From 81a84c125c22fb0cd690ff47bb0e0b2dc3b7c7cf Mon Sep 17 00:00:00 2001 From: NotAKidoS <37721153+NotAKidOnSteam@users.noreply.github.com> Date: Wed, 8 Mar 2023 21:28:53 -0600 Subject: [PATCH] fix movement parent ik --- DesktopVRIK/DesktopVRIK.cs | 137 ++++++++++++++++++++++++---------- DesktopVRIK/HarmonyPatches.cs | 7 ++ DesktopVRIK/VRIKUtils.cs | 4 +- 3 files changed, 105 insertions(+), 43 deletions(-) diff --git a/DesktopVRIK/DesktopVRIK.cs b/DesktopVRIK/DesktopVRIK.cs index d6baefb..720d014 100644 --- a/DesktopVRIK/DesktopVRIK.cs +++ b/DesktopVRIK/DesktopVRIK.cs @@ -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(); + _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(); + 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(); // 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); } } } diff --git a/DesktopVRIK/HarmonyPatches.cs b/DesktopVRIK/HarmonyPatches.cs index 5eb1c49..dcd965a 100644 --- a/DesktopVRIK/HarmonyPatches.cs +++ b/DesktopVRIK/HarmonyPatches.cs @@ -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 diff --git a/DesktopVRIK/VRIKUtils.cs b/DesktopVRIK/VRIKUtils.cs index a455fb6..e212622 100644 --- a/DesktopVRIK/VRIKUtils.cs +++ b/DesktopVRIK/VRIKUtils.cs @@ -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;