diff --git a/DesktopVRIK/AsserHandler.cs b/DesktopVRIK/AsserHandler.cs new file mode 100644 index 0000000..b5e5c7d --- /dev/null +++ b/DesktopVRIK/AsserHandler.cs @@ -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 ms_assets = new List() + { + "IKPose.assetbundle" + }; + + static Dictionary ms_loadedAssets = new Dictionary(); + static Dictionary ms_loadedObjects = new Dictionary(); + + 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(); + } +} \ No newline at end of file diff --git a/DesktopVRIK/DesktopVRIK.cs b/DesktopVRIK/DesktopVRIK.cs index c2c5b36..64bf02b 100644 --- a/DesktopVRIK/DesktopVRIK.cs +++ b/DesktopVRIK/DesktopVRIK.cs @@ -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(); + 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.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; + } } \ No newline at end of file diff --git a/DesktopVRIK/DesktopVRIK.csproj b/DesktopVRIK/DesktopVRIK.csproj index c432ed3..8442204 100644 --- a/DesktopVRIK/DesktopVRIK.csproj +++ b/DesktopVRIK/DesktopVRIK.csproj @@ -8,6 +8,14 @@ false + + + + + + + + C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll diff --git a/DesktopVRIK/HarmonyPatches.cs b/DesktopVRIK/HarmonyPatches.cs index 8ceb5a3..9a00ec2 100644 --- a/DesktopVRIK/HarmonyPatches.cs +++ b/DesktopVRIK/HarmonyPatches.cs @@ -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(); - } - - //now I calibrate DesktopVRIK - DesktopVRIK.Instance.CalibrateDesktopVRIK(avatar); + ____vrik = DesktopVRIK.Instance.AlternativeCalibration(avatar); + IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y); } } } diff --git a/DesktopVRIK/Main.cs b/DesktopVRIK/Main.cs index e236813..dcc7ebd 100644 --- a/DesktopVRIK/Main.cs +++ b/DesktopVRIK/Main.cs @@ -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(); diff --git a/DesktopVRIK/resources/IKPose.assetbundle b/DesktopVRIK/resources/IKPose.assetbundle new file mode 100644 index 0000000..156c7e0 Binary files /dev/null and b/DesktopVRIK/resources/IKPose.assetbundle differ