cvr-props/Assets/ABI.CCK/Components/CVRAvatar.cs

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using System;
using System.Collections.Generic;
using System.Linq;
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using ABI.CCK.Scripts;
using UnityEngine;
using UnityEngine.Animations;
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namespace ABI.CCK.Components
{
[ExecuteInEditMode]
[AddComponentMenu("ChilloutVR/CVR Avatar")]
[HelpURL("https://developers.abinteractive.net/cck/components/avatar/")]
[RequireComponent(typeof(Animator))]
public class CVRAvatar : MonoBehaviour, ICCK_Component
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{
#region Editor Methods
public void Reset()
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{
if (GetComponent<CVRAssetInfo>() != null) return;
CVRAssetInfo info = gameObject.AddComponent<CVRAssetInfo>();
info.type = CVRAssetInfo.AssetType.Avatar;
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}
#endregion
#region CVRAvatarEnums
public enum CVRAvatarVoiceParent { Head = 0, LeftHand = 2, RightHand = 3, Hips = 4 }
public enum CVRAvatarVisemeMode { Visemes = 0, SingleBlendshape = 1, JawBone = 2 }
#endregion
#region General Avatar Settings
//[Space] [Header("General Avatar Settings")] [Space]
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public Vector3 viewPosition = new Vector3(0, 0.1f, 0);
public Vector3 voicePosition = new Vector3(0, 0.15f, 0);
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public CVRAvatarVoiceParent voiceParent = CVRAvatarVoiceParent.Head;
#endregion
#region Avatar Customization
//[Space] [Header("Avatar Customization")] [Space]
public AnimatorOverrideController overrides;
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public SkinnedMeshRenderer bodyMesh;
/// <summary>
/// Interval to change targets for the eye movement in seconds
/// </summary>
[SerializeField] public Vector2 eyeMovementInterval = new(5f, 10f);
#endregion
#region Eye Look Settings
/// <summary>
/// Whether to use Eye Movement or not
/// </summary>
[SerializeField] public bool useEyeMovement = true;
/// <summary>
/// Structure holding the detailed information for the eye movement
/// </summary>
[SerializeField] public EyeMovementInfo eyeMovementInfo = new EyeMovementInfo();
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// Limits for the eye movement interval
[NonSerialized] public const float EyeMovementMinIntervalLimit = 1f;
[NonSerialized] public const float EyeMovementMaxIntervalLimit = 30f;
// Limits for the eye angles (uses the same as the default eye muscle values in unity)
[NonSerialized] public const float DefaultEyeAngleLimitDown = -10;
[NonSerialized] public const float DefaultEyeAngleLimitUp = 15;
[NonSerialized] public const float DefaultEyeAngleLimitIn = -20;
[NonSerialized] public const float DefaultEyeAngleLimitOut = 20;
// Limits for the eye angles when we need uniform limits (useful for the blend shape type)
[NonSerialized] public const float DefaultUniformAngleLimit = 25;
[Serializable] public enum CVRAvatarEyeLookMode
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{
/// <summary>
/// Eye movement muscle setup
/// </summary>
Muscle = 0,
/// <summary>
/// Disabled eye movement setup
/// </summary>
None = 1,
/// <summary>
/// Eye movement transforms setup
/// </summary>
Transform = 2,
/// <summary>
/// Eye movement blendshape setup
/// </summary>
Blendshape = 3,
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}
[Serializable] public struct EyeMovementInfo
{
/// <summary>
/// Type of eye movement. It will dictate which fields will be used.
/// </summary>
[SerializeField] [NotKeyable] public CVRAvatarEyeLookMode type;
/// <summary>
/// Relevant to: Transforms and Blendshapes
/// Eyes info for the eyes, not all fields will be used
/// </summary>
[SerializeReference] public EyeMovementInfoEye[] eyes;
}
[Serializable] public class EyeMovementInfoEye
{
/// <summary>
/// Relevant to: Transforms and Blendshapes
/// Whether the eye is Left or not (this is only used to manage the in/out limit direction)
/// </summary>
[SerializeField] public bool isLeft;
/// <summary>
/// Transforms - Transform of the eye bone
/// Blendshapes - Transform where the eye should be
/// </summary>
[SerializeField] [NotKeyable] public Transform eyeTransform;
/// <summary>
/// Blendshapes - Skinned mesh renderer for the renderer that has the blendshapes to be driven
/// </summary>
[SerializeField] [NotKeyable] public SkinnedMeshRenderer eyeSkinnedMeshRenderer;
/// <summary>
/// Transforms - Angle limits for the transforms in degrees
/// Blendshapes - Min/Max angle limits for which the blendshapes should be set to 100
/// </summary>
[SerializeField] public float eyeAngleLimitDown;
[SerializeField] public float eyeAngleLimitUp;
[SerializeField] public float eyeAngleLimitIn;
[SerializeField] public float eyeAngleLimitOut;
/// <summary>
/// Blendshapes - Blenshapes to be used for the blendshape eye movement
/// </summary>
[SerializeField] [NotKeyable] public string eyeBlendShapeUp;
[SerializeField] [NotKeyable] public string eyeBlendShapeDown;
[SerializeField] [NotKeyable] public string eyeBlendShapeIn;
[SerializeField] [NotKeyable] public string eyeBlendShapeOut;
}
#endregion
#region Eye Blink Settings
/// <summary>
/// Whether to use blendshapes to blink or not
/// </summary>
[SerializeField] public bool useBlinkBlendshapes;
/// <summary>
/// Which blendshapes to use when blinking (they're all used at the same time)
/// </summary>
[SerializeField] public string[] blinkBlendshape = new string[4];
/// <summary>
/// Time interval between blinks in seconds.
/// </summary>
[SerializeField] public Vector2 blinkGap = new(3.0f, 8.0f);
[NonSerialized] public const float BlinkMinGapLimit = 0.1f;
[NonSerialized] public const float BlinkMaxGapLimit = 30f;
/// <summary>
/// Duration of the blink in seconds.
/// </summary>
[SerializeField] public Vector2 blinkDuration = new(0.25f, 0.35f);
[NonSerialized] public const float BlinkMinDurationLimit = 0.1f;
[NonSerialized] public const float BlinkMaxDurationLimit = 3f;
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#endregion
#region Lip Sync Settings
//[Space] [Header("Lip Sync Settings")] [Space]
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public bool useVisemeLipsync;
public CVRAvatarVisemeMode visemeMode = CVRAvatarVisemeMode.Visemes;
[Range(1, 100)] public int visemeSmoothing = 50;
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public string[] visemeBlendshapes = new string[15];
#endregion
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#region First Person Render Settings (Deprecated)
#if UNITY_EDITOR // This is a deprecated feature, so lets not included in builds
[NotKeyable] public bool enableCustomFPR;
public List<CVRAvatarFPREntry> fprSettingsList;
#endif
#endregion
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#region Advanced Tagging
//[Space] [Header("Advanced Tagging")] [Space]
[NotKeyable]
public bool enableAdvancedTagging;
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public List<CVRAvatarAdvancedTaggingEntry> advancedTaggingList = new List<CVRAvatarAdvancedTaggingEntry>();
#endregion
#region Advanced Settings
//[Space] [Header("Advanced Settings")] [Space]
[NotKeyable]
public bool avatarUsesAdvancedSettings;
public CVRAdvancedAvatarSettings avatarSettings;
#endregion
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#region Unity Methods
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private void OnDrawGizmosSelected()
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{
Vector3 scale = transform.localScale;
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scale.x = 1 / scale.x;
scale.y = 1 / scale.y;
scale.z = 1 / scale.z;
Gizmos.color = Color.green;
Gizmos.DrawSphere(transform.TransformPoint(Vector3.Scale(viewPosition, scale)), 0.01f);
Gizmos.color = Color.red;
Gizmos.DrawSphere(transform.TransformPoint(Vector3.Scale(voicePosition, scale)), 0.01f);
}
#endregion
#region Parameter Sync Usage
#if UNITY_EDITOR
public (int, int) GetParameterSyncUsage()
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{
if (avatarSettings?.settings == null)
return (0, 0);
var animatorParameterNames = new HashSet<string>();
int syncedValuesOverrides = 0, syncedBooleansOverrides = 0;
int syncedValuesAASAutoGen = 0, syncedBooleansAASAutoGen = 0;
// Count override controller (real count)
if (overrides != null && overrides.runtimeAnimatorController != null)
{
foreach (AnimatorControllerParameter parameter in CVRCommon.GetParametersFromController(
overrides.runtimeAnimatorController, CVRCommon.NonCoreFilter, CVRCommon.NonLocalFilter))
{
if (!animatorParameterNames.Add(parameter.name))
continue;
if (parameter.type == AnimatorControllerParameterType.Bool)
syncedBooleansOverrides++;
else if (parameter.type != AnimatorControllerParameterType.Trigger)
syncedValuesOverrides++;
}
}
animatorParameterNames.Clear();
// Count baseController (part of autogen)
if (avatarSettings.baseController != null)
{
foreach (AnimatorControllerParameter parameter in CVRCommon.GetParametersFromController(
avatarSettings.baseController, CVRCommon.NonCoreFilter, CVRCommon.NonLocalFilter))
{
if (!animatorParameterNames.Add(parameter.name))
continue;
if (parameter.type == AnimatorControllerParameterType.Bool)
syncedBooleansAASAutoGen++;
else if (parameter.type != AnimatorControllerParameterType.Trigger)
syncedValuesAASAutoGen++;
}
}
// Count menu entries (part of autogen, not real)
foreach (CVRAdvancedSettingsEntry entry in avatarSettings.settings)
{
if (IsValidParameter(entry.machineName) && animatorParameterNames.Add(entry.machineName))
{
switch (entry.type)
{
case CVRAdvancedSettingsEntry.SettingsType.Toggle:
if (entry.setting.usedType == CVRAdvancesAvatarSettingBase.ParameterType.Bool)
syncedBooleansAASAutoGen += 1;
else
syncedValuesAASAutoGen += 1;
break;
case CVRAdvancedSettingsEntry.SettingsType.Color:
IncrementSyncValuesForEntry(entry, animatorParameterNames, ref syncedValuesAASAutoGen, "-r", "-g", "-b");
break;
case CVRAdvancedSettingsEntry.SettingsType.Joystick2D:
case CVRAdvancedSettingsEntry.SettingsType.InputVector2:
IncrementSyncValuesForEntry(entry, animatorParameterNames, ref syncedValuesAASAutoGen, "-x", "-y");
break;
case CVRAdvancedSettingsEntry.SettingsType.Joystick3D:
case CVRAdvancedSettingsEntry.SettingsType.InputVector3:
IncrementSyncValuesForEntry(entry, animatorParameterNames, ref syncedValuesAASAutoGen, "-x", "-y", "-z");
break;
case CVRAdvancedSettingsEntry.SettingsType.Slider:
case CVRAdvancedSettingsEntry.SettingsType.InputSingle:
case CVRAdvancedSettingsEntry.SettingsType.Dropdown:
default:
syncedValuesAASAutoGen += 1;
break;
}
}
}
int realUsage = syncedValuesOverrides * 32 + Mathf.CeilToInt(syncedBooleansOverrides / 8f) * 8;
int autogenUsage = syncedValuesAASAutoGen * 32 + Mathf.CeilToInt(syncedBooleansAASAutoGen / 8f) * 8;
return (realUsage, autogenUsage);
}
private static bool IsValidParameter(string parameterName)
{
return !string.IsNullOrEmpty(parameterName) && !CVRCommon.CoreParameters.Contains(parameterName) &&
!parameterName.StartsWith(CVRCommon.LOCAL_PARAMETER_PREFIX);
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}
private static void IncrementSyncValuesForEntry(CVRAdvancedSettingsEntry entry, HashSet<string> animatorParameters, ref int syncedValues, params string[] suffixes)
{
int newSyncedValues = suffixes.Count(suffix => animatorParameters.Add(entry.machineName + suffix));
syncedValues += newSyncedValues;
}
#endif
#endregion
}
#region First Person Render Class
[Serializable]
public class CVRAvatarFPREntry
{
public bool visibility = true;
public Transform transform;
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}
#endregion
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#region Advanced Tagging Class
[Serializable]
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public class CVRAvatarAdvancedTaggingEntry
{
[Flags]
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public enum Tags
{
LoudAudio = 1,
LongRangeAudio = 2,
ScreenFx = 4,
FlashingColors = 8,
FlashingLights = 16,
Violence = 32,
Gore = 64,
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Suggestive = 128,
Nudity = 256,
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Horror = 512
}
public Tags tags = 0;
public GameObject gameObject;
public GameObject fallbackGameObject;
}
#endregion
}