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clean up
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parent
20222e563e
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8 changed files with 347 additions and 396 deletions
183
DesktopVRIK/VRIKUtils.cs
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183
DesktopVRIK/VRIKUtils.cs
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using HarmonyLib;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.Melons.DesktopVRIK;
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public static class VRIKUtils
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{
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public static void ConfigureVRIKReferences(VRIK vrik, bool useVRIKToes, bool findUnmappedToes, out bool foundUnmappedToes)
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{
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foundUnmappedToes = false;
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//might not work over netik
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FixChestAndSpineReferences(vrik);
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if (!useVRIKToes)
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{
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vrik.references.leftToes = null;
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vrik.references.rightToes = null;
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}
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else if (findUnmappedToes)
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{
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//doesnt work with netik, but its toes...
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FindAndSetUnmappedToes(vrik, out foundUnmappedToes);
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}
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//bullshit fix to not cause death
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FixFingerBonesError(vrik);
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}
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private static void FixChestAndSpineReferences(VRIK vrik)
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{
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Transform leftShoulderBone = vrik.references.leftShoulder;
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Transform rightShoulderBone = vrik.references.rightShoulder;
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Transform assumedChest = leftShoulderBone?.parent;
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if (assumedChest != null && rightShoulderBone.parent == assumedChest &&
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vrik.references.chest != assumedChest)
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{
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vrik.references.chest = assumedChest;
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vrik.references.spine = assumedChest.parent;
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}
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}
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private static void FindAndSetUnmappedToes(VRIK vrik, out bool foundUnmappedToes)
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{
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foundUnmappedToes = false;
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Transform leftToes = vrik.references.leftToes;
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Transform rightToes = vrik.references.rightToes;
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if (leftToes == null && rightToes == null)
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{
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leftToes = FindUnmappedToe(vrik.references.leftFoot);
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rightToes = FindUnmappedToe(vrik.references.rightFoot);
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if (leftToes != null && rightToes != null)
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{
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vrik.references.leftToes = leftToes;
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vrik.references.rightToes = rightToes;
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foundUnmappedToes = true;
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}
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}
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}
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private static Transform FindUnmappedToe(Transform foot)
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{
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foreach (Transform bone in foot)
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{
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if (bone.name.ToLowerInvariant().Contains("toe") ||
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bone.name.ToLowerInvariant().EndsWith("_end"))
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{
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return bone;
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}
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}
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return null;
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}
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private static void FixFingerBonesError(VRIK vrik)
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{
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FixFingerBones(vrik, vrik.references.leftHand, vrik.solver.leftArm);
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FixFingerBones(vrik, vrik.references.rightHand, vrik.solver.rightArm);
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}
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private static void FixFingerBones(VRIK vrik, Transform hand, IKSolverVR.Arm armSolver)
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{
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if (hand.childCount == 0)
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{
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armSolver.wristToPalmAxis = Vector3.up;
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armSolver.palmToThumbAxis = hand == vrik.references.leftHand ? -Vector3.forward : Vector3.forward;
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}
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}
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public static void CalculateKneeBendNormals(VRIK vrik, out Vector3 leftKneeNormal, out Vector3 rightKneeNormal)
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{
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// Helper function to get position or default to Vector3.zero
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Vector3 GetPositionOrDefault(Transform transform) => transform?.position ?? Vector3.zero;
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// Get assumed left knee normal
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Vector3[] leftVectors = {
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GetPositionOrDefault(vrik.references.leftThigh),
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GetPositionOrDefault(vrik.references.leftCalf),
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GetPositionOrDefault(vrik.references.leftFoot)
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};
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leftKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
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// Get assumed right knee normal
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Vector3[] rightVectors = {
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GetPositionOrDefault(vrik.references.rightThigh),
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GetPositionOrDefault(vrik.references.rightCalf),
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GetPositionOrDefault(vrik.references.rightFoot)
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};
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rightKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
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}
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public static void ApplyKneeBendNormals(VRIK vrik, Vector3 leftKneeNormal, Vector3 rightKneeNormal)
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{
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// 0 uses bendNormalRelToPelvis, 1 is bendNormalRelToTarget
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// modifying pelvis normal weight is better math
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vrik.solver.leftLeg.bendToTargetWeight = 0f;
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vrik.solver.rightLeg.bendToTargetWeight = 0f;
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var leftLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.leftLeg).Field("bendNormalRelToPelvis");
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var rightLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.rightLeg).Field("bendNormalRelToPelvis");
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var pelvis_localRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
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var leftLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * leftKneeNormal;
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var rightLeg_bendNormalRelToPelvis = pelvis_localRotationInverse * rightKneeNormal;
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leftLeg_bendNormalRelToPelvisTraverse.SetValue(leftLeg_bendNormalRelToPelvis);
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rightLeg_bendNormalRelToPelvisTraverse.SetValue(rightLeg_bendNormalRelToPelvis);
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}
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private static Vector3 GetNormalFromArray(Vector3[] positions)
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{
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Vector3 centroid = Vector3.zero;
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for (int i = 0; i < positions.Length; i++)
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{
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centroid += positions[i];
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}
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centroid /= positions.Length;
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Vector3 normal = Vector3.zero;
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for (int i = 0; i < positions.Length - 2; i++)
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{
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Vector3 side1 = positions[i] - centroid;
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Vector3 side2 = positions[i + 1] - centroid;
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normal += Vector3.Cross(side1, side2);
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}
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return normal.normalized;
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}
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public static void CalculateInitialIKScaling(VRIK vrik, out float initialFootDistance, out float initialStepThreshold, out float initialStepHeight)
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{
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// Get distance between feet and thighs
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float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
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float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
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initialFootDistance = footDistance * 0.5f;
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initialStepThreshold = footDistance * scaleModifier;
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initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
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}
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public static void ApplyScaleToVRIK(VRIK vrik, float footDistance, float stepThreshold, float stepHeight, float modifier)
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{
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vrik.solver.locomotion.footDistance = footDistance * modifier;
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vrik.solver.locomotion.stepThreshold = stepThreshold * modifier;
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ScaleStepHeight(vrik.solver.locomotion.stepHeight, stepHeight * modifier);
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}
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private 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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}
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public static void InitiateVRIKSolver(VRIK vrik)
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{
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.Initiate(vrik.transform);
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}
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}
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