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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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move bunch of things to depricated folder
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86828a94e2
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156 changed files with 193 additions and 93 deletions
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using UnityEngine;
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namespace NAK.AlternateIKSystem.VRIKHelpers;
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public struct VRIKLocomotionData
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{
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public Vector3 InitialFootPosLeft;
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public Vector3 InitialFootPosRight;
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public Quaternion InitialFootRotLeft;
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public Quaternion InitialFootRotRight;
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public float InitialFootDistance;
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public float InitialStepThreshold;
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public float InitialStepHeight;
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public void Clear()
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{
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InitialFootPosLeft = Vector3.zero;
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InitialFootPosRight = Vector3.zero;
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InitialFootRotLeft = Quaternion.identity;
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InitialFootRotRight = Quaternion.identity;
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InitialFootDistance = 0f;
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InitialStepThreshold = 0f;
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InitialStepHeight = 0f;
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}
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}
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.AlternateIKSystem.VRIKHelpers;
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public static class VRIKUtils
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{
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public static void CalculateInitialIKScaling(VRIK vrik, ref VRIKLocomotionData locomotionData)
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{
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// Get distance between feet and thighs
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float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
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float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
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locomotionData.InitialFootDistance = footDistance * 0.5f;
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locomotionData.InitialStepThreshold = footDistance * scaleModifier;
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locomotionData.InitialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
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}
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public static void CalculateInitialFootsteps(VRIK vrik, ref VRIKLocomotionData locomotionData)
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{
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Transform root = vrik.references.root;
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Transform leftFoot = vrik.references.leftFoot;
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Transform rightFoot = vrik.references.rightFoot;
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// Calculate the world rotation of the root bone at the current frame
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Quaternion rootWorldRot = root.rotation;
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// Calculate the world rotation of the left and right feet relative to the root bone
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locomotionData.InitialFootPosLeft = root.InverseTransformPoint(leftFoot.position);
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locomotionData.InitialFootPosRight = root.InverseTransformPoint(rightFoot.position);
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locomotionData.InitialFootRotLeft = Quaternion.Inverse(rootWorldRot) * leftFoot.rotation;
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locomotionData.InitialFootRotRight = Quaternion.Inverse(rootWorldRot) * rightFoot.rotation;
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}
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public static void ResetToInitialFootsteps(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
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{
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Transform root = vrik.references.root;
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Quaternion rootWorldRot = vrik.references.root.rotation;
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// hack, use parent transform instead as setting feet position moves root (root.parent), but does not work for VR
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var footsteps = vrik.solver.locomotion.footsteps;
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footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft * scaleModifier),
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rootWorldRot * locomotionData.InitialFootRotLeft);
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footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight * scaleModifier),
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rootWorldRot * locomotionData.InitialFootRotRight);
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}
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public static void ApplyScaleToVRIK(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
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{
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IKSolverVR.Locomotion locomotionSolver = vrik.solver.locomotion;
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locomotionSolver.footDistance = locomotionData.InitialFootDistance * scaleModifier;
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locomotionSolver.stepThreshold = locomotionData.InitialStepThreshold * scaleModifier;
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ScaleStepHeight(locomotionSolver.stepHeight, locomotionData.InitialStepHeight * scaleModifier);
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}
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private static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
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{
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var keyframes = stepHeightCurve.keys;
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keyframes[1].value = mag;
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stepHeightCurve.keys = keyframes;
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}
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}
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