sdraw_mods_cvr/ml_amt/MotionTweaker.cs
2024-01-30 13:57:09 +03:00

292 lines
11 KiB
C#

using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.Movement;
using RootMotion.FinalIK;
using System.Collections.Generic;
using UnityEngine;
namespace ml_amt
{
[DisallowMultipleComponent]
class MotionTweaker : MonoBehaviour
{
struct IKState
{
public float m_weight;
public float m_locomotionWeight;
public bool m_plantFeet;
public bool m_bendNormalLeft;
public bool m_bendNormalRight;
}
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
static readonly int ms_emoteHash = Animator.StringToHash("Emote");
IKState m_ikState;
VRIK m_vrIk = null;
int m_locomotionLayer = 0;
float m_avatarScale = 1f;
Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
bool m_avatarReady = false;
bool m_grounded = false;
bool m_moving = false;
bool m_locomotionOverride = false;
bool m_ikOverrideFly = true;
bool m_ikOverrideJump = true;
bool m_detectEmotes = true;
bool m_emoteActive = false;
Vector3 m_massCenter = Vector3.zero;
Transform m_ikLimits = null;
readonly List<AvatarParameter> m_parameters = null;
internal MotionTweaker()
{
m_parameters = new List<AvatarParameter>();
}
// Unity events
void Start()
{
SetCrouchLimit(Settings.CrouchLimit);
SetProneLimit(Settings.ProneLimit);
SetIKOverrideFly(Settings.IKOverrideFly);
SetIKOverrideJump(Settings.IKOverrideJump);
SetDetectEmotes(Settings.DetectEmotes);
Settings.CrouchLimitChange += this.SetCrouchLimit;
Settings.ProneLimitChange += this.SetProneLimit;
Settings.IKOverrideFlyChange += this.SetIKOverrideFly;
Settings.IKOverrideJumpChange += this.SetIKOverrideJump;
Settings.DetectEmotesChange += this.SetDetectEmotes;
Settings.MassCenterChange += this.OnMassCenterChange;
}
void OnDestroy()
{
m_vrIk = null;
m_ikLimits = null;
m_parameters.Clear();
Settings.CrouchLimitChange -= this.SetCrouchLimit;
Settings.ProneLimitChange -= this.SetProneLimit;
Settings.IKOverrideFlyChange -= this.SetIKOverrideFly;
Settings.IKOverrideJumpChange -= this.SetIKOverrideJump;
Settings.DetectEmotesChange -= this.SetDetectEmotes;
Settings.MassCenterChange -= this.OnMassCenterChange;
}
void Update()
{
if(m_avatarReady)
{
m_grounded = BetterBetterCharacterController.Instance.IsGrounded();
m_moving = BetterBetterCharacterController.Instance.IsMoving();
UpdateIKLimits();
m_emoteActive = false;
if(m_detectEmotes && (m_locomotionLayer >= 0))
{
AnimatorStateInfo l_animState = PlayerSetup.Instance._animator.GetCurrentAnimatorStateInfo(m_locomotionLayer);
m_emoteActive = (l_animState.tagHash == ms_emoteHash);
}
foreach(AvatarParameter l_param in m_parameters)
l_param.Update(this);
}
}
// Game events
internal void OnAvatarClear()
{
m_vrIk = null;
m_locomotionLayer = -1;
m_grounded = false;
m_avatarReady = false;
m_avatarScale = 1f;
m_locomotionOffset = Vector3.zero;
m_emoteActive = false;
m_moving = false;
m_locomotionOverride = false;
m_massCenter = Vector3.zero;
m_ikLimits = null;
m_parameters.Clear();
BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(Settings.CrouchLimit);
BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(Settings.ProneLimit);
}
internal void OnSetupAvatar()
{
m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
// Parse animator parameters
m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager));
m_parameters.RemoveAll(p => !p.IsValid());
// Avatar custom IK limits
m_ikLimits = PlayerSetup.Instance._avatar.transform.Find("[IKLimits]");
UpdateIKLimits();
// Apply VRIK tweaks
if(m_vrIk != null)
{
m_locomotionOffset = m_vrIk.solver.locomotion.offset;
m_massCenter = m_locomotionOffset;
if(m_vrIk.solver.HasToes())
{
Transform l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftFoot);
if(l_foot == null)
l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightFoot);
Transform l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftToes);
if(l_toe == null)
l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightToes);
if((l_foot != null) && (l_toe != null))
{
Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector;
Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector;
m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z);
}
}
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
}
m_avatarReady = true;
}
internal void OnPlayspaceScale()
{
if((m_vrIk != null) && Settings.MassCenter)
m_vrIk.solver.locomotion.offset = m_massCenter * GetRelativeScale();
}
internal void OnAvatarReinitialize()
{
// Old VRIK is destroyed by game
m_vrIk = PlayerSetup.Instance._animator.GetComponent<VRIK>();
if(m_vrIk != null)
{
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
}
}
// IK events
void OnIKPreUpdate()
{
bool l_locomotionOverride = false;
m_ikState.m_weight = m_vrIk.solver.IKPositionWeight;
m_ikState.m_locomotionWeight = m_vrIk.solver.locomotion.weight;
m_ikState.m_plantFeet = m_vrIk.solver.plantFeet;
m_ikState.m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
m_ikState.m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
if(m_detectEmotes && m_emoteActive)
m_vrIk.solver.IKPositionWeight = 0f;
if(!BodySystem.isCalibratedAsFullBody)
{
if(BetterBetterCharacterController.Instance.AvatarUpright <= BetterBetterCharacterController.Instance.avatarCrouchLimit)
{
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(m_ikOverrideFly && BetterBetterCharacterController.Instance.IsFlying())
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(m_ikOverrideJump && !m_grounded && !BetterBetterCharacterController.Instance.IsFlying())
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
}
if(m_locomotionOverride && !l_locomotionOverride)
m_vrIk.solver.Reset();
m_locomotionOverride = l_locomotionOverride;
}
void OnIKPostUpdate()
{
m_vrIk.solver.IKPositionWeight = m_ikState.m_weight;
m_vrIk.solver.locomotion.weight = m_ikState.m_locomotionWeight;
m_vrIk.solver.plantFeet = m_ikState.m_plantFeet;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_ikState.m_bendNormalLeft;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_ikState.m_bendNormalRight;
}
// Settings
internal void SetCrouchLimit(float p_value)
{
if(m_ikLimits == null)
BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(p_value);
}
internal void SetProneLimit(float p_value)
{
if(m_ikLimits == null)
BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(p_value);
}
internal void SetIKOverrideFly(bool p_state)
{
m_ikOverrideFly = p_state;
}
internal void SetIKOverrideJump(bool p_state)
{
m_ikOverrideJump = p_state;
}
internal void SetDetectEmotes(bool p_state)
{
m_detectEmotes = p_state;
}
void OnMassCenterChange(bool p_state)
{
if(m_vrIk != null)
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? (m_massCenter * GetRelativeScale()) : m_locomotionOffset);
}
// Arbitrary
float GetRelativeScale()
{
return ((m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f);
}
void UpdateIKLimits()
{
if(m_ikLimits != null)
{
Vector3 l_values = m_ikLimits.localPosition;
BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(l_values.x);
BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(l_values.y);
}
}
// Parameters access
public bool GetMoving() => m_moving;
}
}