using ABI_RC.Core.Player; using ABI_RC.Core.Savior; using ABI_RC.Systems.IK; using ABI_RC.Systems.IK.SubSystems; using ABI_RC.Systems.MovementSystem; using RootMotion.FinalIK; using System.Collections.Generic; using UnityEngine; namespace ml_amt { [DisallowMultipleComponent] class MotionTweaker : MonoBehaviour { static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f); static readonly int ms_emoteHash = Animator.StringToHash("Emote"); enum PoseState { Standing = 0, Crouching, Proning } VRIK m_vrIk = null; int m_locomotionLayer = 0; float m_ikWeight = 1f; // Original weight float m_locomotionWeight = 1f; // Original weight bool m_plantFeet = false; // Original plant feet float m_avatarScale = 1f; // Instantiated scale Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset bool m_bendNormalLeft = false; bool m_bendNormalRight = false; Transform m_avatarHips = null; float m_viewPointHeight = 1f; bool m_inVR = false; bool m_fbtAnimations = true; bool m_avatarReady = false; bool m_compatibleAvatar = false; float m_upright = 1f; PoseState m_poseState = PoseState.Standing; 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; bool m_customCrouchLimit = false; bool m_ikOverrideProne = true; float m_proneLimit = 0.3f; bool m_customProneLimit = false; bool m_poseTransitions = true; bool m_adjustedMovement = true; bool m_ikOverrideFly = true; bool m_ikOverrideJump = true; bool m_detectEmotes = true; bool m_emoteActive = false; bool m_followHips = true; Vector3 m_hipsToPlayer = Vector3.zero; Vector2 m_stepDistance = Vector2.zero; Vector3 m_massCenter = Vector3.zero; readonly List m_parameters = null; internal MotionTweaker() { m_parameters = new List(); } // Unity events void Start() { m_inVR = Utils.IsInVR(); Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch; Settings.CrouchLimitChange += this.SetCrouchLimit; Settings.IKOverrideProneChange += this.SetIKOverrideProne; Settings.ProneLimitChange += this.SetProneLimit; Settings.PoseTransitionsChange += this.SetPoseTransitions; Settings.AdjustedMovementChange += this.SetAdjustedMovement; Settings.IKOverrideFlyChange += this.SetIKOverrideFly; Settings.IKOverrideJumpChange += this.SetIKOverrideJump; Settings.DetectEmotesChange += this.SetDetectEmotes; Settings.FollowHipsChange += this.SetFollowHips; Settings.MassCenterChange += this.OnMassCenterChange; Settings.ScaledStepsChange += this.OnScaledStepsChange; m_fbtAnimations = MetaPort.Instance.settings.GetSettingsBool("GeneralEnableRunningAnimationFullBody"); MetaPort.Instance.settings.settingBoolChanged.AddListener(this.OnGameSettingBoolChange); } void OnDestroy() { Settings.IKOverrideCrouchChange -= this.SetIKOverrideCrouch; Settings.CrouchLimitChange -= this.SetCrouchLimit; Settings.IKOverrideProneChange -= this.SetIKOverrideProne; Settings.ProneLimitChange -= this.SetProneLimit; Settings.PoseTransitionsChange -= this.SetPoseTransitions; Settings.AdjustedMovementChange -= this.SetAdjustedMovement; Settings.IKOverrideFlyChange -= this.SetIKOverrideFly; Settings.IKOverrideJumpChange -= this.SetIKOverrideJump; Settings.DetectEmotesChange -= this.SetDetectEmotes; Settings.FollowHipsChange -= this.SetFollowHips; Settings.MassCenterChange -= this.OnMassCenterChange; MetaPort.Instance.settings.settingBoolChanged.RemoveListener(this.OnGameSettingBoolChange); } void Update() { if(m_avatarReady) { m_grounded = MovementSystem.Instance.IsGrounded(); m_groundedRaw = MovementSystem.Instance.IsGroundedRaw(); m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f); // Update upright Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * PlayerSetup.Instance.GetActiveCamera().transform.GetMatrix(); float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 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); if(m_avatarHips != null) { Vector4 l_hipsToPoint = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_avatarHips.GetMatrix()) * ms_pointVector; m_hipsToPlayer.Set(l_hipsToPoint.x, 0f, l_hipsToPoint.z); } if(m_inVR && (m_vrIk != null) && m_vrIk.enabled) { if(m_adjustedMovement) { MovementSystem.Instance.ChangeCrouch(m_poseState == PoseState.Crouching); MovementSystem.Instance.ChangeProne(m_poseState == PoseState.Proning); if(!m_poseTransitions) { PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); } } if(m_poseTransitions) { PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (m_poseState == PoseState.Crouching) && !m_compatibleAvatar && (!BodySystem.isCalibratedAsFullBody || m_fbtAnimations)); PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (m_poseState == PoseState.Proning) && !m_compatibleAvatar && (!BodySystem.isCalibratedAsFullBody || m_fbtAnimations)); } } m_emoteActive = false; if(m_detectEmotes && (m_locomotionLayer >= 0)) { AnimatorStateInfo l_animState = PlayerSetup.Instance._animator.GetCurrentAnimatorStateInfo(m_locomotionLayer); m_emoteActive = (l_animState.tagHash == ms_emoteHash); } if(m_parameters.Count > 0) { foreach(AvatarParameter l_param in m_parameters) l_param.Update(this); } } } // Game events internal void OnAvatarClear() { m_vrIk = null; m_locomotionLayer = -1; m_grounded = false; m_groundedRaw = false; m_avatarReady = false; m_compatibleAvatar = false; m_poseState = PoseState.Standing; m_customCrouchLimit = false; m_customProneLimit = false; m_avatarScale = 1f; 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(); } internal void OnSetupAvatar() { m_inVR = Utils.IsInVR(); m_vrIk = PlayerSetup.Instance._avatar.GetComponent(); m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes"); m_avatarHips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips); m_viewPointHeight = PlayerSetup.Instance._avatar.GetComponent().viewPosition.y; // Parse animator parameters m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Upright, PlayerSetup.Instance.animatorManager)); m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.GroundedRaw, PlayerSetup.Instance.animatorManager)); m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager)); m_parameters.RemoveAll(p => !p.IsValid()); m_compatibleAvatar = m_parameters.Exists(p => (p.GetParameterType() == AvatarParameter.ParameterType.Upright)); m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y); Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit"); m_customCrouchLimit = (l_customTransform != null); m_crouchLimit = m_customCrouchLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.CrouchLimit; l_customTransform = PlayerSetup.Instance._avatar.transform.Find("ProneLimit"); m_customProneLimit = (l_customTransform != null); m_proneLimit = m_customProneLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.ProneLimit; // Apply VRIK tweaks if(m_vrIk != null) { m_locomotionOffset = m_vrIk.solver.locomotion.offset; m_massCenter = m_locomotionOffset; if(m_vrIk.solver.HasToes()) { Transform l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftFoot); if(l_foot == null) l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightFoot); Transform l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftToes); if(l_toe == null) l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightToes); if((l_foot != null) && (l_toe != null)) { Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector; Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector; m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z); } } 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); } m_avatarReady = true; } internal void OnCalibrate() { if(m_avatarReady && BodySystem.isCalibratedAsFullBody && BodySystem.enableHipTracking && !BodySystem.enableRightFootTracking && !BodySystem.enableLeftFootTracking && !BodySystem.enableLeftKneeTracking && !BodySystem.enableRightKneeTracking) { BodySystem.isCalibratedAsFullBody = false; BodySystem.TrackingLeftLegEnabled = false; BodySystem.TrackingRightLegEnabled = false; BodySystem.TrackingLocomotionEnabled = true; if(m_vrIk != null) m_vrIk.solver.spine.maxRootAngle = 25f; // I need to rotate my legs, ffs! } } 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_locomotionOverride = false; m_ikWeight = m_vrIk.solver.IKPositionWeight; m_locomotionWeight = m_vrIk.solver.locomotion.weight; m_plantFeet = m_vrIk.solver.plantFeet; m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal; m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal; if(m_detectEmotes && m_emoteActive) m_vrIk.solver.IKPositionWeight = 0f; if(!BodySystem.isCalibratedAsFullBody) { 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_locomotionOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody && !ModSupporter.SkipHipsOverride()) { m_vrIk.solver.plantFeet = 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() { m_vrIk.solver.IKPositionWeight = m_ikWeight; m_vrIk.solver.locomotion.weight = m_locomotionWeight; m_vrIk.solver.plantFeet = m_plantFeet; m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_bendNormalLeft; m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_bendNormalRight; } // Settings internal void SetIKOverrideCrouch(bool p_state) { m_ikOverrideCrouch = p_state; } internal void SetCrouchLimit(float p_value) { if(!m_customCrouchLimit) m_crouchLimit = Mathf.Clamp01(p_value); } internal void SetIKOverrideProne(bool p_state) { m_ikOverrideProne = p_state; } internal void SetProneLimit(float p_value) { if(!m_customProneLimit) m_proneLimit = Mathf.Clamp01(p_value); } internal void SetPoseTransitions(bool p_state) { m_poseTransitions = p_state; if(!m_poseTransitions && m_avatarReady && m_inVR) { PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); } } internal void SetAdjustedMovement(bool p_state) { m_adjustedMovement = p_state; if(!m_adjustedMovement && m_avatarReady && m_inVR) { MovementSystem.Instance.ChangeCrouch(false); MovementSystem.Instance.ChangeProne(false); } } internal void SetIKOverrideFly(bool p_state) { m_ikOverrideFly = p_state; } internal void SetIKOverrideJump(bool p_state) { m_ikOverrideJump = p_state; } internal void SetDetectEmotes(bool p_state) { m_detectEmotes = p_state; } internal void SetFollowHips(bool p_state) { m_followHips = p_state; } void OnMassCenterChange(bool p_state) { if(m_vrIk != null) 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); } } } // Game settings void OnGameSettingBoolChange(string p_name, bool p_state) { if(p_name == "GeneralEnableRunningAnimationFullBody") m_fbtAnimations = p_state; } // 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; } }