mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
197 lines
7 KiB
C#
197 lines
7 KiB
C#
using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Player.EyeMovement;
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using ABI_RC.Systems.FaceTracking;
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using ABI_RC.Systems.VRModeSwitch;
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using RootMotion.FinalIK;
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using System;
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using System.Reflection;
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using UnityEngine;
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using ViveSR.anipal.Lip;
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namespace ml_dht
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{
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[DisallowMultipleComponent]
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class HeadTracked : MonoBehaviour
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{
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static FieldInfo ms_emotePlaying = typeof(PlayerSetup).GetField("_emotePlaying", BindingFlags.NonPublic | BindingFlags.Instance);
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bool m_enabled = false;
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bool m_headTracking = true;
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float m_smoothing = 0.5f;
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CVRAvatar m_avatarDescriptor = null;
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Transform m_camera = null;
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LookAtIK m_lookIK = null;
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Transform m_headBone = null;
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Vector3 m_headPosition;
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Quaternion m_headRotation;
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Vector2 m_gazeDirection;
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float m_blinkProgress = 0f;
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LipData_v2 m_lipData;
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bool m_lipDataSent = false;
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Quaternion m_bindRotation;
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Quaternion m_lastHeadRotation;
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internal HeadTracked()
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{
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m_lipData = new LipData_v2();
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m_lipData.frame = 0;
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m_lipData.time = 0;
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m_lipData.image = IntPtr.Zero;
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m_lipData.prediction_data = new PredictionData_v2();
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m_lipData.prediction_data.blend_shape_weight = new float[(int)LipShape_v2.Max];
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}
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// Unity events
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void Start()
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{
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SetEnabled(Settings.Enabled);
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SetHeadTracking(Settings.HeadTracking);
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SetSmoothing(Settings.Smoothing);
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Settings.EnabledChange += this.SetEnabled;
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Settings.HeadTrackingChange += this.SetHeadTracking;
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Settings.SmoothingChange += this.SetSmoothing;
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}
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void OnDestroy()
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{
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Settings.EnabledChange -= this.SetEnabled;
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Settings.HeadTrackingChange -= this.SetHeadTracking;
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Settings.SmoothingChange -= this.SetSmoothing;
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}
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void Update()
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{
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if(m_lipDataSent)
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m_lipDataSent = false;
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}
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// Tracking updates
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public void UpdateTrackingData(ref TrackingData p_data)
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{
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m_headPosition.Set(p_data.m_headPositionX * (Settings.Mirrored ? -1f : 1f), p_data.m_headPositionY, p_data.m_headPositionZ);
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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);
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m_gazeDirection.Set(Settings.Mirrored ? (1f - p_data.m_gazeX) : p_data.m_gazeX, p_data.m_gazeY);
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m_blinkProgress = p_data.m_blink;
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float l_weight = Mathf.Clamp01(Mathf.InverseLerp(0.25f, 1f, Mathf.Abs(p_data.m_mouthShape)));
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m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Jaw_Open] = p_data.m_mouthOpen;
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m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Mouth_Pout] = ((p_data.m_mouthShape > 0f) ? l_weight : 0f);
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m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Mouth_Smile_Left] = ((p_data.m_mouthShape < 0f) ? l_weight : 0f);
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m_lipData.prediction_data.blend_shape_weight[(int)LipShape_v2.Mouth_Smile_Right] = ((p_data.m_mouthShape < 0f) ? l_weight : 0f);
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}
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void OnLookIKPostUpdate()
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{
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if(m_enabled && m_headTracking && (m_headBone != null))
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{
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m_lastHeadRotation = Quaternion.Slerp(m_lastHeadRotation, m_avatarDescriptor.transform.rotation * (m_headRotation * m_bindRotation), m_smoothing);
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if(!(bool)ms_emotePlaying.GetValue(PlayerSetup.Instance))
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m_headBone.rotation = m_lastHeadRotation;
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}
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}
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// Game events
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internal void OnSetupAvatar()
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{
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m_camera = PlayerSetup.Instance.GetActiveCamera().transform;
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m_avatarDescriptor = PlayerSetup.Instance._avatar.GetComponent<CVRAvatar>();
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m_headBone = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Head);
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m_lookIK = PlayerSetup.Instance._avatar.GetComponent<LookAtIK>();
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if(m_headBone != null)
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m_bindRotation = (m_avatarDescriptor.transform.GetMatrix().inverse * m_headBone.GetMatrix()).rotation;
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if(m_lookIK != null)
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m_lookIK.onPostSolverUpdate.AddListener(this.OnLookIKPostUpdate);
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}
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internal void OnAvatarClear()
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{
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m_avatarDescriptor = null;
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m_lookIK = null;
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m_headBone = null;
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m_lastHeadRotation = Quaternion.identity;
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m_bindRotation = Quaternion.identity;
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}
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internal void OnAvatarReinitialize()
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{
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m_camera = PlayerSetup.Instance.GetActiveCamera().transform;
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m_lookIK = PlayerSetup.Instance._avatar.GetComponent<LookAtIK>();
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if(m_lookIK != null)
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m_lookIK.onPostSolverUpdate.AddListener(this.OnLookIKPostUpdate);
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}
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internal void OnEyeControllerUpdate(EyeMovementController p_component)
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{
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if(m_enabled)
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{
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// Gaze
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if(Settings.EyeTracking && (m_camera != null))
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{
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p_component.manualViewTarget = true;
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p_component.targetViewPosition = m_camera.position + m_camera.rotation * new Vector3((m_gazeDirection.x - 0.5f) * 2f, (m_gazeDirection.y - 0.5f) * 2f, 1f);
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}
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// Blink
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if(Settings.Blinking)
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{
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p_component.manualBlinking = true;
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p_component.blinkProgress = m_blinkProgress;
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}
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}
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}
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internal bool UpdateFaceTracking(CVRFaceTracking p_component)
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{
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bool l_result = false;
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if(m_enabled && Settings.FaceTracking)
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{
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p_component.LipSyncWasUpdated = true;
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if(!m_lipDataSent)
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{
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FaceTrackingManager.Instance.SubmitNewFacialData(m_lipData);
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m_lipDataSent = true;
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}
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p_component.UpdateShapesLocal_Private();
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l_result = true;
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}
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return l_result;
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}
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// Settings
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void SetEnabled(bool p_state)
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{
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if(m_enabled != p_state)
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{
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m_enabled = p_state;
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TryRestoreHeadRotation();
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}
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}
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void SetHeadTracking(bool p_state)
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{
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if(m_headTracking != p_state)
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{
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m_headTracking = p_state;
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TryRestoreHeadRotation();
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}
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}
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void SetSmoothing(float p_value)
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{
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m_smoothing = 1f - Mathf.Clamp(p_value, 0f, 0.99f);
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}
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// Arbitrary
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void TryRestoreHeadRotation()
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{
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if(m_enabled && m_headTracking)
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m_lastHeadRotation = ((m_headBone != null) ? m_headBone.rotation : m_bindRotation);
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}
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}
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}
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