mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
last minute refactor
This commit is contained in:
parent
407af39155
commit
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7 changed files with 513 additions and 0 deletions
108
DesktopVRIK/DesktopVRIK.cs
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108
DesktopVRIK/DesktopVRIK.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.MovementSystem;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using MelonLoader;
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using System.Text;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RootMotion.FinalIK;
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namespace DesktopVRIK;
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public class NAKDesktopVRIK : MonoBehaviour
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{
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public static NAKDesktopVRIK Instance;
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public VRIK vrik;
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void Start()
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{
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Instance = this;
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}
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void LateUpdate()
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{
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//pretty much zero out VRIK trying to locomote us using autofootstep
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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}
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public void CalibrateAvatarVRIK(CVRAvatar avatar)
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{
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//check if VRIK already exists, as it is an allowed component
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vrik = avatar.gameObject.GetComponent<VRIK>();
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if (vrik == null)
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{
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vrik = avatar.gameObject.AddComponent<VRIK>();
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}
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//Generic VRIK calibration shit
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vrik.fixTransforms = false;
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vrik.solver.plantFeet = false;
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vrik.solver.locomotion.weight = 1f;
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vrik.solver.locomotion.angleThreshold = 30f;
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vrik.solver.locomotion.maxLegStretch = 0.75f;
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//nuke weights
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vrik.solver.spine.headClampWeight = 0f;
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vrik.solver.spine.minHeadHeight = 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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//ChilloutVR specific stuff
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//centerEyeAnchor now is head bone
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Transform headAnchor = FindIKTarget(IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Head));
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IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
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IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
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IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
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BodySystem.TrackingLeftArmEnabled = false;
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BodySystem.TrackingRightArmEnabled = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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vrik.solver.IKPositionWeight = 0f;
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vrik.enabled = false;
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//Calibrate HeadIKOffset
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VRIKCalibrator.CalibrateHead(vrik, headAnchor, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
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vrik.enabled = true;
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vrik.solver.IKPositionWeight = 1f;
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vrik.solver.spine.maintainPelvisPosition = 0f;
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}
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private static Transform FindIKTarget(Transform targetParent)
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{
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/**
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I want creators to be able to specify their own custom IK Targets, so they can move them around with animations if they want.
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We check for existing target objects, and if none are found we make our own.
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Naming scheme is parentobject name + " IK Target".
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**/
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Transform parentTransform = targetParent.transform;
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string targetName = parentTransform.name + " IK Target";
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//check for existing target
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foreach (object obj in parentTransform)
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{
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Transform childTransform = (Transform)obj;
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if (childTransform.name == targetName)
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{
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return childTransform;
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}
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}
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//create new target if none are found
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GameObject newTarget = new GameObject(targetName);
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newTarget.transform.parent = parentTransform;
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newTarget.transform.localPosition = Vector3.zero;
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newTarget.transform.localRotation = Quaternion.identity;
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return newTarget.transform;
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}
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}
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52
DesktopVRIK/DesktopVRIK.csproj
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52
DesktopVRIK/DesktopVRIK.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="Cohtml.Runtime">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Giamoz">
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<HintPath>..\..\Giamoz\Giamoz\bin\Debug\net472\Giamoz.dll</HintPath>
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</Reference>
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<Reference Include="MelonLoader">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
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</Reference>
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<Reference Include="SteamVR">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AnimationModule">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.InputLegacyModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.PhysicsModule">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Target Name="Deploy" AfterTargets="Build">
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
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<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
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</Target>
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</Project>
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25
DesktopVRIK/DesktopVRIK.sln
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25
DesktopVRIK/DesktopVRIK.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.2.32630.192
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DesktopVRIK", "DesktopVRIK.csproj", "{07F06485-C387-470A-A43D-F3779A059F30}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{07F06485-C387-470A-A43D-F3779A059F30}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{07F06485-C387-470A-A43D-F3779A059F30}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{07F06485-C387-470A-A43D-F3779A059F30}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{07F06485-C387-470A-A43D-F3779A059F30}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {05F83429-FD88-4C7A-B7D5-40516382B6FD}
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EndGlobalSection
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EndGlobal
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35
DesktopVRIK/HarmonyPatches.cs
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35
DesktopVRIK/HarmonyPatches.cs
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using ABI_RC.Core.Player;
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using ABI.CCK.Components;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using HarmonyLib;
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using MelonLoader;
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using RootMotion.FinalIK;
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namespace DesktopVRIK;
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[HarmonyPatch]
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internal class HarmonyPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), "SetupAvatarGeneral")]
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private static void InitializeDesktopIKSystem(ref CVRAvatar ____avatarDescriptor)
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{
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if (MetaPort.Instance.isUsingVr) return;
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//this will stop at the useless isVr return (the function is only ever called by vr anyways...)
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IKSystem.Instance.InitializeAvatar(____avatarDescriptor);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(IKSystem), "InitializeAvatar")]
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private static void InitializeDesktopAvatar(CVRAvatar avatar, ref VRIK ____vrik)
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{
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//need IKSystem to see VRIK component for setup
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____vrik = avatar.gameObject.AddComponent<VRIK>();
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//now i add my own VRIK stuff
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NAKDesktopVRIK NAKVRIK = avatar.gameObject.AddComponent<NAKDesktopVRIK>();
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NAKVRIK.CalibrateAvatarVRIK(avatar);
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}
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}
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240
DesktopVRIK/Main.cs
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DesktopVRIK/Main.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.MovementSystem;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using HarmonyLib;
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using MelonLoader;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.Events;
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namespace DesktopVRIK;
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public class DesktopVRIK : MelonMod
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{
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private static MelonPreferences_Category m_categoryDesktopVRIK;
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private static MelonPreferences_Entry<bool> m_entryEnabled;
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private static MelonPreferences_Entry<bool> m_entryEmulateHipMovement;
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private static MelonPreferences_Entry<bool> m_entryEmoteVRIK;
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private static MelonPreferences_Entry<bool> m_entryEmoteLookAtIK;
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public override void OnApplicationStart()
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{
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m_categoryDesktopVRIK = MelonPreferences.CreateCategory(nameof(DesktopVRIK));
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m_entryEnabled = m_categoryDesktopVRIK.CreateEntry<bool>("Enabled", true, description: "Attempt to give Desktop VRIK.");
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m_entryEmulateHipMovement = m_categoryDesktopVRIK.CreateEntry<bool>("Emulate Hip Movement", true, description: "Emulates VRChat-like hip movement when moving head up/down on desktop.");
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m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting.");
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m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting.");
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}
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[HarmonyPatch]
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private class HarmonyPatches
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{
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private static bool emotePlayed = false;
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), "Update")]
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private static void CorrectVRIK(ref bool ____emotePlaying, ref LookAtIK ___lookIK)
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{
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if (MetaPort.Instance.isUsingVr) return;
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if (IKSystem.vrik == null) return;
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//pretty much zero out VRIK trying to locomote us using autofootstep
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IKSystem.Instance.avatar.transform.localPosition = Vector3.zero;
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IKSystem.Instance.avatar.transform.localRotation = Quaternion.identity;
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//TODO: Smooth out offset when walking/running
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if ( m_entryEmulateHipMovement.Value )
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{
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float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
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angle = (angle > 180) ? angle - 360 : angle;
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float weight = (1 - MovementSystem.Instance.movementVector.magnitude);
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Quaternion rotation = Quaternion.AngleAxis(angle * weight, IKSystem.Instance.avatar.transform.right);
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IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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}
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//Avatar Motion Tweaker has custom emote detection to disable VRIK via state tags
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if (____emotePlaying && !emotePlayed)
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{
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emotePlayed = true;
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if (m_entryEmoteVRIK.Value)
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{
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BodySystem.TrackingEnabled = false;
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IKSystem.vrik.solver.Reset();
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}
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if (m_entryEmoteLookAtIK.Value && ___lookIK != null)
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{
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___lookIK.enabled = false;
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}
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}
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else if (!____emotePlaying && emotePlayed)
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{
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emotePlayed = false;
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BodySystem.TrackingEnabled = true;
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IKSystem.vrik.solver.Reset();
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if (___lookIK != null)
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{
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___lookIK.enabled = true;
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}
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(IKSystem), "InitializeAvatar")]
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private static void InitializeDesktopAvatar(CVRAvatar avatar, ref VRIK ____vrik, ref HumanPoseHandler ____poseHandler, ref Vector3 ____referenceRootPosition, ref Quaternion ____referenceRootRotation, ref float[] ___HandCalibrationPoseMuscles)
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{
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if (!m_entryEnabled.Value) return;
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if (MetaPort.Instance.isUsingVr) return;
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//set avatar to
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Quaternion initialRotation = avatar.transform.rotation;
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avatar.transform.rotation = Quaternion.identity;
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____vrik = avatar.gameObject.AddComponent<VRIK>();
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____vrik.fixTransforms = false;
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____vrik.solver.locomotion.weight = 1f;
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IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
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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.spine.headClampWeight = 0f;
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____vrik.solver.spine.minHeadHeight = 0f;
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if (____vrik != null)
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{
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____vrik.onPreSolverUpdate.AddListener(new UnityAction(IKSystem.Instance.OnPreSolverUpdate));
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}
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if (____poseHandler == null)
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{
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____poseHandler = new HumanPoseHandler(IKSystem.Instance.animator.avatar, IKSystem.Instance.animator.transform);
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}
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____poseHandler.GetHumanPose(ref IKSystem.Instance.humanPose);
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____referenceRootPosition = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).position;
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____referenceRootRotation = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).rotation;
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for (int i = 0; i < ___HandCalibrationPoseMuscles.Length; i++)
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{
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IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, ___HandCalibrationPoseMuscles[i], ref IKSystem.Instance.humanPose.muscles);
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}
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____poseHandler.SetHumanPose(ref IKSystem.Instance.humanPose);
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if (IKSystem.Instance.applyOriginalHipPosition)
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{
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IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).position = ____referenceRootPosition;
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}
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if (IKSystem.Instance.applyOriginalHipRotation)
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{
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IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).rotation = ____referenceRootRotation;
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}
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BodySystem.isCalibratedAsFullBody = false;
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BodySystem.isCalibrating = false;
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BodySystem.TrackingPositionWeight = 1f;
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BodySystem.isCalibratedAsFullBody = false;
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//InitializeDesktopIK
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//centerEyeAnchor now is head bone
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Transform headAnchor = FindIKTarget(IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Head));
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IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
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IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
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IKSystem.Instance.leftHandModel.SetActive(false);
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IKSystem.Instance.rightHandModel.SetActive(false);
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IKSystem.Instance.animator = IKSystem.Instance.avatar.GetComponent<Animator>();
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IKSystem.Instance.animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
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//tell game to not track limbs
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BodySystem.TrackingLeftArmEnabled = false;
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BodySystem.TrackingRightArmEnabled = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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//create ik targets for avatars to utilize
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//____vrik.solver.leftLeg.target = FindIKTarget(IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftFoot));
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//____vrik.solver.rightLeg.target = FindIKTarget(IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightFoot));
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____vrik.solver.IKPositionWeight = 0f;
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____vrik.enabled = false;
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VRIKCalibrator.CalibrateHead(____vrik, headAnchor, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
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//IKSystem.Instance.leftHandPose.transform.position = ____vrik.references.leftHand.position;
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//IKSystem.Instance.rightHandPose.transform.position = ____vrik.references.rightHand.position;
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//____vrik.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
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//____vrik.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
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|
||||
//Transform boneTransform = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
|
||||
//Transform boneTransform2 = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
|
||||
//if (boneTransform.GetComponent<TwistRelaxer>() == null)
|
||||
//{
|
||||
// TwistRelaxer twistRelaxer = boneTransform.gameObject.AddComponent<TwistRelaxer>();
|
||||
// twistRelaxer.ik = ____vrik;
|
||||
// twistRelaxer.child = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftHand);
|
||||
// twistRelaxer.weight = 0.5f;
|
||||
// twistRelaxer.parentChildCrossfade = 0.9f;
|
||||
// twistRelaxer.twistAngleOffset = 0f;
|
||||
//}
|
||||
//if (boneTransform2.GetComponent<TwistRelaxer>() == null)
|
||||
//{
|
||||
// TwistRelaxer twistRelaxer2 = boneTransform2.gameObject.AddComponent<TwistRelaxer>();
|
||||
// twistRelaxer2.ik = ____vrik;
|
||||
// twistRelaxer2.child = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightHand);
|
||||
// twistRelaxer2.weight = 0.5f;
|
||||
// twistRelaxer2.parentChildCrossfade = 0.9f;
|
||||
// twistRelaxer2.twistAngleOffset = 0f;
|
||||
//}
|
||||
//if (IKSystem.Instance.animator != null && IKSystem.Instance.animator.avatar != null && IKSystem.Instance.animator.avatar.isHuman)
|
||||
//{
|
||||
// Transform boneTransform3 = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.LeftThumbProximal);
|
||||
// if (boneTransform3 != null)
|
||||
// {
|
||||
// ____vrik.solver.leftArm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(____vrik.references.leftHand, ____vrik.references.leftForearm, boneTransform3);
|
||||
// }
|
||||
// Transform boneTransform4 = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.RightThumbProximal);
|
||||
// if (boneTransform4 != null)
|
||||
// {
|
||||
// ____vrik.solver.rightArm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(____vrik.references.rightHand, ____vrik.references.rightForearm, boneTransform4);
|
||||
// }
|
||||
//}
|
||||
|
||||
____vrik.enabled = true;
|
||||
____vrik.solver.IKPositionWeight = 1f;
|
||||
____vrik.solver.spine.maintainPelvisPosition = 0f;
|
||||
|
||||
//prevent the IK from walking away
|
||||
____vrik.solver.locomotion.maxVelocity = 0f;
|
||||
avatar.transform.rotation = initialRotation;
|
||||
}
|
||||
|
||||
private static Transform FindIKTarget(Transform targetParent)
|
||||
{
|
||||
/**
|
||||
I want creators to be able to specify their own custom IK Targets, so they can move them around with animations if they want.
|
||||
We check for existing target objects, and if none are found we make our own.
|
||||
Naming scheme is parentobject name + " IK Target".
|
||||
**/
|
||||
Transform parentTransform = targetParent.transform;
|
||||
string targetName = parentTransform.name + " IK Target";
|
||||
|
||||
//check for existing target
|
||||
foreach (object obj in parentTransform)
|
||||
{
|
||||
Transform childTransform = (Transform)obj;
|
||||
if (childTransform.name == targetName)
|
||||
{
|
||||
return childTransform;
|
||||
}
|
||||
}
|
||||
|
||||
//create new target if none are found
|
||||
GameObject newTarget = new GameObject(targetName);
|
||||
newTarget.transform.parent = parentTransform;
|
||||
newTarget.transform.localPosition = Vector3.zero;
|
||||
newTarget.transform.localRotation = Quaternion.identity;
|
||||
return newTarget.transform;
|
||||
}
|
||||
}
|
||||
}
|
30
DesktopVRIK/Properties/AssemblyInfo.cs
Normal file
30
DesktopVRIK/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,30 @@
|
|||
using MelonLoader;
|
||||
using System.Reflection;
|
||||
using DesktopVRIK.Properties;
|
||||
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(DesktopVRIK))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(DesktopVRIK))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(DesktopVRIK.DesktopVRIK),
|
||||
nameof(DesktopVRIK),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/DesktopVRIK"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
|
||||
namespace DesktopVRIK.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "1.0.0";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
23
DesktopVRIK/format.json
Normal file
23
DesktopVRIK/format.json
Normal file
|
@ -0,0 +1,23 @@
|
|||
{
|
||||
"_id": 95,
|
||||
"name": "DesktopVRIK",
|
||||
"modversion": "1.1.0",
|
||||
"gameversion": "2022r168",
|
||||
"loaderversion": "0.5.4",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Corrects MM and QM position when avatar is scaled.\nAdditional option to scale player collision.",
|
||||
"searchtags": [
|
||||
"menu",
|
||||
"scale",
|
||||
"avatarscale",
|
||||
"slider"
|
||||
],
|
||||
"requirements": [
|
||||
"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/r2/DesktopVRIK.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
|
||||
"changelog": "Added option to scale player collision. Fixed some VR specific issues.",
|
||||
"embedcolor": "804221"
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue