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

@ -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,