This commit is contained in:
NotAKidoS 2023-01-14 01:21:49 -06:00
parent 997d1d8d41
commit 6433dd7c78
7 changed files with 25 additions and 145 deletions

View file

@ -1,95 +0,0 @@
using System.Reflection;
using UnityEngine;
using Object = UnityEngine.Object;
/*
Kindly stolen from SDraw's leap motion mod. (MIT)
https://github.com/SDraw/ml_mods_cvr/blob/master/ml_lme/AssetsHandler.cs
*thank u sdraw, i wont be murderer now*
*/
namespace NAK.Melons.DesktopVRIK;
static class AssetsHandler
{
static readonly List<string> ms_assets = new List<string>()
{
"IKPose.assetbundle"
};
static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();
static Dictionary<string, Object> ms_loadedObjects = new Dictionary<string, Object>();
public static void Load()
{
Assembly l_assembly = Assembly.GetExecutingAssembly();
string l_assemblyName = l_assembly.GetName().Name;
foreach (string l_assetName in ms_assets)
{
try
{
Stream l_assetStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + l_assetName);
if (l_assetStream != null)
{
MemoryStream l_memorySteam = new MemoryStream((int)l_assetStream.Length);
l_assetStream.CopyTo(l_memorySteam);
AssetBundle l_assetBundle = AssetBundle.LoadFromMemory(l_memorySteam.ToArray(), 0);
if (l_assetBundle != null)
{
l_assetBundle.hideFlags |= HideFlags.DontUnloadUnusedAsset;
ms_loadedAssets.Add(l_assetName, l_assetBundle);
}
else
MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset");
}
else
MelonLoader.MelonLogger.Warning("Unable to get bundled '" + l_assetName + "' asset stream");
}
catch (System.Exception e)
{
MelonLoader.MelonLogger.Warning("Unable to load bundled '" + l_assetName + "' asset, reason: " + e.Message);
}
}
}
public static Object GetAsset(string p_name)
{
Object l_result = null;
if (ms_loadedObjects.ContainsKey(p_name))
{
l_result = UnityEngine.Object.Instantiate(ms_loadedObjects[p_name]);
//l_result.SetActive(true);
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
}
else
{
foreach (var l_pair in ms_loadedAssets)
{
if (l_pair.Value.Contains(p_name))
{
Object l_bundledObject = (Object)l_pair.Value.LoadAsset(p_name, typeof(Object));
if (l_bundledObject != null)
{
ms_loadedObjects.Add(p_name, l_bundledObject);
l_result = UnityEngine.Object.Instantiate(l_bundledObject);
//l_result.SetActive(true);
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
}
break;
}
}
}
return l_result;
}
public static void Unload()
{
foreach (var l_pair in ms_loadedAssets)
UnityEngine.Object.Destroy(l_pair.Value);
ms_loadedAssets.Clear();
}
}

View file

@ -16,9 +16,7 @@ public class DesktopVRIK : MonoBehaviour
public static bool Setting_Enabled,
Setting_EnforceViewPosition,
Setting_EmoteVRIK,
Setting_EmoteLookAtIK,
Setting_AllowRootSlipping,
Setting_TestIKPoseController;
Setting_EmoteLookAtIK;
public static float Setting_EmulateVRChatHipMovementWeight;
public Transform viewpoint;
@ -27,12 +25,9 @@ public class DesktopVRIK : MonoBehaviour
Transform headIKTarget;
Transform avatarHeadBone;
RuntimeAnimatorController ikposeController;
void Start()
{
Instance = this;
ikposeController = (RuntimeAnimatorController)AssetsHandler.GetAsset("Assets/BundledAssets/IKPose/IKPose.controller");
// create the shared Head IK Target
headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
headIKTarget.parent = PlayerSetup.Instance.transform;
@ -61,12 +56,9 @@ public class DesktopVRIK : MonoBehaviour
headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
}
if (!Setting_AllowRootSlipping)
{
//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity;
}
//VRChat hip movement emulation
if (Setting_EmulateVRChatHipMovementWeight != 0)
@ -96,18 +88,18 @@ public class DesktopVRIK : MonoBehaviour
//avatar.transform.rotation = Quaternion.identity;
//ikpose layer (specified by avatar author)
int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
//int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
//int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
if (ikposeLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
if (locoLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
}
IKSystem.Instance.animator.Update(0f);
}
//if (ikposeLayerIndex != -1)
//{
// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
// if (locoLayerIndex != -1)
// {
// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
// }
// IKSystem.Instance.animator.Update(0f);
//}
//Generic VRIK calibration shit
VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
@ -157,20 +149,14 @@ public class DesktopVRIK : MonoBehaviour
vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform);
if (ikposeLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
if (locoLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
}
}
if (Setting_TestIKPoseController)
{
animator.enabled = false;
return vrik;
}
//if (ikposeLayerIndex != -1)
//{
// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
// if (locoLayerIndex != -1)
// {
// PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
// }
//}
//Find eyeoffset
initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition;

View file

@ -8,14 +8,6 @@
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<None Remove="resources\IKPose.assetbundle" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="resources\IKPose.assetbundle" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>

View file

@ -22,7 +22,6 @@ public class DesktopVRIKMod : MelonMod
m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
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.");
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.");
foreach (var setting in m_categoryDesktopVRIK.Entries)
{
@ -45,7 +44,6 @@ public class DesktopVRIKMod : MelonMod
System.Collections.IEnumerator WaitForLocalPlayer()
{
AssetsHandler.Load();
while (PlayerSetup.Instance == null)
yield return null;
PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();
@ -61,7 +59,6 @@ public class DesktopVRIKMod : MelonMod
DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value);
DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
DesktopVRIK.Setting_AllowRootSlipping = m_entryAllowRootSlipping.Value;
DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);
}

View file

@ -18,6 +18,6 @@
],
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.0/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
"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.",
"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.",
"embedcolor": "9b59b6"
}