quick cleanin

This commit is contained in:
NotAKidoS 2023-01-14 01:15:32 -06:00
parent e6f10f1d79
commit 997d1d8d41
4 changed files with 32 additions and 96 deletions

View file

@ -52,96 +52,6 @@ public class DesktopVRIK : MonoBehaviour
PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos;
}
public void OnPreSolverUpdate()
{
//this order matters, rotation offset will be choppy if avatar is not cenetered first
//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)
{
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
if (angle > 180) angle -= 360;
float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
IKSystem.vrik.solver.plantFeet = true;
}
public void CalibrateDesktopVRIK(CVRAvatar avatar)
{
//ikpose layer (specified by avatar author)
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);
}
//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
avatar.transform.localPosition = Vector3.zero;
Quaternion originalRotation = avatar.transform.rotation;
avatar.transform.rotation = Quaternion.identity;
//Generic VRIK calibration shit
IKSystem.vrik.fixTransforms = false;
IKSystem.vrik.solver.plantFeet = false;
IKSystem.vrik.solver.locomotion.weight = 1f;
IKSystem.vrik.solver.locomotion.angleThreshold = 30f;
IKSystem.vrik.solver.locomotion.maxLegStretch = 0.75f;
//nuke weights
IKSystem.vrik.AutoDetectReferences();
IKSystem.vrik.solver.spine.headClampWeight = 0f;
IKSystem.vrik.solver.spine.minHeadHeight = 0f;
IKSystem.vrik.solver.leftArm.positionWeight = 0f;
IKSystem.vrik.solver.leftArm.rotationWeight = 0f;
IKSystem.vrik.solver.rightArm.positionWeight = 0f;
IKSystem.vrik.solver.rightArm.rotationWeight = 0f;
IKSystem.vrik.solver.leftLeg.positionWeight = 0f;
IKSystem.vrik.solver.leftLeg.rotationWeight = 0f;
IKSystem.vrik.solver.rightLeg.positionWeight = 0f;
IKSystem.vrik.solver.rightLeg.rotationWeight = 0f;
//ChilloutVR specific stuff
IKSystem.vrik.enabled = false;
//Calibrate HeadIKOffset *(this is fucked on some avatars, (Fuck you Default Robot Kyle) but setting headAnchorRotationOffset to head rotation fixes (Fuck you Default Robot Kyle))*
IKSystem.vrik.enabled = true;
IKSystem.vrik.solver.IKPositionWeight = 1f;
IKSystem.vrik.solver.spine.maintainPelvisPosition = 0f;
if (IKSystem.vrik != null)
{
IKSystem.vrik.onPreSolverUpdate.AddListener(new UnityAction(this.OnPreSolverUpdate));
}
if (ikposeLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
if (locoLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
}
}
avatar.transform.rotation = originalRotation;
IKSystem.Instance.ResetIK();
IKSystem.Instance.animator.enabled = true;
}
public void AlternativeOnPreSolverUpdate()
{
//this order matters, rotation offset will be choppy if avatar is not cenetered first
@ -185,6 +95,20 @@ public class DesktopVRIK : MonoBehaviour
//originalRotation = avatar.transform.rotation;
//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");
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>();
vrik.AutoDetectReferences();
@ -197,7 +121,7 @@ public class DesktopVRIK : MonoBehaviour
//nuke weights
vrik.solver.spine.headClampWeight = 0f;
vrik.solver.spine.minHeadHeight = 0f;
vrik.solver.spine.pelvisPositionWeight = 0f;
//vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f;
@ -233,6 +157,15 @@ 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;