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// Copyright (c) Meta Platforms, Inc. and affiliates.
using System;
using System.Collections;
using Meta.XR.Samples;
using Oculus.Interaction.Input;
using Oculus.Movement.AnimationRigging;
using UnityEngine;
using UnityEngine.Animations.Rigging;
namespace NorthStar
{
/// <summary>
/// Manages logic and visuals relating to body tracking
///
/// A custom leg IK solution is used here to support seated and standing play with an offset rig
/// </summary>
[MetaCodeSample("NorthStar")]
[DefaultExecutionOrder(9999)] // Must be higher than FakeMovement to keep player upright
public class BodyPositions : MonoBehaviour
{
public bool BodyTrackingActive => OVRPlugin.bodyTrackingEnabled && m_body is not null && m_body.GetBodyTrackingCalibrationStatus() != OVRPlugin.BodyTrackingCalibrationState.Invalid;
[SerializeField] private Animator m_animator;
[SerializeField] public Transform Head;
[SerializeField, Range(-1, 1)] private float m_breakCutoff = .5f;
[SerializeField, Min(0)] private float m_distanceCutoff = 1.0f;
[field: SerializeField] public Transform[] WristAnchors { get; private set; }
[field: SerializeField] public SyntheticHand[] SyntheticHands { get; private set; }
[field: SerializeField] public Transform[] HandVisuals { get; private set; }
[field: SerializeField] public Transform CameraRig { get; private set; }
public static BodyPositions Instance { get; private set; }
public enum BodySide
{
Left,
Right
}
public enum LegState
{
Planted,
Stepping
}
[Serializable]
public class LocomotionSettings
{
public float StepThreshold = 0.3f;
public float StepDuration = 0.5f;
public float StepHeight = 0.2f;
public float StepPlantedPause = 0.25f;
public float ExclusionRadius = 0.2f;
public AnimationCurve StepHeightCurve;
}
[Serializable]
public class LegSettings
{
public BodySide Side;
public TwoBoneIKConstraint Constraint;
[NonSerialized] public LegState State;
[NonSerialized] public float StepInterp;
[NonSerialized] public Vector3 TargetPositionOffset;
[NonSerialized] public Quaternion TargetRotationOffset;
[NonSerialized] public Vector3 LastPlantedPosition;
[NonSerialized] public Quaternion LastPlantedRotation;
}
[SerializeField] private LegSettings m_leftLegSettings;
[SerializeField] private LegSettings m_rightLegSettings;
[SerializeField] private LocomotionSettings m_locomotionSettings;
private const float SHOULDER_SPAN_RATIO = .25f;
private const float SHOULDER_HEIGHT_RATIO = 0.875f;
private float m_elbowToWristLength;
private Transform m_leftShoulderBone, m_rightShoulderBone;
private OVRBody m_body;
private void Awake()
{
Instance = this;
}
private void Start()
{
m_body = GetComponentInChildren<OVRBody>(); // Attempt to get the OVRBody for more tracking info
m_leftShoulderBone = m_animator.GetBoneTransform(HumanBodyBones.LeftShoulder);
m_rightShoulderBone = m_animator.GetBoneTransform(HumanBodyBones.RightShoulder);
m_elbowToWristLength = Vector3.Distance(m_animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).position, m_animator.GetBoneTransform(HumanBodyBones.LeftHand).position);
SetupLeg(m_leftLegSettings);
SetupLeg(m_rightLegSettings);
OVRManager.HMDMounted += OVRManager_HMDMounted;
}
private void OnDestroy()
{
OVRManager.HMDMounted -= OVRManager_HMDMounted;
}
private IEnumerator ResetTracking()
{
yield return new WaitForSeconds(1.0f);
m_body.enabled = false;
yield return null;
m_body.enabled = true;
yield return null;
FindFirstObjectByType<RetargetingAnimationConstraint>()?.RegenerateData();
}
private void OVRManager_HMDMounted()
{
// force body tracking to restart, since sleep mode will sometimes break it
if (m_body && GlobalSettings.PlayerSettings.ResetBodyTrackingOnWake)
{
// Dont reset if this is the first frame - headset has been freshly initialised
// and this can cause a hitch
if (Time.timeSinceLevelLoad <= 0.0f) return;
_ = StartCoroutine(ResetTracking());
}
}
public void ResetLegPositions()
{
ResetLeg(m_leftLegSettings);
ResetLeg(m_rightLegSettings);
}
private void ResetLeg(LegSettings settings)
{
settings.State = LegState.Planted;
GetTargetPositionAndRotation(settings, out settings.LastPlantedPosition, out settings.LastPlantedRotation);
}
private void SetupLeg(LegSettings settings)
{
var constraintData = settings.Constraint.data;
settings.TargetPositionOffset = constraintData.tip.position - constraintData.target.position;
settings.TargetRotationOffset = Quaternion.Inverse(transform.rotation) * constraintData.tip.rotation;
ResetLeg(settings);
}
private void GetTargetPositionAndRotation(LegSettings settings, out Vector3 position, out Quaternion rotation)
{
var groundLevel = transform.TransformPoint(Vector3.zero).y;
var constraintData = settings.Constraint.data;
var legTarget = constraintData.target.position;
var hipPos = constraintData.root.position;
legTarget.x = hipPos.x;
legTarget.y = groundLevel + settings.TargetPositionOffset.y;
legTarget.z = hipPos.z;
position = legTarget;
var hipsForward = Vector3.Scale(constraintData.root.parent.up, new Vector3(1, 0, 1)).normalized;
rotation = Quaternion.LookRotation(hipsForward, Vector3.up);
// Transform into parent space
if (transform.parent != null)
{
position = transform.parent.InverseTransformPoint(position);
rotation = Quaternion.Inverse(transform.parent.rotation) * rotation;
}
}
private void UpdateTargetPositionAndRotation(LegSettings legSettings, Vector3 position, Quaternion rotation)
{
var constraintData = legSettings.Constraint.data;
if (transform.parent)
{
constraintData.target.position = transform.parent.TransformPoint(position);
constraintData.target.rotation = transform.parent.rotation * rotation;
}
else
{
constraintData.target.position = position;
constraintData.target.rotation = rotation;
}
}
private void UpdateLeg(LegSettings legSettings, LegSettings otherLegSettings, float dt)
{
var constraintData = legSettings.Constraint.data;
if (legSettings.State == LegState.Planted)
{
UpdateTargetPositionAndRotation(legSettings, legSettings.LastPlantedPosition, legSettings.LastPlantedRotation * legSettings.TargetRotationOffset);
GetTargetPositionAndRotation(legSettings, out var targetPosition, out var _);
var distance = Vector3.Distance(legSettings.LastPlantedPosition, targetPosition);
if (distance > m_locomotionSettings.StepThreshold && otherLegSettings.State == LegState.Planted)
{
legSettings.State = LegState.Stepping;
legSettings.StepInterp = 0;
}
}
else if (legSettings.State == LegState.Stepping)
{
GetTargetPositionAndRotation(legSettings, out var targetPosition, out var targetRotation);
legSettings.StepInterp = Mathf.Clamp01(legSettings.StepInterp + dt / m_locomotionSettings.StepDuration);
if (legSettings.StepInterp >= 1)
{
legSettings.LastPlantedPosition = targetPosition;
legSettings.LastPlantedRotation = targetRotation;
legSettings.StepInterp = 0;
legSettings.State = LegState.Planted;
UpdateTargetPositionAndRotation(legSettings, legSettings.LastPlantedPosition, legSettings.LastPlantedRotation * legSettings.TargetRotationOffset);
}
else
{
var position = Vector3.Lerp(legSettings.LastPlantedPosition, targetPosition, legSettings.StepInterp);
position += Vector3.up * m_locomotionSettings.StepHeight * m_locomotionSettings.StepHeightCurve.Evaluate(legSettings.StepInterp);
var rotation = Quaternion.Slerp(legSettings.LastPlantedRotation, targetRotation, legSettings.StepInterp);
UpdateTargetPositionAndRotation(legSettings, position, rotation * legSettings.TargetRotationOffset);
}
}
var hipForward = constraintData.root.up * (legSettings.Side == BodySide.Left ? -1 : 1);
var footForward = constraintData.tip.up * (legSettings.Side == BodySide.Left ? -1 : 1);
var hintForward = Vector3.Lerp(hipForward, footForward, 0.5f).normalized;
constraintData.hint.position = Vector3.Lerp(constraintData.root.position, constraintData.tip.position, 0.5f) + hintForward * 1.0f;
}
private void FixedUpdate()
{
UpdateLeg(m_leftLegSettings, m_rightLegSettings, Time.fixedDeltaTime);
UpdateLeg(m_rightLegSettings, m_leftLegSettings, Time.fixedDeltaTime);
}
private void LateUpdate()
{
FixHorizon();
}
private void FixHorizon()
{
var reorientStrength = GlobalSettings.PlayerSettings.ReorientStrength;
if (reorientStrength > 0 && BoatController.Instance != null)
{
var boatRotation = BoatController.Instance.MovementSource.CurrentRotation;
CameraRig.rotation = Quaternion.Slerp(Quaternion.identity, Quaternion.Inverse(boatRotation), GlobalSettings.PlayerSettings.ReorientStrength) * CameraRig.parent.localRotation;
}
else
{
CameraRig.localRotation = Quaternion.identity;
}
}
private Vector3 EstimateShoulderPosition(bool right)
{
var toSide = Vector3.Scale(Head.right * (right ? 1 : -1), new Vector3(1, 0, 1)).normalized;
var heightInUnits = GlobalSettings.PlayerSettings.Height / 100;
var neckRoot = Head.TransformPoint(new Vector3(0, -heightInUnits * (1 - SHOULDER_HEIGHT_RATIO), 0));
return neckRoot + toSide * (heightInUnits * (SHOULDER_SPAN_RATIO / 2));
}
private void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(EstimateShoulderPosition(false), 0.05f);
Gizmos.color = Color.blue;
Gizmos.DrawSphere(EstimateShoulderPosition(true), 0.05f);
}
public Vector3 GetShoulderPosition(bool right)
{
return BodyTrackingActive ? (right ? m_rightShoulderBone : m_leftShoulderBone).position : EstimateShoulderPosition(right);
}
public static Transform GetLeftHand()
{
return Instance.SyntheticHands[0].transform;
}
public static Transform GetRightHand()
{
return Instance.SyntheticHands[1].transform;
}
public Vector3 GetRelativeHandAngles(HumanBodyBones bodyBone)
{
var hand = m_animator.GetBoneTransform(bodyBone);
var elbow = m_animator.GetBoneTransform(bodyBone == HumanBodyBones.LeftHand ? HumanBodyBones.LeftLowerArm : HumanBodyBones.RightLowerArm);
return GetRelativeHandAngles(elbow, hand);
}
public Vector3 GetRelativeHandAngles(Transform elbow, Transform hand)
{
var twist = Vector3.SignedAngle(elbow.up, hand.up, elbow.right);
var upDown = Vector3.SignedAngle(elbow.right, hand.right, hand.up);
var sideToSide = Vector3.SignedAngle(elbow.up, hand.up, elbow.forward);
return new Vector3(twist, upDown, sideToSide);
}
public bool IsHandWithinLimits(HumanBodyBones bodyBone)
{
if (bodyBone is not HumanBodyBones.LeftHand and not HumanBodyBones.RightHand) return false;
Transform anchor;
Transform hand;
if (HumanBodyBones.LeftHand == bodyBone)
{
anchor = WristAnchors[0];
hand = SyntheticHands[0].transform;
}
else
{
anchor = WristAnchors[1];
hand = SyntheticHands[1].transform;
}
if (Vector3.Dot(anchor.forward, hand.forward) < m_breakCutoff)
return false;
if (Vector3.Dot(anchor.up, hand.up) < m_breakCutoff)
return false;
if (Vector3.Dot(anchor.right, hand.right) < m_breakCutoff)
return false;
if (Vector3.Distance(anchor.position, hand.position) > m_distanceCutoff)
return false;
if (!BodyTrackingActive) return true;
var handBone = m_animator.GetBoneTransform(bodyBone);
var elbow = m_animator.GetBoneTransform(bodyBone == HumanBodyBones.LeftHand ? HumanBodyBones.LeftLowerArm : HumanBodyBones.RightLowerArm);
var elbowToWristLength = Vector3.Distance(handBone.position, elbow.position) / m_animator.transform.localScale.x;
var stretch = elbowToWristLength - m_elbowToWristLength;
return stretch < GlobalSettings.PlayerSettings.ArmStretchLimit;
}
}
}