using ABI_RC.Core.Player; using ABI_RC.Core.Savior; using ABI_RC.Systems.IK; using ABI_RC.Systems.InputManagement; using System.Collections.Generic; using UnityEngine; namespace ml_bft { class FingerSystem { struct RotationOffset { public Transform m_target; public Transform m_source; public Quaternion m_offset; } static readonly List ms_leftFingerBones = new List() { HumanBodyBones.LeftThumbProximal, HumanBodyBones.LeftThumbIntermediate, HumanBodyBones.LeftThumbDistal, HumanBodyBones.LeftIndexProximal, HumanBodyBones.LeftIndexIntermediate, HumanBodyBones.LeftIndexDistal, HumanBodyBones.LeftMiddleProximal, HumanBodyBones.LeftMiddleIntermediate, HumanBodyBones.LeftMiddleDistal, HumanBodyBones.LeftRingProximal, HumanBodyBones.LeftRingIntermediate, HumanBodyBones.LeftRingDistal, HumanBodyBones.LeftLittleProximal, HumanBodyBones.LeftLittleIntermediate, HumanBodyBones.LeftLittleDistal }; static readonly List ms_rightFingerBones = new List() { HumanBodyBones.RightThumbProximal, HumanBodyBones.RightThumbIntermediate, HumanBodyBones.RightThumbDistal, HumanBodyBones.RightIndexProximal, HumanBodyBones.RightIndexIntermediate, HumanBodyBones.RightIndexDistal, HumanBodyBones.RightMiddleProximal, HumanBodyBones.RightMiddleIntermediate, HumanBodyBones.RightMiddleDistal, HumanBodyBones.RightRingProximal, HumanBodyBones.RightRingIntermediate, HumanBodyBones.RightRingDistal, HumanBodyBones.RightLittleProximal, HumanBodyBones.RightLittleIntermediate, HumanBodyBones.RightLittleDistal }; public static FingerSystem Instance { get; private set; } = null; RotationOffset m_leftHandOffset; // From avatar hand to controller wrist RotationOffset m_rightHandOffset; readonly List m_leftFingerOffsets = null; // From controller finger bone to avatar finger bone readonly List m_rightFingerOffsets = null; public readonly float[] m_lastValues; bool m_ready = false; HumanPose m_pose; internal FingerSystem() { if(Instance == null) Instance = this; m_leftFingerOffsets = new List(); m_rightFingerOffsets = new List(); m_pose = new HumanPose(); m_lastValues = new float[40]; } internal void Cleanup() { if(Instance == this) Instance = null; m_leftFingerOffsets.Clear(); m_rightFingerOffsets.Clear(); m_ready = false; } internal void OnAvatarSetup() { if(PlayerSetup.Instance._animator.isHuman) { IKSystem.Instance.SetAvatarPose(IKSystem.AvatarPose.TPose); PlayerSetup.Instance._avatar.transform.localPosition = Vector3.zero; PlayerSetup.Instance._avatar.transform.localRotation = Quaternion.identity; InputHandler.Instance?.Rebind(PlayerSetup.Instance.transform.rotation); m_leftHandOffset.m_source = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand); m_leftHandOffset.m_target = InputHandler.Instance?.GetSourceForBone(HumanBodyBones.LeftHand, true); if((m_leftHandOffset.m_source != null) && (m_leftHandOffset.m_target != null)) m_leftHandOffset.m_offset = Quaternion.Inverse(m_leftHandOffset.m_source.rotation) * m_leftHandOffset.m_target.rotation; m_rightHandOffset.m_source = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightHand); m_rightHandOffset.m_target = InputHandler.Instance?.GetSourceForBone(HumanBodyBones.RightHand, false); if((m_rightHandOffset.m_source != null) && (m_rightHandOffset.m_target != null)) m_rightHandOffset.m_offset = Quaternion.Inverse(m_rightHandOffset.m_source.rotation) * m_rightHandOffset.m_target.rotation; foreach(HumanBodyBones p_bone in ms_leftFingerBones) { Transform l_avatarBone = PlayerSetup.Instance._animator.GetBoneTransform(p_bone); Transform l_controllerBone = InputHandler.Instance?.GetSourceForBone(p_bone, true); if((l_avatarBone != null) && (l_controllerBone != null)) { RotationOffset l_offset = new RotationOffset(); l_offset.m_source = l_controllerBone; l_offset.m_target = l_avatarBone; l_offset.m_offset = Quaternion.Inverse(l_controllerBone.rotation) * l_avatarBone.rotation; m_leftFingerOffsets.Add(l_offset); } } foreach(HumanBodyBones p_bone in ms_rightFingerBones) { Transform l_avatarBone = PlayerSetup.Instance._animator.GetBoneTransform(p_bone); Transform l_controllerBone = InputHandler.Instance?.GetSourceForBone(p_bone, false); if((l_avatarBone != null) && (l_controllerBone != null)) { RotationOffset l_offset = new RotationOffset(); l_offset.m_source = l_controllerBone; l_offset.m_target = l_avatarBone; l_offset.m_offset = Quaternion.Inverse(l_controllerBone.rotation) * l_avatarBone.rotation; m_rightFingerOffsets.Add(l_offset); } } m_ready = ((m_leftFingerOffsets.Count > 0) || (m_rightFingerOffsets.Count > 0)); } } internal void OnAvatarClear() { m_ready = false; m_pose = new HumanPose(); m_leftFingerOffsets.Clear(); m_rightFingerOffsets.Clear(); } internal void OnReinitializeAvatar() { OnAvatarClear(); OnAvatarSetup(); } internal void OnIKSystemLateUpdate(HumanPoseHandler p_handler) { if(m_ready && MetaPort.Instance.isUsingVr && (p_handler != null) && Settings.SkeletalInput) { // Virtually allign controllers wrist bone to avatar hands with offset and apply global rotation to avatar finger bones with individial offset // This is done to apply rotation changes from controller bones to avatar finger bones as in local space if(CVRInputManager.Instance._leftController != ABI_RC.Systems.InputManagement.XR.eXRControllerType.None) { Quaternion l_turnBack = (m_leftHandOffset.m_source.rotation * m_leftHandOffset.m_offset) * Quaternion.Inverse(m_leftHandOffset.m_target.rotation); foreach(var l_offset in m_leftFingerOffsets) l_offset.m_target.rotation = l_turnBack * (l_offset.m_source.rotation * l_offset.m_offset); } if(CVRInputManager.Instance._rightController != ABI_RC.Systems.InputManagement.XR.eXRControllerType.None) { Quaternion l_turnBack = (m_rightHandOffset.m_source.rotation * m_rightHandOffset.m_offset) * Quaternion.Inverse(m_rightHandOffset.m_target.rotation); foreach(var l_offset in m_rightFingerOffsets) l_offset.m_target.rotation = l_turnBack * (l_offset.m_source.rotation * l_offset.m_offset); } // No matter if hands are tracked, fill muscles values p_handler.GetHumanPose(ref m_pose); m_lastValues[0] = m_pose.muscles[(int)MuscleIndex.LeftThumb1Stretched]; m_lastValues[1] = m_pose.muscles[(int)MuscleIndex.LeftThumb2Stretched]; m_lastValues[2] = m_pose.muscles[(int)MuscleIndex.LeftThumb3Stretched]; m_lastValues[3] = m_pose.muscles[(int)MuscleIndex.LeftThumbSpread]; m_lastValues[4] = m_pose.muscles[(int)MuscleIndex.LeftIndex1Stretched]; m_lastValues[5] = m_pose.muscles[(int)MuscleIndex.LeftIndex2Stretched]; m_lastValues[6] = m_pose.muscles[(int)MuscleIndex.LeftIndex3Stretched]; m_lastValues[7] = m_pose.muscles[(int)MuscleIndex.LeftIndexSpread]; m_lastValues[8] = m_pose.muscles[(int)MuscleIndex.LeftMiddle1Stretched]; m_lastValues[9] = m_pose.muscles[(int)MuscleIndex.LeftMiddle2Stretched]; m_lastValues[10] = m_pose.muscles[(int)MuscleIndex.LeftMiddle3Stretched]; m_lastValues[11] = m_pose.muscles[(int)MuscleIndex.LeftMiddleSpread]; m_lastValues[12] = m_pose.muscles[(int)MuscleIndex.LeftRing1Stretched]; m_lastValues[13] = m_pose.muscles[(int)MuscleIndex.LeftRing2Stretched]; m_lastValues[14] = m_pose.muscles[(int)MuscleIndex.LeftRing3Stretched]; m_lastValues[15] = m_pose.muscles[(int)MuscleIndex.LeftRingSpread]; m_lastValues[16] = m_pose.muscles[(int)MuscleIndex.LeftLittle1Stretched]; m_lastValues[17] = m_pose.muscles[(int)MuscleIndex.LeftLittle2Stretched]; m_lastValues[18] = m_pose.muscles[(int)MuscleIndex.LeftLittle3Stretched]; m_lastValues[19] = m_pose.muscles[(int)MuscleIndex.LeftLittleSpread]; m_lastValues[20] = m_pose.muscles[(int)MuscleIndex.RightThumb1Stretched]; m_lastValues[21] = m_pose.muscles[(int)MuscleIndex.RightThumb2Stretched]; m_lastValues[22] = m_pose.muscles[(int)MuscleIndex.RightThumb3Stretched]; m_lastValues[23] = m_pose.muscles[(int)MuscleIndex.RightThumbSpread]; m_lastValues[24] = m_pose.muscles[(int)MuscleIndex.RightIndex1Stretched]; m_lastValues[25] = m_pose.muscles[(int)MuscleIndex.RightIndex2Stretched]; m_lastValues[26] = m_pose.muscles[(int)MuscleIndex.RightIndex3Stretched]; m_lastValues[27] = m_pose.muscles[(int)MuscleIndex.RightIndexSpread]; m_lastValues[28] = m_pose.muscles[(int)MuscleIndex.RightMiddle1Stretched]; m_lastValues[29] = m_pose.muscles[(int)MuscleIndex.RightMiddle2Stretched]; m_lastValues[30] = m_pose.muscles[(int)MuscleIndex.RightMiddle3Stretched]; m_lastValues[31] = m_pose.muscles[(int)MuscleIndex.RightMiddleSpread]; m_lastValues[32] = m_pose.muscles[(int)MuscleIndex.RightRing1Stretched]; m_lastValues[33] = m_pose.muscles[(int)MuscleIndex.RightRing2Stretched]; m_lastValues[34] = m_pose.muscles[(int)MuscleIndex.RightRing3Stretched]; m_lastValues[35] = m_pose.muscles[(int)MuscleIndex.RightRingSpread]; m_lastValues[36] = m_pose.muscles[(int)MuscleIndex.RightLittle1Stretched]; m_lastValues[37] = m_pose.muscles[(int)MuscleIndex.RightLittle2Stretched]; m_lastValues[38] = m_pose.muscles[(int)MuscleIndex.RightLittle3Stretched]; m_lastValues[39] = m_pose.muscles[(int)MuscleIndex.RightLittleSpread]; } } } }