false;
bool m_locomotionOverride = false;
bool m_ikOverrideCrouch = true;
float m_crouchLimit = 0.65f;
@ -64,6 +66,7 @@ namespace ml_amt
bool m_followHips = true;
Vector3 m_hipsToPlayer = Vector3.zero;
Vector2 m_stepDistance = Vector2.zero;
Vector3 m_massCenter = Vector3.zero;
readonly List<AvatarParameter> m_parameters = null;
@ -73,6 +76,7 @@ namespace ml_amt
m_parameters = new List<AvatarParameter>();
}
// Unity events
void Start()
{
m_inVR = Utils.IsInVR();
@ -87,7 +91,8 @@ namespace ml_amt
Settings.IKOverrideJumpChange += this.SetIKOverrideJump;
Settings.DetectEmotesChange += this.SetDetectEmotes;
Settings.FollowHipsChange += this.SetFollowHips;
Settings.MassCenterChange += this.SetMassCenter;
Settings.MassCenterChange += this.OnMassCenterChange;
Settings.ScaledStepsChange += this.OnScaledStepsChange;
}
void OnDestroy()
@ -102,7 +107,7 @@ namespace ml_amt
Settings.IKOverrideJumpChange -= this.SetIKOverrideJump;
Settings.DetectEmotesChange -= this.SetDetectEmotes;
Settings.FollowHipsChange -= this.SetFollowHips;
Settings.MassCenterChange -= this.SetMassCenter;
Settings.MassCenterChange -= this.OnMassCenterChange;
}
void Update()
@ -116,8 +121,7 @@ namespace ml_amt
// Update upright
Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (m_inVR ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
float l_avatarScale = (m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f;
float l_avatarViewHeight = Mathf.Clamp(m_viewPointHeight * l_avatarScale, 0f, float.MaxValue);
float l_avatarViewHeight = Mathf.Clamp(m_viewPointHeight * GetRelativeScale(), 0f, float.MaxValue);
m_upright = Mathf.Clamp01((l_avatarViewHeight > 0f) ? (l_currentHeight / l_avatarViewHeight) : 0f);
m_poseState = (m_upright <= Mathf.Min(m_proneLimit, m_crouchLimit)) ? PoseState.Proning : ((m_upright <= Mathf.Max(m_proneLimit, m_crouchLimit)) ? PoseState.Crouching : PoseState.Standing);
@ -163,6 +167,7 @@ namespace ml_amt
}
}
// Game events
internal void OnAvatarClear()
{
m_vrIk = null;
@ -178,10 +183,12 @@ namespace ml_amt
m_locomotionOffset = Vector3.zero;
m_emoteActive = false;
m_moving = false;
m_locomotionOverride = false;
m_hipsToPlayer = Vector3.zero;
m_avatarHips = null;
m_viewPointHeight = 1f;
m_massCenter = Vector3.zero;
m_stepDistance = Vector2.zero;
m_parameters.Clear();
}
@ -252,6 +259,8 @@ namespace ml_amt
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
m_stepDistance.Set(m_vrIk.solver.locomotion.stepThreshold, m_vrIk.solver.locomotion.footDistance);
m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
}
@ -273,9 +282,28 @@ namespace ml_amt
}
}
internal void OnPlayspaceScale()
{
if(m_vrIk != null)
{
if(Settings.MassCenter)
m_vrIk.solver.locomotion.offset = m_massCenter * GetRelativeScale();
if(Settings.ScaledSteps)
{
m_vrIk.solver.locomotion.stepThreshold = m_stepDistance.x * GetRelativeScale();
m_vrIk.solver.locomotion.footDistance = m_stepDistance.y * GetRelativeScale();
m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
}
}
}
// IK events
void OnIKPreUpdate()
{
bool l_legsOverride = false;
bool l_locomotionOverride = false;
m_ikWeight = m_vrIk.solver.IKPositionWeight;
m_locomotionWeight = m_vrIk.solver.locomotion.weight;
@ -286,35 +314,42 @@ namespace ml_amt
if(m_detectEmotes && m_emoteActive)
m_vrIk.solver.IKPositionWeight = 0f;
if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
if(!BodySystem.isCalibratedAsFullBody)
{
m_vrIk.solver.locomotion.weight = 0f;
l_legsOverride = true;
}
if(m_ikOverrideFly && MovementSystem.Instance.flying)
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_legsOverride = true;
}
if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_legsOverride = true;
if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(m_ikOverrideFly && MovementSystem.Instance.flying)
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
}
bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f);
if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
if(l_locomotionOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
{
m_vrIk.solver.plantFeet = false;
ABI_RC.Systems.IK.IKSystem.VrikRootController.enabled = false;
IKSystem.VrikRootController.enabled = false;
PlayerSetup.Instance._avatar.transform.localPosition = m_hipsToPlayer;
}
if(m_locomotionOverride && !l_locomotionOverride)
m_vrIk.solver.Reset();
m_locomotionOverride = l_locomotionOverride;
}
void OnIKPostUpdate()
@ -326,25 +361,26 @@ namespace ml_amt
m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_bendNormalRight;
}
public void SetIKOverrideCrouch(bool p_state)
// Settings
internal void SetIKOverrideCrouch(bool p_state)
{
m_ikOverrideCrouch = p_state;
}
public void SetCrouchLimit(float p_value)
internal void SetCrouchLimit(float p_value)
{
if(!m_customCrouchLimit)
m_crouchLimit = Mathf.Clamp01(p_value);
}
public void SetIKOverrideProne(bool p_state)
internal void SetIKOverrideProne(bool p_state)
{
m_ikOverrideProne = p_state;
}
public void SetProneLimit(float p_value)
internal void SetProneLimit(float p_value)
{
if(!m_customProneLimit)
m_proneLimit = Mathf.Clamp01(p_value);
}
public void SetPoseTransitions(bool p_state)
internal void SetPoseTransitions(bool p_state)
{
m_poseTransitions = p_state;
@ -354,7 +390,7 @@ namespace ml_amt
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
}
public void SetAdjustedMovement(bool p_state)
internal void SetAdjustedMovement(bool p_state)
{
m_adjustedMovement = p_state;
@ -364,28 +400,54 @@ namespace ml_amt
MovementSystem.Instance.ChangeProne(false);
}
}
public void SetIKOverrideFly(bool p_state)
internal void SetIKOverrideFly(bool p_state)
{
m_ikOverrideFly = p_state;
}
public void SetIKOverrideJump(bool p_state)
internal void SetIKOverrideJump(bool p_state)
{
m_ikOverrideJump = p_state;
}
public void SetDetectEmotes(bool p_state)
internal void SetDetectEmotes(bool p_state)
{
m_detectEmotes = p_state;
}
public void SetFollowHips(bool p_state)
internal void SetFollowHips(bool p_state)
{
m_followHips = p_state;
}
public void SetMassCenter(bool p_state)
void OnMassCenterChange(bool p_state)
{
if(m_vrIk != null)
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? (m_massCenter * GetRelativeScale()) : m_locomotionOffset);
}
void OnScaledStepsChange(bool p_state)
{
if(m_vrIk != null)
{
if(p_state)
{
m_vrIk.solver.locomotion.stepThreshold = m_stepDistance.x * GetRelativeScale();
m_vrIk.solver.locomotion.footDistance = m_stepDistance.y * GetRelativeScale();
m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
}
else
{
IKSystem.Instance.ApplyAvatarScaleToIk(PlayerSetup.Instance.GetAvatarHeight());
m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(0.03f);
m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(0.03f);
}
}
}
// Arbitrary
float GetRelativeScale()
{
return ((m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f);
}
// Parameters access
public float GetUpright() => m_upright;
public bool GetGroundedRaw() => m_groundedRaw;
public bool GetMoving() => m_moving;