using ABI.CCK.Components; using ABI_RC.Core.Player; using RootMotion.FinalIK; using System.Reflection; using UnityEngine; using ViveSR.anipal.Lip; namespace ml_dht { [DisallowMultipleComponent] class HeadTracked : MonoBehaviour { static FieldInfo ms_emotePlaying = typeof(PlayerSetup).GetField("_emotePlaying", BindingFlags.NonPublic | BindingFlags.Instance); bool m_enabled = false; bool m_headTracking = true; float m_smoothing = 0.5f; CVRAvatar m_avatarDescriptor = null; Transform m_camera = null; LookAtIK m_lookIK = null; Transform m_headBone = null; Vector3 m_headPosition; Quaternion m_headRotation; Vector2 m_gazeDirection; float m_blinkProgress = 0f; Quaternion m_bindRotation; Quaternion m_lastHeadRotation; // Unity events void Start() { SetEnabled(Settings.Enabled); SetHeadTracking(Settings.HeadTracking); SetSmoothing(Settings.Smoothing); Settings.EnabledChange += this.SetEnabled; Settings.HeadTrackingChange += this.SetHeadTracking; Settings.SmoothingChange += this.SetSmoothing; } void OnDestroy() { Settings.EnabledChange -= this.SetEnabled; Settings.HeadTrackingChange -= this.SetHeadTracking; Settings.SmoothingChange -= this.SetSmoothing; } // Tracking updates public void UpdateTrackingData(ref TrackingData p_data) { m_headPosition.Set(p_data.m_headPositionX * (Settings.Mirrored ? -1f : 1f), p_data.m_headPositionY, p_data.m_headPositionZ); m_headRotation.Set(p_data.m_headRotationX, p_data.m_headRotationY * (Settings.Mirrored ? -1f : 1f), p_data.m_headRotationZ * (Settings.Mirrored ? -1f : 1f), p_data.m_headRotationW); m_gazeDirection.Set(Settings.Mirrored ? (1f - p_data.m_gazeX) : p_data.m_gazeX, p_data.m_gazeY); m_blinkProgress = p_data.m_blink; } void OnLookIKPostUpdate() { if(m_enabled && m_headTracking && (m_headBone != null)) { m_lastHeadRotation = Quaternion.Slerp(m_lastHeadRotation, m_avatarDescriptor.transform.rotation * (m_headRotation * m_bindRotation), m_smoothing); if(!(bool)ms_emotePlaying.GetValue(PlayerSetup.Instance)) m_headBone.rotation = m_lastHeadRotation; } } // Game events internal void OnSetupAvatar() { m_camera = PlayerSetup.Instance.GetActiveCamera().transform; m_avatarDescriptor = PlayerSetup.Instance._avatar.GetComponent(); m_headBone = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Head); m_lookIK = PlayerSetup.Instance._avatar.GetComponent(); if(m_headBone != null) m_bindRotation = (m_avatarDescriptor.transform.GetMatrix().inverse * m_headBone.GetMatrix()).rotation; if(m_lookIK != null) m_lookIK.solver.OnPostUpdate += this.OnLookIKPostUpdate; } internal void OnAvatarClear() { m_avatarDescriptor = null; m_lookIK = null; m_headBone = null; m_lastHeadRotation = Quaternion.identity; m_bindRotation = Quaternion.identity; } internal void OnEyeControllerUpdate(CVREyeController p_component) { if(m_enabled) { // Gaze if(Settings.EyeTracking && (m_camera != null)) { p_component.manualViewTarget = true; p_component.targetViewPosition = m_camera.position + m_camera.rotation * new Vector3((m_gazeDirection.x - 0.5f) * 2f, (m_gazeDirection.y - 0.5f) * 2f, 1f); } // Blink if(Settings.Blinking) { p_component.manualBlinking = true; p_component.blinkProgress = m_blinkProgress; } } } // Settings void SetEnabled(bool p_state) { if(m_enabled != p_state) { m_enabled = p_state; TryRestoreHeadRotation(); } } void SetHeadTracking(bool p_state) { if(m_headTracking != p_state) { m_headTracking = p_state; TryRestoreHeadRotation(); } } void SetSmoothing(float p_value) { m_smoothing = 1f - Mathf.Clamp(p_value, 0f, 0.99f); } // Arbitrary void TryRestoreHeadRotation() { if(m_enabled && m_headTracking) m_lastHeadRotation = ((m_headBone != null) ? m_headBone.rotation : m_bindRotation); } } }