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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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last minute refactor
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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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