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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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clean up
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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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