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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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weight bump
This commit is contained in:
parent
7454efdb2f
commit
09cb3838a6
6 changed files with 134 additions and 58 deletions
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@ -123,19 +123,20 @@ internal class DesktopVRIKSystem : MonoBehaviour
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// DesktopVRIK Settings
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public bool Setting_Enabled = true;
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public bool Setting_PlantFeet = true;
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public bool Setting_PlantFeet;
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public bool Setting_ResetFootsteps;
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public float Setting_BodyLeanWeight;
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public float Setting_BodyHeadingLimit;
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public float Setting_PelvisHeadingWeight;
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public float Setting_ChestHeadingWeight;
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public float Setting_IKLerpSpeed;
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// Calibration Settings
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public bool Setting_UseVRIKToes = true;
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public bool Setting_FindUnmappedToes = true;
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public bool Setting_UseVRIKToes;
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public bool Setting_FindUnmappedToes;
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// Integration Settings
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public bool Setting_IntegrationAMT = false;
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public bool Setting_IntegrationAMT;
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// Avatar Components
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public CVRAvatar avatarDescriptor = null;
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@ -161,20 +162,21 @@ internal class DesktopVRIKSystem : MonoBehaviour
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// VRIK Calibration Info
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Vector3 _vrikKneeNormalLeft;
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Vector3 _vrikKneeNormalRight;
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Vector3 _vrikInitialFootStepLeft;
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Vector3 _vrikInitialFootStepRight;
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Vector3 _vrikInitialFootPosLeft;
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Vector3 _vrikInitialFootPosRight;
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Quaternion _vrikInitialFootRotLeft;
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Quaternion _vrikInitialFootRotRight;
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float _vrikInitialFootDistance;
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float _vrikInitialStepThreshold;
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float _vrikInitialStepHeight;
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bool _vrikFixTransformsRequired;
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// Player Info
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Transform _cameraTransform = null;
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bool _ikEmotePlaying = false;
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Transform _cameraTransform;
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bool _ikEmotePlaying;
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float _ikWeightLerp = 1f;
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float _ikSimulatedRootAngle = 0f;
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float _locomotionWeight = 1f;
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float _locomotionWeightLerp = 1f;
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float _locomotionLerpSpeed = 10f;
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// Last Movement Parent Info
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Vector3 _movementPosition;
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@ -202,32 +204,60 @@ internal class DesktopVRIKSystem : MonoBehaviour
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if (avatarVRIK == null) return;
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HandleLocomotionTracking();
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LerpLocomotionWeight();
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UpdateLocomotionWeight();
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ApplyBodySystemWeights();
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}
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void HandleLocomotionTracking()
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{
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bool isMoving = movementSystem.movementVector.magnitude > 0f;
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bool isGrounded = movementSystem._isGrounded;
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bool isCrouching = movementSystem.crouching;
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bool isProne = movementSystem.prone;
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bool isFlying = movementSystem.flying;
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bool shouldTrackLocomotion = !(isMoving || isCrouching || isProne || isFlying || !isGrounded);
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bool shouldTrackLocomotion = ShouldTrackLocomotion();
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if (shouldTrackLocomotion != BodySystem.TrackingLocomotionEnabled)
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{
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BodySystem.TrackingLocomotionEnabled = shouldTrackLocomotion;
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avatarIKSolver.Reset();
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ResetDesktopVRIK();
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if (shouldTrackLocomotion) IKResetFootsteps();
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}
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}
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void LerpLocomotionWeight()
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bool ShouldTrackLocomotion()
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{
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_locomotionWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
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_locomotionWeightLerp = Mathf.Lerp(_locomotionWeightLerp, _locomotionWeight, Time.deltaTime * _locomotionLerpSpeed);
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bool isMoving = movementSystem.movementVector.magnitude > 0f;
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bool isGrounded = movementSystem._isGrounded;
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bool isCrouching = movementSystem.crouching;
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bool isProne = movementSystem.prone;
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bool isFlying = movementSystem.flying;
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bool isStanding = IsStanding();
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return !(isMoving || isCrouching || isProne || isFlying || !isGrounded || !isStanding);
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}
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bool IsStanding()
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{
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// Let AMT handle it if available
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if (Setting_IntegrationAMT) return true;
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// Get Upright value
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Vector3 delta = avatarIKSolver.spine.headPosition - avatarTransform.position;
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Vector3 deltaRotated = Quaternion.Euler(0, avatarTransform.rotation.eulerAngles.y, 0) * delta;
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float upright = Mathf.InverseLerp(0f, avatarIKSolver.spine.headHeight, deltaRotated.y);
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return upright > 0.85f;
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}
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void UpdateLocomotionWeight()
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{
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float targetWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
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if (Setting_IKLerpSpeed > 0)
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{
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_ikWeightLerp = Mathf.Lerp(_ikWeightLerp, targetWeight, Time.deltaTime * Setting_IKLerpSpeed);
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_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * Setting_IKLerpSpeed * 2f);
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}
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else
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{
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_ikWeightLerp = targetWeight;
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_locomotionWeight = targetWeight;
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}
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}
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void ApplyBodySystemWeights()
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@ -354,17 +384,11 @@ internal class DesktopVRIKSystem : MonoBehaviour
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avatarIKSolver.plantFeet = Setting_PlantFeet;
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// Apply custom VRIK solving effects
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if (_locomotionWeightLerp > 0)
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if (_ikWeightLerp > 0)
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{
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IKBodyLeaningOffset();
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IKBodyHeadingOffset();
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}
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// Reset footsteps while transitioning
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if (_locomotionWeightLerp < 0.99f)
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{
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IKResetFootsteps();
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}
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}
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void IKBodyLeaningOffset()
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@ -372,7 +396,7 @@ internal class DesktopVRIKSystem : MonoBehaviour
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// Emulate old VRChat hip movement
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if (Setting_BodyLeanWeight <= 0) return;
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float weightedAngle = Setting_BodyLeanWeight * _locomotionWeightLerp;
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float weightedAngle = Setting_BodyLeanWeight * _ikWeightLerp;
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float angle = _cameraTransform.localEulerAngles.x;
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angle = angle > 180 ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
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@ -384,7 +408,7 @@ internal class DesktopVRIKSystem : MonoBehaviour
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// Make root heading follow within a set limit
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if (Setting_BodyHeadingLimit <= 0) return;
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float weightedAngleLimit = Setting_BodyHeadingLimit * _locomotionWeightLerp;
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float weightedAngleLimit = Setting_BodyHeadingLimit * _ikWeightLerp;
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float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _ikSimulatedRootAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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@ -410,17 +434,17 @@ internal class DesktopVRIKSystem : MonoBehaviour
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void IKResetFootsteps()
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{
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// Attempt to skip footstep transition
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// Reset footsteps immediatly to initial
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if (!Setting_ResetFootsteps) return;
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IKSolverVR.Footstep footstepLeft = avatarIKSolver.locomotion.footsteps[0];
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IKSolverVR.Footstep footstepRight = avatarIKSolver.locomotion.footsteps[1];
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Vector3 globalLeft = movementSystem.transform.TransformPoint(_vrikInitialFootStepLeft);
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Vector3 globalRight = movementSystem.transform.TransformPoint(_vrikInitialFootStepRight);
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footstepLeft.Reset(avatarTransform.rotation, globalLeft, footstepLeft.stepToRot);
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footstepRight.Reset(avatarTransform.rotation, globalRight, footstepRight.stepToRot);
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//footstepRight.StepTo(globalRight, avatarTransform.rotation, 100f);
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//footstepLeft.StepTo(globalLeft, avatarTransform.rotation, 100f);
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VRIKUtils.SetFootsteps
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(
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avatarVRIK,
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_vrikInitialFootPosLeft,
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_vrikInitialFootPosRight,
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_vrikInitialFootRotLeft,
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_vrikInitialFootRotRight
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);
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}
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void ResetDesktopVRIK()
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@ -542,7 +566,7 @@ internal class DesktopVRIKSystem : MonoBehaviour
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VRIKUtils.CalculateInitialIKScaling(avatarVRIK, out _vrikInitialFootDistance, out _vrikInitialStepThreshold, out _vrikInitialStepHeight);
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// Calculate initial Footstep positions
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VRIKUtils.CalculateInitialFootsteps(avatarVRIK, out _vrikInitialFootStepLeft, out _vrikInitialFootStepRight);
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VRIKUtils.CalculateInitialFootsteps(avatarVRIK, out _vrikInitialFootPosLeft, out _vrikInitialFootPosRight, out _vrikInitialFootRotLeft, out _vrikInitialFootRotRight);
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// Setup HeadIKTarget
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VRIKUtils.SetupHeadIKTarget(avatarVRIK);
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@ -643,4 +667,4 @@ internal class DesktopVRIKSystem : MonoBehaviour
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muscles[(int)index] = value;
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}
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}
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}
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}
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@ -17,21 +17,20 @@ public static class BTKUIAddon
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AddMelonToggle(ref miscCategory, DesktopVRIKMod.EntryEnabled);
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//Add my own page to not clog up Misc Menu
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Page desktopVRIKPage = miscCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", "DesktopVRIK");
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desktopVRIKPage.MenuTitle = "DesktopVRIK Settings";
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Category desktopVRIKCategory = desktopVRIKPage.AddCategory(DesktopVRIKMod.SettingsCategory);
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// General Settings
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//AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryEnabled);
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AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryPlantFeet);
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AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryResetFootstepsOnIdle);
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// Calibration Settings
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AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryUseVRIKToes);
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AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryFindUnmappedToes);
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// Fine-tuning Settings
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AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryResetFootstepsOnIdle);
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// Body Leaning Weight
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AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyLeanWeight, 0, 1f, 1);
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@ -39,7 +38,11 @@ public static class BTKUIAddon
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AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyHeadingLimit, 0, 90f, 0);
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AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryPelvisHeadingWeight, 0, 1f, 1);
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AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryChestHeadingWeight, 0, 1f, 1);
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// Lerp Speed
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AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryIKLerpSpeed, 0, 20f, 0);
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}
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private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
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{
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category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
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@ -15,12 +15,12 @@ public class DesktopVRIKMod : MelonMod
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public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
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CategoryDesktopVRIK.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
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public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
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CategoryDesktopVRIK.CreateEntry("Reset Footsteps on Idle", true, description: "Determins if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
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public static readonly MelonPreferences_Entry<bool> EntryUseVRIKToes =
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CategoryDesktopVRIK.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
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public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
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CategoryDesktopVRIK.CreateEntry("Reset Footsteps on Idle", false, description: "Forces Locomotion Footsteps to reset to their initial position on return to idle. This is a bit aggressive.");
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public static readonly MelonPreferences_Entry<bool> EntryFindUnmappedToes =
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CategoryDesktopVRIK.CreateEntry("Find Unmapped Toes", false, description: "Determines if DesktopVRIK should look for unmapped toe bones if the humanoid rig does not have any.");
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@ -36,6 +36,14 @@ public class DesktopVRIKMod : MelonMod
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public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
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CategoryDesktopVRIK.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
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public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
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CategoryDesktopVRIK.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
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public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
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CategoryDesktopVRIK.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
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public static bool integration_AMT = false;
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public override void OnInitializeMelon()
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{
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Logger = LoggerInstance;
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Logger.Msg("Initializing BTKUILib support.");
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BTKUIAddon.Init();
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}
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//AvatarMotionTweaker Handling
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if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "AvatarMotionTweaker"))
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{
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Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
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integration_AMT = true;
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}
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else
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{
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Logger.Msg("AvatarMotionTweaker was not found. Using built-in VRIK locomotion handling.");
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}
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}
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internal static void UpdateAllSettings()
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@ -64,10 +82,18 @@ public class DesktopVRIKMod : MelonMod
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DesktopVRIKSystem.Instance.Setting_BodyHeadingLimit = Mathf.Clamp(EntryBodyHeadingLimit.Value, 0f, 90f);
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DesktopVRIKSystem.Instance.Setting_PelvisHeadingWeight = (1f - Mathf.Clamp01(EntryPelvisHeadingWeight.Value));
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DesktopVRIKSystem.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
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DesktopVRIKSystem.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
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DesktopVRIKSystem.Instance.Setting_IKLerpSpeed = Mathf.Clamp(EntryIKLerpSpeed.Value, 0f, 20f);
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// Calibration Settings
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DesktopVRIKSystem.Instance.Setting_UseVRIKToes = EntryUseVRIKToes.Value;
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DesktopVRIKSystem.Instance.Setting_FindUnmappedToes = EntryFindUnmappedToes.Value;
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// Fine-tuning Settings
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DesktopVRIKSystem.Instance.Setting_ResetFootsteps = EntryResetFootstepsOnIdle.Value;
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// Integration Settings
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DesktopVRIKSystem.Instance.Setting_IntegrationAMT = EntryIntegrationAMT.Value && integration_AMT;
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}
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void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
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@ -26,6 +26,6 @@ using System.Reflection;
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namespace NAK.Melons.DesktopVRIK.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "4.1.2";
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public const string Version = "4.1.3";
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public const string Author = "NotAKidoS";
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}
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@ -154,10 +154,33 @@ public static class VRIKUtils
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initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
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}
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public static void CalculateInitialFootsteps(VRIK vrik, out Vector3 initialFootstepLeft, out Vector3 initialFootstepRight)
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public static void CalculateInitialFootsteps(VRIK vrik, out Vector3 initialFootPosLeft, out Vector3 initialFootPosRight, out Quaternion initialFootRotLeft, out Quaternion initialFootRotRight)
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{
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initialFootstepLeft = vrik.references.root.InverseTransformPoint(vrik.references.leftFoot.position);
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initialFootstepRight = vrik.references.root.InverseTransformPoint(vrik.references.rightFoot.position);
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Transform root = vrik.references.root;
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Transform leftFoot = vrik.references.leftFoot;
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Transform rightFoot = vrik.references.rightFoot;
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// Calculate the world rotation of the root bone at the current frame
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Quaternion rootWorldRot = root.rotation;
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// Calculate the world rotation of the left and right feet relative to the root bone
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initialFootPosLeft = root.InverseTransformPoint(leftFoot.position);
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initialFootPosRight = root.InverseTransformPoint(rightFoot.position);
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initialFootRotLeft = Quaternion.Inverse(rootWorldRot) * leftFoot.rotation;
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initialFootRotRight = Quaternion.Inverse(rootWorldRot) * rightFoot.rotation;
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}
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public static void SetFootsteps(VRIK vrik, Vector3 footPosLeft, Vector3 footPosRight, Quaternion footRotLeft, Quaternion footRotRight)
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{
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var locomotionSolver = vrik.solver.locomotion;
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var footsteps = locomotionSolver.footsteps;
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var footstepLeft = footsteps[0];
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var footstepRight = footsteps[1];
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var rootWorldRot = vrik.references.root.rotation;
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footstepLeft.Reset(rootWorldRot, vrik.transform.TransformPoint(footPosLeft), rootWorldRot * footRotLeft);
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footstepRight.Reset(rootWorldRot, vrik.transform.TransformPoint(footPosRight), rootWorldRot * footRotRight);
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}
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public static void SetupHeadIKTarget(VRIK vrik)
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@ -1,7 +1,7 @@
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{
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"_id": 117,
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"name": "DesktopVRIK",
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"modversion": "4.1.2",
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"modversion": "4.1.3",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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@ -17,8 +17,8 @@
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"requirements": [
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"BTKUILib"
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.2/DesktopVRIK.dll",
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.3/DesktopVRIK.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
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"changelog": "- No longer requires AvatarMotionTweaker.\n- No longer piggybacks on IKSystem/PlayerSetup.\n\n DesktopVRIK will now handle VRIK Locomotion weight instead of relying on CVR & AMT to handle it. This means LeapMotionExtension, PickupArmMovement, and CVRLimbGrabber will now work while in crouch/prone.",
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"changelog": "- No longer requires AvatarMotionTweaker.\n- No longer piggybacks on IKSystem/PlayerSetup.\n- Tweaks to Locomotion & IKSolver weight blending.\n\n DesktopVRIK will now handle VRIK Locomotion weight instead of relying on CVR & AMT to handle it. This means LeapMotionExtension, PickupArmMovement, and CVRLimbGrabber will now work while in crouch/prone.",
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"embedcolor": "9b59b6"
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}
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