This commit is contained in:
NotAKidoS 2023-03-07 15:07:56 -06:00
parent 20222e563e
commit 3807482093
8 changed files with 347 additions and 396 deletions

View file

@ -1,5 +1,4 @@
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
@ -28,6 +27,8 @@ public class DesktopVRIK : MonoBehaviour
float ik_SimulatedRootAngle;
Transform desktopCameraTransform;
static readonly FieldInfo ms_isGrounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
bool forceSteps;
bool forceStepsNow;
void Start()
{
@ -44,46 +45,43 @@ public class DesktopVRIK : MonoBehaviour
ResetDesktopVRIK();
}
public bool OnSetupIKScaling(float avatarHeight, float scaleDifference)
public bool OnSetupIKScaling(float scaleDifference)
{
if (Calibrator.vrik != null)
{
Calibrator.vrik.solver.locomotion.footDistance = Calibrator.initialFootDistance * scaleDifference;
Calibrator.vrik.solver.locomotion.stepThreshold = Calibrator.initialStepThreshold * scaleDifference;
DesktopVRIK.ScaleStepHeight(Calibrator.vrik.solver.locomotion.stepHeight, Calibrator.initialStepHeight * scaleDifference);
//Calibrator.vrik.solver.Reset();
ResetDesktopVRIK();
if (Calibrator.vrik == null) return false;
return true;
}
return false;
}
VRIKUtils.ApplyScaleToVRIK
(
Calibrator.vrik,
Calibrator.initialFootDistance,
Calibrator.initialStepThreshold,
Calibrator.initialStepHeight,
scaleDifference
);
public static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
{
Keyframe[] keyframes = stepHeightCurve.keys;
keyframes[1].value = mag;
stepHeightCurve.keys = keyframes;
ResetDesktopVRIK();
return true;
}
public void OnPlayerSetupUpdate(bool isEmotePlaying)
{
bool changed = isEmotePlaying != ps_emoteIsPlaying;
if (changed)
{
ps_emoteIsPlaying = isEmotePlaying;
Calibrator.avatarTransform.localPosition = Vector3.zero;
Calibrator.avatarTransform.localRotation = Quaternion.identity;
if (Calibrator.lookAtIK != null)
{
Calibrator.lookAtIK.enabled = !isEmotePlaying;
}
BodySystem.TrackingEnabled = !isEmotePlaying;
Calibrator.vrik.solver?.Reset();
ResetDesktopVRIK();
}
if (!changed) return;
ps_emoteIsPlaying = isEmotePlaying;
Calibrator.avatarTransform.localPosition = Vector3.zero;
Calibrator.avatarTransform.localRotation = Quaternion.identity;
if (Calibrator.lookAtIK != null)
Calibrator.lookAtIK.enabled = !isEmotePlaying;
BodySystem.TrackingEnabled = !isEmotePlaying;
Calibrator.vrik.solver?.Reset();
ResetDesktopVRIK();
}
public void ResetDesktopVRIK()
{
ik_SimulatedRootAngle = transform.eulerAngles.y;
@ -91,33 +89,34 @@ public class DesktopVRIK : MonoBehaviour
public void OnPreSolverUpdate()
{
if (ps_emoteIsPlaying)
{
return;
}
if (ps_emoteIsPlaying) return;
bool isGrounded = (bool)ms_isGrounded.GetValue(MovementSystem.Instance);
var movementSystem = MovementSystem.Instance;
var vrikSolver = Calibrator.vrik.solver;
var avatarTransform = Calibrator.avatarTransform;
// Calculate everything that affects weight
float weight = Calibrator.vrik.solver.IKPositionWeight;
weight *= (1 - MovementSystem.Instance.movementVector.magnitude);
bool isGrounded = (bool)ms_isGrounded.GetValue(movementSystem);
// Calculate weight
float weight = vrikSolver.IKPositionWeight;
weight *= 1f - movementSystem.movementVector.magnitude;
weight *= isGrounded ? 1f : 0f;
// Reset avatar offset (VRIK will literally make you walk away from root otherwise)
Calibrator.avatarTransform.localPosition = Vector3.zero;
Calibrator.avatarTransform.localRotation = Quaternion.identity;
// Reset avatar offset
avatarTransform.localPosition = Vector3.zero;
avatarTransform.localRotation = Quaternion.identity;
// Plant feet is nice for Desktop
Calibrator.vrik.solver.plantFeet = Setting_PlantFeet;
// Set plant feet
vrikSolver.plantFeet = Setting_PlantFeet;
// Old VRChat hip movement emulation
// Emulate old VRChat hip movement
if (Setting_BodyLeanWeight > 0)
{
float weightedAngle = Setting_BodyLeanWeight * weight;
float angle = desktopCameraTransform.localEulerAngles.x;
angle = (angle > 180) ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, Calibrator.avatarTransform.right);
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
// Make root heading follow within a set limit
@ -131,15 +130,15 @@ public class DesktopVRIK : MonoBehaviour
currentAngle = Mathf.Sign(currentAngle) * weightedAngleLimit;
ik_SimulatedRootAngle = Mathf.MoveTowardsAngle(ik_SimulatedRootAngle, transform.eulerAngles.y, angleMaxDelta - weightedAngleLimit);
}
Calibrator.vrik.solver.spine.rootHeadingOffset = currentAngle;
vrikSolver.spine.rootHeadingOffset = currentAngle;
if (Setting_PelvisHeadingWeight > 0)
{
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
}
if (Setting_ChestHeadingWeight > 0)
{
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
}
}
}

View file

@ -16,8 +16,6 @@ public class DesktopVRIKCalibrator
// Settings
public bool Setting_UseVRIKToes = true;
public bool Setting_FindUnmappedToes = true;
public bool Setting_ExperimentalKneeBend = true;
public bool Setting_DebugCalibrationPose = false;
// Avatar Component References
public CVRAvatar avatar;
@ -27,26 +25,26 @@ public class DesktopVRIKCalibrator
public LookAtIK lookAtIK;
// Calibrated Values
public float
initialFootDistance,
initialStepThreshold,
public float
initialFootDistance,
initialStepThreshold,
initialStepHeight;
// Calibration Internals
bool DebugCalibrationPose;
bool fixTransformsRequired;
Vector3 leftKneeNormal, rightKneeNormal;
HumanPose initialHumanPose;
HumanPoseHandler humanPoseHandler;
// Traverse
IKSystem ikSystem;
PlayerSetup playerSetup;
Traverse
_vrikTraverse,
_lookIKTraverse,
_avatarTraverse,
_animatorManagerTraverse,
_poseHandlerTraverse,
_vrikTraverse,
_lookIKTraverse,
_avatarTraverse,
_animatorManagerTraverse,
_poseHandlerTraverse,
_avatarRootHeightTraverse;
public DesktopVRIKCalibrator()
@ -68,15 +66,10 @@ public class DesktopVRIKCalibrator
public void CalibrateDesktopVRIK()
{
PreInitialize();
// Don't do anything else if just debugging calibration pose
DebugCalibrationPose = !DebugCalibrationPose;
if (Setting_DebugCalibrationPose && DebugCalibrationPose)
{
ForceCalibrationPose();
return;
}
// Scan avatar for issues/references
ScanAvatarForCalibration();
// Prepare CVR IKSystem for external VRIK
PrepareIKSystem();
// Add VRIK and configure
PrepareAvatarVRIK();
@ -86,51 +79,42 @@ public class DesktopVRIKCalibrator
PostInitialize();
}
public void ForceCalibrationPose(bool toggle = true)
{
animator.enabled = !toggle;
SetHumanPose(0f);
//SetAvatarIKPose(toggle);
}
private void PreInitialize()
{
// Scan avatar for issues/references
ScanAvatarForCalibration();
// Prepare CVR IKSystem for external VRIK
PrepareIKSystem();
}
private void Initialize()
{
// Calculate bend normals with motorcycle pose
SetHumanPose(0f);
CalculateKneeBendNormals();
VRIKUtils.CalculateKneeBendNormals(vrik, out leftKneeNormal, out rightKneeNormal);
// Calculate initial IK scaling values with IKPose
SetAvatarIKPose(true);
VRIKUtils.CalculateInitialIKScaling(vrik, out initialFootDistance, out initialStepThreshold, out initialStepHeight);
// Setup HeadIK target & calculate initial footstep values
SetupDesktopHeadIKTarget();
CalculateInitialIKScaling();
// Initiate VRIK manually
ForceInitiateVRIKSolver();
VRIKUtils.InitiateVRIKSolver(vrik);
// Return avatar to original pose
SetAvatarIKPose(false);
}
private void PostInitialize()
{
ApplyKneeBendNormals();
ApplyInitialIKScaling();
VRIKUtils.ApplyScaleToVRIK
(
vrik,
initialFootDistance,
initialStepThreshold,
initialStepHeight,
1f
);
VRIKUtils.ApplyKneeBendNormals(vrik, leftKneeNormal, rightKneeNormal);
vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate));
}
private void ScanAvatarForCalibration()
{
// Reset some stuff to default
fixTransformsRequired = false;
// Find required avatar components
avatar = playerSetup._avatar.GetComponent<CVRAvatar>();
animator = avatar.GetComponent<Animator>();
@ -138,22 +122,15 @@ public class DesktopVRIKCalibrator
lookAtIK = _lookIKTraverse.GetValue<LookAtIK>();
// Apply some fixes for weird setups
if (!animator.enabled)
{
fixTransformsRequired = true;
DesktopVRIKMod.Logger.Error("Avatar has Animator disabled by default!");
}
fixTransformsRequired = !animator.enabled;
// Center avatar local offsets
// Center avatar local position
avatarTransform.localPosition = Vector3.zero;
//avatarTransform.localRotation = Quaternion.identity;
// Store original human pose
if (humanPoseHandler != null)
{
humanPoseHandler.Dispose();
}
// Create a new human pose handler and dispose the old one
humanPoseHandler?.Dispose();
humanPoseHandler = new HumanPoseHandler(animator.avatar, avatarTransform);
// Store original human pose
humanPoseHandler.GetHumanPose(ref initialHumanPose);
}
@ -168,21 +145,13 @@ public class DesktopVRIKCalibrator
// Set the animator for the IK system
ikSystem.animator = animator;
if (ikSystem.animator != null)
{
animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController);
}
animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController);
// Set the avatar height float
float avatarHeight = ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y;
_avatarRootHeightTraverse.SetValue(avatarHeight);
_avatarRootHeightTraverse.SetValue(ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y);
// Create a new human pose handler and dispose the old one
if (ikHumanPoseHandler != null)
{
ikHumanPoseHandler.Dispose();
_poseHandlerTraverse.SetValue(null);
}
ikHumanPoseHandler?.Dispose();
ikHumanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform);
_poseHandlerTraverse.SetValue(ikHumanPoseHandler);
@ -206,156 +175,48 @@ public class DesktopVRIKCalibrator
private void PrepareAvatarVRIK()
{
//add and configure VRIK
// Add and configure VRIK
vrik = avatar.gameObject.AddComponentIfMissing<VRIK>();
vrik.AutoDetectReferences();
ConfigureVRIKReferences();
_vrikTraverse.SetValue(vrik);
//in testing, not really needed
//only required if Setting_FindUnmappedToes
//and non-human mapped toes are found
vrik.fixTransforms = fixTransformsRequired;
VRIKUtils.ConfigureVRIKReferences(vrik, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
//default solver settings
// Fix animator issue or non-human mapped toes
vrik.fixTransforms = fixTransformsRequired || foundUnmappedToes;
// Default solver settings
vrik.solver.locomotion.weight = 0f;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f;
vrik.solver.locomotion.maxLegStretch = 1f;
vrik.solver.spine.minHeadHeight = 0f;
vrik.solver.IKPositionWeight = 1f;
//disable to not bleed into anims
vrik.solver.spine.chestClampWeight = 0f;
vrik.solver.spine.maintainPelvisPosition = 0f;
//for body leaning
vrik.solver.spine.neckStiffness = 0.0001f; //cannot be 0
// Body leaning settings
vrik.solver.spine.neckStiffness = 0.0001f;
vrik.solver.spine.bodyPosStiffness = 1f;
vrik.solver.spine.bodyRotStiffness = 0.2f;
//disable so avatar doesnt try and walk away
// Disable locomotion
vrik.solver.locomotion.velocityFactor = 0f;
vrik.solver.locomotion.maxVelocity = 0f;
//fixes nameplate spazzing on remote & magicacloth
vrik.solver.locomotion.rootSpeed = 1000f;
//disable so PAM & BID dont make body shake
// Disable chest rotation by hands
vrik.solver.spine.rotateChestByHands = 0f;
//enable to prioritize LookAtIK
// Prioritize LookAtIK
vrik.solver.spine.headClampWeight = 0.2f;
//disable to not go on tippytoes
// Disable going on tippytoes
vrik.solver.spine.positionWeight = 0f;
vrik.solver.spine.rotationWeight = 1f;
//vrik.solver.spine.maintainPelvisPosition = 1f;
//vrik.solver.locomotion.weight = 0f;
//vrik.solver.spine.positionWeight = 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;
//THESE ARE CONFIGURABLE IN GAME IK SETTINGS
//vrik.solver.leftLeg.target = null;
//vrik.solver.leftLeg.bendGoal = null;
//vrik.solver.leftLeg.positionWeight = 0f;
//vrik.solver.leftLeg.bendGoalWeight = 0f;
//vrik.solver.rightLeg.target = null;
//vrik.solver.rightLeg.bendGoal = null;
//vrik.solver.rightLeg.positionWeight = 0f;
//vrik.solver.rightLeg.bendGoalWeight = 0f;
//vrik.solver.spine.pelvisTarget = null;
//vrik.solver.spine.chestGoal = null;
//vrik.solver.spine.positionWeight = 0f;
//vrik.solver.spine.rotationWeight = 0f;
//vrik.solver.spine.pelvisPositionWeight = 0f;
//vrik.solver.spine.pelvisRotationWeight = 0f;
//vrik.solver.spine.chestGoalWeight = 0f;
// Tell IKSystem about new VRIK
_vrikTraverse.SetValue(vrik);
}
private void CalculateKneeBendNormals()
{
// Get assumed left knee normal
Vector3[] leftVectors = new Vector3[]
{
vrik.references.leftThigh?.position ?? Vector3.zero,
vrik.references.leftCalf?.position ?? Vector3.zero,
vrik.references.leftFoot?.position ?? Vector3.zero,
};
leftKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
// Get assumed right knee normal
Vector3[] rightVectors = new Vector3[]
{
vrik.references.rightThigh?.position ?? Vector3.zero,
vrik.references.rightCalf?.position ?? Vector3.zero,
vrik.references.rightFoot?.position ?? Vector3.zero,
};
rightKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
}
private void ApplyKneeBendNormals()
{
if (!Setting_ExperimentalKneeBend)
{
//enable so knees on fucked models work better
vrik.solver.leftLeg.useAnimatedBendNormal = true;
vrik.solver.rightLeg.useAnimatedBendNormal = true;
return;
}
vrik.solver.leftLeg.bendToTargetWeight = 0f;
vrik.solver.rightLeg.bendToTargetWeight = 0f;
Traverse leftLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.leftLeg).Field("bendNormalRelToPelvis");
Traverse rightLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.rightLeg).Field("bendNormalRelToPelvis");
// Calculate knee normal without root rotation but with pelvis rotation
Quaternion pelvisLocalRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
Vector3 leftLegBendNormalRelToPelvis = pelvisLocalRotationInverse * leftKneeNormal;
Vector3 rightLegBendNormalRelToPelvis = pelvisLocalRotationInverse * rightKneeNormal;
//Quaternion rootRotation = vrik.references.root.rotation;
//Quaternion pelvisRotationRelativeToRoot = Quaternion.Inverse(rootRotation) * vrik.references.pelvis.rotation;
//Quaternion pelvisRotationInverse = Quaternion.Inverse(pelvisRotationRelativeToRoot);
leftLeg_bendNormalRelToPelvisTraverse.SetValue(leftLegBendNormalRelToPelvis);
rightLeg_bendNormalRelToPelvisTraverse.SetValue(rightLegBendNormalRelToPelvis);
}
private Vector3 GetNormalFromArray(Vector3[] positions)
{
Vector3 vector = Vector3.zero;
Vector3 vector2 = Vector3.zero;
for (int i = 0; i < positions.Length; i++)
{
vector2 += positions[i];
}
vector2 /= (float)positions.Length;
for (int j = 0; j < positions.Length - 1; j++)
{
vector += Vector3.Cross(positions[j] - vector2, positions[j + 1] - vector2).normalized;
}
return Vector3.Normalize(vector);
}
private void CalculateInitialIKScaling()
{
// Get distance between feets and thighs
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
initialFootDistance = footDistance * 0.5f;
initialStepThreshold = footDistance * 0.8f;
initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
}
private void ApplyInitialIKScaling()
{
// Set initial values
vrik.solver.locomotion.footDistance = initialFootDistance;
vrik.solver.locomotion.stepThreshold = initialStepThreshold;
DesktopVRIK.ScaleStepHeight(vrik.solver.locomotion.stepHeight, initialStepHeight);
}
private void SetupDesktopHeadIKTarget()
{
// Lazy HeadIKTarget calibration
@ -405,95 +266,6 @@ public class DesktopVRIKCalibrator
humanPoseHandler.SetHumanPose(ref ikSystem.humanPose);
}
private void ForceInitiateVRIKSolver()
{
//force immediate calibration before animator decides to fuck us
vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform);
}
private void ConfigureVRIKReferences()
{
//might not work over netik
FixChestAndSpineReferences();
if (!Setting_UseVRIKToes)
{
vrik.references.leftToes = null;
vrik.references.rightToes = null;
}
else if (Setting_FindUnmappedToes)
{
//doesnt work with netik, but its toes...
FindAndSetUnmappedToes();
}
//bullshit fix to not cause death
FixFingerBonesError();
}
private void FixChestAndSpineReferences()
{
Transform leftShoulderBone = vrik.references.leftShoulder;
Transform rightShoulderBone = vrik.references.rightShoulder;
Transform assumedChest = leftShoulderBone?.parent;
if (assumedChest != null && rightShoulderBone.parent == assumedChest &&
vrik.references.chest != assumedChest)
{
vrik.references.chest = assumedChest;
vrik.references.spine = assumedChest.parent;
}
}
private void FindAndSetUnmappedToes()
{
Transform leftToes = vrik.references.leftToes;
Transform rightToes = vrik.references.rightToes;
if (leftToes == null && rightToes == null)
{
leftToes = FindUnmappedToe(vrik.references.leftFoot);
rightToes = FindUnmappedToe(vrik.references.rightFoot);
if (leftToes != null && rightToes != null)
{
vrik.references.leftToes = leftToes;
vrik.references.rightToes = rightToes;
fixTransformsRequired = true;
}
}
}
private Transform FindUnmappedToe(Transform foot)
{
foreach (Transform bone in foot)
{
if (bone.name.ToLowerInvariant().Contains("toe") ||
bone.name.ToLowerInvariant().EndsWith("_end"))
{
return bone;
}
}
return null;
}
private void FixFingerBonesError()
{
FixFingerBones(vrik.references.leftHand, vrik.solver.leftArm);
FixFingerBones(vrik.references.rightHand, vrik.solver.rightArm);
}
private void FixFingerBones(Transform hand, IKSolverVR.Arm armSolver)
{
if (hand.childCount == 0)
{
armSolver.wristToPalmAxis = Vector3.up;
armSolver.palmToThumbAxis = hand == vrik.references.leftHand ? -Vector3.forward : Vector3.forward;
}
}
private static readonly float[] IKPoseMuscles = new float[]
{
0.00133321f,

View file

@ -44,7 +44,7 @@ class PlayerSetupPatches
[HarmonyPatch(typeof(PlayerSetup), "SetupIKScaling")]
private static bool Prefix_PlayerSetup_SetupIKScaling(float height, ref Vector3 ___scaleDifference)
{
return !(bool)DesktopVRIK.Instance?.OnSetupIKScaling(height, 1f + ___scaleDifference.y);
return !(bool)DesktopVRIK.Instance?.OnSetupIKScaling(1f + ___scaleDifference.y);
}
}

View file

@ -14,31 +14,30 @@ public static class BTKUIAddon
Page miscPage = QuickMenuAPI.MiscTabPage;
Category miscCategory = miscPage.AddCategory(DesktopVRIKMod.SettingsCategory);
AddMelonToggle(ref miscCategory, DesktopVRIKMod.m_entryEnabled);
AddMelonToggle(ref miscCategory, DesktopVRIKMod.EntryEnabled);
//Add my own page to not clog up Misc Menu
Page desktopVRIKPage = miscCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", "DesktopVRIK");
desktopVRIKPage.MenuTitle = "DesktopVRIK Settings";
desktopVRIKPage.MenuSubtitle = "Simplified settings for VRIK on Desktop.";
Category desktopVRIKCategory = desktopVRIKPage.AddCategory("DesktopVRIK");
Category desktopVRIKCategory = desktopVRIKPage.AddCategory(DesktopVRIKMod.SettingsCategory);
// General Settings
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEnabled);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryPlantFeet);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryEnabled);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryPlantFeet);
// Calibration Settings
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryUseVRIKToes);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryFindUnmappedToes);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryUseVRIKToes);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.EntryFindUnmappedToes);
// Body Leaning Weight
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryBodyLeanWeight, 0, 1f, 1);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyLeanWeight, 0, 1f, 1);
// Max Root Heading Limit & Weights
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryBodyHeadingLimit, 0, 90f, 0);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryPelvisHeadingWeight, 0, 1f, 1);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryChestHeadingWeight, 0, 1f, 1);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryBodyHeadingLimit, 0, 90f, 0);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryPelvisHeadingWeight, 0, 1f, 1);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.EntryChestHeadingWeight, 0, 1f, 1);
}
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
{

View file

@ -6,41 +6,38 @@ namespace NAK.Melons.DesktopVRIK;
public class DesktopVRIKMod : MelonMod
{
internal static MelonLogger.Instance Logger;
internal const string SettingsCategory = "DesktopVRIK";
internal static MelonPreferences_Category m_categoryDesktopVRIK;
internal static MelonPreferences_Entry<bool>
m_entryEnabled,
m_entryEnforceViewPosition,
m_entryResetIKOnLand,
m_entryPlantFeet,
m_entryUseVRIKToes,
m_entryFindUnmappedToes,
m_entryExperimentalKneeBend;
internal static MelonPreferences_Entry<float>
m_entryBodyLeanWeight,
m_entryBodyHeadingLimit,
m_entryPelvisHeadingWeight,
m_entryChestHeadingWeight;
public const string SettingsCategory = "DesktopVRIK";
public static readonly MelonPreferences_Category CategoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
CategoryDesktopVRIK.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
CategoryDesktopVRIK.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
public static readonly MelonPreferences_Entry<bool> EntryUseVRIKToes =
CategoryDesktopVRIK.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
public static readonly MelonPreferences_Entry<bool> EntryFindUnmappedToes =
CategoryDesktopVRIK.CreateEntry("Find Unmapped Toes", false, description: "Determines if DesktopVRIK should look for unmapped toe bones if the humanoid rig does not have any.");
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
CategoryDesktopVRIK.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
CategoryDesktopVRIK.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
CategoryDesktopVRIK.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
CategoryDesktopVRIK.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
m_categoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory);
m_entryEnabled = m_categoryDesktopVRIK.CreateEntry<bool>("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
//m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
m_entryPlantFeet = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled. This prevents the little hover when you stop moving.");
m_entryUseVRIKToes = m_categoryDesktopVRIK.CreateEntry<bool>("Use VRIK Toes", false, description: "Should VRIK use your humanoid toes for IK solving? This can cause your feet to idle behind you.");
m_entryFindUnmappedToes = m_categoryDesktopVRIK.CreateEntry<bool>("Find Unmapped Toes", false, description: "Should DesktopVRIK look for unmapped toe bones if humanoid rig does not have any?");
m_entryExperimentalKneeBend = m_categoryDesktopVRIK.CreateEntry<bool>("Experimental Knee Bend", true, description: "Experimental method to calculate knee bend normal. This may break avatars.");
m_entryBodyLeanWeight = m_categoryDesktopVRIK.CreateEntry<float>("Body Lean Weight", 0.5f, description: "Emulates old VRChat-like body leaning when looking up/down. Set to 0 to disable.");
m_entryBodyHeadingLimit = m_categoryDesktopVRIK.CreateEntry<float>("Body Heading Limit", 20f, description: "Emulates VRChat-like body and head offset when rotating left/right. Set to 0 to disable.");
m_entryPelvisHeadingWeight = m_categoryDesktopVRIK.CreateEntry<float>("Pelvis Heading Weight", 0.25f, description: "How much the pelvis will face the heading limit. Set to 0 to align with head.");
m_entryChestHeadingWeight = m_categoryDesktopVRIK.CreateEntry<float>("Chest Heading Weight", 0.75f, description: "How much the chest will face the heading limit. Set to 0 to align with head.");
foreach (var setting in m_categoryDesktopVRIK.Entries)
{
setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
}
CategoryDesktopVRIK.Entries.ForEach(e => e.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings));
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
@ -52,18 +49,17 @@ public class DesktopVRIKMod : MelonMod
{
if (!DesktopVRIK.Instance) return;
// DesktopVRIK Settings
DesktopVRIK.Instance.Setting_Enabled = m_entryEnabled.Value;
DesktopVRIK.Instance.Setting_PlantFeet = m_entryPlantFeet.Value;
DesktopVRIK.Instance.Setting_Enabled = EntryEnabled.Value;
DesktopVRIK.Instance.Setting_PlantFeet = EntryPlantFeet.Value;
DesktopVRIK.Instance.Setting_BodyLeanWeight = Mathf.Clamp01(m_entryBodyLeanWeight.Value);
DesktopVRIK.Instance.Setting_BodyHeadingLimit = Mathf.Clamp(m_entryBodyHeadingLimit.Value, 0f, 90f);
DesktopVRIK.Instance.Setting_PelvisHeadingWeight = (1f - Mathf.Clamp01(m_entryPelvisHeadingWeight.Value));
DesktopVRIK.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(m_entryChestHeadingWeight.Value));
DesktopVRIK.Instance.Setting_BodyLeanWeight = Mathf.Clamp01(EntryBodyLeanWeight.Value);
DesktopVRIK.Instance.Setting_BodyHeadingLimit = Mathf.Clamp(EntryBodyHeadingLimit.Value, 0f, 90f);
DesktopVRIK.Instance.Setting_PelvisHeadingWeight = (1f - Mathf.Clamp01(EntryPelvisHeadingWeight.Value));
DesktopVRIK.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
// Calibration Settings
DesktopVRIK.Instance.Calibrator.Setting_UseVRIKToes = m_entryUseVRIKToes.Value;
DesktopVRIK.Instance.Calibrator.Setting_FindUnmappedToes = m_entryFindUnmappedToes.Value;
DesktopVRIK.Instance.Calibrator.Setting_ExperimentalKneeBend = m_entryExperimentalKneeBend.Value;
DesktopVRIK.Instance.Calibrator.Setting_UseVRIKToes = EntryUseVRIKToes.Value;
DesktopVRIK.Instance.Calibrator.Setting_FindUnmappedToes = EntryFindUnmappedToes.Value;
}
private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
@ -72,7 +68,7 @@ public class DesktopVRIKMod : MelonMod
//BTKUILib Misc Tab
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
{
MelonLogger.Msg("Initializing BTKUILib support.");
Logger.Msg("Initializing BTKUILib support.");
BTKUIAddon.Init();
}
}

View file

@ -26,6 +26,6 @@ using System.Reflection;
namespace NAK.Melons.DesktopVRIK.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "4.0.0";
public const string Version = "4.0.1";
public const string Author = "NotAKidoS";
}

183
DesktopVRIK/VRIKUtils.cs Normal file
View file

@ -0,0 +1,183 @@
using HarmonyLib;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.Melons.DesktopVRIK;
public static class VRIKUtils
{
public static void ConfigureVRIKReferences(VRIK vrik, bool useVRIKToes, bool findUnmappedToes, out bool foundUnmappedToes)
{
foundUnmappedToes = false;
//might not work over netik
FixChestAndSpineReferences(vrik);
if (!useVRIKToes)
{
vrik.references.leftToes = null;
vrik.references.rightToes = null;
}
else if (findUnmappedToes)
{
//doesnt work with netik, but its toes...
FindAndSetUnmappedToes(vrik, out foundUnmappedToes);
}
//bullshit fix to not cause death
FixFingerBonesError(vrik);
}
private static void FixChestAndSpineReferences(VRIK vrik)
{
Transform leftShoulderBone = vrik.references.leftShoulder;
Transform rightShoulderBone = vrik.references.rightShoulder;
Transform assumedChest = leftShoulderBone?.parent;
if (assumedChest != null && rightShoulderBone.parent == assumedChest &&
vrik.references.chest != assumedChest)
{
vrik.references.chest = assumedChest;
vrik.references.spine = assumedChest.parent;
}
}
private static void FindAndSetUnmappedToes(VRIK vrik, out bool foundUnmappedToes)
{
foundUnmappedToes = false;
Transform leftToes = vrik.references.leftToes;
Transform rightToes = vrik.references.rightToes;
if (leftToes == null && rightToes == null)
{
leftToes = FindUnmappedToe(vrik.references.leftFoot);
rightToes = FindUnmappedToe(vrik.references.rightFoot);
if (leftToes != null && rightToes != null)
{
vrik.references.leftToes = leftToes;
vrik.references.rightToes = rightToes;
foundUnmappedToes = true;
}
}
}
private static Transform FindUnmappedToe(Transform foot)
{
foreach (Transform bone in foot)
{
if (bone.name.ToLowerInvariant().Contains("toe") ||
bone.name.ToLowerInvariant().EndsWith("_end"))
{
return bone;
}
}
return null;
}
private static void FixFingerBonesError(VRIK vrik)
{
FixFingerBones(vrik, vrik.references.leftHand, vrik.solver.leftArm);
FixFingerBones(vrik, vrik.references.rightHand, vrik.solver.rightArm);
}
private static void FixFingerBones(VRIK vrik, Transform hand, IKSolverVR.Arm armSolver)
{
if (hand.childCount == 0)
{
armSolver.wristToPalmAxis = Vector3.up;
armSolver.palmToThumbAxis = hand == vrik.references.leftHand ? -Vector3.forward : Vector3.forward;
}
}
public static void CalculateKneeBendNormals(VRIK vrik, out Vector3 leftKneeNormal, out Vector3 rightKneeNormal)
{
// Helper function to get position or default to Vector3.zero
Vector3 GetPositionOrDefault(Transform transform) => transform?.position ?? Vector3.zero;
// Get assumed left knee normal
Vector3[] leftVectors = {
GetPositionOrDefault(vrik.references.leftThigh),
GetPositionOrDefault(vrik.references.leftCalf),
GetPositionOrDefault(vrik.references.leftFoot)
};
leftKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
// Get assumed right knee normal
Vector3[] rightVectors = {
GetPositionOrDefault(vrik.references.rightThigh),
GetPositionOrDefault(vrik.references.rightCalf),
GetPositionOrDefault(vrik.references.rightFoot)
};
rightKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
}
public static void ApplyKneeBendNormals(VRIK vrik, Vector3 leftKneeNormal, Vector3 rightKneeNormal)
{
// 0 uses bendNormalRelToPelvis, 1 is bendNormalRelToTarget
// modifying pelvis normal weight is better math
vrik.solver.leftLeg.bendToTargetWeight = 0f;
vrik.solver.rightLeg.bendToTargetWeight = 0f;
var leftLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.leftLeg).Field("bendNormalRelToPelvis");
var rightLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.rightLeg).Field("bendNormalRelToPelvis");
var pelvis_localRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
var leftLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * leftKneeNormal;
var rightLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * rightKneeNormal;
leftLeg_bendNormalRelToPelvisTraverse.SetValue(leftLeg_bendNormalRelToPelvis);
rightLeg_bendNormalRelToPelvisTraverse.SetValue(rightLeg_bendNormalRelToPelvis);
}
private static Vector3 GetNormalFromArray(Vector3[] positions)
{
Vector3 centroid = Vector3.zero;
for (int i = 0; i < positions.Length; i++)
{
centroid += positions[i];
}
centroid /= positions.Length;
Vector3 normal = Vector3.zero;
for (int i = 0; i < positions.Length - 2; i++)
{
Vector3 side1 = positions[i] - centroid;
Vector3 side2 = positions[i + 1] - centroid;
normal += Vector3.Cross(side1, side2);
}
return normal.normalized;
}
public static void CalculateInitialIKScaling(VRIK vrik, out float initialFootDistance, out float initialStepThreshold, out float initialStepHeight)
{
// Get distance between feet and thighs
float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
initialFootDistance = footDistance * 0.5f;
initialStepThreshold = footDistance * scaleModifier;
initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
}
public static void ApplyScaleToVRIK(VRIK vrik, float footDistance, float stepThreshold, float stepHeight, float modifier)
{
vrik.solver.locomotion.footDistance = footDistance * modifier;
vrik.solver.locomotion.stepThreshold = stepThreshold * modifier;
ScaleStepHeight(vrik.solver.locomotion.stepHeight, stepHeight * modifier);
}
private static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
{
Keyframe[] keyframes = stepHeightCurve.keys;
keyframes[1].value = mag;
stepHeightCurve.keys = keyframes;
}
public static void InitiateVRIKSolver(VRIK vrik)
{
vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform);
}
}

View file

@ -1,23 +1,25 @@
{
"_id": 117,
"name": "DesktopVRIK",
"modversion": "2.0.5",
"modversion": "4.0.1",
"gameversion": "2022r170",
"loaderversion": "0.5.7",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Adds VRIK to Desktop avatars. No longer will you be a liveless sliding statue~!\nAdds the small feet stepping when looking around on Desktop.\n\nAdditional option to emulate VRChat-like hip movement if you like being fish.",
"description": "Adds VRIK to Desktop avatars. No longer will you be a liveless sliding statue~!\nAdds the small feet stepping when looking around on Desktop.\n\nIt is highly recommended to use AvatarMotionTweaker alongside this mod.",
"searchtags": [
"desktop",
"vrik",
"ik",
"feet"
"feet",
"fish"
],
"requirements": [
"BTKUILib"
"BTKUILib",
"AvatarMotionTweaker"
],
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.5/DesktopVRIK.dll",
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.0.1/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
"changelog": "- Tweaks to VRIK settings so BetterInteractDesktop & PickupArmMovement better behave alongside VRIK.\n- Tweaks to BTKUI integration.",
"changelog": "- Implemented fixes for terrible armatures that had broken knee bending, initial hip rotation, and initial step calculations.\n- Added pelvis & chest weight sliders for heading angle limit option.\n- Implemented bandaid fixes for disabled animator and avatars without fingers.\n- Added options to use or remove toes from VRIK and find unmapped non-humanoid toe bones.\n- Contact me if you find an avatar that is still broken.",
"embedcolor": "9b59b6"
}