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7 changed files with 25 additions and 145 deletions
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using System.Reflection;
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using UnityEngine;
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using Object = UnityEngine.Object;
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/*
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Kindly stolen from SDraw's leap motion mod. (MIT)
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https://github.com/SDraw/ml_mods_cvr/blob/master/ml_lme/AssetsHandler.cs
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*thank u sdraw, i wont be murderer now*
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*/
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namespace NAK.Melons.DesktopVRIK;
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static class AssetsHandler
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{
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static readonly List<string> ms_assets = new List<string>()
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{
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"IKPose.assetbundle"
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};
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static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();
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static Dictionary<string, Object> ms_loadedObjects = new Dictionary<string, Object>();
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public static void Load()
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{
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Assembly l_assembly = Assembly.GetExecutingAssembly();
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string l_assemblyName = l_assembly.GetName().Name;
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foreach (string l_assetName in ms_assets)
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{
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try
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{
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Stream l_assetStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + l_assetName);
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if (l_assetStream != null)
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{
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MemoryStream l_memorySteam = new MemoryStream((int)l_assetStream.Length);
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l_assetStream.CopyTo(l_memorySteam);
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AssetBundle l_assetBundle = AssetBundle.LoadFromMemory(l_memorySteam.ToArray(), 0);
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if (l_assetBundle != null)
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{
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l_assetBundle.hideFlags |= HideFlags.DontUnloadUnusedAsset;
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ms_loadedAssets.Add(l_assetName, l_assetBundle);
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}
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else
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MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset");
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}
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else
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MelonLoader.MelonLogger.Warning("Unable to get bundled '" + l_assetName + "' asset stream");
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}
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catch (System.Exception e)
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{
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MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset, reason: " + e.Message);
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}
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}
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}
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public static Object GetAsset(string p_name)
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{
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Object l_result = null;
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if (ms_loadedObjects.ContainsKey(p_name))
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{
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l_result = UnityEngine.Object.Instantiate(ms_loadedObjects[p_name]);
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//l_result.SetActive(true);
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l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
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}
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else
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{
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foreach (var l_pair in ms_loadedAssets)
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{
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if (l_pair.Value.Contains(p_name))
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{
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Object l_bundledObject = (Object)l_pair.Value.LoadAsset(p_name, typeof(Object));
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if (l_bundledObject != null)
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{
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ms_loadedObjects.Add(p_name, l_bundledObject);
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l_result = UnityEngine.Object.Instantiate(l_bundledObject);
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//l_result.SetActive(true);
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l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
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}
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break;
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}
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}
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}
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return l_result;
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}
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public static void Unload()
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{
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foreach (var l_pair in ms_loadedAssets)
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UnityEngine.Object.Destroy(l_pair.Value);
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ms_loadedAssets.Clear();
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}
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}
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@ -16,9 +16,7 @@ public class DesktopVRIK : MonoBehaviour
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public static bool Setting_Enabled,
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public static bool Setting_Enabled,
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Setting_EnforceViewPosition,
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Setting_EnforceViewPosition,
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Setting_EmoteVRIK,
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Setting_EmoteVRIK,
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Setting_EmoteLookAtIK,
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Setting_EmoteLookAtIK;
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Setting_AllowRootSlipping,
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Setting_TestIKPoseController;
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public static float Setting_EmulateVRChatHipMovementWeight;
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public static float Setting_EmulateVRChatHipMovementWeight;
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public Transform viewpoint;
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public Transform viewpoint;
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@ -27,12 +25,9 @@ public class DesktopVRIK : MonoBehaviour
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Transform headIKTarget;
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Transform headIKTarget;
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Transform avatarHeadBone;
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Transform avatarHeadBone;
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RuntimeAnimatorController ikposeController;
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void Start()
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void Start()
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{
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{
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Instance = this;
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Instance = this;
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ikposeController = (RuntimeAnimatorController)AssetsHandler.GetAsset("Assets/BundledAssets/IKPose/IKPose.controller");
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// create the shared Head IK Target
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// create the shared Head IK Target
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headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
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headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
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headIKTarget.parent = PlayerSetup.Instance.transform;
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headIKTarget.parent = PlayerSetup.Instance.transform;
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@ -61,12 +56,9 @@ public class DesktopVRIK : MonoBehaviour
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headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
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headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
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}
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}
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if (!Setting_AllowRootSlipping)
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//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
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{
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IKSystem.vrik.transform.localPosition = Vector3.zero;
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//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
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IKSystem.vrik.transform.localRotation = Quaternion.identity;
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IKSystem.vrik.transform.localPosition = Vector3.zero;
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IKSystem.vrik.transform.localRotation = Quaternion.identity;
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}
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//VRChat hip movement emulation
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//VRChat hip movement emulation
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if (Setting_EmulateVRChatHipMovementWeight != 0)
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if (Setting_EmulateVRChatHipMovementWeight != 0)
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@ -96,18 +88,18 @@ public class DesktopVRIK : MonoBehaviour
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//avatar.transform.rotation = Quaternion.identity;
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//avatar.transform.rotation = Quaternion.identity;
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//ikpose layer (specified by avatar author)
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//ikpose layer (specified by avatar author)
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int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
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//int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
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int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
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//int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
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if (ikposeLayerIndex != -1)
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//if (ikposeLayerIndex != -1)
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{
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//{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
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// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
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if (locoLayerIndex != -1)
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// if (locoLayerIndex != -1)
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{
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// {
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
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// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
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}
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// }
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IKSystem.Instance.animator.Update(0f);
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// IKSystem.Instance.animator.Update(0f);
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}
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//}
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//Generic VRIK calibration shit
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//Generic VRIK calibration shit
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VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
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VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
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@ -157,20 +149,14 @@ public class DesktopVRIK : MonoBehaviour
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.Initiate(vrik.transform);
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vrik.solver.Initiate(vrik.transform);
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if (ikposeLayerIndex != -1)
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//if (ikposeLayerIndex != -1)
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{
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//{
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
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// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
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if (locoLayerIndex != -1)
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// if (locoLayerIndex != -1)
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{
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// {
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PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
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// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
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}
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// }
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}
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//}
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if (Setting_TestIKPoseController)
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{
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animator.enabled = false;
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return vrik;
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}
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//Find eyeoffset
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//Find eyeoffset
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initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition;
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initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition;
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<None Remove="resources\IKPose.assetbundle" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="resources\IKPose.assetbundle" />
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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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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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, IKPoseMuscles[i], ref ___humanPose.muscles);
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IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, IKPoseMuscles[i], ref ___humanPose.muscles);
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}
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}
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____poseHandler.SetHumanPose(ref ___humanPose);
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____poseHandler.SetHumanPose(ref ___humanPose);
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____vrik = DesktopVRIK.Instance.AlternativeCalibration(avatar);
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____vrik = DesktopVRIK.Instance.AlternativeCalibration(avatar);
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IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
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IKSystem.Instance.ApplyAvatarScaleToIk(avatar.viewPosition.y);
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}
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}
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@ -22,7 +22,6 @@ public class DesktopVRIKMod : MelonMod
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m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
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m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
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m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
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m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
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m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting. This setting doesn't really matter, as LookAtIK isn't networked while doing an emote.");
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m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting. This setting doesn't really matter, as LookAtIK isn't networked while doing an emote.");
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m_entryAllowRootSlipping = m_categoryDesktopVRIK.CreateEntry<bool>("Allow Root Slipping", false, description: "Allows avatar root to slip out from under itself, to emulate more wacky VRChat behavior.");
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foreach (var setting in m_categoryDesktopVRIK.Entries)
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foreach (var setting in m_categoryDesktopVRIK.Entries)
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{
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{
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@ -45,7 +44,6 @@ public class DesktopVRIKMod : MelonMod
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System.Collections.IEnumerator WaitForLocalPlayer()
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System.Collections.IEnumerator WaitForLocalPlayer()
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{
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{
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AssetsHandler.Load();
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while (PlayerSetup.Instance == null)
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while (PlayerSetup.Instance == null)
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yield return null;
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yield return null;
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PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();
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PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();
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DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value);
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DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value);
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DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
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DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
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DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
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DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
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DesktopVRIK.Setting_AllowRootSlipping = m_entryAllowRootSlipping.Value;
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DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);
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DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);
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}
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}
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],
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.0/DesktopVRIK.dll",
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"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.0/DesktopVRIK.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
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"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
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"changelog": "- Simplified VRIK calibration to avoid low heel issue.\n- Removed rushed compatibility mode.\n- Added checks for valid Humanoid rigs.\n- Added PlantFeet & EnforceViewPosition Settings.\n- Added Weight option for the VRChat-like hip movement.\n- Simplified config, added BTKUILib support.\n- Reworked calibration to support almost every avatar.\n- Added custom avatar-defined IKPose support.",
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"changelog": "- Simplified VRIK calibration to avoid low heel issue.\n- Added checks for valid Humanoid rigs.\n- Added PlantFeet & EnforceViewPosition Settings.\n- Added Weight option for the VRChat-like hip movement.\n- Simplified config, added BTKUILib support.\n- Reworked calibration to support almost every avatar.",
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"embedcolor": "9b59b6"
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"embedcolor": "9b59b6"
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}
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}
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