mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
200 lines
7.1 KiB
C#
200 lines
7.1 KiB
C#
using ABI_RC.Core.Player;
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using RootMotion.FinalIK;
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using System.Collections.Generic;
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using UnityEngine;
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namespace ml_amt
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{
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class MotionTweaker : MonoBehaviour
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{
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static System.Reflection.FieldInfo ms_rootVelocity = typeof(IKSolverVR).GetField("rootVelocity", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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enum ParameterType
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{
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Upright
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}
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enum ParameterSyncType
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{
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Local,
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Synced
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}
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struct AdditionalParameterInfo
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{
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public ParameterType m_type;
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public ParameterSyncType m_sync;
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public string m_name;
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public int m_hash; // For local only
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}
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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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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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VRIK m_vrIk = null;
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float m_locomotionWeight = 1f; // Original weight
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bool m_avatarReady = false;
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bool m_ikOverride = true;
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float m_currentUpright = 1f;
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PoseState m_poseState = PoseState.Standing;
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float m_crouchLimit = 0.65f;
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bool m_customCrouchLimit = false;
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float m_proneLimit = 0.3f; // Unused
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bool m_customLocomotionOffset = false;
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Vector3 m_locomotionOffset = Vector3.zero;
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readonly List<AdditionalParameterInfo> m_parameters = null;
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public MotionTweaker()
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{
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m_parameters = new List<AdditionalParameterInfo>();
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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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// Update upright
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (PlayerSetup.Instance._inVr ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.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(PlayerSetup.Instance.GetViewPointHeight() * PlayerSetup.Instance._avatar.transform.localScale.y, 0f, float.MaxValue);
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m_currentUpright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
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PoseState l_poseState = (m_currentUpright <= m_proneLimit) ? PoseState.Proning : ((m_currentUpright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
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if(m_ikOverride && (m_vrIk != null) && m_vrIk.enabled)
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{
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if((m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
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ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
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}
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m_poseState = l_poseState;
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if(m_parameters.Count > 0)
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{
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foreach(AdditionalParameterInfo l_param in m_parameters)
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{
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switch(l_param.m_type)
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{
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case ParameterType.Upright:
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{
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switch(l_param.m_sync)
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{
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case ParameterSyncType.Local:
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PlayerSetup.Instance._animator.SetFloat(l_param.m_hash, m_currentUpright);
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break;
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case ParameterSyncType.Synced:
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PlayerSetup.Instance.changeAnimatorParam(l_param.m_name, m_currentUpright);
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break;
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}
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}
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break;
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}
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}
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}
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}
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}
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public void OnAvatarClear()
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{
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m_avatarReady = false;
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m_vrIk = null;
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m_poseState = PoseState.Standing;
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m_parameters.Clear();
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m_customCrouchLimit = false;
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m_customLocomotionOffset = false;
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m_locomotionOffset = Vector3.zero;
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}
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public void OnSetupAvatarGeneral()
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{
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m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
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// Parse animator parameters
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AnimatorControllerParameter[] l_params = PlayerSetup.Instance._animator.parameters;
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ParameterType[] l_enumParams = (ParameterType[])System.Enum.GetValues(typeof(ParameterType));
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foreach(var l_param in l_params)
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{
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foreach(var l_enumParam in l_enumParams)
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{
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if(l_param.name.Contains(l_enumParam.ToString()) && (m_parameters.FindIndex(p => p.m_type == l_enumParam) == -1))
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{
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bool l_local = (l_param.name[0] == '#');
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m_parameters.Add(new AdditionalParameterInfo
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{
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m_type = l_enumParam,
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m_sync = (l_local ? ParameterSyncType.Local : ParameterSyncType.Synced),
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m_name = l_param.name,
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m_hash = (l_local ? l_param.nameHash : 0)
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});
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break;
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}
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}
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}
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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.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.CrouchLimit;
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l_customTransform = PlayerSetup.Instance._avatar.transform.Find("LocomotionOffset");
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m_customLocomotionOffset = (l_customTransform != null);
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m_locomotionOffset = m_customLocomotionOffset ? l_customTransform.localPosition : Vector3.zero;
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// Apply VRIK tweaks
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if(m_vrIk != null)
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{
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if(m_customLocomotionOffset)
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m_vrIk.solver.locomotion.offset = m_locomotionOffset;
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m_vrIk.solver.OnPreUpdate += this.OnIKPreUpdate;
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m_vrIk.solver.OnPostUpdate += this.OnIKPostUpdate;
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}
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m_avatarReady = true;
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}
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public void SetIKOverride(bool p_state)
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{
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m_ikOverride = p_state;
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}
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public void SetCrouchLimit(float p_value)
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{
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if(!m_customCrouchLimit)
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m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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public void SetProneLimit(float p_value)
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{
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m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
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}
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void OnIKPreUpdate()
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{
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if(m_ikOverride)
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{
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m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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if(m_poseState != PoseState.Standing)
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m_vrIk.solver.locomotion.weight = 0f;
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}
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}
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void OnIKPostUpdate()
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{
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if(m_ikOverride)
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m_vrIk.solver.locomotion.weight = m_locomotionWeight;
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}
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}
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}
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