mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
its working (FUCK)
This commit is contained in:
parent
8f4d146ba0
commit
0f485ccaa3
6 changed files with 221 additions and 11 deletions
|
@ -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;
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue