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; bool m_blinking = true; bool m_eyeTracking = true; float m_smoothing = 0.5f; bool m_mirrored = false; bool m_faceOverride = true; CVRAvatar m_avatarDescriptor = null; LookAtIK m_lookIK = null; Transform m_headBone = null; Vector3 m_headPosition; Quaternion m_headRotation; Vector2 m_gazeDirection; float m_blinkProgress = 0f; Vector2 m_mouthShapes; float m_eyebrowsProgress = 0f; Quaternion m_bindRotation; Quaternion m_lastHeadRotation; void Start() { Settings.EnabledChange += this.SetEnabled; Settings.HeadTrackingChange += this.SetHeadTracking; Settings.EyeTrackingChange += this.SetEyeTracking; Settings.BlinkingChange += this.SetBlinking; Settings.SmoothingChange += this.SetSmoothing; Settings.MirroredChange += this.SetMirrored; Settings.FaceOverrideChange += this.SetFaceOverride; } void OnDestroy() { Settings.EnabledChange -= this.SetEnabled; Settings.HeadTrackingChange -= this.SetHeadTracking; Settings.EyeTrackingChange -= this.SetEyeTracking; Settings.BlinkingChange -= this.SetBlinking; Settings.SmoothingChange -= this.SetSmoothing; Settings.MirroredChange -= this.SetMirrored; Settings.FaceOverrideChange -= this.SetFaceOverride; } public void UpdateTrackingData(ref TrackingData p_data) { m_headPosition.Set(p_data.m_headPositionX * (m_mirrored ? -1f : 1f), p_data.m_headPositionY, p_data.m_headPositionZ); m_headRotation.Set(p_data.m_headRotationX, p_data.m_headRotationY * (m_mirrored ? -1f : 1f), p_data.m_headRotationZ * (m_mirrored ? -1f : 1f), p_data.m_headRotationW); m_gazeDirection.Set(m_mirrored ? (1f - p_data.m_gazeX) : p_data.m_gazeX, p_data.m_gazeY); m_blinkProgress = p_data.m_blink; m_mouthShapes.Set(p_data.m_mouthOpen, p_data.m_mouthShape); m_eyebrowsProgress = p_data.m_brows; } 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; } } internal void OnEyeControllerUpdate(CVREyeController p_component) { if(m_enabled) { // Gaze if(m_eyeTracking) { Transform l_camera = PlayerSetup.Instance.GetActiveCamera().transform; p_component.manualViewTarget = true; p_component.targetViewPosition = l_camera.position + l_camera.rotation * new Vector3((m_gazeDirection.x - 0.5f) * 2f, (m_gazeDirection.y - 0.5f) * 2f, 1f); } // Blink if(m_blinking) { p_component.manualBlinking = true; p_component.blinkProgress = m_blinkProgress; } } } internal void OnFaceTrackingUpdate(CVRFaceTracking p_component) { if(m_enabled && m_faceOverride) { if(m_avatarDescriptor != null) m_avatarDescriptor.useVisemeLipsync = false; float l_weight = Mathf.Clamp01(Mathf.InverseLerp(0.25f, 1f, Mathf.Abs(m_mouthShapes.y))) * 100f; p_component.BlendShapeValues[(int)LipShape_v2.Jaw_Open] = m_mouthShapes.x * 100f; p_component.BlendShapeValues[(int)LipShape_v2.Mouth_Pout] = ((m_mouthShapes.y > 0f) ? l_weight : 0f); p_component.BlendShapeValues[(int)LipShape_v2.Mouth_Smile_Left] = ((m_mouthShapes.y < 0f) ? l_weight : 0f); p_component.BlendShapeValues[(int)LipShape_v2.Mouth_Smile_Right] = ((m_mouthShapes.y < 0f) ? l_weight : 0f); p_component.LipSyncWasUpdated = true; p_component.UpdateLipShapes(); } } internal void OnSetupAvatar() { 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; } public void SetEnabled(bool p_state) { if(m_enabled != p_state) { m_enabled = p_state; if(m_enabled && m_headTracking) m_lastHeadRotation = ((m_headBone != null) ? m_headBone.rotation : m_bindRotation); } } public void SetHeadTracking(bool p_state) { if(m_headTracking != p_state) { m_headTracking = p_state; if(m_enabled && m_headTracking) m_lastHeadRotation = ((m_headBone != null) ? m_headBone.rotation : m_bindRotation); } } public void SetEyeTracking(bool p_state) { m_eyeTracking = p_state; } public void SetBlinking(bool p_state) { m_blinking = p_state; } public void SetSmoothing(float p_value) { m_smoothing = 1f - Mathf.Clamp(p_value, 0f, 0.99f); } public void SetMirrored(bool p_state) { m_mirrored = p_state; } public void SetFaceOverride(bool p_state) { m_faceOverride = p_state; } } }