final touches

completely migrated to new setup using a helper monobehavior, which makes code a lot cleaner
This commit is contained in:
NotAKidoS 2022-12-25 22:27:12 -06:00
parent 50c5016cc6
commit 22391d1fcc
5 changed files with 148 additions and 296 deletions

View file

@ -1,62 +1,65 @@
using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.MovementSystem;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using MelonLoader;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
using UnityEngine;
using UnityEngine.Events;
namespace DesktopVRIK;
public class NAKDesktopVRIK : MonoBehaviour
public class DesktopVRIK : MonoBehaviour
{
public static NAKDesktopVRIK Instance;
public VRIK vrik;
public static DesktopVRIK Instance;
public bool Setting_Enabled;
public bool Setting_EmulateVRChatHipMovement;
public bool Setting_EmoteVRIK;
public bool Setting_EmoteLookAtIK;
void Start()
{
Instance = this;
}
void LateUpdate()
public void OnPreSolverUpdate()
{
//pretty much zero out VRIK trying to locomote us using autofootstep
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
//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_EmulateVRChatHipMovement)
{
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
angle = (angle > 180) ? angle - 360 : angle;
float weight = (1 - MovementSystem.Instance.movementVector.magnitude);
Quaternion rotation = Quaternion.AngleAxis(angle * weight, IKSystem.Instance.avatar.transform.right);
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
}
public void CalibrateAvatarVRIK(CVRAvatar avatar)
{
//check if VRIK already exists, as it is an allowed component
vrik = avatar.gameObject.GetComponent<VRIK>();
if (vrik == null)
{
vrik = avatar.gameObject.AddComponent<VRIK>();
}
//Generic VRIK calibration shit
vrik.fixTransforms = false;
vrik.solver.plantFeet = false;
vrik.solver.locomotion.weight = 1f;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f;
IKSystem.vrik.fixTransforms = false;
IKSystem.vrik.solver.plantFeet = false;
IKSystem.vrik.solver.locomotion.weight = 1f;
IKSystem.vrik.solver.locomotion.angleThreshold = 30f;
IKSystem.vrik.solver.locomotion.maxLegStretch = 0.75f;
//nuke weights
vrik.solver.spine.headClampWeight = 0f;
vrik.solver.spine.minHeadHeight = 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;
IKSystem.vrik.solver.spine.headClampWeight = 0f;
IKSystem.vrik.solver.spine.minHeadHeight = 0f;
IKSystem.vrik.solver.leftArm.positionWeight = 0f;
IKSystem.vrik.solver.leftArm.rotationWeight = 0f;
IKSystem.vrik.solver.rightArm.positionWeight = 0f;
IKSystem.vrik.solver.rightArm.rotationWeight = 0f;
IKSystem.vrik.solver.leftLeg.positionWeight = 0f;
IKSystem.vrik.solver.leftLeg.rotationWeight = 0f;
IKSystem.vrik.solver.rightLeg.positionWeight = 0f;
IKSystem.vrik.solver.rightLeg.rotationWeight = 0f;
//ChilloutVR specific stuff
@ -69,15 +72,20 @@ public class NAKDesktopVRIK : MonoBehaviour
BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
vrik.solver.IKPositionWeight = 0f;
vrik.enabled = false;
IKSystem.vrik.solver.IKPositionWeight = 0f;
IKSystem.vrik.enabled = false;
//Calibrate HeadIKOffset
VRIKCalibrator.CalibrateHead(vrik, headAnchor, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
vrik.enabled = true;
vrik.solver.IKPositionWeight = 1f;
vrik.solver.spine.maintainPelvisPosition = 0f;
VRIKCalibrator.CalibrateHead(IKSystem.vrik, headAnchor, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
IKSystem.vrik.enabled = true;
IKSystem.vrik.solver.IKPositionWeight = 1f;
IKSystem.vrik.solver.spine.maintainPelvisPosition = 0f;
if (IKSystem.vrik != null)
{
IKSystem.vrik.onPreSolverUpdate.AddListener(new UnityAction(this.OnPreSolverUpdate));
}
}
//This is built because original build placed IK Targets on all joints.
private static Transform FindIKTarget(Transform targetParent)
{
/**