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No longer rely on AMT, IKSystem, or PlayerSetup
Partially rewrote everything so it is cleaner, does not need Traverse/Reflection, and no longer piggybacks on the game handling VRIK on Desktop for whatever reason. This version also handles VRIK Locomotion weight standalone instead of requiring AvatarMotionTweaker, but if AMT is found it will rely on it anyways. This can be overwridden in the melonprefs, but its still gonna be double the maths for no reason.
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7 changed files with 721 additions and 625 deletions
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@ -1,13 +1,10 @@
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using RootMotion.FinalIK;
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using System.Reflection;
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using UnityEngine;
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namespace NAK.Melons.DesktopVRIK;
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public static class VRIKUtils
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{
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static readonly FieldInfo vrik_bendNormalRelToPelvis = typeof(IKSolverVR.Leg).GetField("bendNormalRelToPelvis", BindingFlags.NonPublic | BindingFlags.Instance);
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public static void ConfigureVRIKReferences(VRIK vrik, bool useVRIKToes, bool findUnmappedToes, out bool foundUnmappedToes)
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{
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foundUnmappedToes = false;
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@ -119,16 +116,13 @@ public static class VRIKUtils
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public static void ApplyKneeBendNormals(VRIK vrik, Vector3 leftKneeNormal, Vector3 rightKneeNormal)
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{
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// 0 uses bendNormalRelToPelvis, 1 is bendNormalRelToTarget
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// modifying pelvis normal weight is better math
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// modifying pelvis normal weight is easier math
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vrik.solver.leftLeg.bendToTargetWeight = 0f;
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vrik.solver.rightLeg.bendToTargetWeight = 0f;
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var pelvis_localRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
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var leftLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * leftKneeNormal;
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var rightLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * rightKneeNormal;
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vrik_bendNormalRelToPelvis.SetValue(vrik.solver.leftLeg, leftLeg_bendNormalRelToPelvis);
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vrik_bendNormalRelToPelvis.SetValue(vrik.solver.rightLeg, rightLeg_bendNormalRelToPelvis);
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vrik.solver.leftLeg.bendNormalRelToPelvis = pelvis_localRotationInverse * leftKneeNormal;
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vrik.solver.rightLeg.bendNormalRelToPelvis = pelvis_localRotationInverse * rightKneeNormal;
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}
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private static Vector3 GetNormalFromArray(Vector3[] positions)
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@ -160,6 +154,18 @@ 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 SetupHeadIKTarget(VRIK vrik)
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{
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// Lazy HeadIKTarget calibration
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if (vrik.solver.spine.headTarget == null)
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{
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vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
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}
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vrik.solver.spine.headTarget.parent = vrik.references.head;
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vrik.solver.spine.headTarget.localPosition = Vector3.zero;
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vrik.solver.spine.headTarget.localRotation = Quaternion.identity;
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}
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public static void ApplyScaleToVRIK(VRIK vrik, float footDistance, float stepThreshold, float stepHeight, float modifier)
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{
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vrik.solver.locomotion.footDistance = footDistance * modifier;
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