mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 22:09:23 +00:00
fix movement parent ik
This commit is contained in:
parent
51ff6e8333
commit
81a84c125c
3 changed files with 105 additions and 43 deletions
|
@ -1,10 +1,13 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using HarmonyLib;
|
||||
using RootMotion.FinalIK;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace NAK.Melons.DesktopVRIK;
|
||||
|
||||
public class DesktopVRIK : MonoBehaviour
|
||||
|
@ -16,127 +19,179 @@ public class DesktopVRIK : MonoBehaviour
|
|||
public bool
|
||||
Setting_Enabled = true,
|
||||
Setting_PlantFeet = true;
|
||||
|
||||
public float
|
||||
Setting_BodyLeanWeight,
|
||||
Setting_BodyHeadingLimit,
|
||||
Setting_PelvisHeadingWeight,
|
||||
Setting_ChestHeadingWeight;
|
||||
|
||||
// Internal Stuff
|
||||
bool ps_emoteIsPlaying;
|
||||
float ik_SimulatedRootAngle;
|
||||
Transform desktopCameraTransform;
|
||||
static readonly FieldInfo ms_isGrounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
// DesktopVRIK References
|
||||
bool _isEmotePlaying;
|
||||
float _simulatedRootAngle;
|
||||
Transform _avatarTransform;
|
||||
Transform _cameraTransform;
|
||||
|
||||
// IK Stuff
|
||||
VRIK _vrik;
|
||||
LookAtIK _lookAtIK;
|
||||
IKSolverVR _ikSolver;
|
||||
|
||||
// Movement System Stuff
|
||||
MovementSystem movementSystem;
|
||||
Traverse _isGroundedTraverse;
|
||||
|
||||
// Movement Parent Stuff
|
||||
private Vector3 _previousPosition;
|
||||
private Quaternion _previousRotation;
|
||||
private Traverse _currentParentTraverse;
|
||||
static readonly FieldInfo _referencePointField = typeof(CVRMovementParent).GetField("_referencePoint", BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
void Start()
|
||||
{
|
||||
desktopCameraTransform = PlayerSetup.Instance.desktopCamera.transform;
|
||||
Calibrator = new DesktopVRIKCalibrator();
|
||||
Instance = this;
|
||||
Calibrator = new DesktopVRIKCalibrator();
|
||||
DesktopVRIKMod.UpdateAllSettings();
|
||||
|
||||
movementSystem = GetComponent<MovementSystem>();
|
||||
_cameraTransform = PlayerSetup.Instance.desktopCamera.transform;
|
||||
_isGroundedTraverse = Traverse.Create(movementSystem).Field("_isGrounded");
|
||||
_currentParentTraverse = Traverse.Create(movementSystem).Field("_currentParent");
|
||||
}
|
||||
|
||||
public void OnSetupAvatarDesktop()
|
||||
{
|
||||
if (!Setting_Enabled) return;
|
||||
Calibrator.CalibrateDesktopVRIK();
|
||||
ResetDesktopVRIK();
|
||||
|
||||
_vrik = Calibrator.vrik;
|
||||
_lookAtIK = Calibrator.lookAtIK;
|
||||
_ikSolver = Calibrator.vrik.solver;
|
||||
_avatarTransform = Calibrator.avatarTransform;
|
||||
|
||||
_simulatedRootAngle = transform.eulerAngles.y;
|
||||
}
|
||||
|
||||
public bool OnSetupIKScaling(float scaleDifference)
|
||||
{
|
||||
if (Calibrator.vrik == null) return false;
|
||||
if (_vrik == null) return false;
|
||||
|
||||
VRIKUtils.ApplyScaleToVRIK
|
||||
(
|
||||
Calibrator.vrik,
|
||||
_vrik,
|
||||
Calibrator.initialFootDistance,
|
||||
Calibrator.initialStepThreshold,
|
||||
Calibrator.initialStepHeight,
|
||||
scaleDifference
|
||||
);
|
||||
|
||||
_ikSolver?.Reset();
|
||||
ResetDesktopVRIK();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnPlayerSetupUpdate(bool isEmotePlaying)
|
||||
{
|
||||
bool changed = isEmotePlaying != ps_emoteIsPlaying;
|
||||
bool changed = isEmotePlaying != _isEmotePlaying;
|
||||
if (!changed) return;
|
||||
|
||||
ps_emoteIsPlaying = isEmotePlaying;
|
||||
_isEmotePlaying = isEmotePlaying;
|
||||
|
||||
Calibrator.avatarTransform.localPosition = Vector3.zero;
|
||||
Calibrator.avatarTransform.localRotation = Quaternion.identity;
|
||||
_avatarTransform.localPosition = Vector3.zero;
|
||||
_avatarTransform.localRotation = Quaternion.identity;
|
||||
|
||||
if (Calibrator.lookAtIK != null)
|
||||
Calibrator.lookAtIK.enabled = !isEmotePlaying;
|
||||
if (_lookAtIK != null)
|
||||
_lookAtIK.enabled = !isEmotePlaying;
|
||||
|
||||
BodySystem.TrackingEnabled = !isEmotePlaying;
|
||||
|
||||
Calibrator.vrik.solver?.Reset();
|
||||
_vrik.solver?.Reset();
|
||||
ResetDesktopVRIK();
|
||||
}
|
||||
|
||||
public bool OnPlayerSetupResetIk()
|
||||
{
|
||||
if (_vrik == null) return false;
|
||||
|
||||
CVRMovementParent currentParent = _currentParentTraverse.GetValue<CVRMovementParent>();
|
||||
if (currentParent == null) return false;
|
||||
|
||||
Transform referencePoint = (Transform)_referencePointField.GetValue(currentParent);
|
||||
if (referencePoint == null) return false;
|
||||
|
||||
var currentPosition = referencePoint.position;
|
||||
var currentRotation = currentParent.transform.rotation;
|
||||
|
||||
// Keep only the Y-axis rotation
|
||||
currentRotation = Quaternion.Euler(0f, currentRotation.eulerAngles.y, 0f);
|
||||
|
||||
var deltaPosition = currentPosition - _previousPosition;
|
||||
var deltaRotation = Quaternion.Inverse(_previousRotation) * currentRotation;
|
||||
|
||||
var platformPivot = transform.position;
|
||||
_ikSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
|
||||
|
||||
_previousPosition = currentPosition;
|
||||
_previousRotation = currentRotation;
|
||||
|
||||
ResetDesktopVRIK();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public void ResetDesktopVRIK()
|
||||
{
|
||||
ik_SimulatedRootAngle = transform.eulerAngles.y;
|
||||
_simulatedRootAngle = transform.eulerAngles.y;
|
||||
}
|
||||
|
||||
public void OnPreSolverUpdate()
|
||||
{
|
||||
if (ps_emoteIsPlaying) return;
|
||||
if (_isEmotePlaying) return;
|
||||
|
||||
var movementSystem = MovementSystem.Instance;
|
||||
var vrikSolver = Calibrator.vrik.solver;
|
||||
var avatarTransform = Calibrator.avatarTransform;
|
||||
|
||||
bool isGrounded = (bool)ms_isGrounded.GetValue(movementSystem);
|
||||
bool isGrounded = _isGroundedTraverse.GetValue<bool>();
|
||||
|
||||
// Calculate weight
|
||||
float weight = vrikSolver.IKPositionWeight;
|
||||
float weight = _ikSolver.IKPositionWeight;
|
||||
weight *= 1f - movementSystem.movementVector.magnitude;
|
||||
weight *= isGrounded ? 1f : 0f;
|
||||
|
||||
// Reset avatar offset
|
||||
avatarTransform.localPosition = Vector3.zero;
|
||||
avatarTransform.localRotation = Quaternion.identity;
|
||||
_avatarTransform.localPosition = Vector3.zero;
|
||||
_avatarTransform.localRotation = Quaternion.identity;
|
||||
|
||||
// Set plant feet
|
||||
vrikSolver.plantFeet = Setting_PlantFeet;
|
||||
_ikSolver.plantFeet = Setting_PlantFeet;
|
||||
|
||||
// Emulate old VRChat hip movement
|
||||
if (Setting_BodyLeanWeight > 0)
|
||||
{
|
||||
float weightedAngle = Setting_BodyLeanWeight * weight;
|
||||
float angle = desktopCameraTransform.localEulerAngles.x;
|
||||
float angle = _cameraTransform.localEulerAngles.x;
|
||||
angle = angle > 180 ? angle - 360 : angle;
|
||||
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
|
||||
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
|
||||
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _avatarTransform.right);
|
||||
_ikSolver.spine.headRotationOffset *= rotation;
|
||||
}
|
||||
|
||||
// Make root heading follow within a set limit
|
||||
if (Setting_BodyHeadingLimit > 0)
|
||||
{
|
||||
float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
|
||||
float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_SimulatedRootAngle);
|
||||
float angleMaxDelta = Mathf.Abs(currentAngle);
|
||||
if (angleMaxDelta > weightedAngleLimit)
|
||||
float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _simulatedRootAngle);
|
||||
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
|
||||
if (absDeltaAngleRoot > weightedAngleLimit)
|
||||
{
|
||||
currentAngle = Mathf.Sign(currentAngle) * weightedAngleLimit;
|
||||
ik_SimulatedRootAngle = Mathf.MoveTowardsAngle(ik_SimulatedRootAngle, transform.eulerAngles.y, angleMaxDelta - weightedAngleLimit);
|
||||
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
|
||||
_simulatedRootAngle = Mathf.MoveTowardsAngle(_simulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
|
||||
}
|
||||
vrikSolver.spine.rootHeadingOffset = currentAngle;
|
||||
_ikSolver.spine.rootHeadingOffset = deltaAngleRoot;
|
||||
if (Setting_PelvisHeadingWeight > 0)
|
||||
{
|
||||
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
|
||||
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
|
||||
_ikSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
|
||||
_ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
|
||||
}
|
||||
if (Setting_ChestHeadingWeight > 0)
|
||||
{
|
||||
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
|
||||
_ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -46,6 +46,13 @@ class PlayerSetupPatches
|
|||
{
|
||||
return !(bool)DesktopVRIK.Instance?.OnSetupIKScaling(1f + ___scaleDifference.y);
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), "ResetIk")]
|
||||
static bool Prefix_PlayerSetup_ResetIk()
|
||||
{
|
||||
return !(bool)DesktopVRIK.Instance?.OnPlayerSetupResetIk();
|
||||
}
|
||||
}
|
||||
|
||||
class IKSystemPatches
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.Melons.DesktopVRIK;
|
||||
|
||||
public static class VRIKUtils
|
||||
{
|
||||
static readonly FieldInfo vrik_bendNormalRelToPelvis = typeof(IKSolverVR.Leg).GetField("bendNormalRelToPelvis", BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
|
||||
public static void ConfigureVRIKReferences(VRIK vrik, bool useVRIKToes, bool findUnmappedToes, out bool foundUnmappedToes)
|
||||
{
|
||||
foundUnmappedToes = false;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue