mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 18:39:23 +00:00
182 lines
6.6 KiB
C#
182 lines
6.6 KiB
C#
using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using RootMotion.FinalIK;
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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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bool m_enabled = false;
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bool m_headTracking = true;
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bool m_blinking = true;
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bool m_eyeTracking = true;
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float m_smoothing = 0.5f;
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bool m_mirrored = false;
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bool m_faceOverride = true;
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CVRAvatar m_avatarDescriptor = 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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Vector2 m_mouthShapes;
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float m_eyebrowsProgress = 0f;
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Quaternion m_bindRotation;
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Quaternion m_lastHeadRotation;
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// Unity events
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void Start()
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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.EyeTrackingChange += this.SetEyeTracking;
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Settings.BlinkingChange += this.SetBlinking;
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Settings.SmoothingChange += this.SetSmoothing;
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Settings.MirroredChange += this.SetMirrored;
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Settings.FaceOverrideChange += this.SetFaceOverride;
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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.EyeTrackingChange -= this.SetEyeTracking;
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Settings.BlinkingChange -= this.SetBlinking;
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Settings.SmoothingChange -= this.SetSmoothing;
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Settings.MirroredChange -= this.SetMirrored;
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Settings.FaceOverrideChange -= this.SetFaceOverride;
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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 * (m_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 * (m_mirrored ? -1f : 1f), p_data.m_headRotationZ * (m_mirrored ? -1f : 1f), p_data.m_headRotationW);
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m_gazeDirection.Set(m_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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m_mouthShapes.Set(p_data.m_mouthOpen, p_data.m_mouthShape);
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m_eyebrowsProgress = p_data.m_brows;
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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(!PlayerSetup.Instance.IsEmotePlaying())
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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 OnEyeControllerUpdate(CVREyeController 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(m_eyeTracking)
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{
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Transform l_camera = PlayerSetup.Instance.GetActiveCamera().transform;
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p_component.manualViewTarget = true;
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p_component.targetViewPosition = l_camera.position + l_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(m_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 void OnFaceTrackingUpdate(CVRFaceTracking p_component)
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{
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if(m_enabled && m_faceOverride)
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{
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if(m_avatarDescriptor != null)
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m_avatarDescriptor.useVisemeLipsync = false;
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float l_weight = Mathf.Clamp01(Mathf.InverseLerp(0.25f, 1f, Mathf.Abs(m_mouthShapes.y))) * 100f;
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p_component.BlendShapeValues[(int)LipShape_v2.Jaw_Open] = m_mouthShapes.x * 100f;
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p_component.BlendShapeValues[(int)LipShape_v2.Mouth_Pout] = ((m_mouthShapes.y > 0f) ? l_weight : 0f);
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p_component.BlendShapeValues[(int)LipShape_v2.Mouth_Smile_Left] = ((m_mouthShapes.y < 0f) ? l_weight : 0f);
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p_component.BlendShapeValues[(int)LipShape_v2.Mouth_Smile_Right] = ((m_mouthShapes.y < 0f) ? l_weight : 0f);
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p_component.LipSyncWasUpdated = true;
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p_component.UpdateLipShapes();
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}
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}
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internal void OnSetupAvatar()
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{
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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.solver.OnPostUpdate += 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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// Settings
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internal 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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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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internal 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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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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internal void SetEyeTracking(bool p_state)
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{
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m_eyeTracking = p_state;
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}
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internal void SetBlinking(bool p_state)
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{
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m_blinking = p_state;
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}
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internal 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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internal void SetMirrored(bool p_state)
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{
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m_mirrored = p_state;
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}
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internal void SetFaceOverride(bool p_state)
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{
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m_faceOverride = p_state;
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}
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}
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}
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