mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
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101 lines
3.4 KiB
C#
101 lines
3.4 KiB
C#
using ABI_RC.Core.Player;
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using UnityEngine;
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namespace ml_dht
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{
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class FaceTracked : MonoBehaviour
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{
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bool m_enabled = true;
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float m_smoothing = 0.5f;
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bool m_mirrored = false;
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RootMotion.FinalIK.LookAtIK m_lookIK = null;
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Transform m_camera = 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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void Start()
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{
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m_camera = PlayerSetup.Instance.desktopCamera.transform;
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}
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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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public void OnEyeControllerUpdate()
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{
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if(m_enabled)
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{
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// Gaze
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PlayerSetup.Instance.eyeMovement.manualViewTarget = true;
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PlayerSetup.Instance.eyeMovement.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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// Blink
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PlayerSetup.Instance.eyeMovement.manualBlinking = true;
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PlayerSetup.Instance.eyeMovement.blinkProgress = m_blinkProgress;
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}
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}
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void OnLookIKPostUpdate()
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{
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if(m_enabled && (m_headBone != null))
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{
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m_lastHeadRotation = Quaternion.Slerp(m_lastHeadRotation, m_headRotation * m_bindRotation, m_smoothing);
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m_headBone.localRotation = m_lastHeadRotation;
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}
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}
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public void OnSetupAvatarGeneral()
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{
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m_headBone = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Head);
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m_lookIK = PlayerSetup.Instance._avatar.GetComponent<RootMotion.FinalIK.LookAtIK>();
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if(m_headBone != null)
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m_bindRotation = m_headBone.localRotation;
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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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public void OnAvatarClear()
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{
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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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public 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)
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m_lastHeadRotation = m_bindRotation;
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}
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}
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public 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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public 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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}
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}
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