sdraw_mods_cvr/ml_pmc/PuppetParser.cs
2025-02-15 16:41:27 +03:00

96 lines
3.6 KiB
C#

using ABI_RC.Core.Player;
using UnityEngine;
namespace ml_pmc
{
[DisallowMultipleComponent]
class PuppetParser : MonoBehaviour
{
internal PuppetMaster m_puppetMaster = null;
Animator m_animator = null;
AnimatorCullingMode m_cullMode;
HumanPoseHandler m_poseHandler = null;
HumanPose m_pose;
Matrix4x4 m_matrix = Matrix4x4.identity;
Matrix4x4 m_offset = Matrix4x4.identity;
bool m_sitting = false;
float m_leftGesture = 0f;
float m_rightGesture = 0f;
bool m_fingerTracking = false;
readonly float[] m_fingerCurls = null;
readonly float[] m_fingerSpreads = null;
internal PuppetParser()
{
m_fingerCurls = new float[30];
m_fingerSpreads = new float[10];
}
// Unity events
void Start()
{
m_animator = this.GetComponent<Animator>();
m_cullMode = m_animator.cullingMode;
m_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
m_poseHandler = new HumanPoseHandler(m_animator.avatar, m_animator.transform);
m_poseHandler.GetHumanPose(ref m_pose);
m_matrix = this.transform.GetMatrix();
}
void OnDestroy()
{
m_puppetMaster = null;
if(m_animator != null)
m_animator.cullingMode = m_cullMode;
m_animator = null;
m_poseHandler?.Dispose();
m_poseHandler = null;
}
void Update()
{
if(m_puppetMaster != null)
{
m_sitting = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorSitting;
m_leftGesture = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorGestureLeft;
m_rightGesture = m_puppetMaster.PlayerAvatarMovementDataInput.AnimatorGestureRight;
m_fingerTracking = m_puppetMaster.PlayerAvatarMovementDataInput.UseIndividualFingers;
if(m_fingerTracking)
{
for(int i = 0; i < 10; i++)
{
int l_stepA = i * 3;
int l_stepB = i * 4;
m_fingerCurls[l_stepA] = m_puppetMaster.PlayerAvatarMovementDataInput.MuscleValues[55 + l_stepB];
m_fingerCurls[l_stepA + 1] = m_puppetMaster.PlayerAvatarMovementDataInput.MuscleValues[57 + l_stepB];
m_fingerCurls[l_stepA + 2] = m_puppetMaster.PlayerAvatarMovementDataInput.MuscleValues[58 + l_stepB];
m_fingerSpreads[i] = m_puppetMaster.PlayerAvatarMovementDataInput.MuscleValues[56 + l_stepB];
}
}
Matrix4x4 l_current = this.transform.GetMatrix();
m_offset = m_matrix.inverse * l_current;
m_matrix = l_current;
}
}
void LateUpdate()
{
if((m_animator != null) && (m_poseHandler != null))
m_poseHandler.GetHumanPose(ref m_pose);
}
public ref HumanPose GetPose() => ref m_pose;
public ref Matrix4x4 GetLastOffset() => ref m_offset;
public bool IsSitting() => m_sitting;
public float GetLeftGesture() => m_leftGesture;
public float GetRightGesture() => m_rightGesture;
public bool HasFingerTracking() => m_fingerTracking;
public ref readonly float[] GetFingerCurls() => ref m_fingerCurls;
public ref readonly float[] GetFingerSpreads() => ref m_fingerSpreads;
}
}