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https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
its working (FUCK)
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6 changed files with 221 additions and 11 deletions
95
DesktopVRIK/AsserHandler.cs
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95
DesktopVRIK/AsserHandler.cs
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using System.Reflection;
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using UnityEngine;
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using Object = UnityEngine.Object;
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/*
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Kindly stolen from SDraw's leap motion mod. (MIT)
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https://github.com/SDraw/ml_mods_cvr/blob/master/ml_lme/AssetsHandler.cs
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*thank u sdraw, i wont be murderer now*
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*/
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namespace NAK.Melons.DesktopVRIK;
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static class AssetsHandler
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{
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static readonly List<string> ms_assets = new List<string>()
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{
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"IKPose.assetbundle"
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};
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static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();
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static Dictionary<string, Object> ms_loadedObjects = new Dictionary<string, Object>();
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public static void Load()
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{
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Assembly l_assembly = Assembly.GetExecutingAssembly();
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string l_assemblyName = l_assembly.GetName().Name;
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foreach (string l_assetName in ms_assets)
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{
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try
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{
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Stream l_assetStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + l_assetName);
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if (l_assetStream != null)
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{
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MemoryStream l_memorySteam = new MemoryStream((int)l_assetStream.Length);
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l_assetStream.CopyTo(l_memorySteam);
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AssetBundle l_assetBundle = AssetBundle.LoadFromMemory(l_memorySteam.ToArray(), 0);
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if (l_assetBundle != null)
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{
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l_assetBundle.hideFlags |= HideFlags.DontUnloadUnusedAsset;
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ms_loadedAssets.Add(l_assetName, l_assetBundle);
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}
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else
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MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset");
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}
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else
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MelonLoader.MelonLogger.Warning("Unable to get bundled '" + l_assetName + "' asset stream");
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}
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catch (System.Exception e)
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{
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MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset, reason: " + e.Message);
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}
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}
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}
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public static Object GetAsset(string p_name)
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{
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Object l_result = null;
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if (ms_loadedObjects.ContainsKey(p_name))
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{
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l_result = UnityEngine.Object.Instantiate(ms_loadedObjects[p_name]);
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//l_result.SetActive(true);
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l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
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}
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else
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{
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foreach (var l_pair in ms_loadedAssets)
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{
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if (l_pair.Value.Contains(p_name))
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{
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Object l_bundledObject = (Object)l_pair.Value.LoadAsset(p_name, typeof(Object));
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if (l_bundledObject != null)
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{
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ms_loadedObjects.Add(p_name, l_bundledObject);
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l_result = UnityEngine.Object.Instantiate(l_bundledObject);
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//l_result.SetActive(true);
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l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
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}
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break;
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}
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}
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}
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return l_result;
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}
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public static void Unload()
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{
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foreach (var l_pair in ms_loadedAssets)
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UnityEngine.Object.Destroy(l_pair.Value);
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ms_loadedAssets.Clear();
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}
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}
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@ -16,15 +16,28 @@ public class DesktopVRIK : MonoBehaviour
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public static bool Setting_Enabled,
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Setting_EnforceViewPosition,
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Setting_EmoteVRIK,
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Setting_EmoteLookAtIK;
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Setting_EmoteLookAtIK,
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Setting_AllowRootSlipping,
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Setting_TestIKPoseController;
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public static float Setting_EmulateVRChatHipMovementWeight;
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public Transform viewpoint;
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public Vector3 initialCamPos;
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Transform headIKTarget;
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Transform avatarHeadBone;
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RuntimeAnimatorController ikposeController;
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void Start()
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{
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Instance = this;
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ikposeController = (RuntimeAnimatorController)AssetsHandler.GetAsset("Assets/BundledAssets/IKPose/IKPose.controller");
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// create the shared Head IK Target
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headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
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headIKTarget.parent = PlayerSetup.Instance.transform;
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headIKTarget.localPosition = new Vector3(0f,1.8f,0f);
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headIKTarget.localRotation = Quaternion.identity;
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}
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public void ChangeViewpointHandling(bool enabled)
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@ -172,4 +185,105 @@ public class DesktopVRIK : MonoBehaviour
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newTarget.transform.localRotation = Quaternion.identity;
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return newTarget.transform;
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}
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public void AlternativeOnPreSolverUpdate()
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{
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//this order matters, rotation offset will be choppy if avatar is not cenetered first
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if (headIKTarget != null && avatarHeadBone != null)
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{
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headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
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}
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if (!Setting_AllowRootSlipping)
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{
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//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
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IKSystem.vrik.transform.localPosition = Vector3.zero;
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IKSystem.vrik.transform.localRotation = Quaternion.identity;
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}
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//VRChat hip movement emulation
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if (Setting_EmulateVRChatHipMovementWeight != 0)
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{
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float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
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if (angle > 180) angle -= 360;
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float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
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Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
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IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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}
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IKSystem.vrik.solver.plantFeet = true;
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}
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public Animator animator;
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public Quaternion originalRotation;
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public RuntimeAnimatorController runtimeAnimatorController;
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public VRIK AlternativeCalibration(CVRAvatar avatar)
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{
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animator = avatar.GetComponent<Animator>();
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avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
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//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
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avatar.transform.localPosition = Vector3.zero;
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originalRotation = avatar.transform.rotation;
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avatar.transform.rotation = Quaternion.identity;
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//force immediate calibration before animator decides to fuck us
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VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
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vrik.AutoDetectReferences();
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.Initiate(vrik.transform);
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if (Setting_TestIKPoseController)
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{
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//Destroy(vrik);
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return vrik;
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}
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//Generic VRIK calibration shit
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vrik.fixTransforms = true;
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vrik.solver.plantFeet = false;
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vrik.solver.locomotion.weight = 0f;
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vrik.solver.locomotion.angleThreshold = 30f;
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vrik.solver.locomotion.maxLegStretch = 0.75f;
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//nuke weights
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vrik.solver.spine.headClampWeight = 0f;
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vrik.solver.spine.minHeadHeight = 0f;
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vrik.solver.spine.pelvisPositionWeight = 0f;
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vrik.solver.leftArm.positionWeight = 0f;
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vrik.solver.leftArm.rotationWeight = 0f;
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vrik.solver.rightArm.positionWeight = 0f;
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vrik.solver.rightArm.rotationWeight = 0f;
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vrik.solver.leftLeg.positionWeight = 0f;
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vrik.solver.leftLeg.rotationWeight = 0f;
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vrik.solver.rightLeg.positionWeight = 0f;
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vrik.solver.rightLeg.rotationWeight = 0f;
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vrik.solver.IKPositionWeight = 0f;
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//ChilloutVR specific
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BodySystem.TrackingLeftArmEnabled = false;
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BodySystem.TrackingRightArmEnabled = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
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IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
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//Custom funky AF head ik shit
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headIKTarget.position = avatarHeadBone.position;
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headIKTarget.rotation = Quaternion.identity;
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VRIKCalibrator.CalibrateHead(vrik, headIKTarget.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
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headIKTarget.localRotation = Quaternion.identity;
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if (vrik != null)
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{
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vrik.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
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}
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avatar.transform.rotation = originalRotation;
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IKSystem.Instance.ResetIK();
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return vrik;
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}
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}
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@ -8,6 +8,14 @@
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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</PropertyGroup>
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<ItemGroup>
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<None Remove="resources\IKPose.assetbundle" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="resources\IKPose.assetbundle" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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@ -105,8 +105,6 @@ class IKSystemPatches
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{
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if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
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{
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IKSystem.Instance.animator.enabled = false;
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//why the fuck does this fix bad armatures and heels in ground ??? (this one is suprisingly not because of Default Robot Kyle) ... (Fuck you Default Robot Kyle)
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if (____poseHandler == null)
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{
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}
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____poseHandler.SetHumanPose(ref ___humanPose);
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//need IKSystem to see VRIK component for setup
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if (____vrik == null)
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{
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____vrik = avatar.gameObject.AddComponent<VRIK>();
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}
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//now I calibrate DesktopVRIK
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DesktopVRIK.Instance.CalibrateDesktopVRIK(avatar);
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____vrik = DesktopVRIK.Instance.AlternativeCalibration(avatar);
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IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
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}
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}
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}
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@ -43,6 +43,7 @@ public class DesktopVRIKMod : MelonMod
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System.Collections.IEnumerator WaitForLocalPlayer()
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{
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AssetsHandler.Load();
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while (PlayerSetup.Instance == null)
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yield return null;
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PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();
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BIN
DesktopVRIK/resources/IKPose.assetbundle
Normal file
BIN
DesktopVRIK/resources/IKPose.assetbundle
Normal file
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