sdraw_mods_cvr/ml_amt/MotionTweaker.cs
SDraw fd48185bdd
Minor code changes and fixes
Sometimes I dream about cheese
2022-10-18 21:46:19 +03:00

340 lines
14 KiB
C#

using ABI_RC.Core.Player;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace ml_amt
{
[DisallowMultipleComponent]
class MotionTweaker : MonoBehaviour
{
static readonly FieldInfo ms_rootVelocity = typeof(IKSolverVR).GetField("rootVelocity", BindingFlags.NonPublic | BindingFlags.Instance);
static readonly FieldInfo ms_groundedRaw = typeof(MovementSystem).GetField("_isGroundedRaw", BindingFlags.NonPublic | BindingFlags.Instance);
static readonly int ms_emoteHash = Animator.StringToHash("Emote");
enum ParameterType
{
Upright,
GroundedRaw
}
enum ParameterSyncType
{
Local,
Synced
}
struct AdditionalParameterInfo
{
public ParameterType m_type;
public ParameterSyncType m_sync;
public string m_name;
public int m_hash; // For local only
}
enum PoseState
{
Standing = 0,
Crouching,
Proning
}
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
VRIK m_vrIk = null;
int m_locomotionLayer = 0;
float m_ikWeight = 1f; // Original weight
float m_locomotionWeight = 1f; // Original weight
float m_avatarScale = 1f; // Instantiated scale
bool m_avatarReady = false;
bool m_compatibleAvatar = false;
float m_upright = 1f;
PoseState m_poseState = PoseState.Standing;
bool m_ikOverrideCrouch = true;
float m_crouchLimit = 0.65f;
bool m_customCrouchLimit = false;
bool m_ikOverrideProne = true;
float m_proneLimit = 0.3f;
bool m_customProneLimit = false;
bool m_poseTransitions = true;
bool m_adjustedMovement = true;
bool m_ikOverrideFly = true;
bool m_customLocomotionOffset = false;
Vector3 m_locomotionOffset = Vector3.zero;
bool m_detectEmotes = true;
bool m_emoteActive = false;
readonly List<AdditionalParameterInfo> m_parameters = null;
public MotionTweaker()
{
m_parameters = new List<AdditionalParameterInfo>();
}
void Start()
{
Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch;
Settings.CrouchLimitChange += this.SetCrouchLimit;
Settings.IKOverrideProneChange += this.SetIKOverrideProne;
Settings.ProneLimitChange += this.SetProneLimit;
Settings.PoseTransitionsChange += this.SetPoseTransitions;
Settings.AdjustedMovementChange += this.SetAdjustedMovement;
Settings.IKOverrideFlyChange += this.SetIKOverrideFly;
Settings.DetectEmotesChange += this.SetDetectEmotes;
}
void OnDestroy()
{
Settings.IKOverrideCrouchChange -= this.SetIKOverrideCrouch;
Settings.CrouchLimitChange -= this.SetCrouchLimit;
Settings.IKOverrideProneChange -= this.SetIKOverrideProne;
Settings.ProneLimitChange -= this.SetProneLimit;
Settings.PoseTransitionsChange -= this.SetPoseTransitions;
Settings.AdjustedMovementChange -= this.SetAdjustedMovement;
Settings.IKOverrideFlyChange -= this.SetIKOverrideFly;
Settings.DetectEmotesChange -= this.SetDetectEmotes;
}
void Update()
{
if(m_avatarReady)
{
// Update upright
Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (PlayerSetup.Instance._inVr ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
float l_avatarScale = (m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f;
float l_avatarViewHeight = Mathf.Clamp(PlayerSetup.Instance.GetViewPointHeight() * l_avatarScale, 0f, float.MaxValue);
m_upright = Mathf.Clamp(((l_avatarViewHeight > 0f) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
PoseState l_poseState = (m_upright <= m_proneLimit) ? PoseState.Proning : ((m_upright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
if(PlayerSetup.Instance._inVr && (m_vrIk != null) && m_vrIk.enabled)
{
if(m_poseState != l_poseState)
{
// Weird fix of torso shaking
if(m_ikOverrideCrouch && (l_poseState == PoseState.Standing))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
if(m_ikOverrideProne && !m_ikOverrideCrouch && (l_poseState == PoseState.Crouching))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
}
if(m_adjustedMovement)
{
MovementSystem.Instance.ChangeCrouch(l_poseState == PoseState.Crouching);
MovementSystem.Instance.ChangeProne(l_poseState == PoseState.Proning);
if(!m_poseTransitions)
{
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
}
if(m_poseTransitions)
{
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (l_poseState == PoseState.Crouching) && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (l_poseState == PoseState.Proning) && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive);
}
}
m_poseState = l_poseState;
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);
}
if(m_parameters.Count > 0)
{
foreach(AdditionalParameterInfo l_param in m_parameters)
{
switch(l_param.m_type)
{
case ParameterType.Upright:
{
switch(l_param.m_sync)
{
case ParameterSyncType.Local:
PlayerSetup.Instance._animator.SetFloat(l_param.m_hash, m_upright);
break;
case ParameterSyncType.Synced:
PlayerSetup.Instance.animatorManager.SetAnimatorParameterFloat(l_param.m_name, m_upright);
break;
}
}
break;
case ParameterType.GroundedRaw:
{
switch(l_param.m_sync)
{
case ParameterSyncType.Local:
PlayerSetup.Instance._animator.SetBool(l_param.m_hash, (bool)ms_groundedRaw.GetValue(MovementSystem.Instance));
break;
case ParameterSyncType.Synced:
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool(l_param.m_name, (bool)ms_groundedRaw.GetValue(MovementSystem.Instance));
break;
}
}
break;
}
}
}
}
}
public void OnAvatarClear()
{
m_vrIk = null;
m_locomotionLayer = -1;
m_avatarReady = false;
m_compatibleAvatar = false;
m_poseState = PoseState.Standing;
m_customCrouchLimit = false;
m_customProneLimit = false;
m_customLocomotionOffset = false;
m_locomotionOffset = Vector3.zero;
m_avatarScale = 1f;
m_emoteActive = false;
m_parameters.Clear();
}
public void OnCalibrateAvatar()
{
m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
// Parse animator parameters
AnimatorControllerParameter[] l_params = PlayerSetup.Instance._animator.parameters;
ParameterType[] l_enumParams = (ParameterType[])System.Enum.GetValues(typeof(ParameterType));
foreach(var l_param in l_params)
{
foreach(var l_enumParam in l_enumParams)
{
if(l_param.name.Contains(l_enumParam.ToString()) && (m_parameters.FindIndex(p => p.m_type == l_enumParam) == -1))
{
bool l_local = (l_param.name[0] == '#');
m_parameters.Add(new AdditionalParameterInfo
{
m_type = l_enumParam,
m_sync = (l_local ? ParameterSyncType.Local : ParameterSyncType.Synced),
m_name = l_param.name,
m_hash = (l_local ? l_param.nameHash : 0)
});
break;
}
}
}
m_compatibleAvatar = m_parameters.Exists(p => p.m_name.Contains("Upright"));
m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit");
m_customCrouchLimit = (l_customTransform != null);
m_crouchLimit = m_customCrouchLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.CrouchLimit;
l_customTransform = PlayerSetup.Instance._avatar.transform.Find("ProneLimit");
m_customProneLimit = (l_customTransform != null);
m_proneLimit = m_customProneLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.ProneLimit;
l_customTransform = PlayerSetup.Instance._avatar.transform.Find("LocomotionOffset");
m_customLocomotionOffset = (l_customTransform != null);
m_locomotionOffset = m_customLocomotionOffset ? l_customTransform.localPosition : Vector3.zero;
// Apply VRIK tweaks
if(m_vrIk != null)
{
if(m_customLocomotionOffset)
m_vrIk.solver.locomotion.offset = m_locomotionOffset;
m_vrIk.solver.OnPreUpdate += this.OnIKPreUpdate;
m_vrIk.solver.OnPostUpdate += this.OnIKPostUpdate;
}
m_avatarReady = true;
}
void OnIKPreUpdate()
{
m_ikWeight = m_vrIk.solver.IKPositionWeight;
m_locomotionWeight = m_vrIk.solver.locomotion.weight;
if(m_detectEmotes && m_emoteActive)
m_vrIk.solver.IKPositionWeight = 0f;
if(PlayerSetup.Instance._inVr)
{
if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
m_vrIk.solver.locomotion.weight = 0f;
if(m_ikOverrideFly && MovementSystem.Instance.flying)
m_vrIk.solver.locomotion.weight = 0f;
}
}
void OnIKPostUpdate()
{
m_vrIk.solver.IKPositionWeight = m_ikWeight;
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
}
public void SetIKOverrideCrouch(bool p_state)
{
m_ikOverrideCrouch = p_state;
}
public void SetCrouchLimit(float p_value)
{
if(!m_customCrouchLimit)
m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
}
public void SetIKOverrideProne(bool p_state)
{
m_ikOverrideProne = p_state;
}
public void SetProneLimit(float p_value)
{
if(!m_customProneLimit)
m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
}
public void SetPoseTransitions(bool p_state)
{
m_poseTransitions = p_state;
if(!m_poseTransitions && m_avatarReady && PlayerSetup.Instance._inVr)
{
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
}
public void SetAdjustedMovement(bool p_state)
{
m_adjustedMovement = p_state;
if(!m_adjustedMovement && m_avatarReady && PlayerSetup.Instance._inVr)
{
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
}
}
public void SetIKOverrideFly(bool p_state)
{
m_ikOverrideFly = p_state;
}
public void SetDetectEmotes(bool p_state)
{
m_detectEmotes = p_state;
}
}
}