sdraw_mods_cvr/ml_dht/FaceTracked.cs
2022-09-20 23:45:19 +03:00

101 lines
3.4 KiB
C#

using ABI_RC.Core.Player;
using UnityEngine;
namespace ml_dht
{
class FaceTracked : MonoBehaviour
{
bool m_enabled = true;
float m_smoothing = 0.5f;
bool m_mirrored = false;
RootMotion.FinalIK.LookAtIK m_lookIK = null;
Transform m_camera = null;
Transform m_headBone = null;
Vector3 m_headPosition;
Quaternion m_headRotation;
Vector2 m_gazeDirection;
float m_blinkProgress = 0f;
Vector2 m_mouthShapes;
float m_eyebrowsProgress = 0f;
Quaternion m_bindRotation;
Quaternion m_lastHeadRotation;
void Start()
{
m_camera = PlayerSetup.Instance.desktopCamera.transform;
}
public void UpdateTrackingData(ref TrackingData p_data)
{
m_headPosition.Set(p_data.m_headPositionX * (m_mirrored ? -1f : 1f), p_data.m_headPositionY, p_data.m_headPositionZ);
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);
m_gazeDirection.Set(m_mirrored ? (1f - p_data.m_gazeX) : p_data.m_gazeX, p_data.m_gazeY);
m_blinkProgress = p_data.m_blink;
m_mouthShapes.Set(p_data.m_mouthOpen, p_data.m_mouthShape);
m_eyebrowsProgress = p_data.m_brows;
}
public void OnEyeControllerUpdate()
{
if(m_enabled)
{
// Gaze
PlayerSetup.Instance.eyeMovement.manualViewTarget = true;
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);
// Blink
PlayerSetup.Instance.eyeMovement.manualBlinking = true;
PlayerSetup.Instance.eyeMovement.blinkProgress = m_blinkProgress;
}
}
void OnLookIKPostUpdate()
{
if(m_enabled && (m_headBone != null))
{
m_lastHeadRotation = Quaternion.Slerp(m_lastHeadRotation, m_headRotation * m_bindRotation, m_smoothing);
m_headBone.localRotation = m_lastHeadRotation;
}
}
public void OnSetupAvatarGeneral()
{
m_headBone = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Head);
m_lookIK = PlayerSetup.Instance._avatar.GetComponent<RootMotion.FinalIK.LookAtIK>();
if(m_headBone != null)
m_bindRotation = m_headBone.localRotation;
if(m_lookIK != null)
m_lookIK.solver.OnPostUpdate += this.OnLookIKPostUpdate;
}
public void OnAvatarClear()
{
m_lookIK = null;
m_headBone = null;
m_lastHeadRotation = Quaternion.identity;
m_bindRotation = Quaternion.identity;
}
public void SetEnabled(bool p_state)
{
if(m_enabled != p_state)
{
m_enabled = p_state;
if(m_enabled)
m_lastHeadRotation = m_bindRotation;
}
}
public void SetSmoothing(float p_value)
{
m_smoothing = 1f - Mathf.Clamp(p_value, 0f, 0.99f);
}
public void SetMirrored(bool p_state)
{
m_mirrored = p_state;
}
}
}