sdraw_mods_cvr/ml_pmc/PuppetParser.cs
SDraw 0f5e1484d1
New mod: PlayerMovementCopycat
Collider radius upon avatar scaling
2023-05-04 11:40:53 +03:00

156 lines
5.6 KiB
C#

using ABI_RC.Core.Player;
using UnityEngine;
namespace ml_pmc
{
[DisallowMultipleComponent]
class PuppetParser : MonoBehaviour
{
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
PuppetMaster m_puppetMaster = null;
Animator m_animator = null;
AnimatorCullingMode m_cullMode;
float m_armatureScale = 1f;
float m_armatureHeight = 0f;
bool m_waitAnimator = true;
HumanPoseHandler m_poseHandler = null;
HumanPose m_pose;
bool m_poseParsed = false;
Matrix4x4 m_matrix = Matrix4x4.identity;
Matrix4x4 m_offset = Matrix4x4.identity;
bool m_sitting = false;
float m_leftGesture = 0f;
float m_rightGesture = 0f;
bool m_fingerTracking = false;
float[] m_fingerCurls = null;
internal PuppetParser()
{
m_fingerCurls = new float[10];
}
// Unity events
void Start()
{
m_puppetMaster = this.GetComponent<PuppetMaster>();
m_matrix = this.transform.GetMatrix();
StartCoroutine(WaitForAnimator());
}
void OnDestroy()
{
if(m_animator != null)
m_animator.cullingMode = m_cullMode;
m_poseHandler?.Dispose();
}
void Update()
{
if(m_puppetMaster != null)
{
m_sitting = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorSitting;
m_leftGesture = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorGestureLeft;
m_rightGesture = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorGestureRight;
m_fingerTracking = m_puppetMaster.PlayerAvatarMovementDataInput.IndexUseIndividualFingers;
if(m_fingerTracking)
{
m_fingerCurls[0] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftThumbCurl;
m_fingerCurls[1] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftIndexCurl;
m_fingerCurls[2] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftMiddleCurl;
m_fingerCurls[3] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftRingCurl;
m_fingerCurls[4] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftPinkyCurl;
m_fingerCurls[5] = m_puppetMaster.PlayerAvatarMovementDataInput.RightThumbCurl;
m_fingerCurls[6] = m_puppetMaster.PlayerAvatarMovementDataInput.RightIndexCurl;
m_fingerCurls[7] = m_puppetMaster.PlayerAvatarMovementDataInput.RightMiddleCurl;
m_fingerCurls[8] = m_puppetMaster.PlayerAvatarMovementDataInput.RightRingCurl;
m_fingerCurls[9] = m_puppetMaster.PlayerAvatarMovementDataInput.RightPinkyCurl;
}
}
if(!ReferenceEquals(m_animator, null))
{
if(m_animator != null)
{
Matrix4x4 l_current = this.transform.GetMatrix();
m_offset = m_matrix.inverse * l_current;
m_matrix = l_current;
}
else
Reset();
}
}
void LateUpdate()
{
if(m_animator != null)
{
m_poseHandler.GetHumanPose(ref m_pose);
m_pose.bodyPosition *= m_armatureScale;
m_pose.bodyPosition.y += m_armatureHeight;
m_poseParsed = true;
}
}
// Arbitrary
System.Collections.IEnumerator WaitForAnimator()
{
while(m_puppetMaster.avatarObject == null)
yield return null;
while(m_animator == null)
{
m_animator = m_puppetMaster.avatarObject.GetComponent<Animator>();
yield return null;
}
if(m_animator.isHuman)
{
m_cullMode = m_animator.cullingMode;
m_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
Transform l_hips = m_animator.GetBoneTransform(HumanBodyBones.Hips);
if((l_hips != null) && (l_hips.parent != null))
{
m_armatureScale = l_hips.parent.localScale.y;
m_armatureHeight = ((m_puppetMaster.transform.GetMatrix().inverse * l_hips.parent.GetMatrix()) * ms_pointVector).y;
}
m_poseHandler = new HumanPoseHandler(m_animator.avatar, m_animator.transform);
m_matrix = this.transform.GetMatrix();
}
else
Reset();
m_waitAnimator = false;
}
void Reset()
{
m_animator = null;
m_poseHandler?.Dispose();
m_poseHandler = null;
m_pose = new HumanPose();
m_poseParsed = false;
m_offset = Matrix4x4.identity;
m_sitting = false;
m_leftGesture = 0f;
m_rightGesture = 0f;
}
public bool IsWaitingAnimator() => m_waitAnimator;
public bool HasAnimator() => !ReferenceEquals(m_animator, null);
public ref HumanPose GetPose() => ref m_pose;
public bool IsPoseParsed() => m_poseParsed;
public ref Matrix4x4 GetOffset() => ref m_offset;
public bool IsSitting() => m_sitting;
public float GetLeftGesture() => m_leftGesture;
public float GetRightGesture() => m_rightGesture;
public bool HasFingerTracking() => m_fingerTracking;
public ref float[] GetFingerCurls() => ref m_fingerCurls;
}
}