This commit is contained in:
NotAKidoS 2023-01-16 01:57:30 -06:00
parent 41068ce3fb
commit b4fb9e62e6
5 changed files with 220 additions and 76 deletions

View file

@ -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<Animator>();
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;
}