mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
156 lines
5.6 KiB
C#
156 lines
5.6 KiB
C#
using ABI_RC.Core.Player;
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using UnityEngine;
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namespace ml_pmc
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{
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[DisallowMultipleComponent]
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class PuppetParser : MonoBehaviour
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{
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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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PuppetMaster m_puppetMaster = null;
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Animator m_animator = null;
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AnimatorCullingMode m_cullMode;
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float m_armatureScale = 1f;
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float m_armatureHeight = 0f;
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bool m_waitAnimator = true;
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HumanPoseHandler m_poseHandler = null;
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HumanPose m_pose;
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bool m_poseParsed = false;
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Matrix4x4 m_matrix = Matrix4x4.identity;
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Matrix4x4 m_offset = Matrix4x4.identity;
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bool m_sitting = false;
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float m_leftGesture = 0f;
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float m_rightGesture = 0f;
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bool m_fingerTracking = false;
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float[] m_fingerCurls = null;
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internal PuppetParser()
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{
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m_fingerCurls = new float[10];
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}
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// Unity events
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void Start()
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{
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m_puppetMaster = this.GetComponent<PuppetMaster>();
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m_matrix = this.transform.GetMatrix();
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StartCoroutine(WaitForAnimator());
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}
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void OnDestroy()
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{
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if(m_animator != null)
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m_animator.cullingMode = m_cullMode;
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m_poseHandler?.Dispose();
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}
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void Update()
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{
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if(m_puppetMaster != null)
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{
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m_sitting = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorSitting;
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m_leftGesture = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorGestureLeft;
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m_rightGesture = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorGestureRight;
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m_fingerTracking = m_puppetMaster.PlayerAvatarMovementDataInput.IndexUseIndividualFingers;
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if(m_fingerTracking)
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{
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m_fingerCurls[0] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftThumbCurl;
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m_fingerCurls[1] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftIndexCurl;
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m_fingerCurls[2] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftMiddleCurl;
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m_fingerCurls[3] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftRingCurl;
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m_fingerCurls[4] = m_puppetMaster.PlayerAvatarMovementDataInput.LeftPinkyCurl;
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m_fingerCurls[5] = m_puppetMaster.PlayerAvatarMovementDataInput.RightThumbCurl;
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m_fingerCurls[6] = m_puppetMaster.PlayerAvatarMovementDataInput.RightIndexCurl;
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m_fingerCurls[7] = m_puppetMaster.PlayerAvatarMovementDataInput.RightMiddleCurl;
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m_fingerCurls[8] = m_puppetMaster.PlayerAvatarMovementDataInput.RightRingCurl;
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m_fingerCurls[9] = m_puppetMaster.PlayerAvatarMovementDataInput.RightPinkyCurl;
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}
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}
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if(!ReferenceEquals(m_animator, null))
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{
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if(m_animator != null)
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{
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Matrix4x4 l_current = this.transform.GetMatrix();
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m_offset = m_matrix.inverse * l_current;
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m_matrix = l_current;
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}
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else
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Reset();
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}
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}
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void LateUpdate()
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{
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if(m_animator != null)
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{
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m_poseHandler.GetHumanPose(ref m_pose);
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m_pose.bodyPosition *= m_armatureScale;
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m_pose.bodyPosition.y += m_armatureHeight;
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m_poseParsed = true;
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}
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}
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// Arbitrary
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System.Collections.IEnumerator WaitForAnimator()
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{
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while(m_puppetMaster.avatarObject == null)
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yield return null;
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while(m_animator == null)
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{
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m_animator = m_puppetMaster.avatarObject.GetComponent<Animator>();
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yield return null;
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}
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if(m_animator.isHuman)
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{
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m_cullMode = m_animator.cullingMode;
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m_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
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Transform l_hips = m_animator.GetBoneTransform(HumanBodyBones.Hips);
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if((l_hips != null) && (l_hips.parent != null))
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{
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m_armatureScale = l_hips.parent.localScale.y;
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m_armatureHeight = ((m_puppetMaster.transform.GetMatrix().inverse * l_hips.parent.GetMatrix()) * ms_pointVector).y;
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}
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m_poseHandler = new HumanPoseHandler(m_animator.avatar, m_animator.transform);
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m_matrix = this.transform.GetMatrix();
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}
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else
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Reset();
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m_waitAnimator = false;
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}
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void Reset()
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{
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m_animator = null;
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m_poseHandler?.Dispose();
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m_poseHandler = null;
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m_pose = new HumanPose();
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m_poseParsed = false;
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m_offset = Matrix4x4.identity;
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m_sitting = false;
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m_leftGesture = 0f;
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m_rightGesture = 0f;
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}
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public bool IsWaitingAnimator() => m_waitAnimator;
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public bool HasAnimator() => !ReferenceEquals(m_animator, null);
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public ref HumanPose GetPose() => ref m_pose;
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public bool IsPoseParsed() => m_poseParsed;
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public ref Matrix4x4 GetOffset() => ref m_offset;
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public bool IsSitting() => m_sitting;
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public float GetLeftGesture() => m_leftGesture;
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public float GetRightGesture() => m_rightGesture;
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public bool HasFingerTracking() => m_fingerTracking;
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public ref float[] GetFingerCurls() => ref m_fingerCurls;
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}
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}
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