mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
clean up
This commit is contained in:
parent
20222e563e
commit
3807482093
8 changed files with 347 additions and 396 deletions
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@ -1,5 +1,4 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using RootMotion.FinalIK;
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@ -28,6 +27,8 @@ public class DesktopVRIK : MonoBehaviour
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float ik_SimulatedRootAngle;
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Transform desktopCameraTransform;
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static readonly FieldInfo ms_isGrounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
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bool forceSteps;
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bool forceStepsNow;
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void Start()
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{
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@ -44,46 +45,43 @@ public class DesktopVRIK : MonoBehaviour
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ResetDesktopVRIK();
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}
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public bool OnSetupIKScaling(float avatarHeight, float scaleDifference)
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public bool OnSetupIKScaling(float scaleDifference)
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{
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if (Calibrator.vrik != null)
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{
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Calibrator.vrik.solver.locomotion.footDistance = Calibrator.initialFootDistance * scaleDifference;
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Calibrator.vrik.solver.locomotion.stepThreshold = Calibrator.initialStepThreshold * scaleDifference;
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DesktopVRIK.ScaleStepHeight(Calibrator.vrik.solver.locomotion.stepHeight, Calibrator.initialStepHeight * scaleDifference);
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//Calibrator.vrik.solver.Reset();
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ResetDesktopVRIK();
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if (Calibrator.vrik == null) return false;
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return true;
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}
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return false;
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}
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VRIKUtils.ApplyScaleToVRIK
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(
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Calibrator.vrik,
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Calibrator.initialFootDistance,
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Calibrator.initialStepThreshold,
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Calibrator.initialStepHeight,
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scaleDifference
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);
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public static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
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{
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Keyframe[] keyframes = stepHeightCurve.keys;
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keyframes[1].value = mag;
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stepHeightCurve.keys = keyframes;
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ResetDesktopVRIK();
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return true;
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}
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public void OnPlayerSetupUpdate(bool isEmotePlaying)
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{
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bool changed = isEmotePlaying != ps_emoteIsPlaying;
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if (changed)
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{
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ps_emoteIsPlaying = isEmotePlaying;
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Calibrator.avatarTransform.localPosition = Vector3.zero;
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Calibrator.avatarTransform.localRotation = Quaternion.identity;
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if (Calibrator.lookAtIK != null)
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{
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Calibrator.lookAtIK.enabled = !isEmotePlaying;
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}
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BodySystem.TrackingEnabled = !isEmotePlaying;
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Calibrator.vrik.solver?.Reset();
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ResetDesktopVRIK();
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}
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if (!changed) return;
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ps_emoteIsPlaying = isEmotePlaying;
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Calibrator.avatarTransform.localPosition = Vector3.zero;
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Calibrator.avatarTransform.localRotation = Quaternion.identity;
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if (Calibrator.lookAtIK != null)
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Calibrator.lookAtIK.enabled = !isEmotePlaying;
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BodySystem.TrackingEnabled = !isEmotePlaying;
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Calibrator.vrik.solver?.Reset();
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ResetDesktopVRIK();
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}
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public void ResetDesktopVRIK()
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{
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ik_SimulatedRootAngle = transform.eulerAngles.y;
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@ -91,33 +89,34 @@ public class DesktopVRIK : MonoBehaviour
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public void OnPreSolverUpdate()
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{
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if (ps_emoteIsPlaying)
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{
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return;
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}
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if (ps_emoteIsPlaying) return;
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bool isGrounded = (bool)ms_isGrounded.GetValue(MovementSystem.Instance);
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var movementSystem = MovementSystem.Instance;
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var vrikSolver = Calibrator.vrik.solver;
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var avatarTransform = Calibrator.avatarTransform;
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// Calculate everything that affects weight
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float weight = Calibrator.vrik.solver.IKPositionWeight;
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weight *= (1 - MovementSystem.Instance.movementVector.magnitude);
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bool isGrounded = (bool)ms_isGrounded.GetValue(movementSystem);
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// Calculate weight
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float weight = vrikSolver.IKPositionWeight;
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weight *= 1f - movementSystem.movementVector.magnitude;
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weight *= isGrounded ? 1f : 0f;
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// Reset avatar offset (VRIK will literally make you walk away from root otherwise)
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Calibrator.avatarTransform.localPosition = Vector3.zero;
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Calibrator.avatarTransform.localRotation = Quaternion.identity;
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// Reset avatar offset
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avatarTransform.localPosition = Vector3.zero;
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avatarTransform.localRotation = Quaternion.identity;
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// Plant feet is nice for Desktop
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Calibrator.vrik.solver.plantFeet = Setting_PlantFeet;
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// Set plant feet
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vrikSolver.plantFeet = Setting_PlantFeet;
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// Old VRChat hip movement emulation
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// Emulate old VRChat hip movement
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if (Setting_BodyLeanWeight > 0)
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{
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float weightedAngle = Setting_BodyLeanWeight * weight;
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float angle = desktopCameraTransform.localEulerAngles.x;
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angle = (angle > 180) ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, Calibrator.avatarTransform.right);
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Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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angle = angle > 180 ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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}
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// Make root heading follow within a set limit
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@ -131,15 +130,15 @@ public class DesktopVRIK : MonoBehaviour
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currentAngle = Mathf.Sign(currentAngle) * weightedAngleLimit;
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ik_SimulatedRootAngle = Mathf.MoveTowardsAngle(ik_SimulatedRootAngle, transform.eulerAngles.y, angleMaxDelta - weightedAngleLimit);
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}
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Calibrator.vrik.solver.spine.rootHeadingOffset = currentAngle;
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vrikSolver.spine.rootHeadingOffset = currentAngle;
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if (Setting_PelvisHeadingWeight > 0)
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{
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Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
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Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
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}
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if (Setting_ChestHeadingWeight > 0)
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{
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Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
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}
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}
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}
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@ -16,8 +16,6 @@ public class DesktopVRIKCalibrator
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// Settings
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public bool Setting_UseVRIKToes = true;
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public bool Setting_FindUnmappedToes = true;
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public bool Setting_ExperimentalKneeBend = true;
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public bool Setting_DebugCalibrationPose = false;
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// Avatar Component References
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public CVRAvatar avatar;
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@ -27,26 +25,26 @@ public class DesktopVRIKCalibrator
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public LookAtIK lookAtIK;
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// Calibrated Values
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public float
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initialFootDistance,
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initialStepThreshold,
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public float
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initialFootDistance,
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initialStepThreshold,
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initialStepHeight;
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// Calibration Internals
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bool DebugCalibrationPose;
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bool fixTransformsRequired;
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Vector3 leftKneeNormal, rightKneeNormal;
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HumanPose initialHumanPose;
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HumanPoseHandler humanPoseHandler;
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// Traverse
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IKSystem ikSystem;
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PlayerSetup playerSetup;
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Traverse
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_vrikTraverse,
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_lookIKTraverse,
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_avatarTraverse,
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_animatorManagerTraverse,
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_poseHandlerTraverse,
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_vrikTraverse,
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_lookIKTraverse,
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_avatarTraverse,
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_animatorManagerTraverse,
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_poseHandlerTraverse,
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_avatarRootHeightTraverse;
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public DesktopVRIKCalibrator()
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@ -68,15 +66,10 @@ public class DesktopVRIKCalibrator
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public void CalibrateDesktopVRIK()
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{
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PreInitialize();
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// Don't do anything else if just debugging calibration pose
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DebugCalibrationPose = !DebugCalibrationPose;
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if (Setting_DebugCalibrationPose && DebugCalibrationPose)
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{
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ForceCalibrationPose();
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return;
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}
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// Scan avatar for issues/references
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ScanAvatarForCalibration();
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// Prepare CVR IKSystem for external VRIK
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PrepareIKSystem();
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// Add VRIK and configure
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PrepareAvatarVRIK();
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@ -86,51 +79,42 @@ public class DesktopVRIKCalibrator
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PostInitialize();
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}
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public void ForceCalibrationPose(bool toggle = true)
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{
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animator.enabled = !toggle;
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SetHumanPose(0f);
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//SetAvatarIKPose(toggle);
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}
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private void PreInitialize()
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{
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// Scan avatar for issues/references
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ScanAvatarForCalibration();
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// Prepare CVR IKSystem for external VRIK
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PrepareIKSystem();
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}
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private void Initialize()
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{
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// Calculate bend normals with motorcycle pose
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SetHumanPose(0f);
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CalculateKneeBendNormals();
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VRIKUtils.CalculateKneeBendNormals(vrik, out leftKneeNormal, out rightKneeNormal);
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// Calculate initial IK scaling values with IKPose
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SetAvatarIKPose(true);
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VRIKUtils.CalculateInitialIKScaling(vrik, out initialFootDistance, out initialStepThreshold, out initialStepHeight);
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// Setup HeadIK target & calculate initial footstep values
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SetupDesktopHeadIKTarget();
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CalculateInitialIKScaling();
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// Initiate VRIK manually
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ForceInitiateVRIKSolver();
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VRIKUtils.InitiateVRIKSolver(vrik);
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// Return avatar to original pose
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SetAvatarIKPose(false);
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}
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private void PostInitialize()
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{
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ApplyKneeBendNormals();
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ApplyInitialIKScaling();
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VRIKUtils.ApplyScaleToVRIK
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(
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vrik,
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initialFootDistance,
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initialStepThreshold,
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initialStepHeight,
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1f
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);
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VRIKUtils.ApplyKneeBendNormals(vrik, leftKneeNormal, rightKneeNormal);
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vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate));
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}
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private void ScanAvatarForCalibration()
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{
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// Reset some stuff to default
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fixTransformsRequired = false;
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// Find required avatar components
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avatar = playerSetup._avatar.GetComponent<CVRAvatar>();
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animator = avatar.GetComponent<Animator>();
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@ -138,22 +122,15 @@ public class DesktopVRIKCalibrator
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lookAtIK = _lookIKTraverse.GetValue<LookAtIK>();
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// Apply some fixes for weird setups
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if (!animator.enabled)
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{
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fixTransformsRequired = true;
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DesktopVRIKMod.Logger.Error("Avatar has Animator disabled by default!");
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}
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fixTransformsRequired = !animator.enabled;
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// Center avatar local offsets
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// Center avatar local position
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avatarTransform.localPosition = Vector3.zero;
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//avatarTransform.localRotation = Quaternion.identity;
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// Store original human pose
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if (humanPoseHandler != null)
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{
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humanPoseHandler.Dispose();
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}
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// Create a new human pose handler and dispose the old one
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humanPoseHandler?.Dispose();
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humanPoseHandler = new HumanPoseHandler(animator.avatar, avatarTransform);
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// Store original human pose
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humanPoseHandler.GetHumanPose(ref initialHumanPose);
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}
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@ -168,21 +145,13 @@ public class DesktopVRIKCalibrator
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// Set the animator for the IK system
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ikSystem.animator = animator;
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if (ikSystem.animator != null)
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{
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animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController);
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}
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animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController);
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// Set the avatar height float
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float avatarHeight = ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y;
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_avatarRootHeightTraverse.SetValue(avatarHeight);
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_avatarRootHeightTraverse.SetValue(ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y);
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// Create a new human pose handler and dispose the old one
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if (ikHumanPoseHandler != null)
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{
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ikHumanPoseHandler.Dispose();
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_poseHandlerTraverse.SetValue(null);
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}
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ikHumanPoseHandler?.Dispose();
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ikHumanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform);
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_poseHandlerTraverse.SetValue(ikHumanPoseHandler);
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@ -206,156 +175,48 @@ public class DesktopVRIKCalibrator
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private void PrepareAvatarVRIK()
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{
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//add and configure VRIK
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// Add and configure VRIK
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vrik = avatar.gameObject.AddComponentIfMissing<VRIK>();
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vrik.AutoDetectReferences();
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ConfigureVRIKReferences();
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_vrikTraverse.SetValue(vrik);
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//in testing, not really needed
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//only required if Setting_FindUnmappedToes
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//and non-human mapped toes are found
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vrik.fixTransforms = fixTransformsRequired;
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VRIKUtils.ConfigureVRIKReferences(vrik, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
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//default solver settings
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// Fix animator issue or non-human mapped toes
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vrik.fixTransforms = fixTransformsRequired || foundUnmappedToes;
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// Default solver settings
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vrik.solver.locomotion.weight = 0f;
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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.locomotion.maxLegStretch = 1f;
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vrik.solver.spine.minHeadHeight = 0f;
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vrik.solver.IKPositionWeight = 1f;
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//disable to not bleed into anims
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vrik.solver.spine.chestClampWeight = 0f;
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vrik.solver.spine.maintainPelvisPosition = 0f;
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//for body leaning
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vrik.solver.spine.neckStiffness = 0.0001f; //cannot be 0
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// Body leaning settings
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vrik.solver.spine.neckStiffness = 0.0001f;
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vrik.solver.spine.bodyPosStiffness = 1f;
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vrik.solver.spine.bodyRotStiffness = 0.2f;
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//disable so avatar doesnt try and walk away
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// Disable locomotion
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vrik.solver.locomotion.velocityFactor = 0f;
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vrik.solver.locomotion.maxVelocity = 0f;
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//fixes nameplate spazzing on remote & magicacloth
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vrik.solver.locomotion.rootSpeed = 1000f;
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//disable so PAM & BID dont make body shake
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// Disable chest rotation by hands
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vrik.solver.spine.rotateChestByHands = 0f;
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//enable to prioritize LookAtIK
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// Prioritize LookAtIK
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vrik.solver.spine.headClampWeight = 0.2f;
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//disable to not go on tippytoes
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// Disable going on tippytoes
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vrik.solver.spine.positionWeight = 0f;
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vrik.solver.spine.rotationWeight = 1f;
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//vrik.solver.spine.maintainPelvisPosition = 1f;
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//vrik.solver.locomotion.weight = 0f;
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//vrik.solver.spine.positionWeight = 0f;
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//vrik.solver.spine.pelvisPositionWeight = 0f;
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//vrik.solver.leftArm.positionWeight = 0f;
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//vrik.solver.leftArm.rotationWeight = 0f;
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//vrik.solver.rightArm.positionWeight = 0f;
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//vrik.solver.rightArm.rotationWeight = 0f;
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//vrik.solver.leftLeg.positionWeight = 0f;
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//vrik.solver.leftLeg.rotationWeight = 0f;
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//vrik.solver.rightLeg.positionWeight = 0f;
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//vrik.solver.rightLeg.rotationWeight = 0f;
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//vrik.solver.IKPositionWeight = 0f;
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//THESE ARE CONFIGURABLE IN GAME IK SETTINGS
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//vrik.solver.leftLeg.target = null;
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//vrik.solver.leftLeg.bendGoal = null;
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//vrik.solver.leftLeg.positionWeight = 0f;
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//vrik.solver.leftLeg.bendGoalWeight = 0f;
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//vrik.solver.rightLeg.target = null;
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//vrik.solver.rightLeg.bendGoal = null;
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//vrik.solver.rightLeg.positionWeight = 0f;
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//vrik.solver.rightLeg.bendGoalWeight = 0f;
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//vrik.solver.spine.pelvisTarget = null;
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//vrik.solver.spine.chestGoal = null;
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//vrik.solver.spine.positionWeight = 0f;
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//vrik.solver.spine.rotationWeight = 0f;
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//vrik.solver.spine.pelvisPositionWeight = 0f;
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//vrik.solver.spine.pelvisRotationWeight = 0f;
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//vrik.solver.spine.chestGoalWeight = 0f;
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// Tell IKSystem about new VRIK
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_vrikTraverse.SetValue(vrik);
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}
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private void CalculateKneeBendNormals()
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{
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// Get assumed left knee normal
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||||
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,
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
183
DesktopVRIK/VRIKUtils.cs
Normal 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);
|
||||
}
|
||||
}
|
|
@ -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"
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue