sdraw_mods_cvr/ml_dht/HeadTracked.cs

197 lines
7 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Player.EyeMovement;
using ABI_RC.Systems.FaceTracking;
using ABI_RC.Systems.VRModeSwitch;
using RootMotion.FinalIK;
using System;
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;
float m_smoothing = 0.5f;
CVRAvatar m_avatarDescriptor = null;
Transform m_camera = null;
LookAtIK m_lookIK = null;
Transform m_headBone = null;
Vector3 m_headPosition;
Quaternion m_headRotation;
Vector2 m_gazeDirection;
float m_blinkProgress = 0f;
LipData_v2 m_lipData;
bool m_lipDataSent = false;
Quaternion m_bindRotation;
Quaternion m_lastHeadRotation;
internal HeadTracked()
{
m_lipData = new LipData_v2();
m_lipData.frame = 0;
m_lipData.time = 0;
m_lipData.image = IntPtr.Zero;
m_lipData.prediction_data = new PredictionData_v2();
m_lipData.prediction_data.blend_shape_weight = new float[(int)LipShape_v2.Max];
}
// Unity events
void Start()
{
SetEnabled(Settings.Enabled);
SetHeadTracking(Settings.HeadTracking);
SetSmoothing(Settings.Smoothing);
Settings.EnabledChange += this.SetEnabled;
Settings.HeadTrackingChange += this.SetHeadTracking;
Settings.SmoothingChange += this.SetSmoothing;
}
void OnDestroy()
{
Settings.EnabledChange -= this.SetEnabled;
Settings.HeadTrackingChange -= this.SetHeadTracking;
Settings.SmoothingChange -= this.SetSmoothing;
}
void Update()
{
if(m_lipDataSent)
m_lipDataSent = false;
}
// Tracking updates
public void UpdateTrackingData(ref TrackingData p_data)
{
m_headPosition.Set(p_data.m_headPositionX * (Settings.Mirrored ? -1f : 1f), p_data.m_headPositionY, p_data.m_headPositionZ);
m_headRotation.Set(p_data.m_headRotationX, p_data.m_headRotationY * (Settings.Mirrored ? -1f : 1f), p_data.m_headRotationZ * (Settings.Mirrored ? -1f : 1f), p_data.m_headRotationW);
m_gazeDirection.Set(Settings.Mirrored ? (1f - p_data.m_gazeX) : p_data.m_gazeX, p_data.m_gazeY);
m_blinkProgress = p_data.m_blink;
float l_weight = Mathf.Clamp01(Mathf.InverseLerp(0.25f, 1f, Mathf.Abs(p_data.m_mouthShape)));
m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Jaw_Open] = p_data.m_mouthOpen;
m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Mouth_Pout] = ((p_data.m_mouthShape > 0f) ? l_weight : 0f);
m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Mouth_Smile_Left] = ((p_data.m_mouthShape < 0f) ? l_weight : 0f);
m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Mouth_Smile_Right] = ((p_data.m_mouthShape < 0f) ? l_weight : 0f);
}
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 OnSetupAvatar()
{
m_camera = PlayerSetup.Instance.GetActiveCamera().transform;
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.onPostSolverUpdate.AddListener(this.OnLookIKPostUpdate);
}
internal void OnAvatarClear()
{
m_avatarDescriptor = null;
m_lookIK = null;
m_headBone = null;
m_lastHeadRotation = Quaternion.identity;
m_bindRotation = Quaternion.identity;
}
internal void OnAvatarReinitialize()
{
m_camera = PlayerSetup.Instance.GetActiveCamera().transform;
m_lookIK = PlayerSetup.Instance._avatar.GetComponent<LookAtIK>();
if(m_lookIK != null)
m_lookIK.onPostSolverUpdate.AddListener(this.OnLookIKPostUpdate);
}
internal void OnEyeControllerUpdate(EyeMovementController p_component)
{
if(m_enabled)
{
// Gaze
if(Settings.EyeTracking && (m_camera != null))
{
p_component.manualViewTarget = true;
p_component.targetViewPosition = m_camera.position + m_camera.rotation * new Vector3((m_gazeDirection.x - 0.5f) * 2f, (m_gazeDirection.y - 0.5f) * 2f, 1f);
}
// Blink
if(Settings.Blinking)
{
p_component.manualBlinking = true;
p_component.blinkProgress = m_blinkProgress;
}
}
}
internal bool UpdateFaceTracking(CVRFaceTracking p_component)
{
bool l_result = false;
if(m_enabled && Settings.FaceTracking)
{
p_component.LipSyncWasUpdated = true;
if(!m_lipDataSent)
{
FaceTrackingManager.Instance.SubmitNewFacialData(m_lipData);
m_lipDataSent = true;
}
p_component.UpdateShapesLocal_Private();
l_result = true;
}
return l_result;
}
// Settings
void SetEnabled(bool p_state)
{
if(m_enabled != p_state)
{
m_enabled = p_state;
TryRestoreHeadRotation();
}
}
void SetHeadTracking(bool p_state)
{
if(m_headTracking != p_state)
{
m_headTracking = p_state;
TryRestoreHeadRotation();
}
}
void SetSmoothing(float p_value)
{
m_smoothing = 1f - Mathf.Clamp(p_value, 0f, 0.99f);
}
// Arbitrary
void TryRestoreHeadRotation()
{
if(m_enabled && m_headTracking)
m_lastHeadRotation = ((m_headBone != null) ? m_headBone.rotation : m_bindRotation);
}
}
}