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; 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() public void AlternativeOnPreSolverUpdate()
{ {
//this order matters, rotation offset will be choppy if avatar is not cenetered first //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; //originalRotation = avatar.transform.rotation;
//avatar.transform.rotation = Quaternion.identity; //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 //Generic VRIK calibration shit
VRIK vrik = avatar.gameObject.AddComponent<VRIK>(); VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
vrik.AutoDetectReferences(); vrik.AutoDetectReferences();
@ -197,7 +121,7 @@ public class DesktopVRIK : MonoBehaviour
//nuke weights //nuke weights
vrik.solver.spine.headClampWeight = 0f; vrik.solver.spine.headClampWeight = 0f;
vrik.solver.spine.minHeadHeight = 0f; vrik.solver.spine.minHeadHeight = 0f;
vrik.solver.spine.pelvisPositionWeight = 0f; //vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f; vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f; vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f; vrik.solver.rightArm.positionWeight = 0f;
@ -233,6 +157,15 @@ public class DesktopVRIK : MonoBehaviour
vrik.solver.SetToReferences(vrik.references); vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform); 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) if (Setting_TestIKPoseController)
{ {
animator.enabled = false; animator.enabled = false;

View file

@ -11,7 +11,8 @@ public class DesktopVRIKMod : MelonMod
internal static MelonPreferences_Entry<bool> m_entryEnabled, internal static MelonPreferences_Entry<bool> m_entryEnabled,
m_entryEnforceViewPosition, m_entryEnforceViewPosition,
m_entryEmoteVRIK, m_entryEmoteVRIK,
m_entryEmoteLookAtIK; m_entryEmoteLookAtIK,
m_entryAllowRootSlipping;
internal static MelonPreferences_Entry<float> m_entryEmulateVRChatHipMovementWeight; internal static MelonPreferences_Entry<float> m_entryEmulateVRChatHipMovementWeight;
public override void OnInitializeMelon() public override void OnInitializeMelon()
{ {
@ -21,6 +22,7 @@ public class DesktopVRIKMod : MelonMod
m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets."); 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_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_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) foreach (var setting in m_categoryDesktopVRIK.Entries)
{ {
@ -59,6 +61,7 @@ public class DesktopVRIKMod : MelonMod
DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value); DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value);
DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value; DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value; DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
DesktopVRIK.Setting_AllowRootSlipping = m_entryAllowRootSlipping.Value;
DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value); DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);
} }

View file

@ -26,6 +26,6 @@ using System.Reflection;
namespace DesktopVRIK.Properties; namespace DesktopVRIK.Properties;
internal static class AssemblyInfoParams internal static class AssemblyInfoParams
{ {
public const string Version = "1.0.5"; public const string Version = "2.0.0";
public const string Author = "NotAKidoS"; public const string Author = "NotAKidoS";
} }

View file

@ -1,7 +1,7 @@
{ {
"_id": 117, "_id": 117,
"name": "DesktopVRIK", "name": "DesktopVRIK",
"modversion": "1.0.4", "modversion": "2.0.0",
"gameversion": "2022r170", "gameversion": "2022r170",
"loaderversion": "0.5.7", "loaderversion": "0.5.7",
"modtype": "Mod", "modtype": "Mod",
@ -16,8 +16,8 @@
"requirements": [ "requirements": [
"None" "None"
], ],
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v1.0.3/DesktopVRIK.dll", "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.0/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/", "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.", "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.",
"embedcolor": "9b59b6" "embedcolor": "9b59b6"
} }