sdraw_mods_cvr/ml_dht/HeadTracked.cs
SDraw 971466da24
Features merge from experimental:
Settings rework
Finger tracking networks sync only if hands are tracked
Working fix for animator override controller
Mass center offset calculations
Steps scaling
2023-03-16 09:21:46 +03:00

185 lines
6.8 KiB
C#

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;
// Unity events
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;
}
// Tracking updates
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;
}
}
// Game events
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<CVRAvatar>();
m_headBone = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Head);
m_lookIK = PlayerSetup.Instance._avatar.GetComponent<LookAtIK>();
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;
}
// Settings
internal 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);
}
}
internal 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);
}
}
internal void SetEyeTracking(bool p_state)
{
m_eyeTracking = p_state;
}
internal void SetBlinking(bool p_state)
{
m_blinking = p_state;
}
internal void SetSmoothing(float p_value)
{
m_smoothing = 1f - Mathf.Clamp(p_value, 0f, 0.99f);
}
internal void SetMirrored(bool p_state)
{
m_mirrored = p_state;
}
internal void SetFaceOverride(bool p_state)
{
m_faceOverride = p_state;
}
}
}