sdraw_mods_cvr/ml_pam/ArmMover.cs
2023-11-28 11:48:30 +03:00

510 lines
20 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using RootMotion.FinalIK;
using UnityEngine;
namespace ml_pam
{
[DisallowMultipleComponent]
class ArmMover : MonoBehaviour
{
enum HandState
{
Empty = 0,
Pickup,
Extended
}
struct IKInfo
{
public Vector4 m_armsWeights;
public Transform m_leftHandTarget;
public Transform m_rightHandTarget;
}
const float c_offsetLimit = 0.5f;
const KeyCode c_leftKey = KeyCode.Q;
const KeyCode c_rightKey = KeyCode.E;
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
static readonly Quaternion ms_offsetLeft = Quaternion.Euler(270f, 90f, 0f);
static readonly Quaternion ms_offsetRight = Quaternion.Euler(270f, 270f, 0f);
bool m_inVR = false;
VRIK m_vrIK = null;
float m_armLength = 0f;
float m_playspaceScale = 1f;
bool m_enabled = true;
IKInfo m_vrIKInfo;
Transform m_rootLeft = null;
Transform m_rootRight = null;
Transform m_leftTarget = null;
Transform m_rightTarget = null;
ArmIK m_armIKLeft = null;
ArmIK m_armIKRight = null;
CVRPickupObject m_pickup = null;
Matrix4x4 m_offset;
HandState m_leftHandState = HandState.Empty;
HandState m_rightHandState = HandState.Empty;
// Unity events
void Start()
{
m_inVR = Utils.IsInVR();
m_rootLeft = new GameObject("[ArmPickupLeft]").transform;
m_rootLeft.parent = PlayerSetup.Instance.GetActiveCamera().transform;
m_rootLeft.localPosition = Vector3.zero;
m_rootLeft.localRotation = Quaternion.identity;
m_leftTarget = new GameObject("Target").transform;
m_leftTarget.parent = m_rootLeft;
m_leftTarget.localPosition = new Vector3(c_offsetLimit * -Settings.GrabOffset, 0f, 0f);
m_leftTarget.localRotation = Quaternion.identity;
m_rootRight = new GameObject("[ArmPickupRight]").transform;
m_rootRight.parent = PlayerSetup.Instance.GetActiveCamera().transform;
m_rootRight.localPosition = Vector3.zero;
m_rootRight.localRotation = Quaternion.identity;
m_rightTarget = new GameObject("Target").transform;
m_rightTarget.parent = m_rootRight;
m_rightTarget.localPosition = new Vector3(c_offsetLimit * Settings.GrabOffset, 0f, 0f);
m_rightTarget.localRotation = Quaternion.identity;
m_enabled = Settings.Enabled;
Settings.EnabledChange += this.SetEnabled;
Settings.GrabOffsetChange += this.SetGrabOffset;
Settings.LeadingHandChange += this.OnLeadingHandChange;
Settings.HandsExtensionChange += this.OnHandsExtensionChange;
}
void OnDestroy()
{
if(m_armIKLeft != null)
Destroy(m_armIKLeft);
m_armIKLeft = null;
if(m_armIKRight != null)
Destroy(m_armIKRight);
m_armIKRight = null;
if(m_rootLeft != null)
Destroy(m_rootLeft);
m_rootLeft = null;
m_leftTarget = null;
if(m_rootRight != null)
Destroy(m_rootRight);
m_rootRight = null;
m_rightTarget = null;
m_pickup = null;
m_vrIK = null;
Settings.EnabledChange -= this.SetEnabled;
Settings.GrabOffsetChange -= this.SetGrabOffset;
Settings.LeadingHandChange -= this.OnLeadingHandChange;
Settings.HandsExtensionChange -= this.OnHandsExtensionChange;
}
void Update()
{
if(!ReferenceEquals(m_pickup, null) && (m_pickup == null))
OnPickupDrop(m_pickup);
switch(m_leftHandState)
{
case HandState.Empty:
{
if(Settings.HandsExtension && Input.GetKeyDown(c_leftKey))
{
m_leftHandState = HandState.Extended;
m_rootLeft.localPosition = new Vector3(0f, 0f, m_armLength * m_playspaceScale);
SetArmActive(Settings.LeadHand.Left, true);
}
}
break;
case HandState.Extended:
{
if(Input.GetKeyUp(c_leftKey))
{
m_leftHandState = HandState.Empty;
SetArmActive(Settings.LeadHand.Left, false);
}
}
break;
case HandState.Pickup:
{
if(m_pickup != null)
{
Matrix4x4 l_result = m_pickup.transform.GetMatrix() * m_offset;
m_rootLeft.position = l_result * ms_pointVector;
}
}
break;
}
switch(m_rightHandState)
{
case HandState.Empty:
{
if(Settings.HandsExtension && Input.GetKeyDown(c_rightKey))
{
m_rightHandState = HandState.Extended;
m_rootRight.localPosition = new Vector3(0f, 0f, m_armLength * m_playspaceScale);
SetArmActive(Settings.LeadHand.Right, true);
}
}
break;
case HandState.Extended:
{
if(Input.GetKeyUp(c_rightKey))
{
m_rightHandState = HandState.Empty;
SetArmActive(Settings.LeadHand.Right, false);
}
}
break;
case HandState.Pickup:
{
if(m_pickup != null)
{
Matrix4x4 l_result = m_pickup.transform.GetMatrix() * m_offset;
m_rootRight.position = l_result * ms_pointVector;
}
}
break;
}
}
// VRIK updates
void OnIKPreUpdate()
{
if(m_enabled)
{
if(m_leftHandState != HandState.Empty)
{
m_vrIKInfo.m_leftHandTarget = m_vrIK.solver.leftArm.target;
m_vrIKInfo.m_armsWeights.x = m_vrIK.solver.leftArm.positionWeight;
m_vrIKInfo.m_armsWeights.y = m_vrIK.solver.leftArm.rotationWeight;
m_vrIK.solver.leftArm.positionWeight = 1f;
m_vrIK.solver.leftArm.rotationWeight = 1f;
m_vrIK.solver.leftArm.target = m_leftTarget;
}
if(m_rightHandState != HandState.Empty)
{
m_vrIKInfo.m_rightHandTarget = m_vrIK.solver.rightArm.target;
m_vrIKInfo.m_armsWeights.z = m_vrIK.solver.rightArm.positionWeight;
m_vrIKInfo.m_armsWeights.w = m_vrIK.solver.rightArm.rotationWeight;
m_vrIK.solver.rightArm.positionWeight = 1f;
m_vrIK.solver.rightArm.rotationWeight = 1f;
m_vrIK.solver.rightArm.target = m_rightTarget;
}
}
}
void OnIKPostUpdate()
{
if(m_enabled)
{
if(m_leftHandState != HandState.Empty)
{
m_vrIK.solver.leftArm.target = m_vrIKInfo.m_leftHandTarget;
m_vrIK.solver.leftArm.positionWeight = m_vrIKInfo.m_armsWeights.x;
m_vrIK.solver.leftArm.rotationWeight = m_vrIKInfo.m_armsWeights.y;
}
if(m_rightHandState != HandState.Empty)
{
m_vrIK.solver.rightArm.target = m_vrIKInfo.m_rightHandTarget;
m_vrIK.solver.rightArm.positionWeight = m_vrIKInfo.m_armsWeights.z;
m_vrIK.solver.rightArm.rotationWeight = m_vrIKInfo.m_armsWeights.w;
}
}
}
// Settings
void SetEnabled(bool p_state)
{
m_enabled = p_state;
if(m_enabled)
{
if(m_leftHandState != HandState.Empty)
SetArmActive(Settings.LeadHand.Left, true);
if(m_rightHandState != HandState.Empty)
SetArmActive(Settings.LeadHand.Right, true);
OnHandsExtensionChange(Settings.HandsExtension);
}
else
SetArmActive(Settings.LeadHand.Both, false, true);
}
void SetGrabOffset(float p_value)
{
if(m_leftTarget != null)
m_leftTarget.localPosition = new Vector3(c_offsetLimit * m_playspaceScale * -p_value, 0f, 0f);
if(m_rightTarget != null)
m_rightTarget.localPosition = new Vector3(c_offsetLimit * m_playspaceScale * p_value, 0f, 0f);
}
void OnLeadingHandChange(Settings.LeadHand p_hand)
{
if(m_pickup != null)
{
if(m_leftHandState == HandState.Pickup)
{
m_leftHandState = HandState.Empty;
SetArmActive(Settings.LeadHand.Left, false);
}
if(m_rightHandState == HandState.Pickup)
{
m_rightHandState = HandState.Empty;
SetArmActive(Settings.LeadHand.Right, false);
}
switch(p_hand)
{
case Settings.LeadHand.Left:
m_leftHandState = HandState.Pickup;
break;
case Settings.LeadHand.Right:
m_rightHandState = HandState.Pickup;
break;
case Settings.LeadHand.Both:
{
m_leftHandState = HandState.Pickup;
m_rightHandState = HandState.Pickup;
}
break;
}
SetArmActive(p_hand, true);
}
}
void OnHandsExtensionChange(bool p_state)
{
if(m_enabled)
{
if(p_state)
{
if((m_leftHandState == HandState.Empty) && Input.GetKey(c_leftKey))
{
m_leftHandState = HandState.Extended;
SetArmActive(Settings.LeadHand.Left, true);
}
if((m_rightHandState == HandState.Empty) && Input.GetKey(c_rightKey))
{
m_rightHandState = HandState.Extended;
SetArmActive(Settings.LeadHand.Right, true);
}
}
else
{
if(m_leftHandState == HandState.Extended)
{
m_leftHandState = HandState.Empty;
SetArmActive(Settings.LeadHand.Left, false);
}
if(m_rightHandState == HandState.Extended)
{
m_rightHandState = HandState.Empty;
SetArmActive(Settings.LeadHand.Right, false);
}
}
}
}
// Game events
internal void OnAvatarClear()
{
m_vrIK = null;
m_armIKLeft = null;
m_armIKRight = null;
m_armLength = 0f;
}
internal void OnAvatarSetup()
{
// Recheck if user could switch to VR
if(m_inVR != Utils.IsInVR())
{
m_rootLeft.parent = PlayerSetup.Instance.GetActiveCamera().transform;
m_rootLeft.localPosition = Vector3.zero;
m_rootLeft.localRotation = Quaternion.identity;
m_rootRight.parent = PlayerSetup.Instance.GetActiveCamera().transform;
m_rootRight.localPosition = Vector3.zero;
m_rootRight.localRotation = Quaternion.identity;
}
m_inVR = Utils.IsInVR();
if(!m_inVR && PlayerSetup.Instance._animator.isHuman)
{
m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
TPoseHelper l_tpHelper = new TPoseHelper();
l_tpHelper.Assign(PlayerSetup.Instance._animator);
l_tpHelper.Apply();
Transform l_leftHand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand);
if(l_leftHand != null)
m_leftTarget.localRotation = ms_offsetLeft * (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_leftHand.GetMatrix()).rotation;
Transform l_rightHand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightHand);
if(l_rightHand != null)
m_rightTarget.localRotation = ms_offsetRight * (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_rightHand.GetMatrix()).rotation;
if(m_vrIK == null)
{
Transform l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.UpperChest);
if(l_chest == null)
l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Chest);
if(l_chest == null)
l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Spine);
m_armIKLeft = PlayerSetup.Instance._avatar.AddComponent<ArmIK>();
m_armIKLeft.solver.isLeft = true;
m_armIKLeft.solver.SetChain(
l_chest,
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftShoulder),
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftUpperArm),
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftLowerArm),
l_leftHand,
PlayerSetup.Instance._animator.transform
);
m_armIKLeft.solver.arm.target = m_leftTarget;
m_armIKLeft.solver.arm.positionWeight = 1f;
m_armIKLeft.solver.arm.rotationWeight = 1f;
m_armIKLeft.solver.IKPositionWeight = 0f;
m_armIKLeft.solver.IKRotationWeight = 0f;
m_armIKLeft.enabled = false;
m_armLength = m_armIKLeft.solver.arm.mag * 1.25f;
m_armIKRight = PlayerSetup.Instance._avatar.AddComponent<ArmIK>();
m_armIKRight.solver.isLeft = false;
m_armIKRight.solver.SetChain(
l_chest,
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightShoulder),
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightUpperArm),
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightLowerArm),
l_rightHand,
PlayerSetup.Instance._animator.transform
);
m_armIKRight.solver.arm.target = m_rightTarget;
m_armIKRight.solver.arm.positionWeight = 1f;
m_armIKRight.solver.arm.rotationWeight = 1f;
m_armIKRight.solver.IKPositionWeight = 0f;
m_armIKRight.solver.IKRotationWeight = 0f;
m_armIKRight.enabled = false;
}
else
{
m_armLength = m_vrIK.solver.leftArm.mag * 1.25f;
m_vrIK.solver.OnPreUpdate += this.OnIKPreUpdate;
m_vrIK.solver.OnPostUpdate += this.OnIKPostUpdate;
}
l_tpHelper.Restore();
l_tpHelper.Unassign();
}
SetEnabled(m_enabled);
}
internal void OnPickupGrab(CVRPickupObject p_pickup, ControllerRay p_ray, Vector3 p_hit)
{
if(p_ray == ViewManager.Instance.desktopControllerRay)
{
m_pickup = p_pickup;
// Set offsets
if(m_pickup.gripType == CVRPickupObject.GripType.Origin)
{
if(m_pickup.ikReference != null)
m_offset = (m_pickup.transform.GetMatrix().inverse * m_pickup.ikReference.GetMatrix());
else
{
if(m_pickup.gripOrigin != null)
m_offset = m_pickup.transform.GetMatrix().inverse * m_pickup.gripOrigin.GetMatrix();
}
}
else
m_offset = m_pickup.transform.GetMatrix().inverse * Matrix4x4.Translate(p_hit);
switch(Settings.LeadingHand)
{
case Settings.LeadHand.Left:
m_leftHandState = HandState.Pickup;
break;
case Settings.LeadHand.Right:
m_rightHandState = HandState.Pickup;
break;
case Settings.LeadHand.Both:
{
m_leftHandState = HandState.Pickup;
m_rightHandState = HandState.Pickup;
}
break;
}
SetArmActive(Settings.LeadingHand, true);
}
}
internal void OnPickupDrop(CVRPickupObject p_pickup)
{
if(m_pickup == p_pickup)
{
m_pickup = null;
switch(Settings.LeadingHand)
{
case Settings.LeadHand.Left:
m_leftHandState = HandState.Empty;
break;
case Settings.LeadHand.Right:
m_rightHandState = HandState.Empty;
break;
case Settings.LeadHand.Both:
{
m_leftHandState = HandState.Empty;
m_rightHandState = HandState.Empty;
}
break;
}
SetArmActive(Settings.LeadingHand, false);
}
}
internal void OnPlayspaceScale(float p_relation)
{
m_playspaceScale = p_relation;
SetGrabOffset(Settings.GrabOffset);
}
// Arbitrary
void SetArmActive(Settings.LeadHand p_hand, bool p_state, bool p_forced = false)
{
if(m_enabled || p_forced)
{
if(((p_hand == Settings.LeadHand.Left) || (p_hand == Settings.LeadHand.Both)) && (m_armIKLeft != null))
{
m_armIKLeft.enabled = m_enabled;
m_armIKLeft.solver.IKPositionWeight = (p_state ? 1f : 0f);
m_armIKLeft.solver.IKRotationWeight = (p_state ? 1f : 0f);
}
if(((p_hand == Settings.LeadHand.Right) || (p_hand == Settings.LeadHand.Both)) && (m_armIKRight != null))
{
m_armIKRight.enabled = m_enabled;
m_armIKRight.solver.IKPositionWeight = (p_state ? 1f : 0f);
m_armIKRight.solver.IKRotationWeight = (p_state ? 1f : 0f);
}
}
}
}
}