mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
final touches
completely migrated to new setup using a helper monobehavior, which makes code a lot cleaner
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5 changed files with 148 additions and 296 deletions
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@ -1,240 +1,48 @@
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.MovementSystem;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using HarmonyLib;
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using ABI_RC.Core.Player;
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using MelonLoader;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.Events;
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namespace DesktopVRIK;
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public class DesktopVRIK : MelonMod
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public class DesktopVRIKMod : MelonMod
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{
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internal const string SettingsCategory = "DesktopVRIK";
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private static MelonPreferences_Category m_categoryDesktopVRIK;
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private static MelonPreferences_Entry<bool> m_entryEnabled;
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private static MelonPreferences_Entry<bool> m_entryEmulateHipMovement;
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private static MelonPreferences_Entry<bool> m_entryEmoteVRIK;
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private static MelonPreferences_Entry<bool> m_entryEmoteLookAtIK;
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public override void OnApplicationStart()
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private static MelonPreferences_Entry<bool> m_entryEnabled, m_entryEmulateHipMovement, m_entryEmoteVRIK, m_entryEmoteLookAtIK;
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public override void OnInitializeMelon()
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{
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m_categoryDesktopVRIK = MelonPreferences.CreateCategory(nameof(DesktopVRIK));
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m_entryEnabled = m_categoryDesktopVRIK.CreateEntry<bool>("Enabled", true, description: "Attempt to give Desktop VRIK.");
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m_categoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory);
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m_entryEnabled = m_categoryDesktopVRIK.CreateEntry<bool>("Enabled", true, description: "Attempt to give Desktop VRIK on avatar load.");
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m_entryEmulateHipMovement = m_categoryDesktopVRIK.CreateEntry<bool>("Emulate Hip Movement", true, description: "Emulates VRChat-like hip movement when moving head up/down on desktop.");
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m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting.");
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m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting.");
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m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
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m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting. This setting doesn't really matter, as LookAtIK isn't networked while doing an emote.");
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m_categoryDesktopVRIK.SaveToFile(false);
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foreach (var setting in m_categoryDesktopVRIK.Entries)
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{
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setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
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}
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MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
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}
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[HarmonyPatch]
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private class HarmonyPatches
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System.Collections.IEnumerator WaitForLocalPlayer()
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{
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private static bool emotePlayed = false;
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), "Update")]
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private static void CorrectVRIK(ref bool ____emotePlaying, ref LookAtIK ___lookIK)
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{
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if (MetaPort.Instance.isUsingVr) return;
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if (IKSystem.vrik == null) return;
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//pretty much zero out VRIK trying to locomote us using autofootstep
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IKSystem.Instance.avatar.transform.localPosition = Vector3.zero;
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IKSystem.Instance.avatar.transform.localRotation = Quaternion.identity;
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//TODO: Smooth out offset when walking/running
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if ( m_entryEmulateHipMovement.Value )
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{
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float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
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angle = (angle > 180) ? angle - 360 : angle;
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float weight = (1 - MovementSystem.Instance.movementVector.magnitude);
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Quaternion rotation = Quaternion.AngleAxis(angle * weight, IKSystem.Instance.avatar.transform.right);
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IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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}
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//Avatar Motion Tweaker has custom emote detection to disable VRIK via state tags
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if (____emotePlaying && !emotePlayed)
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{
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emotePlayed = true;
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if (m_entryEmoteVRIK.Value)
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{
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BodySystem.TrackingEnabled = false;
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IKSystem.vrik.solver.Reset();
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}
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if (m_entryEmoteLookAtIK.Value && ___lookIK != null)
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{
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___lookIK.enabled = false;
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}
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}
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else if (!____emotePlaying && emotePlayed)
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{
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emotePlayed = false;
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BodySystem.TrackingEnabled = true;
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IKSystem.vrik.solver.Reset();
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if (___lookIK != null)
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{
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___lookIK.enabled = true;
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}
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(IKSystem), "InitializeAvatar")]
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private static void InitializeDesktopAvatar(CVRAvatar avatar, ref VRIK ____vrik, ref HumanPoseHandler ____poseHandler, ref Vector3 ____referenceRootPosition, ref Quaternion ____referenceRootRotation, ref float[] ___HandCalibrationPoseMuscles)
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{
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if (!m_entryEnabled.Value) return;
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if (MetaPort.Instance.isUsingVr) return;
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//set avatar to
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Quaternion initialRotation = avatar.transform.rotation;
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avatar.transform.rotation = Quaternion.identity;
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____vrik = avatar.gameObject.AddComponent<VRIK>();
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____vrik.fixTransforms = false;
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____vrik.solver.locomotion.weight = 1f;
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IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
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____vrik.solver.locomotion.angleThreshold = 30f;
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____vrik.solver.locomotion.maxLegStretch = 0.75f;
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____vrik.solver.spine.headClampWeight = 0f;
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____vrik.solver.spine.minHeadHeight = 0f;
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if (____vrik != null)
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{
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____vrik.onPreSolverUpdate.AddListener(new UnityAction(IKSystem.Instance.OnPreSolverUpdate));
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}
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if (____poseHandler == null)
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{
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____poseHandler = new HumanPoseHandler(IKSystem.Instance.animator.avatar, IKSystem.Instance.animator.transform);
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}
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____poseHandler.GetHumanPose(ref IKSystem.Instance.humanPose);
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____referenceRootPosition = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).position;
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____referenceRootRotation = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).rotation;
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for (int i = 0; i < ___HandCalibrationPoseMuscles.Length; i++)
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{
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IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, ___HandCalibrationPoseMuscles[i], ref IKSystem.Instance.humanPose.muscles);
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}
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____poseHandler.SetHumanPose(ref IKSystem.Instance.humanPose);
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if (IKSystem.Instance.applyOriginalHipPosition)
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{
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IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).position = ____referenceRootPosition;
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}
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if (IKSystem.Instance.applyOriginalHipRotation)
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{
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IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).rotation = ____referenceRootRotation;
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}
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BodySystem.isCalibratedAsFullBody = false;
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BodySystem.isCalibrating = false;
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BodySystem.TrackingPositionWeight = 1f;
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BodySystem.isCalibratedAsFullBody = false;
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//InitializeDesktopIK
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//centerEyeAnchor now is head bone
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Transform headAnchor = FindIKTarget(IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Head));
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IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
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IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
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IKSystem.Instance.leftHandModel.SetActive(false);
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IKSystem.Instance.rightHandModel.SetActive(false);
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IKSystem.Instance.animator = IKSystem.Instance.avatar.GetComponent<Animator>();
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IKSystem.Instance.animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
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//tell game to not track limbs
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BodySystem.TrackingLeftArmEnabled = false;
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BodySystem.TrackingRightArmEnabled = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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//create ik targets for avatars to utilize
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//____vrik.solver.leftLeg.target = FindIKTarget(IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftFoot));
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//____vrik.solver.rightLeg.target = FindIKTarget(IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightFoot));
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____vrik.solver.IKPositionWeight = 0f;
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____vrik.enabled = false;
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VRIKCalibrator.CalibrateHead(____vrik, headAnchor, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
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//IKSystem.Instance.leftHandPose.transform.position = ____vrik.references.leftHand.position;
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//IKSystem.Instance.rightHandPose.transform.position = ____vrik.references.rightHand.position;
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//____vrik.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
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//____vrik.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
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//Transform boneTransform = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
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//Transform boneTransform2 = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
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//if (boneTransform.GetComponent<TwistRelaxer>() == null)
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//{
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// TwistRelaxer twistRelaxer = boneTransform.gameObject.AddComponent<TwistRelaxer>();
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// twistRelaxer.ik = ____vrik;
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// twistRelaxer.child = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftHand);
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// twistRelaxer.weight = 0.5f;
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// twistRelaxer.parentChildCrossfade = 0.9f;
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// twistRelaxer.twistAngleOffset = 0f;
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//}
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//if (boneTransform2.GetComponent<TwistRelaxer>() == null)
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//{
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// TwistRelaxer twistRelaxer2 = boneTransform2.gameObject.AddComponent<TwistRelaxer>();
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// twistRelaxer2.ik = ____vrik;
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// twistRelaxer2.child = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightHand);
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// twistRelaxer2.weight = 0.5f;
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// twistRelaxer2.parentChildCrossfade = 0.9f;
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// twistRelaxer2.twistAngleOffset = 0f;
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//}
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//if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
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//{
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// Transform boneTransform3 = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftThumbProximal);
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// if (boneTransform3 != null)
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// {
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// ____vrik.solver.leftArm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(____vrik.references.leftHand, ____vrik.references.leftForearm, boneTransform3);
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// }
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// Transform boneTransform4 = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightThumbProximal);
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// if (boneTransform4 != null)
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// {
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// ____vrik.solver.rightArm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(____vrik.references.rightHand, ____vrik.references.rightForearm, boneTransform4);
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// }
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//}
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____vrik.enabled = true;
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____vrik.solver.IKPositionWeight = 1f;
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____vrik.solver.spine.maintainPelvisPosition = 0f;
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//prevent the IK from walking away
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____vrik.solver.locomotion.maxVelocity = 0f;
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avatar.transform.rotation = initialRotation;
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}
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private static Transform FindIKTarget(Transform targetParent)
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{
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/**
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I want creators to be able to specify their own custom IK Targets, so they can move them around with animations if they want.
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We check for existing target objects, and if none are found we make our own.
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Naming scheme is parentobject name + " IK Target".
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**/
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Transform parentTransform = targetParent.transform;
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string targetName = parentTransform.name + " IK Target";
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//check for existing target
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foreach (object obj in parentTransform)
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{
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Transform childTransform = (Transform)obj;
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if (childTransform.name == targetName)
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{
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return childTransform;
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}
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}
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//create new target if none are found
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GameObject newTarget = new GameObject(targetName);
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newTarget.transform.parent = parentTransform;
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newTarget.transform.localPosition = Vector3.zero;
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newTarget.transform.localRotation = Quaternion.identity;
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return newTarget.transform;
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}
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while (PlayerSetup.Instance == null)
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yield return null;
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PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();
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while (DesktopVRIK.Instance == null)
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yield return null;
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UpdateAllSettings();
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}
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private void UpdateAllSettings()
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{
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if (!DesktopVRIK.Instance) return;
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DesktopVRIK.Instance.Setting_Enabled = m_entryEnabled.Value;
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DesktopVRIK.Instance.Setting_EmulateVRChatHipMovement = m_entryEmulateHipMovement.Value;
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DesktopVRIK.Instance.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
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DesktopVRIK.Instance.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
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}
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private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
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}
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