From b4fb9e62e618d01eb96e2dc702705706ab96f19c Mon Sep 17 00:00:00 2001 From: NotAKidoS <37721153+NotAKidOnSteam@users.noreply.github.com> Date: Mon, 16 Jan 2023 01:57:30 -0600 Subject: [PATCH] fucked --- .../BTKUI_Integration/BTKUI_Integration.cs | 32 ++++-- DesktopVRIK/DesktopVRIK.cs | 99 ++++++++-------- DesktopVRIK/DesktopVRIK_Helper.cs | 108 ++++++++++++++++++ DesktopVRIK/HarmonyPatches.cs | 43 +++++-- DesktopVRIK/Main.cs | 14 ++- 5 files changed, 220 insertions(+), 76 deletions(-) create mode 100644 DesktopVRIK/DesktopVRIK_Helper.cs diff --git a/DesktopVRIK/BTKUI_Integration/BTKUI_Integration.cs b/DesktopVRIK/BTKUI_Integration/BTKUI_Integration.cs index a752328..ed962e7 100644 --- a/DesktopVRIK/BTKUI_Integration/BTKUI_Integration.cs +++ b/DesktopVRIK/BTKUI_Integration/BTKUI_Integration.cs @@ -9,22 +9,38 @@ public static class BTKUI_Integration [MethodImpl(MethodImplOptions.NoInlining)] public static void Init() { - Page miscPage = QuickMenuAPI.MiscTabPage; - Category CategoryUI = miscPage.AddCategory("DesktopVRIK"); + //Add myself to the Misc Menu - var setting_Enabled = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEnabled.DisplayName, DesktopVRIKMod.m_entryEnabled.Description, DesktopVRIKMod.m_entryEnabled.Value); + Page miscPage = QuickMenuAPI.MiscTabPage; + Category miscCategory = miscPage.AddCategory("DesktopVRIK"); + + var setting_Enabled = miscCategory.AddToggle(DesktopVRIKMod.m_entryEnabled.DisplayName, DesktopVRIKMod.m_entryEnabled.Description, DesktopVRIKMod.m_entryEnabled.Value); setting_Enabled.OnValueUpdated += b => DesktopVRIKMod.m_entryEnabled.Value = b; - var setting_EnforceViewPosition = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEnforceViewPosition.DisplayName, DesktopVRIKMod.m_entryEnforceViewPosition.Description, DesktopVRIKMod.m_entryEnforceViewPosition.Value); + //Add my own page to not clog up Misc Menu + + Page desktopVRIKPage = miscCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", "DesktopVRIK"); + desktopVRIKPage.MenuTitle = "DesktopVRIK Settings"; + desktopVRIKPage.MenuSubtitle = "Simplified settings for VRIK on Desktop."; + + Category desktopVRIKCategory = desktopVRIKPage.AddCategory("DesktopVRIK"); + + var setting_Enabled_2 = desktopVRIKCategory.AddToggle(DesktopVRIKMod.m_entryEnabled.DisplayName, DesktopVRIKMod.m_entryEnabled.Description, DesktopVRIKMod.m_entryEnabled.Value); + setting_Enabled_2.OnValueUpdated += b => DesktopVRIKMod.m_entryEnabled.Value = b; + + var setting_EnforceViewPosition = desktopVRIKCategory.AddToggle(DesktopVRIKMod.m_entryEnforceViewPosition.DisplayName, DesktopVRIKMod.m_entryEnforceViewPosition.Description, DesktopVRIKMod.m_entryEnforceViewPosition.Value); setting_EnforceViewPosition.OnValueUpdated += b => DesktopVRIKMod.m_entryEnforceViewPosition.Value = b; - var setting_DisableEmoteVRIK = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEmoteVRIK.DisplayName, DesktopVRIKMod.m_entryEmoteVRIK.Description, DesktopVRIKMod.m_entryEmoteVRIK.Value); + var setting_DisableEmoteVRIK = desktopVRIKCategory.AddToggle(DesktopVRIKMod.m_entryEmoteVRIK.DisplayName, DesktopVRIKMod.m_entryEmoteVRIK.Description, DesktopVRIKMod.m_entryEmoteVRIK.Value); setting_DisableEmoteVRIK.OnValueUpdated += b => DesktopVRIKMod.m_entryEmoteVRIK.Value = b; - var setting_DisableEmoteLookAtIK = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEmoteLookAtIK.DisplayName, DesktopVRIKMod.m_entryEmoteLookAtIK.Description, DesktopVRIKMod.m_entryEmoteLookAtIK.Value); + var setting_DisableEmoteLookAtIK = desktopVRIKCategory.AddToggle(DesktopVRIKMod.m_entryEmoteLookAtIK.DisplayName, DesktopVRIKMod.m_entryEmoteLookAtIK.Description, DesktopVRIKMod.m_entryEmoteLookAtIK.Value); setting_DisableEmoteLookAtIK.OnValueUpdated += b => DesktopVRIKMod.m_entryEmoteLookAtIK.Value = b; - var setting_EmulateHipMovementWeight = miscPage.AddSlider(DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.DisplayName, DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.Description, DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.Value, 0f, 1f); - setting_EmulateHipMovementWeight.OnValueUpdated += f => DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.Value = f; + var setting_BodyLeanWeight = desktopVRIKPage.AddSlider(DesktopVRIKMod.m_entryBodyLeanWeight.DisplayName, DesktopVRIKMod.m_entryBodyLeanWeight.Description, DesktopVRIKMod.m_entryBodyLeanWeight.Value, 0f, 1f, 1); + setting_BodyLeanWeight.OnValueUpdated += f => DesktopVRIKMod.m_entryBodyLeanWeight.Value = f; + + var setting_BodyAngleLimit = desktopVRIKPage.AddSlider(DesktopVRIKMod.m_entryBodyAngleLimit.DisplayName, DesktopVRIKMod.m_entryBodyAngleLimit.Description, DesktopVRIKMod.m_entryBodyAngleLimit.Value, 0f, 90f, 0); + setting_BodyAngleLimit.OnValueUpdated += f => DesktopVRIKMod.m_entryBodyAngleLimit.Value = f; } } \ No newline at end of file diff --git a/DesktopVRIK/DesktopVRIK.cs b/DesktopVRIK/DesktopVRIK.cs index ab82ebd..4de314b 100644 --- a/DesktopVRIK/DesktopVRIK.cs +++ b/DesktopVRIK/DesktopVRIK.cs @@ -13,27 +13,23 @@ public class DesktopVRIK : MonoBehaviour { public static DesktopVRIK Instance; - public static bool Setting_Enabled, + public static bool + Setting_Enabled, Setting_EnforceViewPosition, Setting_EmoteVRIK, - Setting_EmoteLookAtIK; - public static float Setting_EmulateVRChatHipMovementWeight; - public static float Setting_HipThrustMultiplier = 0.1f; + Setting_EmoteLookAtIK, + Setting_Internal_PlantFeet = true; + + public static float + Setting_BodyLeanWeight = 0.3f, + Setting_BodyAngleLimit = 45f; public Transform viewpoint; - public Vector3 initialCamPos; - - Transform headIKTarget; - Transform avatarHeadBone; + public Vector3 eyeOffset; void Start() { Instance = this; - // create the shared Head IK Target - headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform; - headIKTarget.parent = PlayerSetup.Instance.transform; - headIKTarget.localPosition = new Vector3(0f, 1.8f, 0f); - headIKTarget.localRotation = Quaternion.identity; } public void ChangeViewpointHandling(bool enabled) @@ -45,51 +41,30 @@ public class DesktopVRIK : MonoBehaviour PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero; return; } - PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos; + PlayerSetup.Instance.desktopCamera.transform.localPosition = eyeOffset; } public void AlternativeOnPreSolverUpdate() { - //this order matters, rotation offset will be choppy if avatar is not cenetered first - - if (headIKTarget != null && avatarHeadBone != null) - { - headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z); - } + //set IK offsets (this is a really fucking weird way to do this) + DesktopVRIK_Helper.Instance?.OnUpdateVRIK(); //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; - float movementVector = (1 - MovementSystem.Instance.movementVector.magnitude); - IKSystem.vrik.solver.spine.positionWeight = Setting_HipThrustMultiplier * movementVector; - - //VRChat hip movement emulation - if (Setting_EmulateVRChatHipMovementWeight != 0) - { - float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x; - if (angle > 180) angle -= 360; - float leanAmount = angle * movementVector * 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; + IKSystem.vrik.solver.plantFeet = Setting_Internal_PlantFeet; } public Animator animator; - //public Quaternion originalRotation; - public RuntimeAnimatorController runtimeAnimatorController; public VRIK AlternativeCalibration(CVRAvatar avatar) { animator = avatar.GetComponent(); - avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head); + Transform avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head); //Stuff to make bad armatures work (Fuck you Default Robot Kyle) avatar.transform.localPosition = Vector3.zero; - //originalRotation = avatar.transform.rotation; - //avatar.transform.rotation = Quaternion.identity; //ikpose layer (specified by avatar author) int ikposeLayerIndex = animator.GetLayerIndex("IKPose"); @@ -114,12 +89,7 @@ public class DesktopVRIK : MonoBehaviour vrik.solver.locomotion.angleThreshold = 30f; vrik.solver.locomotion.maxLegStretch = 0.75f; //nuke weights - vrik.solver.spine.headClampWeight = 1f; vrik.solver.spine.minHeadHeight = 0f; - - //calm ur ass - vrik.solver.spine.positionWeight = 0.1f; - vrik.solver.spine.pelvisPositionWeight = 0f; vrik.solver.leftArm.positionWeight = 0f; vrik.solver.leftArm.rotationWeight = 0f; @@ -131,6 +101,19 @@ public class DesktopVRIK : MonoBehaviour vrik.solver.rightLeg.rotationWeight = 0f; vrik.solver.IKPositionWeight = 0f; + //calm ur ass + vrik.solver.spine.positionWeight = 0f; + + + //related to body & head rotation offset/limit + vrik.solver.spine.headClampWeight = 1f; + vrik.solver.spine.bodyRotStiffness = 0.8f; + //makes chest between feet and head direction + vrik.solver.spine.chestClampWeight = 0.5f; + //needed to make head 1:1 with camera still + vrik.solver.spine.neckStiffness = 1f; + + //ChilloutVR specific BodySystem.TrackingLeftArmEnabled = false; BodySystem.TrackingRightArmEnabled = false; @@ -141,17 +124,19 @@ public class DesktopVRIK : MonoBehaviour IKSystem.Instance.headAnchorPositionOffset = Vector3.zero; //Custom funky AF head ik shit - foreach (Transform transform in headIKTarget) + foreach (Transform transform in DesktopVRIK_Helper.Instance.ik_HeadFollower) { if (transform.name == "Head IK Target") { Destroy(transform.gameObject); } } - headIKTarget.position = avatarHeadBone.position; - headIKTarget.rotation = Quaternion.identity; - VRIKCalibrator.CalibrateHead(vrik, headIKTarget.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset); - headIKTarget.localRotation = Quaternion.identity; + + DesktopVRIK_Helper.Instance.avatar_HeadBone = avatarHeadBone; + DesktopVRIK_Helper.Instance.ik_HeadFollower.position = avatarHeadBone.position; + DesktopVRIK_Helper.Instance.ik_HeadFollower.rotation = Quaternion.identity; + VRIKCalibrator.CalibrateHead(vrik, DesktopVRIK_Helper.Instance.ik_HeadFollower.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset); + DesktopVRIK_Helper.Instance.ik_HeadFollower.localRotation = Quaternion.identity; //force immediate calibration before animator decides to fuck us vrik.solver.SetToReferences(vrik.references); @@ -167,17 +152,23 @@ public class DesktopVRIK : MonoBehaviour } //Find eyeoffset - initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition; + eyeOffset = PlayerSetup.Instance.desktopCamera.transform.localPosition; viewpoint = avatarHeadBone.Find("LocalHeadPoint"); ChangeViewpointHandling(Setting_EnforceViewPosition); - if (vrik != null) + //reset ikpose layer + if (ikposeLayerIndex != -1) { - vrik.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate)); + animator.SetLayerWeight(ikposeLayerIndex, 0f); + if (locoLayerIndex != -1) + { + animator.SetLayerWeight(locoLayerIndex, 1f); + } } - //avatar.transform.rotation = originalRotation; - IKSystem.Instance.ResetIK(); + vrik?.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate)); + + DesktopVRIK_Helper.Instance?.OnResetIK(); return vrik; } diff --git a/DesktopVRIK/DesktopVRIK_Helper.cs b/DesktopVRIK/DesktopVRIK_Helper.cs new file mode 100644 index 0000000..bcab58f --- /dev/null +++ b/DesktopVRIK/DesktopVRIK_Helper.cs @@ -0,0 +1,108 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using UnityEngine; +using ABI_RC.Core.Player; +using ABI_RC.Systems.IK; +using ABI_RC.Systems.IK.SubSystems; +using ABI_RC.Systems.MovementSystem; +using RootMotion.FinalIK; + +namespace NAK.Melons.DesktopVRIK; + +internal class DesktopVRIK_Helper : MonoBehaviour +{ + public static DesktopVRIK_Helper Instance; + + //Avatar + public Transform avatar_HeadBone; + + //DesktopVRIK + public Transform ik_HeadFollower; + public Quaternion ik_HeadRotation; + + public static void CreateInstance() + { + Transform helper = new GameObject("[DesktopVRIK] Virtual Rig").transform; + helper.parent = PlayerSetup.Instance.transform; + helper.localPosition = Vector3.zero; + helper.localRotation = Quaternion.identity; + helper.gameObject.AddComponent(); + } + + void Start() + { + Instance = this; + + Transform headFollower = new GameObject("HeadBone_Follower").transform; + headFollower.parent = transform; + headFollower.localPosition = new Vector3(0f, 1.8f, 0f); + headFollower.localRotation = Quaternion.identity; + ik_HeadFollower = headFollower; + } + + public void OnUpdateVRIK() + { + if (avatar_HeadBone != null) + { + float globalWeight = (1 - MovementSystem.Instance.movementVector.magnitude); + globalWeight *= IKSystem.vrik.solver.locomotion.weight; + + //the most important thing ever + IKSystem.vrik.solver.spine.rotationWeight = globalWeight; + + HeadIK_FollowPosition(); + + HeadIK_RotateWithWeight(globalWeight); + HeadIK_FollowWithinAngle(globalWeight); + ik_HeadFollower.rotation = ik_HeadRotation; + } + } + + public void OnResetIK() + { + ik_HeadRotation = Quaternion.Euler(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z); + } + + public void HeadIK_FollowPosition() + { + ik_HeadFollower.position = new Vector3(transform.position.x, avatar_HeadBone.position.y, transform.position.z); + } + + public void HeadIK_FollowWithinAngle(float weight) + { + if (DesktopVRIK.Setting_BodyAngleLimit != 0) + { + float weightedAngle = DesktopVRIK.Setting_BodyAngleLimit * weight; + float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_HeadRotation.eulerAngles.y); + if (Mathf.Abs(currentAngle) > weightedAngle) + { + float fixedCurrentAngle = currentAngle > 0 ? currentAngle : -currentAngle; + float clampedAngle = Mathf.MoveTowardsAngle(ik_HeadRotation.eulerAngles.y, transform.eulerAngles.y, fixedCurrentAngle - weightedAngle); + ik_HeadRotation = Quaternion.Euler(ik_HeadRotation.eulerAngles.x, clampedAngle, 0); + } + } + else + { + ik_HeadRotation = Quaternion.Euler(ik_HeadRotation.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z); + } + } + + public void HeadIK_RotateWithWeight(float weight) + { + //VRChat hip movement emulation + if (DesktopVRIK.Setting_BodyLeanWeight != 0) + { + float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x; + if (angle > 180) angle -= 360; + float leanAmount = angle * weight * DesktopVRIK.Setting_BodyLeanWeight; + ik_HeadRotation = Quaternion.Euler(leanAmount * 0.33f, ik_HeadRotation.eulerAngles.y, 0); + } + else + { + ik_HeadRotation = Quaternion.Euler(transform.eulerAngles.x, ik_HeadRotation.eulerAngles.y, transform.eulerAngles.z); + } + } +} \ No newline at end of file diff --git a/DesktopVRIK/HarmonyPatches.cs b/DesktopVRIK/HarmonyPatches.cs index c32f443..6925207 100644 --- a/DesktopVRIK/HarmonyPatches.cs +++ b/DesktopVRIK/HarmonyPatches.cs @@ -72,26 +72,47 @@ class PlayerSetupPatches { BodySystem.TrackingEnabled = !____emotePlaying; IKSystem.vrik.solver?.Reset(); + DesktopVRIK_Helper.Instance?.OnResetIK(); } } } } - [HarmonyPostfix] + + //should probably patch movement system instead + [HarmonyPrefix] [HarmonyPatch(typeof(PlayerSetup), "HandleDesktopCameraPosition")] - private static void Postfix_PlayerSetup_HandleDesktopCameraPosition(bool ignore, ref PlayerSetup __instance, ref MovementSystem ____movementSystem, ref int ___headBobbingLevel) + private static void Prefix_PlayerSetup_HandleDesktopCameraPosition + ( + bool ignore, + ref PlayerSetup __instance, + ref MovementSystem + ____movementSystem, + ref int ___headBobbingLevel + ) { - if (DesktopVRIK.Setting_Enabled && DesktopVRIK.Setting_EnforceViewPosition) + if (___headBobbingLevel != 2) { - if (!____movementSystem.disableCameraControl || ignore) - { - if (___headBobbingLevel == 2 && DesktopVRIK.Instance.viewpoint != null) - { - __instance.desktopCamera.transform.localPosition = Vector3.zero; - __instance.desktopCameraRig.transform.position = DesktopVRIK.Instance.viewpoint.position; - } - } + return; } + + if (!DesktopVRIK.Setting_Enabled || !DesktopVRIK.Setting_EnforceViewPosition) + { + return; + } + + if (____movementSystem.disableCameraControl && !ignore) + { + return; + } + + if (DesktopVRIK.Instance.viewpoint == null) + { + return; + } + + __instance.desktopCamera.transform.position = DesktopVRIK.Instance.viewpoint.position; + return; } } diff --git a/DesktopVRIK/Main.cs b/DesktopVRIK/Main.cs index 8fd3cc4..23644b2 100644 --- a/DesktopVRIK/Main.cs +++ b/DesktopVRIK/Main.cs @@ -13,16 +13,20 @@ public class DesktopVRIKMod : MelonMod m_entryEmoteVRIK, m_entryEmoteLookAtIK, m_entryAllowRootSlipping; - internal static MelonPreferences_Entry m_entryEmulateVRChatHipMovementWeight; + internal static MelonPreferences_Entry + m_entryBodyLeanWeight, + m_entryBodyAngleLimit; public override void OnInitializeMelon() { m_categoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory); m_entryEnabled = m_categoryDesktopVRIK.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload."); - m_entryEmulateVRChatHipMovementWeight = m_categoryDesktopVRIK.CreateEntry("Body Movement Weight", 0.5f, description: "Emulates VRChat-like body movement when looking up/down. Set to 0 to disable."); m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry("Enforce View Position", false, description: "Corrects view position to use VRIK offsets."); m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb."); m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry("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_entryBodyLeanWeight = m_categoryDesktopVRIK.CreateEntry("Body Lean Weight", 0.3f, description: "Emulates old VRChat-like body leaning when looking up/down. Set to 0 to disable."); + m_entryBodyAngleLimit = m_categoryDesktopVRIK.CreateEntry("Body Angle Limit", 45f, description: "Emulates VRChat-like body and head offset when rotating left/right. Set to 0 to disable."); + foreach (var setting in m_categoryDesktopVRIK.Entries) { setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings); @@ -46,7 +50,10 @@ public class DesktopVRIKMod : MelonMod { while (PlayerSetup.Instance == null) yield return null; + + DesktopVRIK_Helper.CreateInstance(); PlayerSetup.Instance.gameObject.AddComponent(); + while (DesktopVRIK.Instance == null) yield return null; UpdateAllSettings(); @@ -56,7 +63,8 @@ public class DesktopVRIKMod : MelonMod { if (!DesktopVRIK.Instance) return; DesktopVRIK.Setting_Enabled = m_entryEnabled.Value; - DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value); + DesktopVRIK.Setting_BodyLeanWeight = Mathf.Clamp01(m_entryBodyLeanWeight.Value); + DesktopVRIK.Setting_BodyAngleLimit = Mathf.Clamp(m_entryBodyAngleLimit.Value, 0f, 90f); DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value; DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value; DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);