From 65ccee9637b6fae710ffd00b2d12c94935eb2bed Mon Sep 17 00:00:00 2001 From: kafeijao Date: Sat, 21 Jan 2023 16:28:31 +0000 Subject: [PATCH] [EyeMovementFix] Replaced the CVR target picking with a custom one. Fixed some edge cases where the eyes would not be aligned. --- EyeMovementFix/BetterEyeController.cs | 648 ++++++++++------------ EyeMovementFix/EyeMovementFix.csproj | 4 + EyeMovementFix/Main.cs | 98 ++-- EyeMovementFix/Properties/AssemblyInfo.cs | 2 +- EyeMovementFix/TargetCandidate.cs | 410 ++++++++++++++ 5 files changed, 781 insertions(+), 381 deletions(-) create mode 100644 EyeMovementFix/TargetCandidate.cs diff --git a/EyeMovementFix/BetterEyeController.cs b/EyeMovementFix/BetterEyeController.cs index aaa3786..dfe8a99 100644 --- a/EyeMovementFix/BetterEyeController.cs +++ b/EyeMovementFix/BetterEyeController.cs @@ -1,47 +1,33 @@ -using ABI_RC.Core; -using ABI_RC.Core.Player; +using ABI_RC.Core.Player; using ABI_RC.Core.Player.AvatarTracking.Local; using ABI_RC.Core.Player.AvatarTracking.Remote; -using ABI_RC.Core.Savior; using ABI.CCK.Components; using HarmonyLib; using MelonLoader; using UnityEngine; +#if DEBUG +using CCK.Debugger.Components; +#endif + namespace EyeMovementFix; [DefaultExecutionOrder(999999)] public class BetterEyeController : MonoBehaviour { private static bool _errored; - private static readonly Dictionary BetterControllers = new(); - - private static readonly int DefaultLayer = LayerMask.NameToLayer("Default"); - private static readonly int PlayerLocalLayer = LayerMask.NameToLayer("PlayerLocal"); - private static readonly int PlayerNetworkLayer = LayerMask.NameToLayer("PlayerNetwork"); - private static readonly int DefaultLayerMask = 1 << DefaultLayer; - private static readonly int PlayerLocalMask = 1 << PlayerLocalLayer; - private static readonly int PlayerNetworkMask = 1 << PlayerNetworkLayer; - private static readonly int DefaultOrRemotePlayersMask = DefaultLayerMask | PlayerNetworkMask; - private static readonly int DefaultOrAllPlayersMask = DefaultLayerMask | PlayerLocalMask | PlayerNetworkMask; - + public static readonly Dictionary BetterControllers = new(); + public static readonly Dictionary OriginalLeftEyeLocalRotation = new(); + public static readonly Dictionary OriginalRightEyeLocalRotation = new(); private const float MaxVerticalAngle = 25f; private const float MaxHorizontalAngle = 25f; - private const float MaxTargetAngle = 45f; - - private const string CameraGuid = "CVRCamera"; - private const string MirrorSuffix = " [mirror]"; - private CVRAvatar _avatar; - private Traverse _targetTraverse; - private Traverse _eyeAngleTraverse; - private Traverse _targetGuidTraverse; - private bool _isLocal; + public CVREyeController cvrEyeController; - private Transform _viewpoint; + public Transform viewpoint; private bool _hasLeftEye; private BetterEye _leftEye; @@ -50,39 +36,116 @@ public class BetterEyeController : MonoBehaviour { private BetterEye _rightEye; // Internal - private bool _initialized; + public bool initialized; private float _getNextTargetAt; - + private TargetCandidate _lastTarget; private class BetterEye { public bool IsLeft; public Transform RealEye; public Transform FakeEye; public Transform FakeEyeWrapper; + public Transform FakeEyeViewpointOffset; } - private static void CreateFake(BetterEye eye, Transform viewpoint) { + // Debugging + #if DEBUG + + public string lastTargetDebugNameFirst; + public string lastTargetDebugName; + public readonly List LastTargetCandidates = new(); + + private Vector3 _viewpointPositionFixedUpdate; + private Quaternion _viewpointRotationFixedUpdate; + + private Vector3 _viewpointPositionUpdate; + private Quaternion _viewpointRotationUpdate; + + private Vector3 _viewpointPositionLateUpdate; + private Quaternion _viewpointRotationLateUpdate; + + private Vector3 _viewpointPositionPreRender; + private Quaternion _viewpointRotationPreRender; + + + private Quaternion _rightEyeAttempted; + private Quaternion _rightEyeFixedUpdate; + private Quaternion _rightEyeUpdate; + private Quaternion _rightEyeLateUpdate; + private Quaternion _rightEyeOnRender; + + private Quaternion _leftEyeAttempted; + private Quaternion _leftEyeFixedUpdate; + private Quaternion _leftEyeUpdate; + private Quaternion _leftEyeLateUpdate; + private Quaternion _leftEyeOnRender; + + private string _debug1; + private string _debug2; + private string _debug3; + private string _debug4; + #endif + + private static void CreateFake(BetterEye eye, Transform viewpoint, Transform head, CVRAvatar avatar) { + + // Create the viewpoint offset parent, this is needed when the parent of the real eye is not aligned with the viewpoint + // This way we keep the rotation offset, allowing the looking forward of the eye wrapper to be local rotation = Quaternion.identity + var fakeEyeBallViewpointOffset = new GameObject($"[EyeMovementFix] Fake{(eye.IsLeft ? "Left" : "Right")}EyeViewpointOffset"); + var viewpointOffsetEye = fakeEyeBallViewpointOffset.transform; + + viewpointOffsetEye.SetParent(eye.RealEye.parent, true); + viewpointOffsetEye.localScale = Vector3.one; + viewpointOffsetEye.position = eye.RealEye.position; + viewpointOffsetEye.rotation = viewpoint.rotation; // Create the in-between fake eye ball wrapper var fakeEyeBallWrapper = new GameObject($"[EyeMovementFix] Fake{(eye.IsLeft ? "Left" : "Right")}EyeWrapper"); var wrapperEye = fakeEyeBallWrapper.transform; - wrapperEye.SetParent(eye.RealEye.parent, true); + wrapperEye.SetParent(viewpointOffsetEye, true); wrapperEye.localScale = Vector3.one; - wrapperEye.position = eye.RealEye.position; - wrapperEye.rotation = viewpoint.rotation; + wrapperEye.localPosition = Vector3.zero; + wrapperEye.localRotation = Quaternion.identity; - // Create the in-between fake eye ball, copying the og eye initial local rotation + // Create the in-between fake eye ball, copying the eye initial local rotation var fakeEyeBall = new GameObject($"[EyeMovementFix] Fake{(eye.IsLeft ? "Left" : "Right")}Eye"); var fakeEye = fakeEyeBall.transform; fakeEye.SetParent(wrapperEye, true); fakeEye.localScale = Vector3.one; fakeEye.localPosition = Vector3.zero; - fakeEye.rotation = eye.RealEye.rotation; + //fakeEye.rotation = eye.RealEye.rotation; + if (eye.IsLeft && OriginalLeftEyeLocalRotation.ContainsKey(avatar)) { + // Use the local rotation grabbed right after initializing the avatar, before ik/network do the funny + fakeEye.rotation = OriginalLeftEyeLocalRotation[avatar]; + } + else if (!eye.IsLeft && OriginalRightEyeLocalRotation.ContainsKey(avatar)) { + // Use the local rotation grabbed right after initializing the avatar, before ik/network do the funny + fakeEye.rotation = OriginalRightEyeLocalRotation[avatar]; + } + else { + // Default to the current real eye rotation + fakeEye.rotation = eye.RealEye.rotation; + #if DEBUG + MelonLogger.Msg($"[{(eye.IsLeft ? "Left" : "Right")} Eye][{avatar.GetInstanceID()}] Had no initial rotation, falling back to current rotation."); + #endif + } + + eye.FakeEyeViewpointOffset = viewpointOffsetEye; eye.FakeEyeWrapper = wrapperEye; eye.FakeEye = fakeEye; + + #if DEBUG + MelonLogger.Msg($"{(eye.IsLeft ? "Left" : "Right")} Eye:"); + MelonLogger.Msg($"Avat: {avatar.transform.position.ToString("F2")} - {avatar.transform.rotation.eulerAngles.ToString("F2")}"); + MelonLogger.Msg($"Head: {head.position.ToString("F2")} - {head.rotation.eulerAngles.ToString("F2")}"); + MelonLogger.Msg($"VPVP: {viewpoint.position.ToString("F2")} - {viewpoint.rotation.eulerAngles.ToString("F2")}"); + MelonLogger.Msg($"Real: {eye.RealEye.position.ToString("F2")} - {eye.RealEye.rotation.eulerAngles.ToString("F2")}"); + MelonLogger.Msg($"WrVP: {eye.FakeEyeViewpointOffset.position.ToString("F2")} - {eye.FakeEyeViewpointOffset.rotation.eulerAngles.ToString("F2")}"); + MelonLogger.Msg($"FkWr: {eye.FakeEyeWrapper.position.ToString("F2")} - {eye.FakeEyeWrapper.rotation.eulerAngles.ToString("F2")}"); + MelonLogger.Msg($"FaEy: {eye.FakeEye.position.ToString("F2")} - {eye.FakeEye.rotation.eulerAngles.ToString("F2")}"); + #endif } private static void Initialize(CVRAvatar avatar, CVREyeController eyeController, Transform head, Transform leftRealEye, Transform rightRealEye) { @@ -90,30 +153,8 @@ private static void Initialize(CVRAvatar avatar, CVREyeController eyeController, // Initialize our better eye controller var betterEyeController = eyeController.gameObject.AddComponent(); BetterControllers[eyeController] = betterEyeController; + betterEyeController.cvrEyeController = eyeController; betterEyeController._avatar = avatar; - betterEyeController._targetTraverse = Traverse.Create(eyeController).Field("targetViewPosition"); - betterEyeController._eyeAngleTraverse = Traverse.Create(eyeController).Field("eyeAngle"); - betterEyeController._targetGuidTraverse = Traverse.Create(eyeController).Field("targetGuid"); - betterEyeController._isLocal = eyeController.isLocal; - - // Create the viewpoint - // var viewpointGo = new GameObject($"[EyeMovementFix] Viewpoint"); - // var viewpoint = viewpointGo.transform; - // - // // Setup the viewpoint - // viewpoint.SetParent(head, true); - // viewpoint.localScale = Vector3.one; - // viewpoint.localRotation = Quaternion.identity; - // if (eyeController.isLocal) { - // // Because the _avatar.GetViewWorldPosition() of the local player is completely broken - // viewpoint.position = head.position + head.TransformVector(Traverse.Create(PlayerSetup.Instance).Field("initialCameraPos").Value); - // } - // else { - // // This only works because I patched the CVREverController to fix the CVRAvatar not having a puppet master - // viewpoint.position = avatar.GetViewWorldPosition(); - // } - // betterEyeController._viewpoint = viewpoint; - // Todo: Improve this crap if (eyeController.isLocal) { @@ -123,29 +164,8 @@ private static void Initialize(CVRAvatar avatar, CVREyeController eyeController, betterEyeController.enabled = false; return; } - betterEyeController._viewpoint = localHeadPoint.GetTransform(); - - - // // Create the viewpoint - // var viewpointGo = new GameObject($"[EyeMovementFix] Viewpoint"); - // var viewpoint = viewpointGo.transform; - // - // var localHeadPoint = Traverse.Create(PlayerSetup.Instance).Field("_viewPoint").Value; - // if (localHeadPoint == null) { - // MelonLogger.Warning($"Failed to get our avatar's viewpoint... Eye Movement will break for me ;_;"); - // betterEyeController.enabled = false; - // return; - // } - // - // var localHeadTransform = localHeadPoint.transform; - // - // // Setup the viewpoint - // viewpoint.SetParent(head, true); - // viewpoint.localScale = Vector3.one; - // viewpoint.rotation = localHeadTransform.rotation; - // viewpoint.position = localHeadTransform.position; - // - // betterEyeController._viewpoint = localHeadPoint.GetTransform(); + betterEyeController.viewpoint = localHeadPoint.GetTransform(); + } else { var puppetMaster = Traverse.Create(avatar).Field("puppetMaster").Value; @@ -156,15 +176,13 @@ private static void Initialize(CVRAvatar avatar, CVREyeController eyeController, betterEyeController.enabled = false; return; } - betterEyeController._viewpoint = remoteHeadPoint.GetTransform(); + betterEyeController.viewpoint = remoteHeadPoint.GetTransform(); } - - // Create the fake left eye if (leftRealEye != null) { var betterLeftEye = new BetterEye { IsLeft = true, RealEye = leftRealEye }; - CreateFake(betterLeftEye, betterEyeController._viewpoint); + CreateFake(betterLeftEye, betterEyeController.viewpoint, head, avatar); betterEyeController._leftEye = betterLeftEye; betterEyeController._hasLeftEye = true; } @@ -172,10 +190,22 @@ private static void Initialize(CVRAvatar avatar, CVREyeController eyeController, // Create the fake right eye if (rightRealEye != null) { var betterRightEye = new BetterEye { IsLeft = false, RealEye = rightRealEye }; - CreateFake(betterRightEye, betterEyeController._viewpoint); + CreateFake(betterRightEye, betterEyeController.viewpoint, head, avatar); betterEyeController._rightEye = betterRightEye; betterEyeController._hasRightEye = true; } + + // Exclude our fake eyeballs from dyn bones + foreach (var dynamicBone in avatar.GetComponentsInChildren(true)) { + if (betterEyeController._hasLeftEye) { + dynamicBone.m_Exclusions.Add(betterEyeController._leftEye.RealEye); + dynamicBone.m_Exclusions.Add(betterEyeController._leftEye.FakeEyeViewpointOffset); + } + if (betterEyeController._hasRightEye) { + dynamicBone.m_Exclusions.Add(betterEyeController._rightEye.RealEye); + dynamicBone.m_Exclusions.Add(betterEyeController._rightEye.FakeEyeViewpointOffset); + } + } } private void Start() { @@ -183,7 +213,7 @@ private void Start() { #if DEBUG for (var i = 0; i < _debugLineRenderers.Length; i++) { var a = new GameObject("[EyeMovementFix] Line Visualizer", typeof(LineRenderer)); - a.transform.SetParent(_viewpoint); + a.transform.SetParent(viewpoint); a.transform.localScale = Vector3.one; a.transform.localPosition = Vector3.zero; a.transform.localRotation = Quaternion.identity; @@ -195,212 +225,35 @@ private void Start() { l.endWidth = 0.002f; _debugLineRenderers[i] = l; } -#endif - - if (enabled) _initialized = true; - } - - public void GetNewTarget(CVREyeController controller) { - - float GetAlignmentScore(CVREyeControllerCandidate targetCandidate) { - // Get how aligned (angle wise) the target is to our viewpoint center - // 100% align returns 1, angles equal or higher than 45 degrees will return 0 - var targetDirection = (targetCandidate.Position - controller.viewPosition).normalized; - var angle = Mathf.Abs(CVRTools.AngleToSigned(Vector3.Angle(targetDirection, _viewpoint.forward))); - return 1 - Mathf.InverseLerp(0, MaxTargetAngle, angle); - } - - float GetDistanceScore(float targetDistance) { - // Get how close the target is - // Right on top of us is 1, 15 meters and further is 0 - return 1 - Mathf.InverseLerp(0, 15, targetDistance); - } - - bool HasLineOfSight(CVREyeControllerCandidate targetCandidate, float targetDistance, out bool inMirror) { - // Shoot a raycast that stops at target distance - // If collides with a player capsule, assume LOS - // If doesnt collide with anything, assume LOS because there was nothing blocking reaching the target - - // Ignore mirrors and camera (because the raycast won't reach a player lol) - // And can't look if the ray hit has the mirror script, because not all mirrors have colliders - if (targetCandidate.Guid == CameraGuid || targetCandidate.Guid.Contains(MirrorSuffix)) { - inMirror = true; - return true; - } - inMirror = false; - - var targetDirection = (targetCandidate.Position - controller.viewPosition).normalized; - - // If we're shooting the raycast from the local player we don't want to hit ourselves - var mask = _isLocal ? DefaultOrRemotePlayersMask : DefaultOrAllPlayersMask; - - if (Physics.Raycast(_viewpoint.position, targetDirection, out var hitInfo, targetDistance, mask)) { -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\t\t[Raycast] Layer: {LayerMask.LayerToName(hitInfo.collider.gameObject.layer)}, Name: {hitInfo.collider.gameObject.name}"); -#endif - // If we hit something other than the default layer we can consider we didn't get blocked - if (hitInfo.collider.gameObject.layer != DefaultLayer) return true; - - // Otherwise lets check if the thing we hit got a player descriptor (some player stuff is in the Default Layer) - return hitInfo.collider.GetComponent() != null; - } - -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\t\t[Raycast] Did not reach anything (means target wasn't blocked)"); -#endif - // Since we limited our raycast to the target's distance, here means the raycast wasn't blocked! - return true; - } - - float GetTalkingScore(CVREyeControllerCandidate targetCandidate, out string playerName, out bool isLocal) { - // Attempt to get the talking score of the target - // It seems like the talker amplitude changes from 0 to 0.1 (max), so this seems like a good approximation - // Returns 1 when really loud, and 0 when not talking - - // See if it's the local player - if (PlayerSetup.Instance.PlayerAvatarParent.transform.childCount > 0) { - var avatarInstanceId = PlayerSetup.Instance.PlayerAvatarParent.transform.GetChild(0).gameObject.GetInstanceID(); - if (targetCandidate.Guid.StartsWith(avatarInstanceId.ToString())) { - playerName = MetaPort.Instance.username; - isLocal = true; - return Mathf.InverseLerp(0f, 0.1f, RootLogic.Instance.comms.Players[0].Amplitude); - } - } - - // See if it's any other player - isLocal = false; - foreach (var entity in CVRPlayerManager.Instance.NetworkPlayers) { - // When avatars are initializing they might not have anything in here yet - if (entity.AvatarHolder.transform.childCount == 0) continue; - var avatarInstanceId = entity.AvatarHolder.transform.GetChild(0).gameObject.GetInstanceID(); - if (!targetCandidate.Guid.StartsWith(avatarInstanceId.ToString())) continue; - playerName = entity.Username; - return Mathf.InverseLerp(0f, 0.1f, entity.TalkerAmplitude); - } - - playerName = "N/A"; - return 0f; - } - - var totalWeight = 0; - var targetCandidates = CVREyeControllerManager.Instance.targetCandidates; - -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\nPicking new target..."); -#endif - - var userNameMap = new Dictionary(); - - foreach (var (guid, targetCandidate) in targetCandidates) { - - // Exclude ourselves from the targets - if (guid == controller.gameObject.GetInstanceID().ToString()) { - targetCandidate.Weight = 0; -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\t[__SELF__] [{targetCandidate.Guid}] Ignored ourselves c:"); -#endif - continue; - } - - var talkingScore = GetTalkingScore(targetCandidate, out var username, out var isLocal); - userNameMap[targetCandidate] = username; - - var targetDistance = Vector3.Distance(controller.viewPosition, targetCandidate.Position); - - // If the player is being hidden by a wall or some collider in the default layer - if (!HasLineOfSight(targetCandidate, targetDistance, out var inMirror)) { - targetCandidate.Weight = 0; -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\t[{username}] [{targetCandidate.Guid}] Ignored a player because was behind a wall!"); -#endif - continue; - } - - var distanceScore = GetDistanceScore(targetDistance); - - // Exclude targets with a distance further than 15 meters from our viewpoint - if (Mathf.Approximately(distanceScore, 0)) { - targetCandidate.Weight = 0; -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\t[{username}] [{targetCandidate.Guid}] Further than 15 meters!"); -#endif - continue; - } - var alignmentScore = GetAlignmentScore(targetCandidate); - // Exclude targets with a direction further than 45 degrees from out viewpoint - if (Mathf.Approximately(alignmentScore, 0)) { - targetCandidate.Weight = 0; -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\t[{username}] [{targetCandidate.Guid}] Angle bigger than {MaxTargetAngle}!"); + CCK.Debugger.Components.CohtmlMenuHandlers.AvatarCohtmlHandler.AvatarChangeEvent += OnCCKDebuggerAvatarChanged; #endif - continue; - } - // Please notice me more than my mirror reflection - var realMeScore = inMirror ? 0 : 1; + if (enabled) initialized = true; + } - // Lets not lie to ourselves :) - var narcissistScore = isLocal ? 1 : 0; + private void FindAndSetNewTarget(CVREyeController controller) { - // Create a weighted score, here we can decide the weight of each category - targetCandidate.Weight = (int) Math.Round(alignmentScore * 100f + distanceScore * 100f + talkingScore * 200f + narcissistScore * 50f + realMeScore * 50f, 0); + // The target candidates needs to be fetched on LateUpdate, because for some reason the viewpoint positions are + // all wonky on the Update loop. They seem fine in FixedUpdate and LateUpdate. By wonky I mean that the position + // y (height) doesn't follow the head while in VR + if (TargetCandidate.Initialized) TargetCandidate.UpdateTargetCandidates(); -#if DEBUG - if (_isDebugging) MelonLogger.Msg($"\t[{username}] [{targetCandidate.Guid}] alignmentScore: {alignmentScore}, distanceScore{distanceScore}, talkingScore: {talkingScore}, narcissistScore: {narcissistScore}, realMeScore: {realMeScore}, Weight: {targetCandidate.Weight}"); -#endif - - totalWeight += targetCandidate.Weight; - } - - // Roll 50% from just picking the highest weight - if (UnityEngine.Random.Range(0f, 1f) > 0.5) { - var targetCandidate = targetCandidates.Values.OrderByDescending(item => item.Weight).First(); - _targetGuidTraverse.Value = targetCandidate.Guid; -#if DEBUG - if (_isDebugging) { - var usr = "N/A"; - if (userNameMap.ContainsKey(targetCandidate)) { - usr = userNameMap[targetCandidate]; - } - MelonLogger.Msg($"[{usr}] [{targetCandidate.Guid}] [Picked] was selected with {targetCandidate.Weight}!!!\n"); - } -#endif - return; - } - - - // Random weighted picker - float randomValue = UnityEngine.Random.Range(0, totalWeight); - foreach (var (_, targetCandidate) in targetCandidates) { - if (targetCandidate.Weight == 0) continue; - randomValue -= targetCandidate.Weight; - if (randomValue > 0) continue; - _targetGuidTraverse.Value = targetCandidate.Guid; -#if DEBUG - if (_isDebugging) { - var usr = "N/A"; - if (userNameMap.ContainsKey(targetCandidate)) { - usr = userNameMap[targetCandidate]; - } - MelonLogger.Msg($"[{usr}] [{targetCandidate.Guid}] [Random] HAS WON with {targetCandidate.Weight}!!!\n"); - } -#endif - return; - } + // Grab a candidate + _lastTarget = TargetCandidate.GetNewTarget(this, controller, viewpoint)?.GetCopy(); - _targetGuidTraverse.Value = ""; + #if DEBUG + lastTargetDebugName = $"{_lastTarget?.GetName()} [Picked or Random] -> {_lastTarget?.Weight:F2}"; + lastTargetDebugNameFirst = $"{_lastTarget?.Position:F2}"; + #endif } private void TargetHandler(CVREyeController controller) { #if DEBUG - if (_isDebugging) { - if (Input.GetKeyDown(KeyCode.T) ) { - GetNewTarget(controller); - controller.targetViewPosition = CVREyeControllerManager.Instance.GetPositionFromGuid(_targetGuidTraverse.Value); - } + if (isDebugging) { + if (Input.GetKeyDown(KeyCode.T)) FindAndSetNewTarget(controller); return; } #endif @@ -408,13 +261,8 @@ private void TargetHandler(CVREyeController controller) { if (Time.time > _getNextTargetAt) { // Pick a random time to get another target from 2 to 8 seconds _getNextTargetAt = Time.time + UnityEngine.Random.Range(2f, 8f); - - GetNewTarget(controller); - - // Update the target - controller.targetViewPosition = CVREyeControllerManager.Instance.GetPositionFromGuid(_targetGuidTraverse.Value); + FindAndSetNewTarget(controller); } - } private void UpdateEyeRotation(BetterEye eye, Quaternion lookRotation) { @@ -430,10 +278,16 @@ private void UpdateEyeRotation(BetterEye eye, Quaternion lookRotation) { // Set the rotation of the wrapper, this way we can query the fake eyes to the proper position of the real eyes eye.FakeEyeWrapper.localRotation = Quaternion.Euler(wrapperLocalRotation); + #if DEBUG + _debug1 = $"prev: {previousLocal.eulerAngles:F2}, Frame: {Time.frameCount}"; + _debug2 = $"{wrapperLocalRotation:F2} -> {eye.FakeEyeWrapper.localRotation.eulerAngles:F2}"; + _debug3 = $"Angle: {Quaternion.Angle(previousLocal, eye.FakeEyeWrapper.localRotation):F2}"; + #endif + // Set the eye angle (we're setting twice if we have 2 eyes, but the values should be the same anyway) // This will give values different than cvr. I've opted to have the looking forward angle to be 0 // And then goes between [-25;0] and [0;+25], instead of [335-360] and [0-25] (cvr default) - _eyeAngleTraverse.Value.Set(wrapperLocalRotation.y, wrapperLocalRotation.x); + cvrEyeController.eyeAngle.Set(wrapperLocalRotation.y, wrapperLocalRotation.x); } private void UpdateEyeRotations() { @@ -441,13 +295,34 @@ private void UpdateEyeRotations() { // If setting the eyes is disabled, prevent updates if (!_avatar.useEyeMovement) return; - var target = _targetTraverse.Value; + var target = _lastTarget?.Position ?? Vector3.zero; + // Calculate the look direction - var forward = target - _viewpoint.position; - var lookRotation = Quaternion.LookRotation(forward, _viewpoint.up); + var forward = target - viewpoint.position; + + Quaternion lookRotation; + if (forward == Vector3.zero) { + // If we're already aligned, just grab the rotation + lookRotation = _hasLeftEye ? _leftEye.FakeEyeWrapper.rotation : _rightEye.FakeEyeWrapper.rotation; + + #if DEBUG + _debug4 = $"Grabbed rotation because already aligned... {Time.frameCount}"; + #endif + } + else { + // Otherwise let's calculate the direction + lookRotation = Quaternion.LookRotation(forward, viewpoint.up); + + #if DEBUG + _debug4 = $"Calculated look at like a chad...{Time.frameCount}"; + #endif + } + + //_debug1 = $"trg: {target:F2} view: {viewpoint.position:F2}, forward: {forward:F2} {Time.frameCount}"; - var isBehind = _viewpoint.InverseTransformDirection(forward).z < 0; + + var isBehind = viewpoint.InverseTransformDirection(forward).z < 0; var isLooking = target != Vector3.zero; @@ -456,51 +331,152 @@ private void UpdateEyeRotations() { if (!isLooking || isBehind) { if (_hasLeftEye) _leftEye.FakeEyeWrapper.localRotation = Quaternion.identity; if (_hasRightEye) _rightEye.FakeEyeWrapper.localRotation = Quaternion.identity; - _eyeAngleTraverse.Value.Set(0f, 0f); + cvrEyeController.eyeAngle.Set(0f, 0f); // Let's clear our target - _targetGuidTraverse.Value = ""; + _lastTarget = null; + + #if DEBUG + lastTargetDebugName = $"[None] Looked away: {!isLooking}, gotBehind:{isBehind}... {Time.frameCount}"; + #endif } // Otherwise we update the wrapper rotations to match looking at the target else { if (_hasLeftEye) UpdateEyeRotation(_leftEye, lookRotation); if (_hasRightEye) UpdateEyeRotation(_rightEye, lookRotation); + + #if DEBUG + _rightEyeAttempted = lookRotation; + _leftEyeAttempted = lookRotation; + #endif } // Finally we update the real eyes by querying the fake eyes inside of the wrapper + if (_hasLeftEye) _leftEye.RealEye.rotation = _leftEye.FakeEye.rotation; if (_hasRightEye) _rightEye.RealEye.rotation = _rightEye.FakeEye.rotation; - } - - private void FixViewpointPositionViewPoint(CVREyeController eyeController) { - // Fix the local viewpoint, to match our pristine viewpoint c: - // When in FBT it doesn't follow the head for some reason. This will ensure our view position will be accurate! - - // Heck let's just set them all to use my borked viewpoint - eyeController.viewPosition = _viewpoint.position; + //_debug3 = $"wra: {_leftEye.FakeEyeWrapper.rotation.eulerAngles:F2} fake: {_leftEye.FakeEye.rotation.eulerAngles:F2}, real: {_leftEye.RealEye.rotation.eulerAngles:F2} {Time.frameCount}"; } private void OnDestroy() { - _initialized = false; + initialized = false; foreach(var (eyeController, _) in BetterControllers.Where(kvp => kvp.Value == this).ToList()) { BetterControllers.Remove(eyeController); } + + #if DEBUG + CCK.Debugger.Components.CohtmlMenuHandlers.AvatarCohtmlHandler.AvatarChangeEvent -= OnCCKDebuggerAvatarChanged; + #endif } #if DEBUG + private void FixedUpdate() { + if (!initialized) return; + _viewpointPositionFixedUpdate = viewpoint.position; + _viewpointRotationFixedUpdate = viewpoint.rotation; + + _rightEyeFixedUpdate = _leftEye.FakeEyeWrapper.rotation; + _leftEyeFixedUpdate = _rightEye.FakeEyeWrapper.rotation; + } + + private void Update() { + if (!initialized) return; + _viewpointPositionUpdate = viewpoint.position; + _viewpointRotationUpdate = viewpoint.rotation; + + _rightEyeUpdate = _leftEye.FakeEyeWrapper.rotation; + _leftEyeUpdate = _rightEye.FakeEyeWrapper.rotation; + } + + private void LateUpdate() { + if (!initialized) return; + _viewpointPositionLateUpdate = viewpoint.position; + _viewpointRotationLateUpdate = viewpoint.rotation; + + _rightEyeLateUpdate = _leftEye.FakeEyeWrapper.rotation; + _leftEyeLateUpdate = _rightEye.FakeEyeWrapper.rotation; + } + + private void OnCCKDebuggerAvatarChanged(Core core, bool isLocal, CVRPlayerEntity remotePlayer, GameObject avatarGameObject, Animator avatarAnimator) { + + if (_avatar.gameObject != avatarGameObject) return; + + var debuggingButton = core.AddButton(new Button(Button.ButtonType.Mod1, false, true)); + debuggingButton.StateUpdater = button => button.IsOn = isDebugging; + debuggingButton.ClickHandler = button => ToggleDebugging(); + + var linesButton = core.AddButton(new Button(Button.ButtonType.Mod2, false, true)); + linesButton.StateUpdater = button => button.IsOn = _isDebuggingLines; + linesButton.ClickHandler = button => ToggleDebuggingVisualizers(); + + var getTarget = core.AddButton(new Button(Button.ButtonType.Mod3, false, false)); + getTarget.StateUpdater = button => { + button.IsOn = debuggingButton.IsOn; + button.IsVisible = debuggingButton.IsOn; + }; + getTarget.ClickHandler = button => FindAndSetNewTarget(cvrEyeController); + + var eyeSection = core.AddSection("[EyeMovementFix] View Point positions", true); + + eyeSection.AddSection("VP Fiixed").AddValueGetter(() => $"{_viewpointPositionFixedUpdate:F2} - {_viewpointRotationFixedUpdate.eulerAngles:F2}"); + eyeSection.AddSection("VP Update").AddValueGetter(() => $"{_viewpointPositionUpdate:F2} - {_viewpointRotationUpdate.eulerAngles:F2}"); + eyeSection.AddSection("VP LateOR").AddValueGetter(() => $"{_viewpointPositionPreRender:F2} - {_viewpointRotationPreRender.eulerAngles:F2}"); + eyeSection.AddSection("VP Laaate").AddValueGetter(() => $"{_viewpointPositionLateUpdate:F2} - {_viewpointRotationLateUpdate.eulerAngles:F2}"); + + var targetingSection = core.AddSection("[EyeMovementFix] Target", true); + targetingSection.AddSection("Target").AddValueGetter(() => lastTargetDebugName); + targetingSection.AddSection("Target Pos First").AddValueGetter(() => lastTargetDebugNameFirst); + targetingSection.AddSection("Target Pos").AddValueGetter(() => (_lastTarget?.Position ?? Vector3.zero).ToString("F2")); + + var targetCandidatesSection = targetingSection.AddSection("Target Candidates", "", false, true); + targetCandidatesSection.AddValueGetter(() => { + var newUncachedSections = new List
(); + foreach (var lastTargetCandidate in LastTargetCandidates) { + newUncachedSections.Add(new Section(core) { + Title = lastTargetCandidate, + Value = "", + Collapsable = false, + DynamicSubsections = false, + }); + } + targetCandidatesSection.QueueDynamicSectionsUpdate(newUncachedSections); + return $"[{newUncachedSections.Count}]"; + }); + + var eyeWrapper = core.AddSection("[EyeMovementFix] Eye Wrapper", true); + + eyeWrapper.AddSection("debug1").AddValueGetter(() => $"{_debug1}"); + eyeWrapper.AddSection("debug2").AddValueGetter(() => $"{_debug2}"); + eyeWrapper.AddSection("debug3").AddValueGetter(() => $"{_debug3}"); + eyeWrapper.AddSection("debug4").AddValueGetter(() => $"{_debug4}"); + + eyeWrapper.AddSection("Eye Attemp").AddValueGetter(() => $"{_rightEyeAttempted.eulerAngles:F2} - {_leftEyeAttempted.eulerAngles:F2}"); + eyeWrapper.AddSection("Eye Fiixed").AddValueGetter(() => $"{_rightEyeFixedUpdate.eulerAngles:F2} - {_leftEyeFixedUpdate.eulerAngles:F2}"); + eyeWrapper.AddSection("Eye Update").AddValueGetter(() => $"{_rightEyeUpdate.eulerAngles:F2} - {_leftEyeUpdate.eulerAngles:F2}"); + eyeWrapper.AddSection("Eye LateOR").AddValueGetter(() => $"{_rightEyeLateUpdate.eulerAngles:F2} - {_leftEyeLateUpdate.eulerAngles:F2}"); + eyeWrapper.AddSection("Eye Render").AddValueGetter(() => $"{_rightEyeOnRender.eulerAngles:F2} - {_leftEyeOnRender.eulerAngles:F2}"); + } + private void ToggleDebugging() { - _isDebugging = !_isDebugging; + isDebugging = !isDebugging; + } + private void ToggleDebuggingVisualizers() { + _isDebuggingLines = !_isDebuggingLines; } - private bool _isDebugging; + public bool isDebugging; + private bool _isDebuggingLines; private readonly LineRenderer[] _debugLineRenderers = new LineRenderer[6]; private readonly Color[] _debugColors = { Color.green, Color.red, Color.blue, Color.blue, Color.cyan, Color.cyan }; private void OnRenderObject() { - if (!_initialized || !_isDebugging) return; + _rightEyeOnRender = _leftEye.FakeEyeWrapper.rotation; + _leftEyeOnRender = _rightEye.FakeEyeWrapper.rotation; + + if (!initialized || !_isDebuggingLines) return; void DrawRay(LineRenderer lineRenderer, Vector3 position, Vector3 forward, float distance = 2) { lineRenderer.positionCount = 2; @@ -508,17 +484,16 @@ void DrawRay(LineRenderer lineRenderer, Vector3 position, Vector3 forward, float lineRenderer.SetPosition(1, forward * distance + position); } - var target = _targetTraverse.Value; + var targetPos = _lastTarget?.Position ?? Vector3.zero; // Calculate the look direction - var forward = target - _viewpoint.position; - var lookRotation = Quaternion.LookRotation(forward, _viewpoint.up); + var forward = targetPos - viewpoint.position; // Green - DrawRay(_debugLineRenderers[0], _viewpoint.position, _viewpoint.forward); + DrawRay(_debugLineRenderers[0], viewpoint.position, viewpoint.forward); // Red - DrawRay(_debugLineRenderers[1], _viewpoint.position, forward); + DrawRay(_debugLineRenderers[1], viewpoint.position, forward); // Blue DrawRay(_debugLineRenderers[2], _leftEye.FakeEyeWrapper.position, _leftEye.FakeEyeWrapper.forward); @@ -533,25 +508,20 @@ void DrawRay(LineRenderer lineRenderer, Vector3 position, Vector3 forward, float [HarmonyPatch] private static class HarmonyPatches { - [HarmonyPostfix] - [HarmonyPatch(typeof(CVREyeController), "Update")] - private static void After_CVREyeController_Update(CVREyeController __instance) { - if (_errored) return; - try { - if (!BetterControllers.ContainsKey(__instance)) return; - var betterEyeController = BetterControllers[__instance]; - if (!betterEyeController._initialized) return; + [HarmonyPrefix] + [HarmonyPatch(typeof(CVREyeController), "Update")] + private static void Before_CVREyeController_Update(CVREyeController __instance, out Vector2 __state) { + // Save eye angle before the update from CVR + __state = __instance.eyeAngle; + } - betterEyeController.FixViewpointPositionViewPoint(__instance); - if (!__instance.viewNetworkControlled) betterEyeController.TargetHandler(__instance); - } - catch (Exception e) { - MelonLogger.Error(e); - MelonLogger.Error("We've encountered an error, in order to not spam or lag we're going to stop the " + - "the execution. Contact the mod creator with the error above."); - _errored = true; - } + [HarmonyPostfix] + [HarmonyPatch(typeof(CVREyeController), "Update")] + private static void After_CVREyeController_Update(CVREyeController __instance, ref Vector2 __state) { + // Restore the eye angle after the update from CVR + // We do this because we're managing that value in LateUpdate + __instance.eyeAngle = __state; } [HarmonyPostfix] @@ -560,9 +530,21 @@ private static void After_CVREyeController_LateUpdate(CVREyeController __instanc if (_errored) return; try { + // Check if we're ready to run our stuff if (!BetterControllers.ContainsKey(__instance)) return; var betterEyeController = BetterControllers[__instance]; - if (!betterEyeController._initialized) return; + if (!betterEyeController.initialized) return; + + #if DEBUG + betterEyeController._viewpointPositionPreRender = betterEyeController.viewpoint.position; + betterEyeController._viewpointRotationPreRender = betterEyeController.viewpoint.rotation; + #endif + + // We're picking the target in LateUpdate because the viewpoint in FBT does not follow the head up and + // down in the Update loop. In FixedUpdate and LateUpdate the value seems to be fine. + if (!__instance.viewNetworkControlled) betterEyeController.TargetHandler(__instance); + + // Do the eye ball orientation properly betterEyeController.UpdateEyeRotations(); } catch (Exception e) { @@ -602,21 +584,5 @@ private static void After_CVREyeControllerManager_Start(ref CVREyeController __i _errored = true; } } - - [HarmonyPostfix] - [HarmonyPatch(typeof(CVREyeControllerManager), nameof(CVREyeControllerManager.Update))] - private static void After_CVREyeControllerManager_Update(CVREyeControllerManager __instance) { - // At this point I was lazy already, but basically this adds MirrorSuffix to mirror target GUIDs - // This is used to tell if a target is a mirror during picking a target to bypass the player raycast... - foreach (var mirror in __instance.mirrorList) { - foreach (var (guid, candidate) in __instance.targetCandidates - .Where(pair => pair.Key.Contains(mirror.gameObject.GetInstanceID().ToString())).ToList()) { - __instance.targetCandidates.Remove(guid); - var newGuid = candidate.Guid + MirrorSuffix; - candidate.Guid = newGuid; - __instance.targetCandidates[newGuid] = candidate; - } - } - } } } diff --git a/EyeMovementFix/EyeMovementFix.csproj b/EyeMovementFix/EyeMovementFix.csproj index cc2a8f6..52e4637 100644 --- a/EyeMovementFix/EyeMovementFix.csproj +++ b/EyeMovementFix/EyeMovementFix.csproj @@ -5,5 +5,9 @@ C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\PortableMirrorMod.dll False + + C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\CCK.Debugger.dll + False + diff --git a/EyeMovementFix/Main.cs b/EyeMovementFix/Main.cs index c436c47..08c81b1 100644 --- a/EyeMovementFix/Main.cs +++ b/EyeMovementFix/Main.cs @@ -1,7 +1,6 @@ using System.Reflection; using System.Reflection.Emit; using ABI_RC.Core.Player; -using ABI_RC.Systems.Camera; using ABI.CCK.Components; using HarmonyLib; using MelonLoader; @@ -12,7 +11,7 @@ namespace EyeMovementFix; public class EyeMovementFix : MelonMod { private static MelonPreferences_Category _melonCategory; - private static MelonPreferences_Entry _meForceLookAtCamera; + public static MelonPreferences_Entry MeForceLookAtCamera; private static MelonPreferences_Entry _meIgnorePortableMirrors; private static bool _hasPortableMirror; @@ -21,7 +20,7 @@ public override void OnInitializeMelon() { // Melon Config _melonCategory = MelonPreferences.CreateCategory(nameof(EyeMovementFix)); - _meForceLookAtCamera = _melonCategory.CreateEntry("ForceLookAtCamera", true, + MeForceLookAtCamera = _melonCategory.CreateEntry("ForceLookAtCamera", true, description: "Whether to force everyone to look at the camera whn being held. The camera needs to be " + "within the avatar field of view. And needs the camera setting to add the camera to look " + "at targets activated (camera settings in-game)."); @@ -73,10 +72,10 @@ private static void After_CVREyeControllerManager_addMirror(CVREyeControllerMana } } + [HarmonyPatch] private static class HarmonyPatches { - [HarmonyTranspiler] [HarmonyPatch(typeof(CVRParameterStreamEntry), nameof(CVRParameterStreamEntry.CheckUpdate))] private static IEnumerable Transpiler_CVRParameterStreamEntry_CheckUpdate(IEnumerable instructions, ILGenerator il) { @@ -108,36 +107,6 @@ private static IEnumerable Transpiler_CVRParameterStreamEntry_C }).InstructionEnumeration(); } - private static CVRPickupObject _cameraPickup; - - [HarmonyPrefix] - [HarmonyPatch(typeof(CVREyeControllerManager), nameof(CVREyeControllerManager.Update))] - private static bool Before_CVREyeControllerManager_Update(CVREyeControllerManager __instance, bool ____cameraISLookAtTarget) { - // This patch is to allow the option to make the camera the only possible target when grabbed - // Only works if the camera setting camera is look at target is ON, is being held, it's configured to - // be enabled on this mod, and it's within the fov of the player - - if (_cameraPickup == null) { - _cameraPickup = CVRCamController.Instance.cvrCamera.GetComponent(); - } - - // Execute the original method normally - if (!_meForceLookAtCamera.Value || - !CVRCamController.Instance.cvrCamera.activeSelf || - !_cameraPickup.IsGrabbedByMe() || - !____cameraISLookAtTarget) { - return true; - } - - // Otherwise lets ensure we only have the camera as eye track candidate - __instance.targetCandidates.Clear(); - var controllerCandidate = new CVREyeControllerCandidate("CVRCamera", - PortableCamera.Instance.cameraComponent.transform.position); - __instance.targetCandidates.Add(controllerCandidate.Guid, controllerCandidate); - return false; - } - - [HarmonyPrefix] [HarmonyPatch(typeof(CVREyeController), "Start")] private static void Before_CVREyeControllerManager_Start(CVREyeController __instance, ref Transform ___EyeLeft, ref Transform ___EyeRight) { @@ -155,12 +124,63 @@ private static void Before_CVREyeControllerManager_Start(CVREyeController __inst } + private static void CacheInitialEyeRotations(Transform transform) { + try { + var avatar = transform.GetComponent(); + if (avatar == null) return; + var animator = avatar.GetComponent(); + if (animator == null) return; + var leftEye = animator.GetBoneTransform(HumanBodyBones.LeftEye); + if (leftEye != null) BetterEyeController.OriginalLeftEyeLocalRotation[avatar] = leftEye.rotation; + var rightEye = animator.GetBoneTransform(HumanBodyBones.RightEye); + if (rightEye != null) BetterEyeController.OriginalRightEyeLocalRotation[avatar] = rightEye.rotation; + + #if DEBUG + if (leftEye != null) MelonLogger.Msg($"[PlayerSetup][Pre][{avatar.GetInstanceID()}] LeftEye: {leftEye.position.ToString("F2")} - {leftEye.rotation.eulerAngles.ToString("F2")}"); + if (rightEye != null) MelonLogger.Msg($"[PlayerSetup][Pre][{avatar.GetInstanceID()}] RightEye: {leftEye.position.ToString("F2")} - {rightEye.rotation.eulerAngles.ToString("F2")}"); + #endif + } + catch (Exception e) { + MelonLogger.Error(e); + } + } + + [HarmonyPostfix] + [HarmonyPatch(typeof(PuppetMaster), nameof(PuppetMaster.AvatarInstantiated))] + private static void Before_CVREyeControllerManager_Start(PuppetMaster __instance) { + try { + CacheInitialEyeRotations(__instance.transform); + } + catch (Exception e) { + MelonLogger.Error(e); + } + } + [HarmonyPrefix] - [HarmonyPatch(typeof(CVREyeControllerManager), nameof(CVREyeControllerManager.GetNewTarget))] - private static bool Before_CVREyeControllerManager_Start(CVREyeController controller, ref string __result) { - // Prevent executing and send the same target as the previous. We'll be implementing our own - __result = Traverse.Create(controller).Field("targetGuid").Value; - return false; + [HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupAvatar))] + private static void Before_PlayerSetup_PlayerSetup(GameObject inAvatar) { + try { + CacheInitialEyeRotations(inAvatar.transform); + } + catch (Exception e) { + MelonLogger.Error(e); + } + } + + [HarmonyPostfix] + [HarmonyPatch(typeof(CVRAvatar), "OnDestroy")] + private static void Before_CVREyeControllerManager_Start(CVRAvatar __instance) { + try { + if (BetterEyeController.OriginalLeftEyeLocalRotation.ContainsKey(__instance)) { + BetterEyeController.OriginalLeftEyeLocalRotation.Remove(__instance); + } + if (BetterEyeController.OriginalRightEyeLocalRotation.ContainsKey(__instance)) { + BetterEyeController.OriginalRightEyeLocalRotation.Remove(__instance); + } + } + catch (Exception e) { + MelonLogger.Error(e); + } } } } diff --git a/EyeMovementFix/Properties/AssemblyInfo.cs b/EyeMovementFix/Properties/AssemblyInfo.cs index bacc0d1..ed0758d 100644 --- a/EyeMovementFix/Properties/AssemblyInfo.cs +++ b/EyeMovementFix/Properties/AssemblyInfo.cs @@ -22,7 +22,7 @@ [assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)] [assembly: MelonColor(ConsoleColor.Green)] [assembly: MelonAuthorColor(ConsoleColor.DarkYellow)] -[assembly: MelonOptionalDependencies("PortableMirrorMod")] +[assembly: MelonOptionalDependencies("PortableMirrorMod", "CCKDebugger")] namespace EyeMovementFix.Properties; internal static class AssemblyInfoParams { diff --git a/EyeMovementFix/TargetCandidate.cs b/EyeMovementFix/TargetCandidate.cs new file mode 100644 index 0000000..d15fb20 --- /dev/null +++ b/EyeMovementFix/TargetCandidate.cs @@ -0,0 +1,410 @@ +using ABI_RC.Core; +using ABI_RC.Core.Player; +using ABI_RC.Core.Savior; +using ABI_RC.Systems.Camera; +using ABI.CCK.Components; +using HarmonyLib; +using MelonLoader; +using NicoKuroKusagi.MemoryManagement; +using UnityEngine; + +namespace EyeMovementFix; + +// Todo: Implement different target candidates using classes +public sealed class TargetCandidate : IReusable { + + private static readonly int DefaultLayer = LayerMask.NameToLayer("Default"); + private static readonly int PlayerLocalLayer = LayerMask.NameToLayer("PlayerLocal"); + private static readonly int PlayerNetworkLayer = LayerMask.NameToLayer("PlayerNetwork"); + private static readonly int DefaultLayerMask = 1 << DefaultLayer; + private static readonly int PlayerLocalMask = 1 << PlayerLocalLayer; + private static readonly int PlayerNetworkMask = 1 << PlayerNetworkLayer; + private static readonly int DefaultOrRemotePlayersMask = DefaultLayerMask | PlayerNetworkMask; + private static readonly int DefaultOrAllPlayersMask = DefaultLayerMask | PlayerLocalMask | PlayerNetworkMask; + + private const float MaxTargetAngle = 45f; + private const float MaxTargetDistance = 15f; + + private const string LookAtCameraSettingName = "PortableCamera_LookAtTarget"; + + private static readonly ObjectPool Pool = new(() => new TargetCandidate()); + private static readonly List TargetCandidates = new(); + private static CVRPickupObject _cameraPickup; + private static bool _cameraIsLookAtTarget; + public static bool Initialized; + private static int _lastTargetCandidatesUpdate; + + + public Vector3 Position { + get { + if (_isCamera) return PortableCamera.Instance.cameraComponent.transform.position; + if (_isPlayer) { + if (_betterController == null) return Vector3.zero; + if (_isMirrorReflection) { + if (_mirror == null) return Vector3.zero; + return _mirror.GetMirrorReflectionPosition(_betterController.viewpoint.position); + } + return _betterController.viewpoint.position; + } + + const string err = "Something went very wrong... We have a target candidate that's not a camera nor a player..."; + MelonLogger.Error(err); + throw new Exception(err); + } + } + + private int _weight; + + // Player related + private bool _isPlayer; + private CVREyeController _controller; + private BetterEyeController _betterController; + + private bool _isMirrorReflection; + private CVRMirror _mirror; + + // Misc + private bool _isCamera; + private string _username; + + private static void Clear() { + foreach (var targetCandidate in TargetCandidates) { + targetCandidate.Recycle(); + } + TargetCandidates.Clear(); + } + + public void Recycle() { + + _weight = default; + + _isCamera = default; + _isMirrorReflection = default; + _mirror = default; + _isPlayer = default; + _controller = default; + _betterController = default; + + _username = default; + + Pool.PutObject(this); + } + + public TargetCandidate GetCopy() { + return new TargetCandidate { + _weight = _weight, + _isCamera = _isCamera, + _isMirrorReflection = _isMirrorReflection, + _mirror = _mirror, + _isPlayer = _isPlayer, + _controller = _controller, + _username = _username, + _betterController = _betterController, + }; + } + + private static void AddPlayer(CVREyeController controller, BetterEyeController betterController, CVRMirror mirror = null) { + var candidate = Pool.GetObject(); + candidate._isPlayer = true; + candidate._controller = controller; + candidate._betterController = betterController; + candidate._isMirrorReflection = mirror != null; + candidate._mirror = mirror; + TargetCandidates.Add(candidate); + } + + private static void AddCamera() { + var candidate = Pool.GetObject(); + candidate._isCamera = true; + TargetCandidates.Add(candidate); + } + + public string GetName() { + return GetName(_username); + } + + private string GetName(string username) { + if (_isPlayer) { + return $"[{username}] {(_isMirrorReflection ? " [Mirror]" : "")}"; + } + if (_isCamera) { + return "[CVRCamera]"; + } + return "N/A"; + } + + public static void UpdateTargetCandidates() { + + // Check if we already updated the target candidates this frame, if we did there is no need to re-do it + if (_lastTargetCandidatesUpdate == Time.frameCount) return; + _lastTargetCandidatesUpdate = Time.frameCount; + + Clear(); + + // Add player's view points as target candidates + foreach (var betterController in BetterEyeController.BetterControllers.Values) { + if (!betterController.initialized) continue; + + var cvrEyeController = betterController.cvrEyeController; + + AddPlayer(cvrEyeController, betterController); + + // Add the player's mirror reflections of viewpoints as target candidates + foreach (var mirror in CVREyeControllerManager.Instance.mirrorList) { + AddPlayer(cvrEyeController, betterController, mirror); + } + } + + // Add camera's position as target candidate if is active and the option is enabled + if (CVRCamController.Instance.cvrCamera.activeSelf && _cameraIsLookAtTarget) { + AddCamera(); + } + } + + public static TargetCandidate GetNewTarget(BetterEyeController betterController, CVREyeController cvrController, Transform viewpoint) { + + float GetAlignmentScore(TargetCandidate targetCandidate) { + // Get how aligned (angle wise) the target is to our viewpoint center + // 100% align returns 1, angles equal or higher than 45 degrees will return 0 + var targetDirection = (targetCandidate.Position - cvrController.viewPosition).normalized; + var angle = Mathf.Abs(CVRTools.AngleToSigned(Vector3.Angle(targetDirection, viewpoint.forward))); + return 1 - Mathf.InverseLerp(0, MaxTargetAngle, angle); + } + + float GetDistanceScore(float targetDistance) { + // Get how close the target is + // Right on top of us is 1, 15 meters and further is 0 + return 1 - Mathf.InverseLerp(0, MaxTargetDistance, targetDistance); + } + + float GetAlignmentAndDistanceScoreCombined(float alignmentScore, float distanceScore) { + + // Use a weighting system to combine the scores + // The closer the target is, the less the alignment score matters + var alignmentWeight = (1 - distanceScore) * 0.35f; + var distanceWeight = distanceScore * 0.65f; + + // Combine the scores + return alignmentWeight * alignmentScore + distanceWeight * distanceScore; + } + + bool HasLineOfSight(TargetCandidate targetCandidate, float targetDistance, out bool inMirror) { + // Shoot a raycast that stops at target distance + // If collides with a player capsule, assume LOS + // If doesnt collide with anything, assume LOS because there was nothing blocking reaching the target + + // Ignore mirrors and camera (because the raycast won't reach a player lol) + // And can't look if the ray hit has the mirror script, because not all mirrors have colliders + // Todo: Think of a way to raycast the mirror reflections + if (targetCandidate._isCamera || targetCandidate._isMirrorReflection) { + inMirror = true; + return true; + } + inMirror = false; + + var targetDirection = (targetCandidate.Position - cvrController.viewPosition).normalized; + + // If we're shooting the raycast from the local player we don't want to hit ourselves + var mask = cvrController.isLocal ? DefaultOrRemotePlayersMask : DefaultOrAllPlayersMask; + + if (Physics.Raycast(viewpoint.position, targetDirection, out var hitInfo, targetDistance, mask)) { + #if DEBUG + if (betterController.isDebugging) MelonLogger.Msg($"\t\t[Raycast] Layer: {LayerMask.LayerToName(hitInfo.collider.gameObject.layer)}, Name: {hitInfo.collider.gameObject.name}"); + #endif + + // If we hit something other than the default layer we can consider we didn't get blocked + if (hitInfo.collider.gameObject.layer != DefaultLayer) return true; + + // Otherwise lets check if the thing we hit got a player descriptor (some player stuff is in the Default Layer) + return hitInfo.collider.GetComponent() != null; + } + + #if DEBUG + if (betterController.isDebugging) MelonLogger.Msg($"\t\t[Raycast] Did not reach anything (means target wasn't blocked)"); + #endif + + // Since we limited our raycast to the target's distance, here means the raycast wasn't blocked! + return true; + } + + float GetTalkingScore(TargetCandidate targetCandidate) { + // Attempt to get the talking score of the target + // It seems like the talker amplitude changes from 0 to 0.1 (max), so this seems like a good approximation + // Returns 1 when really loud, and 0 when not talking + + if (targetCandidate._isPlayer) { + + // See if it's the local player + if (targetCandidate._controller.isLocal) { + targetCandidate._username = MetaPort.Instance.username; + return Mathf.InverseLerp(0f, 0.1f, RootLogic.Instance.comms.Players[0].Amplitude); + } + + // See if it's any other player, check if their avatar holder instances match + foreach (var entity in CVRPlayerManager.Instance.NetworkPlayers) { + if (targetCandidate._controller.transform.parent != entity.AvatarHolder.transform) continue; + targetCandidate._username = entity.Username; + return Mathf.InverseLerp(0f, 0.1f, entity.TalkerAmplitude); + } + } + + targetCandidate._username = "N/A"; + return 0f; + } + + var totalWeight = 0; + + #if DEBUG + if (betterController.isDebugging) { + MelonLogger.Msg($"\nPicking new target..."); + } + betterController.LastTargetCandidates.Clear(); + #endif + + foreach (var targetCandidate in TargetCandidates) { + + // Exclude ourselves from the targets + if (targetCandidate._controller == cvrController && !targetCandidate._isMirrorReflection) { + targetCandidate._weight = 0; + + #if DEBUG + if (betterController.isDebugging) { + MelonLogger.Msg($"\t{targetCandidate.GetName("__SELF__")} Ignored ourselves c:"); + } + betterController.LastTargetCandidates.Add($"{targetCandidate.GetName("__SELF__")} Ignored ourselves c:"); + #endif + + continue; + } + + var talkingScore = GetTalkingScore(targetCandidate); + + var targetDistance = Vector3.Distance(cvrController.viewPosition, targetCandidate.Position); + + // If the player is being hidden by a wall or some collider in the default layer + if (!HasLineOfSight(targetCandidate, targetDistance, out var inMirror)) { + targetCandidate._weight = 0; + + #if DEBUG + if (betterController.isDebugging) { + MelonLogger.Msg($"\t{targetCandidate.GetName()} Ignored a player because was behind a wall!"); + } + betterController.LastTargetCandidates.Add($"{targetCandidate.GetName()} Ignored a player because was behind a wall!"); + #endif + + continue; + } + + var distanceScore = GetDistanceScore(targetDistance); + + // Exclude targets with a distance further than 15 meters from our viewpoint + if (Mathf.Approximately(distanceScore, 0)) { + targetCandidate._weight = 0; + + #if DEBUG + if (betterController.isDebugging) { + MelonLogger.Msg($"\t{targetCandidate.GetName()} Further than {MaxTargetDistance} meters!"); + } + betterController.LastTargetCandidates.Add($"{targetCandidate.GetName()} Further than {MaxTargetDistance} meters!"); + #endif + continue; + } + + var alignmentScore = GetAlignmentScore(targetCandidate); + + // Exclude targets with a direction further than 45 degrees from out viewpoint + if (Mathf.Approximately(alignmentScore, 0)) { + targetCandidate._weight = 0; + + #if DEBUG + if (betterController.isDebugging) { + MelonLogger.Msg($"\t{targetCandidate.GetName()} Angle bigger than {MaxTargetAngle}!"); + } + betterController.LastTargetCandidates.Add($"{targetCandidate.GetName()} Angle bigger than {MaxTargetAngle}!"); + #endif + + continue; + } + + var alignmentAndDistanceScore = GetAlignmentAndDistanceScoreCombined(alignmentScore, distanceScore); + + // Camera buff! + var cameraBuff = 0; + if (targetCandidate._isCamera && EyeMovementFix.MeForceLookAtCamera.Value && _cameraPickup.IsGrabbedByMe()) { + cameraBuff = 2000; + } + + // Please notice me more than my mirror reflection + var realMeScore = inMirror ? 0 : 1; + + // Lets not lie to ourselves :) + var narcissistScore = targetCandidate._isPlayer && targetCandidate._controller.isLocal ? 1 : 0; + + // Create a weighted score, here we can decide the weight of each category + targetCandidate._weight = (int) Math.Round(alignmentAndDistanceScore * 200f + talkingScore * 200f + narcissistScore * 50f + realMeScore * 50f + cameraBuff, 0); + + #if DEBUG + if (betterController.isDebugging) { + MelonLogger.Msg($"\t{targetCandidate.GetName()} alignmentScore: {alignmentScore}/100, distanceScore{distanceScore}/100, alignmentAndDistanceScore: {alignmentAndDistanceScore}/200, talkingScore: {talkingScore}/200, narcissistScore: {narcissistScore}/50, realMeScore: {realMeScore}/50, Weight: {targetCandidate.Weight}"); + } + betterController.LastTargetCandidates.Add($"{targetCandidate.GetName()} ali:{alignmentAndDistanceScore:F2}, tlk:{talkingScore:F2}, nar:{narcissistScore:F2}, real:{realMeScore:F2}, Cam:{cameraBuff}, W:{targetCandidate.Weight:F2}"); + #endif + + totalWeight += targetCandidate._weight; + } + + // Roll from just picking the highest weight (65% chance) + if (UnityEngine.Random.Range(0f, 1f) < 0.75f) { + var targetCandidate = TargetCandidates.OrderByDescending(item => item._weight).First(); + + #if DEBUG + if (betterController.isDebugging) MelonLogger.Msg($"{targetCandidate.GetName()} [Picked] was selected with {targetCandidate.Weight}!!!\n"); + #endif + + return targetCandidate; + } + + // Random weighted picker + float randomValue = UnityEngine.Random.Range(0, totalWeight); + foreach (var targetCandidate in TargetCandidates) { + if (targetCandidate._weight == 0) continue; + randomValue -= targetCandidate._weight; + if (randomValue > 0) continue; + + #if DEBUG + if (betterController.isDebugging) MelonLogger.Msg($"{targetCandidate.GetName()} [Random] HAS WON with {targetCandidate.Weight}!!!\n"); + #endif + + return targetCandidate; + } + + return null; + } + + [HarmonyPatch] + private static class HarmonyPatches { + + [HarmonyPrefix] + [HarmonyPatch(typeof(CVREyeControllerManager), nameof(CVREyeControllerManager.Update))] + private static bool Before_CVREyeControllerManager_Update(CVREyeControllerManager __instance) { + // Skip the original method to get the target candidates, since we're managing targets on ours own + return false; + } + + [HarmonyPostfix] + [HarmonyPatch(typeof(CVREyeControllerManager), "Start")] + private static void After_CVREyeControllerManager_Start() { + // Get the camera pickup instance so we can check if the camera is being held + _cameraPickup = CVRCamController.Instance.cvrCamera.GetComponent(); + + // Get value and listen to look at camera setting changes + _cameraIsLookAtTarget = MetaPort.Instance.settings.GetCameraSettingsBool(LookAtCameraSettingName, true); + MetaPort.Instance.settings.cameraSettingBoolChanged.AddListener((name, value) => { + if (name != LookAtCameraSettingName) return; + _cameraIsLookAtTarget = value; + }); + + Initialized = true; + } + } +}