weight bump

This commit is contained in:
NotAKidoS 2023-03-30 23:34:18 -05:00
parent 7454efdb2f
commit 09cb3838a6
6 changed files with 134 additions and 58 deletions

View file

@ -123,19 +123,20 @@ internal class DesktopVRIKSystem : MonoBehaviour
// DesktopVRIK Settings
public bool Setting_Enabled = true;
public bool Setting_PlantFeet = true;
public bool Setting_PlantFeet;
public bool Setting_ResetFootsteps;
public float Setting_BodyLeanWeight;
public float Setting_BodyHeadingLimit;
public float Setting_PelvisHeadingWeight;
public float Setting_ChestHeadingWeight;
public float Setting_IKLerpSpeed;
// Calibration Settings
public bool Setting_UseVRIKToes = true;
public bool Setting_FindUnmappedToes = true;
public bool Setting_UseVRIKToes;
public bool Setting_FindUnmappedToes;
// Integration Settings
public bool Setting_IntegrationAMT = false;
public bool Setting_IntegrationAMT;
// Avatar Components
public CVRAvatar avatarDescriptor = null;
@ -161,20 +162,21 @@ internal class DesktopVRIKSystem : MonoBehaviour
// VRIK Calibration Info
Vector3 _vrikKneeNormalLeft;
Vector3 _vrikKneeNormalRight;
Vector3 _vrikInitialFootStepLeft;
Vector3 _vrikInitialFootStepRight;
Vector3 _vrikInitialFootPosLeft;
Vector3 _vrikInitialFootPosRight;
Quaternion _vrikInitialFootRotLeft;
Quaternion _vrikInitialFootRotRight;
float _vrikInitialFootDistance;
float _vrikInitialStepThreshold;
float _vrikInitialStepHeight;
bool _vrikFixTransformsRequired;
// Player Info
Transform _cameraTransform = null;
bool _ikEmotePlaying = false;
Transform _cameraTransform;
bool _ikEmotePlaying;
float _ikWeightLerp = 1f;
float _ikSimulatedRootAngle = 0f;
float _locomotionWeight = 1f;
float _locomotionWeightLerp = 1f;
float _locomotionLerpSpeed = 10f;
// Last Movement Parent Info
Vector3 _movementPosition;
@ -202,32 +204,60 @@ internal class DesktopVRIKSystem : MonoBehaviour
if (avatarVRIK == null) return;
HandleLocomotionTracking();
LerpLocomotionWeight();
UpdateLocomotionWeight();
ApplyBodySystemWeights();
}
void HandleLocomotionTracking()
{
bool isMoving = movementSystem.movementVector.magnitude > 0f;
bool isGrounded = movementSystem._isGrounded;
bool isCrouching = movementSystem.crouching;
bool isProne = movementSystem.prone;
bool isFlying = movementSystem.flying;
bool shouldTrackLocomotion = !(isMoving || isCrouching || isProne || isFlying || !isGrounded);
bool shouldTrackLocomotion = ShouldTrackLocomotion();
if (shouldTrackLocomotion != BodySystem.TrackingLocomotionEnabled)
{
BodySystem.TrackingLocomotionEnabled = shouldTrackLocomotion;
avatarIKSolver.Reset();
ResetDesktopVRIK();
if (shouldTrackLocomotion) IKResetFootsteps();
}
}
void LerpLocomotionWeight()
bool ShouldTrackLocomotion()
{
_locomotionWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
_locomotionWeightLerp = Mathf.Lerp(_locomotionWeightLerp, _locomotionWeight, Time.deltaTime * _locomotionLerpSpeed);
bool isMoving = movementSystem.movementVector.magnitude > 0f;
bool isGrounded = movementSystem._isGrounded;
bool isCrouching = movementSystem.crouching;
bool isProne = movementSystem.prone;
bool isFlying = movementSystem.flying;
bool isStanding = IsStanding();
return !(isMoving || isCrouching || isProne || isFlying || !isGrounded || !isStanding);
}
bool IsStanding()
{
// Let AMT handle it if available
if (Setting_IntegrationAMT) return true;
// Get Upright value
Vector3 delta = avatarIKSolver.spine.headPosition - avatarTransform.position;
Vector3 deltaRotated = Quaternion.Euler(0, avatarTransform.rotation.eulerAngles.y, 0) * delta;
float upright = Mathf.InverseLerp(0f, avatarIKSolver.spine.headHeight, deltaRotated.y);
return upright > 0.85f;
}
void UpdateLocomotionWeight()
{
float targetWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
if (Setting_IKLerpSpeed > 0)
{
_ikWeightLerp = Mathf.Lerp(_ikWeightLerp, targetWeight, Time.deltaTime * Setting_IKLerpSpeed);
_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * Setting_IKLerpSpeed * 2f);
}
else
{
_ikWeightLerp = targetWeight;
_locomotionWeight = targetWeight;
}
}
void ApplyBodySystemWeights()
@ -354,17 +384,11 @@ internal class DesktopVRIKSystem : MonoBehaviour
avatarIKSolver.plantFeet = Setting_PlantFeet;
// Apply custom VRIK solving effects
if (_locomotionWeightLerp > 0)
if (_ikWeightLerp > 0)
{
IKBodyLeaningOffset();
IKBodyHeadingOffset();
}
// Reset footsteps while transitioning
if (_locomotionWeightLerp < 0.99f)
{
IKResetFootsteps();
}
}
void IKBodyLeaningOffset()
@ -372,7 +396,7 @@ internal class DesktopVRIKSystem : MonoBehaviour
// Emulate old VRChat hip movement
if (Setting_BodyLeanWeight <= 0) return;
float weightedAngle = Setting_BodyLeanWeight * _locomotionWeightLerp;
float weightedAngle = Setting_BodyLeanWeight * _ikWeightLerp;
float angle = _cameraTransform.localEulerAngles.x;
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
@ -384,7 +408,7 @@ internal class DesktopVRIKSystem : MonoBehaviour
// Make root heading follow within a set limit
if (Setting_BodyHeadingLimit <= 0) return;
float weightedAngleLimit = Setting_BodyHeadingLimit * _locomotionWeightLerp;
float weightedAngleLimit = Setting_BodyHeadingLimit * _ikWeightLerp;
float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
@ -410,17 +434,17 @@ internal class DesktopVRIKSystem : MonoBehaviour
void IKResetFootsteps()
{
// Attempt to skip footstep transition
// Reset footsteps immediatly to initial
if (!Setting_ResetFootsteps) return;
IKSolverVR.Footstep footstepLeft = avatarIKSolver.locomotion.footsteps[0];
IKSolverVR.Footstep footstepRight = avatarIKSolver.locomotion.footsteps[1];
Vector3 globalLeft = movementSystem.transform.TransformPoint(_vrikInitialFootStepLeft);
Vector3 globalRight = movementSystem.transform.TransformPoint(_vrikInitialFootStepRight);
footstepLeft.Reset(avatarTransform.rotation, globalLeft, footstepLeft.stepToRot);
footstepRight.Reset(avatarTransform.rotation, globalRight, footstepRight.stepToRot);
//footstepRight.StepTo(globalRight, avatarTransform.rotation, 100f);
//footstepLeft.StepTo(globalLeft, avatarTransform.rotation, 100f);
VRIKUtils.SetFootsteps
(
avatarVRIK,
_vrikInitialFootPosLeft,
_vrikInitialFootPosRight,
_vrikInitialFootRotLeft,
_vrikInitialFootRotRight
);
}
void ResetDesktopVRIK()
@ -542,7 +566,7 @@ internal class DesktopVRIKSystem : MonoBehaviour
VRIKUtils.CalculateInitialIKScaling(avatarVRIK, out _vrikInitialFootDistance, out _vrikInitialStepThreshold, out _vrikInitialStepHeight);
// Calculate initial Footstep positions
VRIKUtils.CalculateInitialFootsteps(avatarVRIK, out _vrikInitialFootStepLeft, out _vrikInitialFootStepRight);
VRIKUtils.CalculateInitialFootsteps(avatarVRIK, out _vrikInitialFootPosLeft, out _vrikInitialFootPosRight, out _vrikInitialFootRotLeft, out _vrikInitialFootRotRight);
// Setup HeadIKTarget
VRIKUtils.SetupHeadIKTarget(avatarVRIK);
@ -643,4 +667,4 @@ internal class DesktopVRIKSystem : MonoBehaviour
muscles[(int)index] = value;
}
}
}
}