mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
453 lines
20 KiB
C#
453 lines
20 KiB
C#
using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using RootMotion.FinalIK;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace ml_amt
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{
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[DisallowMultipleComponent]
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class MotionTweaker : MonoBehaviour
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{
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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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static readonly FieldInfo ms_grounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
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static readonly FieldInfo ms_groundedRaw = typeof(MovementSystem).GetField("_isGroundedRaw", BindingFlags.NonPublic | BindingFlags.Instance);
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static readonly FieldInfo ms_hasToes = typeof(IKSolverVR).GetField("hasToes", BindingFlags.NonPublic | BindingFlags.Instance);
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static readonly int ms_emoteHash = Animator.StringToHash("Emote");
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enum PoseState
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{
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Standing = 0,
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Crouching,
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Proning
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}
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VRIK m_vrIk = null;
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int m_locomotionLayer = 0;
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float m_ikWeight = 1f; // Original weight
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float m_locomotionWeight = 1f; // Original weight
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bool m_plantFeet = false; // Original plant feet
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float m_avatarScale = 1f; // Instantiated scale
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Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
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bool m_bendNormalLeft = false;
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bool m_bendNormalRight = false;
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Transform m_avatarHips = null;
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float m_viewPointHeight = 1f;
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bool m_inVR = false;
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bool m_fbtAnimations = true;
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bool m_avatarReady = false;
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bool m_compatibleAvatar = false;
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float m_upright = 1f;
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PoseState m_poseState = PoseState.Standing;
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bool m_grounded = false;
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bool m_groundedRaw = false;
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bool m_moving = false;
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bool m_locomotionOverride = false;
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bool m_ikOverrideCrouch = true;
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float m_crouchLimit = 0.65f;
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bool m_customCrouchLimit = false;
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bool m_ikOverrideProne = true;
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float m_proneLimit = 0.3f;
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bool m_customProneLimit = false;
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bool m_poseTransitions = true;
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bool m_adjustedMovement = true;
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bool m_ikOverrideFly = true;
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bool m_ikOverrideJump = true;
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bool m_detectEmotes = true;
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bool m_emoteActive = false;
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bool m_followHips = true;
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Vector3 m_hipsToPlayer = Vector3.zero;
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Vector2 m_stepDistance = Vector2.zero;
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Vector3 m_massCenter = Vector3.zero;
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readonly List<AvatarParameter> m_parameters = null;
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internal MotionTweaker()
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{
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m_parameters = new List<AvatarParameter>();
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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_inVR = Utils.IsInVR();
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Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch;
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Settings.CrouchLimitChange += this.SetCrouchLimit;
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Settings.IKOverrideProneChange += this.SetIKOverrideProne;
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Settings.ProneLimitChange += this.SetProneLimit;
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Settings.PoseTransitionsChange += this.SetPoseTransitions;
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Settings.AdjustedMovementChange += this.SetAdjustedMovement;
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Settings.IKOverrideFlyChange += this.SetIKOverrideFly;
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Settings.IKOverrideJumpChange += this.SetIKOverrideJump;
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Settings.DetectEmotesChange += this.SetDetectEmotes;
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Settings.FollowHipsChange += this.SetFollowHips;
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Settings.MassCenterChange += this.OnMassCenterChange;
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Settings.ScaledStepsChange += this.OnScaledStepsChange;
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m_fbtAnimations = MetaPort.Instance.settings.GetSettingsBool("GeneralEnableRunningAnimationFullBody");
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MetaPort.Instance.settings.settingBoolChanged.AddListener(this.OnGameSettingBoolChange);
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}
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void OnDestroy()
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{
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Settings.IKOverrideCrouchChange -= this.SetIKOverrideCrouch;
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Settings.CrouchLimitChange -= this.SetCrouchLimit;
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Settings.IKOverrideProneChange -= this.SetIKOverrideProne;
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Settings.ProneLimitChange -= this.SetProneLimit;
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Settings.PoseTransitionsChange -= this.SetPoseTransitions;
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Settings.AdjustedMovementChange -= this.SetAdjustedMovement;
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Settings.IKOverrideFlyChange -= this.SetIKOverrideFly;
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Settings.IKOverrideJumpChange -= this.SetIKOverrideJump;
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Settings.DetectEmotesChange -= this.SetDetectEmotes;
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Settings.FollowHipsChange -= this.SetFollowHips;
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Settings.MassCenterChange -= this.OnMassCenterChange;
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MetaPort.Instance.settings.settingBoolChanged.RemoveListener(this.OnGameSettingBoolChange);
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}
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void Update()
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{
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if(m_avatarReady)
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{
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m_grounded = (bool)ms_grounded.GetValue(MovementSystem.Instance);
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m_groundedRaw = (bool)ms_groundedRaw.GetValue(MovementSystem.Instance);
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m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f);
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// Update upright
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * PlayerSetup.Instance.GetActiveCamera().transform.GetMatrix();
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float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
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float l_avatarViewHeight = Mathf.Clamp(m_viewPointHeight * GetRelativeScale(), 0f, float.MaxValue);
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m_upright = Mathf.Clamp01((l_avatarViewHeight > 0f) ? (l_currentHeight / l_avatarViewHeight) : 0f);
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m_poseState = (m_upright <= Mathf.Min(m_proneLimit, m_crouchLimit)) ? PoseState.Proning : ((m_upright <= Mathf.Max(m_proneLimit, m_crouchLimit)) ? PoseState.Crouching : PoseState.Standing);
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if(m_avatarHips != null)
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{
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Vector4 l_hipsToPoint = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_avatarHips.GetMatrix()) * ms_pointVector;
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m_hipsToPlayer.Set(l_hipsToPoint.x, 0f, l_hipsToPoint.z);
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}
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if(m_inVR && (m_vrIk != null) && m_vrIk.enabled)
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{
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if(m_adjustedMovement)
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{
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MovementSystem.Instance.ChangeCrouch(m_poseState == PoseState.Crouching);
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MovementSystem.Instance.ChangeProne(m_poseState == PoseState.Proning);
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if(!m_poseTransitions)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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}
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}
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if(m_poseTransitions)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (m_poseState == PoseState.Crouching) && !m_compatibleAvatar && (!BodySystem.isCalibratedAsFullBody || m_fbtAnimations));
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (m_poseState == PoseState.Proning) && !m_compatibleAvatar && (!BodySystem.isCalibratedAsFullBody || m_fbtAnimations));
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}
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}
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m_emoteActive = false;
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if(m_detectEmotes && (m_locomotionLayer >= 0))
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{
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AnimatorStateInfo l_animState = PlayerSetup.Instance._animator.GetCurrentAnimatorStateInfo(m_locomotionLayer);
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m_emoteActive = (l_animState.tagHash == ms_emoteHash);
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}
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if(m_parameters.Count > 0)
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{
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foreach(AvatarParameter l_param in m_parameters)
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l_param.Update(this);
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}
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}
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}
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// Game events
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internal void OnAvatarClear()
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{
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m_vrIk = null;
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m_locomotionLayer = -1;
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m_grounded = false;
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m_groundedRaw = false;
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m_avatarReady = false;
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m_compatibleAvatar = false;
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m_poseState = PoseState.Standing;
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m_customCrouchLimit = false;
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m_customProneLimit = false;
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m_avatarScale = 1f;
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m_locomotionOffset = Vector3.zero;
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m_emoteActive = false;
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m_moving = false;
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m_locomotionOverride = false;
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m_hipsToPlayer = Vector3.zero;
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m_avatarHips = null;
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m_viewPointHeight = 1f;
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m_massCenter = Vector3.zero;
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m_stepDistance = Vector2.zero;
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m_parameters.Clear();
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}
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internal void OnSetupAvatar()
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{
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m_inVR = Utils.IsInVR();
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m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
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m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
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m_avatarHips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
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m_viewPointHeight = PlayerSetup.Instance._avatar.GetComponent<ABI.CCK.Components.CVRAvatar>().viewPosition.y;
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// Parse animator parameters
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Upright, PlayerSetup.Instance.animatorManager));
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.GroundedRaw, PlayerSetup.Instance.animatorManager));
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager));
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m_parameters.RemoveAll(p => !p.IsValid());
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m_compatibleAvatar = m_parameters.Exists(p => (p.GetParameterType() == AvatarParameter.ParameterType.Upright));
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m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
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Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit");
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m_customCrouchLimit = (l_customTransform != null);
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m_crouchLimit = m_customCrouchLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.CrouchLimit;
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l_customTransform = PlayerSetup.Instance._avatar.transform.Find("ProneLimit");
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m_customProneLimit = (l_customTransform != null);
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m_proneLimit = m_customProneLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.ProneLimit;
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// Apply VRIK tweaks
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if(m_vrIk != null)
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{
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m_locomotionOffset = m_vrIk.solver.locomotion.offset;
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m_massCenter = m_locomotionOffset;
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if((bool)ms_hasToes.GetValue(m_vrIk.solver))
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{
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Transform l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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if(l_foot == null)
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l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightFoot);
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Transform l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftToes);
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if(l_toe == null)
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l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightToes);
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if((l_foot != null) && (l_toe != null))
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{
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Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector;
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Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector;
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m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z);
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}
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}
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m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
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m_stepDistance.Set(m_vrIk.solver.locomotion.stepThreshold, m_vrIk.solver.locomotion.footDistance);
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m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
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m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
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}
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m_avatarReady = true;
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}
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internal void OnCalibrate()
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{
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if(m_avatarReady && BodySystem.isCalibratedAsFullBody && BodySystem.enableHipTracking && !BodySystem.enableRightFootTracking && !BodySystem.enableLeftFootTracking && !BodySystem.enableLeftKneeTracking && !BodySystem.enableRightKneeTracking)
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{
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BodySystem.isCalibratedAsFullBody = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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BodySystem.TrackingLocomotionEnabled = true;
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if(m_vrIk != null)
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m_vrIk.solver.spine.maxRootAngle = 25f; // I need to rotate my legs, ffs!
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}
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}
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internal void OnPlayspaceScale()
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{
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if(m_vrIk != null)
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{
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if(Settings.MassCenter)
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m_vrIk.solver.locomotion.offset = m_massCenter * GetRelativeScale();
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if(Settings.ScaledSteps)
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{
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m_vrIk.solver.locomotion.stepThreshold = m_stepDistance.x * GetRelativeScale();
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m_vrIk.solver.locomotion.footDistance = m_stepDistance.y * GetRelativeScale();
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m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
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m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
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}
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}
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}
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// IK events
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void OnIKPreUpdate()
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{
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bool l_locomotionOverride = false;
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m_ikWeight = m_vrIk.solver.IKPositionWeight;
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m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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m_plantFeet = m_vrIk.solver.plantFeet;
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m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
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m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
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if(m_detectEmotes && m_emoteActive)
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m_vrIk.solver.IKPositionWeight = 0f;
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if(!BodySystem.isCalibratedAsFullBody)
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{
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if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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if(m_ikOverrideFly && MovementSystem.Instance.flying)
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_locomotionOverride = true;
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}
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}
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bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f);
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if(l_locomotionOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
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{
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m_vrIk.solver.plantFeet = false;
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IKSystem.VrikRootController.enabled = false;
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PlayerSetup.Instance._avatar.transform.localPosition = m_hipsToPlayer;
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}
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if(m_locomotionOverride && !l_locomotionOverride)
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m_vrIk.solver.Reset();
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m_locomotionOverride = l_locomotionOverride;
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}
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void OnIKPostUpdate()
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{
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m_vrIk.solver.IKPositionWeight = m_ikWeight;
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m_vrIk.solver.locomotion.weight = m_locomotionWeight;
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m_vrIk.solver.plantFeet = m_plantFeet;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_bendNormalLeft;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_bendNormalRight;
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}
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// Settings
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internal void SetIKOverrideCrouch(bool p_state)
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{
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m_ikOverrideCrouch = p_state;
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}
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internal void SetCrouchLimit(float p_value)
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{
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if(!m_customCrouchLimit)
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m_crouchLimit = Mathf.Clamp01(p_value);
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}
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internal void SetIKOverrideProne(bool p_state)
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{
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m_ikOverrideProne = p_state;
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}
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internal void SetProneLimit(float p_value)
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{
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if(!m_customProneLimit)
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m_proneLimit = Mathf.Clamp01(p_value);
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}
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internal void SetPoseTransitions(bool p_state)
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{
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m_poseTransitions = p_state;
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if(!m_poseTransitions && m_avatarReady && m_inVR)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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}
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}
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internal void SetAdjustedMovement(bool p_state)
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{
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m_adjustedMovement = p_state;
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if(!m_adjustedMovement && m_avatarReady && m_inVR)
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{
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MovementSystem.Instance.ChangeCrouch(false);
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MovementSystem.Instance.ChangeProne(false);
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}
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}
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internal void SetIKOverrideFly(bool p_state)
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{
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m_ikOverrideFly = p_state;
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}
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internal void SetIKOverrideJump(bool p_state)
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{
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m_ikOverrideJump = p_state;
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}
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internal void SetDetectEmotes(bool p_state)
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{
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m_detectEmotes = p_state;
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}
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internal void SetFollowHips(bool p_state)
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{
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m_followHips = p_state;
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}
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void OnMassCenterChange(bool p_state)
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{
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if(m_vrIk != null)
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m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? (m_massCenter * GetRelativeScale()) : m_locomotionOffset);
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}
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void OnScaledStepsChange(bool p_state)
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{
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if(m_vrIk != null)
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{
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if(p_state)
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{
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m_vrIk.solver.locomotion.stepThreshold = m_stepDistance.x * GetRelativeScale();
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m_vrIk.solver.locomotion.footDistance = m_stepDistance.y * GetRelativeScale();
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m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
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m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
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}
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else
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{
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IKSystem.Instance.ApplyAvatarScaleToIk(PlayerSetup.Instance.GetAvatarHeight());
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m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(0.03f);
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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;
|
|
}
|
|
}
|