its working (FUCK)

This commit is contained in:
NotAKidoS 2023-01-13 23:48:21 -06:00
parent 8f4d146ba0
commit 0f485ccaa3
6 changed files with 221 additions and 11 deletions

View file

@ -0,0 +1,95 @@
using System.Reflection;
using UnityEngine;
using Object = UnityEngine.Object;
/*
Kindly stolen from SDraw's leap motion mod. (MIT)
https://github.com/SDraw/ml_mods_cvr/blob/master/ml_lme/AssetsHandler.cs
*thank u sdraw, i wont be murderer now*
*/
namespace NAK.Melons.DesktopVRIK;
static class AssetsHandler
{
static readonly List<string> ms_assets = new List<string>()
{
"IKPose.assetbundle"
};
static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();
static Dictionary<string, Object> ms_loadedObjects = new Dictionary<string, Object>();
public static void Load()
{
Assembly l_assembly = Assembly.GetExecutingAssembly();
string l_assemblyName = l_assembly.GetName().Name;
foreach (string l_assetName in ms_assets)
{
try
{
Stream l_assetStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + l_assetName);
if (l_assetStream != null)
{
MemoryStream l_memorySteam = new MemoryStream((int)l_assetStream.Length);
l_assetStream.CopyTo(l_memorySteam);
AssetBundle l_assetBundle = AssetBundle.LoadFromMemory(l_memorySteam.ToArray(), 0);
if (l_assetBundle != null)
{
l_assetBundle.hideFlags |= HideFlags.DontUnloadUnusedAsset;
ms_loadedAssets.Add(l_assetName, l_assetBundle);
}
else
MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset");
}
else
MelonLoader.MelonLogger.Warning("Unable to get bundled '" + l_assetName + "' asset stream");
}
catch (System.Exception e)
{
MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset, reason: " + e.Message);
}
}
}
public static Object GetAsset(string p_name)
{
Object l_result = null;
if (ms_loadedObjects.ContainsKey(p_name))
{
l_result = UnityEngine.Object.Instantiate(ms_loadedObjects[p_name]);
//l_result.SetActive(true);
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
}
else
{
foreach (var l_pair in ms_loadedAssets)
{
if (l_pair.Value.Contains(p_name))
{
Object l_bundledObject = (Object)l_pair.Value.LoadAsset(p_name, typeof(Object));
if (l_bundledObject != null)
{
ms_loadedObjects.Add(p_name, l_bundledObject);
l_result = UnityEngine.Object.Instantiate(l_bundledObject);
//l_result.SetActive(true);
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
}
break;
}
}
}
return l_result;
}
public static void Unload()
{
foreach (var l_pair in ms_loadedAssets)
UnityEngine.Object.Destroy(l_pair.Value);
ms_loadedAssets.Clear();
}
}

View file

@ -16,15 +16,28 @@ public class DesktopVRIK : MonoBehaviour
public static bool Setting_Enabled,
Setting_EnforceViewPosition,
Setting_EmoteVRIK,
Setting_EmoteLookAtIK;
Setting_EmoteLookAtIK,
Setting_AllowRootSlipping,
Setting_TestIKPoseController;
public static float Setting_EmulateVRChatHipMovementWeight;
public Transform viewpoint;
public Vector3 initialCamPos;
Transform headIKTarget;
Transform avatarHeadBone;
RuntimeAnimatorController ikposeController;
void Start()
{
Instance = this;
ikposeController = (RuntimeAnimatorController)AssetsHandler.GetAsset("Assets/BundledAssets/IKPose/IKPose.controller");
// create the shared Head IK Target
headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
headIKTarget.parent = PlayerSetup.Instance.transform;
headIKTarget.localPosition = new Vector3(0f,1.8f,0f);
headIKTarget.localRotation = Quaternion.identity;
}
public void ChangeViewpointHandling(bool enabled)
@ -172,4 +185,105 @@ public class DesktopVRIK : MonoBehaviour
newTarget.transform.localRotation = Quaternion.identity;
return newTarget.transform;
}
public void AlternativeOnPreSolverUpdate()
{
//this order matters, rotation offset will be choppy if avatar is not cenetered first
if (headIKTarget != null && avatarHeadBone != null)
{
headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
}
if (!Setting_AllowRootSlipping)
{
//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity;
}
//VRChat hip movement emulation
if (Setting_EmulateVRChatHipMovementWeight != 0)
{
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
if (angle > 180) angle -= 360;
float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
IKSystem.vrik.solver.plantFeet = true;
}
public Animator animator;
public Quaternion originalRotation;
public RuntimeAnimatorController runtimeAnimatorController;
public VRIK AlternativeCalibration(CVRAvatar avatar)
{
animator = avatar.GetComponent<Animator>();
avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
avatar.transform.localPosition = Vector3.zero;
originalRotation = avatar.transform.rotation;
avatar.transform.rotation = Quaternion.identity;
//force immediate calibration before animator decides to fuck us
VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
vrik.AutoDetectReferences();
vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform);
if (Setting_TestIKPoseController)
{
//Destroy(vrik);
return vrik;
}
//Generic VRIK calibration shit
vrik.fixTransforms = true;
vrik.solver.plantFeet = false;
vrik.solver.locomotion.weight = 0f;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f;
//nuke weights
vrik.solver.spine.headClampWeight = 0f;
vrik.solver.spine.minHeadHeight = 0f;
vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f;
vrik.solver.rightArm.rotationWeight = 0f;
vrik.solver.leftLeg.positionWeight = 0f;
vrik.solver.leftLeg.rotationWeight = 0f;
vrik.solver.rightLeg.positionWeight = 0f;
vrik.solver.rightLeg.rotationWeight = 0f;
vrik.solver.IKPositionWeight = 0f;
//ChilloutVR specific
BodySystem.TrackingLeftArmEnabled = false;
BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
//Custom funky AF head ik shit
headIKTarget.position = avatarHeadBone.position;
headIKTarget.rotation = Quaternion.identity;
VRIKCalibrator.CalibrateHead(vrik, headIKTarget.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
headIKTarget.localRotation = Quaternion.identity;
if (vrik != null)
{
vrik.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
}
avatar.transform.rotation = originalRotation;
IKSystem.Instance.ResetIK();
return vrik;
}
}

View file

@ -8,6 +8,14 @@
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<None Remove="resources\IKPose.assetbundle" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="resources\IKPose.assetbundle" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>

View file

@ -105,8 +105,6 @@ class IKSystemPatches
{
if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
{
IKSystem.Instance.animator.enabled = false;
//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)
if (____poseHandler == null)
{
@ -120,14 +118,8 @@ class IKSystemPatches
}
____poseHandler.SetHumanPose(ref ___humanPose);
//need IKSystem to see VRIK component for setup
if (____vrik == null)
{
____vrik = avatar.gameObject.AddComponent<VRIK>();
}
//now I calibrate DesktopVRIK
DesktopVRIK.Instance.CalibrateDesktopVRIK(avatar);
____vrik = DesktopVRIK.Instance.AlternativeCalibration(avatar);
IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
}
}
}

View file

@ -43,6 +43,7 @@ public class DesktopVRIKMod : MelonMod
System.Collections.IEnumerator WaitForLocalPlayer()
{
AssetsHandler.Load();
while (PlayerSetup.Instance == null)
yield return null;
PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();

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