mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
[DesktopVRIK] Update for 2023r171
Stole AlternateIKSystem for this. Was lazy.
This commit is contained in:
parent
c83dc29f7d
commit
ba4bb02a6d
21 changed files with 1258 additions and 1043 deletions
15
DesktopVRIK/DesktopVRIK - Backup.csproj
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15
DesktopVRIK/DesktopVRIK - Backup.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard1.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="BTKUILib">
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<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\BTKUILib.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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</Project>
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@ -1,2 +1,23 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk" />
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<NoWarn />
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<NoWarn />
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="BTKUILib">
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<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\BTKUILib.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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</Project>
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@ -1,379 +0,0 @@
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using ABI_RC.Core.Base;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using NAK.DesktopVRIK.VRIKHelper;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.Events;
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namespace NAK.DesktopVRIK;
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internal class DesktopVRIKCalibrator
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{
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public static Dictionary<HumanBodyBones, bool> BoneExists;
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public static readonly float[] IKPoseMuscles = new float[]
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{
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0.00133321f,
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8.195831E-06f,
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8.537738E-07f,
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-0.002669832f,
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-7.651234E-06f,
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-0.001659694f,
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0f,
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0f,
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0f,
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0.04213953f,
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0.0003007996f,
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-0.008032114f,
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-0.03059979f,
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-0.0003182998f,
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0.009640567f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0.5768794f,
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0.01061097f,
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-0.1127839f,
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0.9705755f,
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0.07972051f,
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-0.0268422f,
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0.007237188f,
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0f,
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0.5768792f,
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0.01056608f,
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-0.1127519f,
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0.9705756f,
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0.07971933f,
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-0.02682396f,
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0.007229362f,
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0f,
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-5.651802E-06f,
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-3.034899E-07f,
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0.4100508f,
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0.3610304f,
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-0.0838329f,
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0.9262537f,
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0.1353517f,
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-0.03578902f,
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0.06005657f,
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-4.95989E-06f,
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-1.43007E-06f,
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0.4096187f,
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0.363263f,
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-0.08205152f,
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0.9250782f,
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0.1345718f,
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-0.03572125f,
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0.06055461f,
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-1.079177f,
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0.2095419f,
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0.6140652f,
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0.6365265f,
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0.6683931f,
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-0.4764312f,
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0.8099416f,
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0.8099371f,
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0.6658203f,
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-0.7327053f,
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0.8113618f,
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0.8114051f,
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0.6643661f,
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-0.40341f,
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0.8111364f,
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0.8111367f,
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0.6170399f,
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-0.2524227f,
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0.8138723f,
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0.8110135f,
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-1.079171f,
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0.2095456f,
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0.6140658f,
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0.6365255f,
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0.6683878f,
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-0.4764301f,
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0.8099402f,
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0.8099376f,
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0.6658241f,
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-0.7327023f,
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0.8113653f,
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0.8113793f,
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0.664364f,
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-0.4034042f,
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0.811136f,
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0.8111364f,
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0.6170469f,
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-0.2524345f,
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0.8138595f,
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0.8110138f
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};
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enum AvatarPose
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{
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Default = 0,
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Initial = 1,
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IKPose = 2,
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TPose = 3
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}
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readonly DesktopVRIKSystem ikSystem;
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// Avatar Components
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Animator _animator;
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// Calibration Objects
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HumanPoseHandler _humanPoseHandler;
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HumanPose _humanPose;
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HumanPose _humanPoseInitial;
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// Animator Info
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int _animLocomotionLayer = -1;
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int _animIKPoseLayer = -1;
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internal DesktopVRIKCalibrator()
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{
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ikSystem = DesktopVRIKSystem.Instance;
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BoneExists = new Dictionary<HumanBodyBones, bool>();
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}
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public void ApplyNetIKPass()
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{
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Transform hipTransform = _animator.GetBoneTransform(HumanBodyBones.Hips);
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Vector3 hipPosition = hipTransform.position;
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Quaternion hipRotation = hipTransform.rotation;
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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_humanPoseHandler.SetHumanPose(ref _humanPose);
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hipTransform.position = hipPosition;
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hipTransform.rotation = hipRotation;
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}
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public void CalibrateDesktopVRIK(Animator animator)
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{
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ScanAvatar(animator);
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SetupVRIK();
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CalibrateVRIK();
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ConfigureVRIK();
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}
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void ScanAvatar(Animator animator)
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{
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// Find required avatar components
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_animator = animator;
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ikSystem.avatarTransform = animator.gameObject.transform;
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ikSystem.avatarLookAtIK = animator.gameObject.GetComponent<LookAtIK>();
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// Get animator layer inticies
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_animIKPoseLayer = _animator.GetLayerIndex("IKPose");
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_animLocomotionLayer = _animator.GetLayerIndex("Locomotion/Emotes");
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// Dispose and create new _humanPoseHandler
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_humanPoseHandler?.Dispose();
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_humanPoseHandler = new HumanPoseHandler(_animator.avatar, ikSystem.avatarTransform);
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// Get initial human poses
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
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ikSystem.calibrationData.Clear();
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// Dumb fix for rare upload issue
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ikSystem.calibrationData.FixTransformsRequired = !_animator.enabled;
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// Find available HumanoidBodyBones
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BoneExists.Clear();
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foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
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{
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if (bone != HumanBodyBones.LastBone)
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{
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BoneExists.Add(bone, _animator.GetBoneTransform(bone) != null);
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}
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}
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}
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void SetupVRIK()
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{
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// Add and configure VRIK
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ikSystem.avatarVRIK = ikSystem.avatarTransform.AddComponentIfMissing<VRIK>();
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ikSystem.avatarVRIK.AutoDetectReferences();
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// Why do I love to overcomplicate things?
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VRIKUtils.ConfigureVRIKReferences(ikSystem.avatarVRIK, DesktopVRIK.EntryUseVRIKToes.Value);
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// Fix animator issue
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ikSystem.avatarVRIK.fixTransforms = ikSystem.calibrationData.FixTransformsRequired;
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CachedSolver solver = new CachedSolver(ikSystem.avatarVRIK.solver);
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// Default solver settings
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solver.Locomotion.weight = 0f;
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solver.Locomotion.angleThreshold = 30f;
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solver.Locomotion.maxLegStretch = 1f;
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solver.Spine.minHeadHeight = 0f;
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solver.Spine.chestClampWeight = 0f;
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solver.Spine.maintainPelvisPosition = 0f;
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solver.Solver.IKPositionWeight = 1f;
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// Body leaning settings
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solver.Spine.bodyPosStiffness = 1f;
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solver.Spine.bodyRotStiffness = 0.2f;
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// this is a hack, allows chest to rotate slightly
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// independent from hip rotation. Funny Spine.Solve()->Bend()
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solver.Spine.neckStiffness = 0.0001f;
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// Disable locomotion
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// Setting velocity to 0 aleviated nameplate jitter issue on remote
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solver.Locomotion.velocityFactor = 0f;
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solver.Locomotion.maxVelocity = 0f;
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solver.Locomotion.rootSpeed = 1000f;
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// Disable chest rotation by hands
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// this fixed Effector, Player Arm Movement, BetterInteractDesktop, ect
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// from making entire body shake, as well as while running
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solver.Spine.rotateChestByHands = 0f;
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// Prioritize LookAtIK
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solver.Spine.headClampWeight = 0.2f;
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// Disable going on tippytoes
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solver.Spine.positionWeight = 0f;
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solver.Spine.rotationWeight = 1f;
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// Set so emotes play properly
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solver.Spine.maxRootAngle = 180f;
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// this is different in VR, as CVR player controller is not set up optimally for VRIK.
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// Desktop avatar rotates 1:1 with _PlayerLocal. VR has a disconnect because you can turn IRL.
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// We disable these ourselves now, as we no longer use BodySystem
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solver.Spine.maintainPelvisPosition = 1f;
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solver.Spine.positionWeight = 0f;
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solver.Spine.pelvisPositionWeight = 0f;
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solver.LeftArm.positionWeight = 0f;
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solver.LeftArm.rotationWeight = 0f;
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solver.RightArm.positionWeight = 0f;
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solver.RightArm.rotationWeight = 0f;
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solver.LeftLeg.positionWeight = 0f;
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solver.LeftLeg.rotationWeight = 0f;
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solver.RightLeg.positionWeight = 0f;
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solver.RightLeg.rotationWeight = 0f;
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// This is now our master Locomotion weight
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solver.Locomotion.weight = 1f;
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solver.Solver.IKPositionWeight = 1f;
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ikSystem.cachedSolver = solver;
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}
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void CalibrateVRIK()
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{
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SetAvatarPose(AvatarPose.Default);
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// Calculate bend normals with motorcycle pose
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VRIKUtils.CalculateKneeBendNormals(ikSystem.avatarVRIK, ref ikSystem.calibrationData);
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SetAvatarPose(AvatarPose.IKPose);
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// Calculate initial IK scaling values with IKPose
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VRIKUtils.CalculateInitialIKScaling(ikSystem.avatarVRIK, ref ikSystem.calibrationData);
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// Calculate initial Footstep positions
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VRIKUtils.CalculateInitialFootsteps(ikSystem.avatarVRIK, ref ikSystem.calibrationData);
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// Setup HeadIKTarget
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VRIKUtils.SetupHeadIKTarget(ikSystem.avatarVRIK);
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// Initiate VRIK manually
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VRIKUtils.InitiateVRIKSolver(ikSystem.avatarVRIK);
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SetAvatarPose(AvatarPose.Initial);
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}
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void ConfigureVRIK()
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{
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ikSystem.OnSetupIKScaling(1f);
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VRIKUtils.ApplyKneeBendNormals(ikSystem.avatarVRIK, ikSystem.calibrationData);
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ikSystem.avatarVRIK.onPreSolverUpdate.AddListener(new UnityAction(ikSystem.OnPreSolverUpdate));
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ikSystem.avatarVRIK.onPostSolverUpdate.AddListener(new UnityAction(ikSystem.OnPostSolverUpdate));
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}
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void SetAvatarPose(AvatarPose pose)
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{
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switch (pose)
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{
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case AvatarPose.Default:
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SetMusclesToValue(0f);
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break;
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case AvatarPose.Initial:
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if (HasCustomIKPose())
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{
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SetCustomLayersWeights(0f, 1f);
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return;
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}
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_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
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break;
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case AvatarPose.IKPose:
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if (HasCustomIKPose())
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{
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SetCustomLayersWeights(1f, 0f);
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return;
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}
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SetMusclesToPose(IKPoseMuscles);
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break;
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case AvatarPose.TPose:
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SetMusclesToPose(BodySystem.TPoseMuscles);
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break;
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default:
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break;
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}
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}
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bool HasCustomIKPose()
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{
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return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
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}
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void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
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{
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_animator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
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_animator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
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_animator.Update(0f);
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}
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void SetMusclesToValue(float value)
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{
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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for (int i = 0; i < _humanPose.muscles.Length; i++)
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{
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ApplyMuscleValue((MuscleIndex)i, value, ref _humanPose.muscles);
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}
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_humanPose.bodyRotation = Quaternion.identity;
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_humanPoseHandler.SetHumanPose(ref _humanPose);
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}
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void SetMusclesToPose(float[] muscles)
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{
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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for (int i = 0; i < _humanPose.muscles.Length; i++)
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{
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ApplyMuscleValue((MuscleIndex)i, muscles[i], ref _humanPose.muscles);
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}
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_humanPose.bodyRotation = Quaternion.identity;
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_humanPoseHandler.SetHumanPose(ref _humanPose);
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}
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void ApplyMuscleValue(MuscleIndex index, float value, ref float[] muscles)
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{
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if (BoneExists.ContainsKey(IKSystem.MusclesToHumanBodyBones[(int)index]) && BoneExists[IKSystem.MusclesToHumanBodyBones[(int)index]])
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{
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muscles[(int)index] = value;
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}
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}
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}
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@ -1,338 +0,0 @@
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using NAK.DesktopVRIK.VRIKHelper;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.DesktopVRIK;
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internal class DesktopVRIKSystem : MonoBehaviour
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{
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public static DesktopVRIKSystem Instance;
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public static DesktopVRIKCalibrator Calibrator;
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// VRIK Calibration Info
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public VRIKCalibrationData calibrationData;
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// Avatar Components
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public VRIK avatarVRIK = null;
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public LookAtIK avatarLookAtIK = null;
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public Transform avatarTransform = null;
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public CachedSolver cachedSolver;
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// ChilloutVR Player Components
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PlayerSetup playerSetup;
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MovementSystem movementSystem;
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// Player Info
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Transform _cameraTransform;
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bool _ikEmotePlaying;
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float _ikWeightLerp = 1f;
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float _ikSimulatedRootAngle = 0f;
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float _locomotionWeight = 1f;
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float _scaleDifference = 1f;
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// Last Movement Parent Info
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Vector3 _movementPosition;
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Quaternion _movementRotation;
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CVRMovementParent _movementParent;
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void Start()
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{
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Instance = this;
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Calibrator = new DesktopVRIKCalibrator();
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playerSetup = GetComponent<PlayerSetup>();
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movementSystem = GetComponent<MovementSystem>();
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_cameraTransform = playerSetup.desktopCamera.transform;
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}
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void Update()
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{
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if (avatarVRIK == null) return;
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HandleLocomotionTracking();
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UpdateLocomotionWeight();
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ApplyBodySystemWeights();
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ResetAvatarLocalPosition();
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}
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void HandleLocomotionTracking()
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{
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bool shouldTrackLocomotion = ShouldTrackLocomotion();
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if (shouldTrackLocomotion != BodySystem.TrackingLocomotionEnabled)
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{
|
||||
BodySystem.TrackingLocomotionEnabled = shouldTrackLocomotion;
|
||||
IKResetSolver();
|
||||
ResetDesktopVRIK();
|
||||
if (shouldTrackLocomotion) IKResetFootsteps();
|
||||
}
|
||||
}
|
||||
|
||||
bool ShouldTrackLocomotion()
|
||||
{
|
||||
bool isMoving = movementSystem.movementVector.magnitude > 0f;
|
||||
bool isGrounded = movementSystem._isGrounded;
|
||||
bool isCrouching = movementSystem.crouching;
|
||||
bool isProne = movementSystem.prone;
|
||||
bool isFlying = movementSystem.flying;
|
||||
bool isSitting = movementSystem.sitting;
|
||||
bool isStanding = IsStanding();
|
||||
|
||||
return !(isMoving || isCrouching || isProne || isFlying || isSitting || !isGrounded || !isStanding);
|
||||
}
|
||||
|
||||
bool IsStanding()
|
||||
{
|
||||
// Let AMT handle it if available
|
||||
if (DesktopVRIK.EntryIntegrationAMT.Value) return true;
|
||||
|
||||
// Get Upright value
|
||||
Vector3 delta = cachedSolver.Spine.headPosition - avatarTransform.position;
|
||||
Vector3 deltaRotated = Quaternion.Euler(0, avatarTransform.rotation.eulerAngles.y, 0) * delta;
|
||||
float upright = Mathf.InverseLerp(0f, calibrationData.InitialHeadHeight * _scaleDifference, deltaRotated.y);
|
||||
return upright > 0.85f;
|
||||
}
|
||||
|
||||
void UpdateLocomotionWeight()
|
||||
{
|
||||
float targetWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
|
||||
if (DesktopVRIK.EntryIKLerpSpeed.Value > 0)
|
||||
{
|
||||
_ikWeightLerp = Mathf.Lerp(_ikWeightLerp, targetWeight, Time.deltaTime * DesktopVRIK.EntryIKLerpSpeed.Value);
|
||||
_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * DesktopVRIK.EntryIKLerpSpeed.Value * 2f);
|
||||
return;
|
||||
}
|
||||
_ikWeightLerp = targetWeight;
|
||||
_locomotionWeight = targetWeight;
|
||||
}
|
||||
|
||||
void ApplyBodySystemWeights()
|
||||
{
|
||||
void SetArmWeight(IKSolverVR.Arm arm, bool isTracked)
|
||||
{
|
||||
arm.positionWeight = isTracked ? 1f : 0f;
|
||||
arm.rotationWeight = isTracked ? 1f : 0f;
|
||||
arm.shoulderRotationWeight = isTracked ? 1f : 0f;
|
||||
arm.shoulderTwistWeight = isTracked ? 1f : 0f;
|
||||
}
|
||||
void SetLegWeight(IKSolverVR.Leg leg, bool isTracked)
|
||||
{
|
||||
leg.positionWeight = isTracked ? 1f : 0f;
|
||||
leg.rotationWeight = isTracked ? 1f : 0f;
|
||||
}
|
||||
|
||||
if (BodySystem.TrackingEnabled)
|
||||
{
|
||||
avatarVRIK.enabled = true;
|
||||
cachedSolver.Solver.IKPositionWeight = BodySystem.TrackingPositionWeight;
|
||||
cachedSolver.Locomotion.weight = _locomotionWeight;
|
||||
|
||||
bool useAnimatedBendNormal = _locomotionWeight <= 0.5f;
|
||||
cachedSolver.LeftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
|
||||
cachedSolver.RightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
|
||||
SetArmWeight(cachedSolver.LeftArm, BodySystem.TrackingLeftArmEnabled && cachedSolver.LeftArm.target != null);
|
||||
SetArmWeight(cachedSolver.RightArm, BodySystem.TrackingRightArmEnabled && cachedSolver.RightArm.target != null);
|
||||
SetLegWeight(cachedSolver.LeftLeg, BodySystem.TrackingLeftLegEnabled && cachedSolver.LeftLeg.target != null);
|
||||
SetLegWeight(cachedSolver.RightLeg, BodySystem.TrackingRightLegEnabled && cachedSolver.RightLeg.target != null);
|
||||
}
|
||||
else
|
||||
{
|
||||
avatarVRIK.enabled = false;
|
||||
cachedSolver.Solver.IKPositionWeight = 0f;
|
||||
cachedSolver.Locomotion.weight = 0f;
|
||||
|
||||
cachedSolver.LeftLeg.useAnimatedBendNormal = false;
|
||||
cachedSolver.RightLeg.useAnimatedBendNormal = false;
|
||||
SetArmWeight(cachedSolver.LeftArm, false);
|
||||
SetArmWeight(cachedSolver.RightArm, false);
|
||||
SetLegWeight(cachedSolver.LeftLeg, false);
|
||||
SetLegWeight(cachedSolver.RightLeg, false);
|
||||
}
|
||||
}
|
||||
|
||||
void ResetBodySystem()
|
||||
{
|
||||
// DesktopVRSwitch should handle this, but I am not pushing an update yet.
|
||||
BodySystem.TrackingEnabled = true;
|
||||
BodySystem.TrackingPositionWeight = 1f;
|
||||
BodySystem.isCalibratedAsFullBody = false;
|
||||
BodySystem.isCalibrating = false;
|
||||
BodySystem.isRecalibration = false;
|
||||
}
|
||||
|
||||
void ResetAvatarLocalPosition()
|
||||
{
|
||||
// Reset avatar offset
|
||||
avatarTransform.localPosition = Vector3.zero;
|
||||
avatarTransform.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
public void OnSetupAvatarDesktop(Animator animator)
|
||||
{
|
||||
if (!DesktopVRIK.EntryEnabled.Value) return;
|
||||
|
||||
// only run for humanoid avatars
|
||||
if (animator != null && animator.avatar != null && animator.avatar.isHuman)
|
||||
{
|
||||
Calibrator.CalibrateDesktopVRIK(animator);
|
||||
ResetBodySystem();
|
||||
ResetDesktopVRIK();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnSetupIKScaling(float scaleDifference)
|
||||
{
|
||||
_scaleDifference = scaleDifference;
|
||||
|
||||
VRIKUtils.ApplyScaleToVRIK
|
||||
(
|
||||
avatarVRIK,
|
||||
calibrationData,
|
||||
_scaleDifference
|
||||
);
|
||||
}
|
||||
|
||||
public void OnPlayerSetupUpdate(bool isEmotePlaying)
|
||||
{
|
||||
if (isEmotePlaying == _ikEmotePlaying) return;
|
||||
_ikEmotePlaying = isEmotePlaying;
|
||||
|
||||
if (avatarLookAtIK != null)
|
||||
avatarLookAtIK.enabled = !isEmotePlaying;
|
||||
|
||||
// Disable tracking completely while emoting
|
||||
BodySystem.TrackingEnabled = !isEmotePlaying;
|
||||
IKResetSolver();
|
||||
ResetDesktopVRIK();
|
||||
}
|
||||
|
||||
public void OnPlayerSetupSetSitting()
|
||||
{
|
||||
IKResetSolver();
|
||||
ResetDesktopVRIK();
|
||||
}
|
||||
|
||||
public void OnPlayerSetupResetIk()
|
||||
{
|
||||
// Check if PlayerSetup.ResetIk() was called for movement parent
|
||||
CVRMovementParent currentParent = movementSystem._currentParent;
|
||||
if (currentParent != null && currentParent._referencePoint != null)
|
||||
{
|
||||
// Get current position
|
||||
var currentPosition = currentParent._referencePoint.position;
|
||||
var currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
|
||||
|
||||
// Convert to delta position (how much changed since last frame)
|
||||
var deltaPosition = currentPosition - _movementPosition;
|
||||
var deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
|
||||
|
||||
// desktop pivots from playerlocal transform
|
||||
var platformPivot = transform.position;
|
||||
|
||||
// Prevent targeting other parent position
|
||||
if (_movementParent == currentParent)
|
||||
{
|
||||
// Add platform motion to IK solver
|
||||
cachedSolver.Solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
|
||||
ResetDesktopVRIK();
|
||||
}
|
||||
|
||||
// Store for next frame
|
||||
_movementParent = currentParent;
|
||||
_movementPosition = currentPosition;
|
||||
_movementRotation = currentRotation;
|
||||
return;
|
||||
}
|
||||
|
||||
// if not for movementparent, reset ik
|
||||
IKResetSolver();
|
||||
IKResetFootsteps();
|
||||
ResetDesktopVRIK();
|
||||
}
|
||||
|
||||
public void OnPreSolverUpdate()
|
||||
{
|
||||
// Set plant feet
|
||||
cachedSolver.Solver.plantFeet = DesktopVRIK.EntryPlantFeet.Value;
|
||||
|
||||
// Apply custom VRIK solving effects
|
||||
IKBodyLeaningOffset(_ikWeightLerp);
|
||||
IKBodyHeadingOffset(_ikWeightLerp);
|
||||
|
||||
void IKBodyLeaningOffset(float weight)
|
||||
{
|
||||
// Emulate old VRChat hip movement
|
||||
if (DesktopVRIK.EntryBodyLeanWeight.Value <= 0) return;
|
||||
|
||||
if (DesktopVRIK.EntryProneThrusting.Value) weight = 1f;
|
||||
float weightedAngle = DesktopVRIK.EntryBodyLeanWeight.Value * weight;
|
||||
float angle = _cameraTransform.localEulerAngles.x;
|
||||
angle = angle > 180 ? angle - 360 : angle;
|
||||
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
|
||||
cachedSolver.Spine.headRotationOffset *= rotation;
|
||||
}
|
||||
|
||||
void IKBodyHeadingOffset(float weight)
|
||||
{
|
||||
// Make root heading follow within a set limit
|
||||
if (DesktopVRIK.EntryBodyHeadingLimit.Value <= 0) return;
|
||||
|
||||
float weightedAngleLimit = DesktopVRIK.EntryBodyHeadingLimit.Value * weight;
|
||||
float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _ikSimulatedRootAngle);
|
||||
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
|
||||
|
||||
if (absDeltaAngleRoot > weightedAngleLimit)
|
||||
{
|
||||
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
|
||||
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
|
||||
}
|
||||
|
||||
cachedSolver.Spine.rootHeadingOffset = deltaAngleRoot;
|
||||
|
||||
if (DesktopVRIK.EntryPelvisHeadingWeight.Value > 0)
|
||||
{
|
||||
cachedSolver.Spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * DesktopVRIK.EntryPelvisHeadingWeight.Value, 0f);
|
||||
cachedSolver.Spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * DesktopVRIK.EntryPelvisHeadingWeight.Value, 0f);
|
||||
}
|
||||
|
||||
if (DesktopVRIK.EntryChestHeadingWeight.Value > 0)
|
||||
{
|
||||
cachedSolver.Spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * DesktopVRIK.EntryChestHeadingWeight.Value, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPostSolverUpdate()
|
||||
{
|
||||
if (!DesktopVRIK.EntryNetIKPass.Value) return;
|
||||
Calibrator.ApplyNetIKPass();
|
||||
}
|
||||
|
||||
void IKResetSolver()
|
||||
{
|
||||
cachedSolver.Solver.Reset();
|
||||
}
|
||||
|
||||
void IKResetFootsteps()
|
||||
{
|
||||
// Reset footsteps immediatly to initial
|
||||
if (!DesktopVRIK.EntryResetFootstepsOnIdle.Value) return;
|
||||
|
||||
VRIKUtils.ResetToInitialFootsteps
|
||||
(
|
||||
avatarVRIK,
|
||||
calibrationData,
|
||||
_scaleDifference
|
||||
);
|
||||
}
|
||||
|
||||
void ResetDesktopVRIK()
|
||||
{
|
||||
_ikSimulatedRootAngle = transform.eulerAngles.y;
|
||||
}
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using HarmonyLib;
|
||||
using NAK.DesktopVRIK.IK;
|
||||
using UnityEngine;
|
||||
|
||||
/**
|
||||
|
@ -25,73 +27,97 @@ using UnityEngine;
|
|||
|
||||
namespace NAK.DesktopVRIK.HarmonyPatches;
|
||||
|
||||
class PlayerSetupPatches
|
||||
internal class PlayerSetupPatches
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
|
||||
static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
|
||||
private static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
|
||||
{
|
||||
__instance.gameObject.AddComponent<DesktopVRIKSystem>();
|
||||
__instance.gameObject.AddComponent<IKManager>();
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupAvatarDesktop))]
|
||||
static void Postfix_PlayerSetup_SetupAvatarDesktop(ref Animator ____animator)
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupAvatar))]
|
||||
private static void Postfix_PlayerSetup_SetupAvatar(GameObject inAvatar)
|
||||
{
|
||||
// only intercept if DesktopVRIK is being used
|
||||
if (DesktopVRIKSystem.Instance != null)
|
||||
if (!ModSettings.EntryEnabled.Value)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
DesktopVRIKSystem.Instance.OnSetupAvatarDesktop(____animator);
|
||||
IKManager.Instance?.OnAvatarInitialized(inAvatar);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetupAvatar)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Update))]
|
||||
static void Postfix_PlayerSetup_Update(ref bool ____emotePlaying)
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ClearAvatar))]
|
||||
private static void Postfix_PlayerSetup_ClearAvatar()
|
||||
{
|
||||
// only intercept if DesktopVRIK is being used
|
||||
if (DesktopVRIKSystem.Instance?.avatarVRIK != null)
|
||||
try
|
||||
{
|
||||
DesktopVRIKSystem.Instance.OnPlayerSetupUpdate(____emotePlaying);
|
||||
IKManager.Instance?.OnAvatarDestroyed();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_ClearAvatar)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupIKScaling))]
|
||||
private static bool Prefix_PlayerSetup_SetupIKScaling(float height, ref Vector3 ___scaleDifference)
|
||||
private static void Prefix_PlayerSetup_SetupIKScaling(ref Vector3 ___scaleDifference, ref bool __runOriginal)
|
||||
{
|
||||
// only intercept if DesktopVRIK is being used
|
||||
if (DesktopVRIKSystem.Instance?.avatarVRIK != null)
|
||||
try
|
||||
{
|
||||
DesktopVRIKSystem.Instance.OnSetupIKScaling(1f + ___scaleDifference.y);
|
||||
return false;
|
||||
if (IKManager.Instance != null)
|
||||
__runOriginal = !IKManager.Instance.OnPlayerScaled(1f + ___scaleDifference.y);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_SetupIKScaling)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetSitting))]
|
||||
static void Postfix_PlayerSetup_SetSitting()
|
||||
private static void Postfix_PlayerSetup_SetSitting(ref bool ___isCurrentlyInSeat)
|
||||
{
|
||||
// only intercept if DesktopVRIK is being used
|
||||
if (DesktopVRIKSystem.Instance?.avatarVRIK != null)
|
||||
try
|
||||
{
|
||||
DesktopVRIKSystem.Instance.OnPlayerSetupSetSitting();
|
||||
IKManager.Instance?.OnPlayerSeatedStateChanged(___isCurrentlyInSeat);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetSitting)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
|
||||
static bool Prefix_PlayerSetup_ResetIk()
|
||||
private static void Prefix_PlayerSetup_ResetIk(ref PlayerSetup __instance, ref bool __runOriginal)
|
||||
{
|
||||
// only intercept if DesktopVRIK is being used
|
||||
if (DesktopVRIKSystem.Instance?.avatarVRIK != null)
|
||||
try
|
||||
{
|
||||
DesktopVRIKSystem.Instance.OnPlayerSetupResetIk();
|
||||
return false;
|
||||
}
|
||||
if (IKManager.Instance == null)
|
||||
return;
|
||||
|
||||
return true;
|
||||
CVRMovementParent currentParent = __instance._movementSystem._currentParent;
|
||||
__runOriginal = currentParent?._referencePoint != null
|
||||
? IKManager.Instance.OnPlayerHandleMovementParent(currentParent)
|
||||
: IKManager.Instance.OnPlayerTeleported();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_ResetIk)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
229
DesktopVRIK/IK/IKCalibrator.cs
Normal file
229
DesktopVRIK/IK/IKCalibrator.cs
Normal file
|
@ -0,0 +1,229 @@
|
|||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK;
|
||||
|
||||
internal static class IKCalibrator
|
||||
{
|
||||
#region VRIK Solver Setup
|
||||
|
||||
public static VRIK SetupVrIk(Animator animator)
|
||||
{
|
||||
if (animator.gameObject.TryGetComponent(out VRIK vrik))
|
||||
Object.DestroyImmediate(vrik);
|
||||
|
||||
vrik = animator.gameObject.AddComponent<VRIK>();
|
||||
vrik.AutoDetectReferences();
|
||||
|
||||
if (!ModSettings.EntryUseToesForVRIK.Value)
|
||||
{
|
||||
vrik.references.leftToes = null;
|
||||
vrik.references.rightToes = null;
|
||||
}
|
||||
|
||||
vrik.solver.SetToReferences(vrik.references);
|
||||
|
||||
GuessWristPalmAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm);
|
||||
GuessWristPalmAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm);
|
||||
|
||||
SafePalmToThumbAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm,
|
||||
animator.GetBoneTransform(HumanBodyBones.LeftThumbProximal));
|
||||
SafePalmToThumbAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm,
|
||||
animator.GetBoneTransform(HumanBodyBones.RightThumbProximal));
|
||||
|
||||
AddTwistRelaxer(vrik.references.leftForearm, vrik, vrik.references.leftHand);
|
||||
AddTwistRelaxer(vrik.references.rightForearm, vrik, vrik.references.rightHand);
|
||||
|
||||
//vrik.solver.leftArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
|
||||
//vrik.solver.rightArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
|
||||
|
||||
// zero all weights controlled by BodyControl
|
||||
vrik.solver.locomotion.weight = 0f;
|
||||
vrik.solver.IKPositionWeight = 0f;
|
||||
|
||||
vrik.solver.spine.pelvisPositionWeight = 0f;
|
||||
vrik.solver.spine.pelvisRotationWeight = 0f;
|
||||
vrik.solver.spine.positionWeight = 0f;
|
||||
vrik.solver.spine.rotationWeight = 0f;
|
||||
|
||||
vrik.solver.leftLeg.positionWeight = 0f;
|
||||
vrik.solver.leftLeg.rotationWeight = 0f;
|
||||
vrik.solver.rightLeg.positionWeight = 0f;
|
||||
vrik.solver.rightLeg.rotationWeight = 0f;
|
||||
vrik.solver.leftArm.positionWeight = 0f;
|
||||
vrik.solver.leftArm.rotationWeight = 0f;
|
||||
vrik.solver.rightArm.positionWeight = 0f;
|
||||
vrik.solver.rightArm.rotationWeight = 0f;
|
||||
|
||||
vrik.solver.leftLeg.bendGoalWeight = 0f;
|
||||
vrik.solver.rightLeg.bendGoalWeight = 0f;
|
||||
|
||||
// these weights are fine
|
||||
vrik.solver.leftArm.shoulderRotationWeight = 0.8f;
|
||||
vrik.solver.rightArm.shoulderRotationWeight = 0.8f;
|
||||
|
||||
vrik.solver.leftLeg.bendToTargetWeight = 0.75f;
|
||||
vrik.solver.rightLeg.bendToTargetWeight = 0.75f;
|
||||
|
||||
// hack to prevent death
|
||||
vrik.fixTransforms = !animator.enabled;
|
||||
|
||||
// Avatar Motion Tweaker uses this hack!
|
||||
vrik.solver.leftLeg.useAnimatedBendNormal = false;
|
||||
vrik.solver.rightLeg.useAnimatedBendNormal = false;
|
||||
|
||||
// purposefully initiating early
|
||||
vrik.solver.Initiate(vrik.transform);
|
||||
vrik.solver.Reset();
|
||||
|
||||
return vrik;
|
||||
}
|
||||
|
||||
private static void GuessWristPalmAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm)
|
||||
{
|
||||
arm.wristToPalmAxis = VRIKCalibrator.GuessWristToPalmAxis(
|
||||
hand,
|
||||
forearm
|
||||
);
|
||||
}
|
||||
|
||||
private static void SafePalmToThumbAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm, Transform thumbBone = null)
|
||||
{
|
||||
if (hand.childCount == 0)
|
||||
{
|
||||
arm.palmToThumbAxis = Vector3.one;
|
||||
return;
|
||||
}
|
||||
|
||||
arm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(
|
||||
hand,
|
||||
forearm,
|
||||
thumbBone
|
||||
);
|
||||
}
|
||||
|
||||
private static void AddTwistRelaxer(Transform forearm, VRIK ik, Transform hand)
|
||||
{
|
||||
if (forearm == null) return;
|
||||
TwistRelaxer twistRelaxer = forearm.gameObject.AddComponent<TwistRelaxer>();
|
||||
twistRelaxer.ik = ik;
|
||||
twistRelaxer.weight = 0.5f;
|
||||
twistRelaxer.child = hand;
|
||||
twistRelaxer.parentChildCrossfade = 0.8f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Configuration
|
||||
|
||||
public static void ConfigureDesktopVrIk(VRIK vrik)
|
||||
{
|
||||
// From DesktopVRIK
|
||||
// https://github.com/NotAKidOnSteam/NAK_CVR_Mods/blob/fca0a32257311f044d1a9d6e68269baa4a65a45c/DesktopVRIK/DesktopVRIKCalibrator.cs#L219C2-L247C103
|
||||
|
||||
vrik.solver.spine.bodyPosStiffness = 1f;
|
||||
vrik.solver.spine.bodyRotStiffness = 0.2f;
|
||||
vrik.solver.spine.neckStiffness = 0.0001f;
|
||||
vrik.solver.spine.rotateChestByHands = 0f;
|
||||
|
||||
vrik.solver.spine.minHeadHeight = 0f;
|
||||
vrik.solver.locomotion.angleThreshold = 30f;
|
||||
vrik.solver.locomotion.maxLegStretch = 1f;
|
||||
|
||||
vrik.solver.spine.chestClampWeight = 0f;
|
||||
vrik.solver.spine.headClampWeight = 0.2f;
|
||||
|
||||
vrik.solver.spine.maintainPelvisPosition = 0f;
|
||||
vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
|
||||
|
||||
vrik.solver.locomotion.velocityFactor = 0f;
|
||||
vrik.solver.locomotion.maxVelocity = 0f;
|
||||
vrik.solver.locomotion.rootSpeed = 1000f;
|
||||
|
||||
vrik.solver.spine.positionWeight = 0f;
|
||||
vrik.solver.spine.rotationWeight = 1f;
|
||||
|
||||
vrik.solver.spine.maxRootAngle = 180f;
|
||||
|
||||
vrik.solver.plantFeet = true;
|
||||
}
|
||||
|
||||
public static void ConfigureHalfBodyVrIk(VRIK vrik)
|
||||
{
|
||||
// From IKTweaks
|
||||
// https://github.com/knah/VRCMods/blob/a22bb73a5e40c75152c6e5db2a7a9afb13e42ba5/IKTweaks/FullBodyHandling.cs#L384C1-L394C71
|
||||
|
||||
vrik.solver.spine.bodyPosStiffness = 1f;
|
||||
vrik.solver.spine.bodyRotStiffness = 0f;
|
||||
vrik.solver.spine.neckStiffness = 0.5f;
|
||||
vrik.solver.spine.rotateChestByHands = .25f;
|
||||
|
||||
vrik.solver.spine.minHeadHeight = -100f;
|
||||
vrik.solver.locomotion.angleThreshold = 60f;
|
||||
vrik.solver.locomotion.maxLegStretch = 1f;
|
||||
|
||||
vrik.solver.spine.chestClampWeight = 0f;
|
||||
vrik.solver.spine.headClampWeight = 0f;
|
||||
|
||||
vrik.solver.spine.maintainPelvisPosition = 0f;
|
||||
vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
|
||||
|
||||
vrik.solver.locomotion.velocityFactor = 0.4f;
|
||||
vrik.solver.locomotion.maxVelocity = 0.4f;
|
||||
vrik.solver.locomotion.rootSpeed = 20f;
|
||||
|
||||
vrik.solver.spine.positionWeight = 1f;
|
||||
vrik.solver.spine.rotationWeight = 1f;
|
||||
|
||||
vrik.solver.spine.maxRootAngle = 25f;
|
||||
|
||||
vrik.solver.plantFeet = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Calibration
|
||||
|
||||
public static void SetupHeadIKTarget(VRIK vrik, Transform parent = null)
|
||||
{
|
||||
Transform existingTarget = parent?.Find("Head IK Target");
|
||||
if (existingTarget != null)
|
||||
Object.DestroyImmediate(existingTarget.gameObject);
|
||||
|
||||
parent ??= vrik.references.head;
|
||||
|
||||
vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
|
||||
vrik.solver.spine.headTarget.SetParent(parent);
|
||||
vrik.solver.spine.headTarget.localPosition = Vector3.zero;
|
||||
vrik.solver.spine.headTarget.localRotation = CalculateLocalRotation(vrik.references.root, vrik.references.head);
|
||||
}
|
||||
|
||||
public static void SetupHandIKTarget(VRIK vrik, Transform handAnchor, bool isLeft)
|
||||
{
|
||||
Transform parent = handAnchor.parent;
|
||||
Transform handRef = isLeft ? vrik.references.leftHand : vrik.references.rightHand;
|
||||
|
||||
handAnchor.SetParent(parent);
|
||||
handAnchor.localPosition = Vector3.zero;
|
||||
handAnchor.localRotation = CalculateLocalRotation(vrik.references.root, handRef);
|
||||
|
||||
if (isLeft)
|
||||
vrik.solver.leftArm.target = handAnchor;
|
||||
else
|
||||
vrik.solver.rightArm.target = handAnchor;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private static Quaternion CalculateLocalRotation(Transform root, Transform reference)
|
||||
{
|
||||
Vector3 forward = Quaternion.Inverse(reference.rotation) * root.forward;
|
||||
Vector3 upwards = Quaternion.Inverse(reference.rotation) * root.up;
|
||||
return Quaternion.Inverse(reference.rotation * Quaternion.LookRotation(forward, upwards)) * reference.rotation;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
169
DesktopVRIK/IK/IKHandlers/IKHandler.cs
Normal file
169
DesktopVRIK/IK/IKHandlers/IKHandler.cs
Normal file
|
@ -0,0 +1,169 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using NAK.DesktopVRIK.IK.VRIKHelpers;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK.IKHandlers;
|
||||
|
||||
internal abstract class IKHandler
|
||||
{
|
||||
#region Variables
|
||||
|
||||
internal VRIK _vrik;
|
||||
internal IKSolverVR _solver;
|
||||
|
||||
// VRIK Calibration Info
|
||||
internal VRIKLocomotionData _locomotionData;
|
||||
|
||||
// Last Movement Parent Info
|
||||
internal Vector3 _movementPosition;
|
||||
internal Quaternion _movementRotation;
|
||||
internal CVRMovementParent _movementParent;
|
||||
|
||||
// Solver Info
|
||||
internal float _scaleDifference = 1f;
|
||||
internal float _ikWeight = 1f;
|
||||
internal float _locomotionWeight = 1f;
|
||||
internal float _ikSimulatedRootAngle;
|
||||
internal bool _wasTrackingLocomotion;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Virtual Game Methods
|
||||
|
||||
public virtual void OnInitializeIk() { }
|
||||
|
||||
public virtual void OnPlayerScaled(float scaleDifference)
|
||||
{
|
||||
VRIKUtils.ApplyScaleToVRIK
|
||||
(
|
||||
_vrik,
|
||||
_locomotionData,
|
||||
_scaleDifference = scaleDifference
|
||||
);
|
||||
}
|
||||
|
||||
public virtual void OnPlayerHandleMovementParent(CVRMovementParent currentParent, Vector3 platformPivot)
|
||||
{
|
||||
Vector3 currentPosition = currentParent._referencePoint.position;
|
||||
Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
|
||||
|
||||
Vector3 deltaPosition = currentPosition - _movementPosition;
|
||||
Quaternion deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
|
||||
|
||||
if (_movementParent == currentParent)
|
||||
{
|
||||
_solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
|
||||
_ikSimulatedRootAngle = Mathf.Repeat(_ikSimulatedRootAngle + deltaRotation.eulerAngles.y, 360f);
|
||||
}
|
||||
|
||||
_movementParent = currentParent;
|
||||
_movementPosition = currentPosition;
|
||||
_movementRotation = currentRotation;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Virtual IK Weights
|
||||
|
||||
public virtual void UpdateWeights()
|
||||
{
|
||||
Update_HeadWeight();
|
||||
|
||||
Update_LeftArmWeight();
|
||||
Update_RightArmWeight();
|
||||
|
||||
Update_LeftLegWeight();
|
||||
Update_RightLegWeight();
|
||||
|
||||
Update_PelvisWeight();
|
||||
|
||||
Update_LocomotionWeight();
|
||||
ResetSolverIfNeeded();
|
||||
|
||||
Update_IKPositionWeight();
|
||||
}
|
||||
|
||||
protected virtual void Update_HeadWeight()
|
||||
{
|
||||
// There is no Head tracking setting
|
||||
_solver.spine.rotationWeight = _solver.leftArm.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingEnabled, _solver.spine.headTarget != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LeftArmWeight()
|
||||
{
|
||||
_solver.leftArm.rotationWeight = _solver.leftArm.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingLeftArmEnabled, _solver.leftArm.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_RightArmWeight()
|
||||
{
|
||||
_solver.rightArm.rotationWeight = _solver.rightArm.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingRightArmEnabled, _solver.rightArm.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LeftLegWeight()
|
||||
{
|
||||
_solver.leftLeg.rotationWeight = _solver.leftLeg.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingLeftLegEnabled, _solver.leftLeg.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_RightLegWeight()
|
||||
{
|
||||
_solver.rightLeg.rotationWeight = _solver.rightLeg.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingRightLegEnabled, _solver.rightLeg.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_PelvisWeight()
|
||||
{
|
||||
// There is no Pelvis tracking setting
|
||||
_solver.spine.pelvisRotationWeight = _solver.spine.pelvisPositionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingEnabled, _solver.spine.pelvisTarget != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LocomotionWeight()
|
||||
{
|
||||
_solver.locomotion.weight = _locomotionWeight = Mathf.Lerp(_locomotionWeight, BodySystem.TrackingLocomotionEnabled ? 1f : 0f,
|
||||
Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value * 2f);
|
||||
}
|
||||
|
||||
protected virtual void Update_IKPositionWeight()
|
||||
{
|
||||
_solver.IKPositionWeight = _ikWeight = Mathf.Lerp(_ikWeight, BodySystem.TrackingEnabled ? BodySystem.TrackingPositionWeight : 0f,
|
||||
Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value);
|
||||
}
|
||||
|
||||
public virtual void Reset()
|
||||
{
|
||||
_ikSimulatedRootAngle = _vrik.transform.eulerAngles.y;
|
||||
if(ModSettings.EntryResetFootstepsOnIdle.Value)
|
||||
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
|
||||
|
||||
_solver.Reset();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private float GetTargetWeight(bool isTracking, bool hasTarget)
|
||||
{
|
||||
return isTracking && hasTarget ? 1f : 0f;
|
||||
}
|
||||
|
||||
private void ResetSolverIfNeeded()
|
||||
{
|
||||
if (_wasTrackingLocomotion == BodySystem.TrackingLocomotionEnabled)
|
||||
return;
|
||||
|
||||
_wasTrackingLocomotion = BodySystem.TrackingLocomotionEnabled;
|
||||
if (ModSettings.EntryResetFootstepsOnIdle.Value)
|
||||
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
|
||||
|
||||
_solver.Reset();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
115
DesktopVRIK/IK/IKHandlers/IKHandlerDesktop.cs
Normal file
115
DesktopVRIK/IK/IKHandlers/IKHandlerDesktop.cs
Normal file
|
@ -0,0 +1,115 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK.IKHandlers;
|
||||
|
||||
internal class IKHandlerDesktop : IKHandler
|
||||
{
|
||||
public IKHandlerDesktop(VRIK vrik)
|
||||
{
|
||||
_vrik = vrik;
|
||||
_solver = vrik.solver;
|
||||
}
|
||||
|
||||
#region Game Overrides
|
||||
|
||||
public override void OnInitializeIk()
|
||||
{
|
||||
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktop);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Weight Overrides
|
||||
|
||||
public override void UpdateWeights()
|
||||
{
|
||||
// Reset avatar local position
|
||||
_vrik.transform.localPosition = Vector3.zero;
|
||||
_vrik.transform.localRotation = Quaternion.identity;
|
||||
|
||||
UpdateBodySystemTracking();
|
||||
|
||||
base.UpdateWeights();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Solver Events
|
||||
|
||||
private void OnPreSolverUpdateDesktop()
|
||||
{
|
||||
_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
|
||||
|
||||
// Emulate old VRChat hip movement
|
||||
if (ModSettings.EntryBodyLeanWeight.Value > 0)
|
||||
{
|
||||
float weightedAngle = ModSettings.EntryProneThrusting.Value ? 1f : ModSettings.EntryBodyLeanWeight.Value * _solver.locomotion.weight;
|
||||
float angle = IKManager.Instance._desktopCamera.localEulerAngles.x;
|
||||
angle = angle > 180 ? angle - 360 : angle;
|
||||
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _vrik.transform.right);
|
||||
_solver.spine.headRotationOffset *= rotation;
|
||||
}
|
||||
|
||||
// Make root heading follow within a set limit
|
||||
if (ModSettings.EntryBodyHeadingLimit.Value > 0)
|
||||
{
|
||||
float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _solver.locomotion.weight;
|
||||
float deltaAngleRoot = Mathf.DeltaAngle(IKManager.Instance.transform.eulerAngles.y, _ikSimulatedRootAngle);
|
||||
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
|
||||
|
||||
if (absDeltaAngleRoot > weightedAngleLimit)
|
||||
{
|
||||
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
|
||||
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, IKManager.Instance.transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
|
||||
}
|
||||
|
||||
_solver.spine.rootHeadingOffset = deltaAngleRoot;
|
||||
|
||||
if (ModSettings.EntryPelvisHeadingWeight.Value > 0)
|
||||
{
|
||||
_solver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
|
||||
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
|
||||
}
|
||||
|
||||
if (ModSettings.EntryChestHeadingWeight.Value > 0)
|
||||
{
|
||||
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryChestHeadingWeight.Value, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private void UpdateBodySystemTracking()
|
||||
{
|
||||
BodySystem.TrackingEnabled = ShouldTrackAll();
|
||||
BodySystem.TrackingLocomotionEnabled = ShouldTrackLocomotion();
|
||||
}
|
||||
|
||||
private bool ShouldTrackAll()
|
||||
{
|
||||
return !PlayerSetup.Instance._emotePlaying;
|
||||
}
|
||||
|
||||
private bool ShouldTrackLocomotion()
|
||||
{
|
||||
bool isMoving = MovementSystem.Instance.movementVector.magnitude > 0f;
|
||||
bool isGrounded = MovementSystem.Instance._isGrounded;
|
||||
bool isCrouching = MovementSystem.Instance.crouching;
|
||||
bool isProne = MovementSystem.Instance.prone;
|
||||
bool isFlying = MovementSystem.Instance.flying;
|
||||
bool isSitting = MovementSystem.Instance.sitting;
|
||||
bool isStanding = PlayerSetup.Instance.avatarUpright >=
|
||||
Mathf.Max(PlayerSetup.Instance.avatarProneLimit, PlayerSetup.Instance.avatarCrouchLimit);
|
||||
|
||||
return !(isMoving || isCrouching || isProne || isFlying || isSitting || !isGrounded || !isStanding);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
413
DesktopVRIK/IK/IKManager.cs
Normal file
413
DesktopVRIK/IK/IKManager.cs
Normal file
|
@ -0,0 +1,413 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using NAK.DesktopVRIK.IK.IKHandlers;
|
||||
using NAK.DesktopVRIK.IK.VRIKHelpers;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK;
|
||||
|
||||
public class IKManager : MonoBehaviour
|
||||
{
|
||||
public static IKManager Instance;
|
||||
|
||||
#region Variables
|
||||
|
||||
private static VRIK _vrik;
|
||||
private static IKSolverVR _solver;
|
||||
|
||||
private bool _isAvatarInitialized;
|
||||
|
||||
// IK Handling
|
||||
private IKHandler _ikHandler;
|
||||
|
||||
// Player Info
|
||||
internal Transform _desktopCamera;
|
||||
internal Transform _vrCamera;
|
||||
|
||||
// Avatar Info
|
||||
private Animator _animator;
|
||||
private Transform _hipTransform;
|
||||
|
||||
// Animator Info
|
||||
private int _animLocomotionLayer = -1;
|
||||
private int _animIKPoseLayer = -1;
|
||||
private const string _locomotionLayerName = "Locomotion/Emotes";
|
||||
private const string _ikposeLayerName = "IKPose";
|
||||
|
||||
// Pose Info
|
||||
private HumanPoseHandler _humanPoseHandler;
|
||||
private HumanPose _humanPose;
|
||||
private HumanPose _humanPoseInitial;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Methods
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (Instance != null)
|
||||
{
|
||||
Destroy(this);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
|
||||
_desktopCamera = PlayerSetup.Instance.desktopCamera.transform;
|
||||
_vrCamera = PlayerSetup.Instance.vrCamera.transform;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
_ikHandler?.UpdateWeights();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Avatar Events
|
||||
|
||||
public void OnAvatarInitialized(GameObject inAvatar)
|
||||
{
|
||||
if (MetaPort.Instance.isUsingVr)
|
||||
return;
|
||||
|
||||
if (_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
if (!inAvatar.TryGetComponent(out _animator))
|
||||
return;
|
||||
|
||||
if (_animator.avatar == null || !_animator.avatar.isHuman)
|
||||
return;
|
||||
|
||||
_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
|
||||
|
||||
_animIKPoseLayer = _animator.GetLayerIndex(_ikposeLayerName);
|
||||
_animLocomotionLayer = _animator.GetLayerIndex(_locomotionLayerName);
|
||||
|
||||
_hipTransform = _animator.GetBoneTransform(HumanBodyBones.Hips);
|
||||
|
||||
_humanPoseHandler?.Dispose();
|
||||
_humanPoseHandler = new HumanPoseHandler(_animator.avatar, _animator.transform);
|
||||
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
|
||||
|
||||
InitializeDesktopIk();
|
||||
|
||||
_isAvatarInitialized = true;
|
||||
}
|
||||
|
||||
public void OnAvatarDestroyed()
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
_vrik = null;
|
||||
_solver = null;
|
||||
_animator = null;
|
||||
_animIKPoseLayer = -1;
|
||||
_animLocomotionLayer = -1;
|
||||
_hipTransform = null;
|
||||
_humanPoseHandler?.Dispose();
|
||||
_humanPoseHandler = null;
|
||||
_ikHandler = null;
|
||||
|
||||
_isAvatarInitialized = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Events
|
||||
|
||||
public bool OnPlayerScaled(float scaleDifference)
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return false;
|
||||
|
||||
_ikHandler?.OnPlayerScaled(scaleDifference);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnPlayerSeatedStateChanged(bool isSitting)
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
_ikHandler?.Reset();
|
||||
}
|
||||
|
||||
public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return false;
|
||||
|
||||
_ikHandler?.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool OnPlayerTeleported()
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return false;
|
||||
|
||||
_ikHandler?.Reset();
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IK Initialization
|
||||
|
||||
private void InitializeDesktopIk()
|
||||
{
|
||||
SetupIkGeneral();
|
||||
|
||||
IKCalibrator.ConfigureDesktopVrIk(_vrik);
|
||||
_ikHandler = new IKHandlerDesktop(_vrik);
|
||||
|
||||
IKCalibrator.SetupHeadIKTarget(_vrik);
|
||||
|
||||
InitializeIkGeneral();
|
||||
|
||||
_ikHandler.OnInitializeIk();
|
||||
}
|
||||
|
||||
private void SetupIkGeneral()
|
||||
{
|
||||
_animator.transform.position = GetPlayerPosition();
|
||||
_animator.transform.rotation = GetPlayerRotation();
|
||||
SetAvatarPose(AvatarPose.Default);
|
||||
_vrik = IKCalibrator.SetupVrIk(_animator);
|
||||
_solver = _vrik.solver;
|
||||
}
|
||||
|
||||
private void InitializeIkGeneral()
|
||||
{
|
||||
SetAvatarPose(AvatarPose.IKPose);
|
||||
|
||||
VRIKUtils.CalculateInitialIKScaling(_vrik, ref _ikHandler._locomotionData);
|
||||
VRIKUtils.CalculateInitialFootsteps(_vrik, ref _ikHandler._locomotionData);
|
||||
_solver.Initiate(_vrik.transform); // initiate a second time
|
||||
|
||||
SetAvatarPose(AvatarPose.Initial);
|
||||
|
||||
VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
|
||||
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
|
||||
_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
public Vector3 GetPlayerPosition()
|
||||
{
|
||||
if (!MetaPort.Instance.isUsingVr)
|
||||
return transform.position;
|
||||
|
||||
Vector3 vrPosition = _vrCamera.transform.position;
|
||||
vrPosition.y = transform.position.y;
|
||||
return vrPosition;
|
||||
}
|
||||
|
||||
public Quaternion GetPlayerRotation()
|
||||
{
|
||||
if (!MetaPort.Instance.isUsingVr)
|
||||
return transform.rotation;
|
||||
|
||||
Vector3 vrForward = _vrCamera.transform.forward;
|
||||
vrForward.y = 0f;
|
||||
return Quaternion.LookRotation(vrForward, Vector3.up);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Solver Events General
|
||||
|
||||
private void OnPreSolverUpdateGeneral()
|
||||
{
|
||||
if (_solver.IKPositionWeight < 0.9f)
|
||||
return;
|
||||
|
||||
Vector3 hipPos = _hipTransform.position;
|
||||
Quaternion hipRot = _hipTransform.rotation;
|
||||
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
|
||||
for (var i = 0; i < _humanPose.muscles.Length; i++)
|
||||
{
|
||||
//if (IkTweaksSettings.IgnoreAnimationsModeParsed == IgnoreAnimationsMode.All && IKTweaksMod.ourRandomPuck.activeInHierarchy)
|
||||
//{
|
||||
// muscles[i] *= ourBoneResetMasks[i] == BoneResetMask.Never ? 1 : 0;
|
||||
// continue;
|
||||
//}
|
||||
switch (ourBoneResetMasks[i])
|
||||
{
|
||||
case BoneResetMask.Never:
|
||||
break;
|
||||
case BoneResetMask.Spine:
|
||||
_humanPose.muscles[i] *= 1 - _solver.spine.pelvisPositionWeight;
|
||||
break;
|
||||
case BoneResetMask.LeftArm:
|
||||
_humanPose.muscles[i] *= 1 - _solver.leftArm.positionWeight;
|
||||
break;
|
||||
case BoneResetMask.RightArm:
|
||||
_humanPose.muscles[i] *= 1 - _solver.rightArm.positionWeight;
|
||||
break;
|
||||
case BoneResetMask.LeftLeg:
|
||||
_humanPose.muscles[i] *= 1 - _solver.leftLeg.positionWeight;
|
||||
break;
|
||||
case BoneResetMask.RightLeg:
|
||||
_humanPose.muscles[i] *= 1 - _solver.rightLeg.positionWeight;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
|
||||
_hipTransform.position = hipPos;
|
||||
_hipTransform.rotation = hipRot;
|
||||
}
|
||||
|
||||
// "NetIk Pass", or "Additional Humanoid Pass" hack
|
||||
private void OnPostSolverUpdateGeneral()
|
||||
{
|
||||
Vector3 hipPos = _hipTransform.position;
|
||||
Quaternion hipRot = _hipTransform.rotation;
|
||||
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
|
||||
_hipTransform.position = hipPos;
|
||||
_hipTransform.rotation = hipRot;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Avatar Pose Utilities
|
||||
|
||||
private enum AvatarPose
|
||||
{
|
||||
Default = 0,
|
||||
Initial = 1,
|
||||
IKPose = 2,
|
||||
TPose = 3,
|
||||
APose = 4
|
||||
}
|
||||
|
||||
private void SetAvatarPose(AvatarPose pose)
|
||||
{
|
||||
switch (pose)
|
||||
{
|
||||
case AvatarPose.Default:
|
||||
SetMusclesToValue(0f);
|
||||
break;
|
||||
case AvatarPose.Initial:
|
||||
if (HasCustomIKPose())
|
||||
SetCustomLayersWeights(0f, 1f);
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
|
||||
break;
|
||||
case AvatarPose.IKPose:
|
||||
if (HasCustomIKPose())
|
||||
{
|
||||
SetCustomLayersWeights(1f, 0f);
|
||||
return;
|
||||
}
|
||||
SetMusclesToPose(MusclePoses.IKPoseMuscles);
|
||||
break;
|
||||
case AvatarPose.TPose:
|
||||
SetMusclesToPose(MusclePoses.TPoseMuscles);
|
||||
break;
|
||||
case AvatarPose.APose:
|
||||
SetMusclesToPose(MusclePoses.APoseMuscles);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasCustomIKPose()
|
||||
{
|
||||
return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
|
||||
}
|
||||
|
||||
private void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
|
||||
{
|
||||
_animator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
|
||||
_animator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
|
||||
_animator.Update(0f);
|
||||
}
|
||||
|
||||
private void SetMusclesToValue(float value)
|
||||
{
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
|
||||
for (var i = 0; i < ourBoneResetMasks.Length; i++)
|
||||
{
|
||||
if (ourBoneResetMasks[i] != BoneResetMask.Never)
|
||||
_humanPose.muscles[i] = value;
|
||||
}
|
||||
|
||||
_humanPose.bodyPosition = Vector3.up;
|
||||
_humanPose.bodyRotation = Quaternion.identity;
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
}
|
||||
|
||||
private void SetMusclesToPose(float[] muscles)
|
||||
{
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
|
||||
for (var i = 0; i < ourBoneResetMasks.Length; i++)
|
||||
{
|
||||
if (ourBoneResetMasks[i] != BoneResetMask.Never)
|
||||
_humanPose.muscles[i] = muscles[i];
|
||||
}
|
||||
|
||||
_humanPose.bodyPosition = Vector3.up;
|
||||
_humanPose.bodyRotation = Quaternion.identity;
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region BodyHandling
|
||||
|
||||
public enum BoneResetMask
|
||||
{
|
||||
Never,
|
||||
Spine,
|
||||
LeftArm,
|
||||
RightArm,
|
||||
LeftLeg,
|
||||
RightLeg,
|
||||
}
|
||||
|
||||
private static readonly string[] ourNeverBones = { "Index", "Thumb", "Middle", "Ring", "Little", "Jaw", "Eye" };
|
||||
private static readonly string[] ourArmBones = { "Arm", "Forearm", "Hand", "Shoulder" };
|
||||
private static readonly string[] ourLegBones = { "Leg", "Foot", "Toes" };
|
||||
|
||||
private static BoneResetMask JudgeBone(string name)
|
||||
{
|
||||
if (ourNeverBones.Any(name.Contains))
|
||||
return BoneResetMask.Never;
|
||||
|
||||
if (ourArmBones.Any(name.Contains))
|
||||
{
|
||||
return name.Contains("Left") ? BoneResetMask.LeftArm : BoneResetMask.RightArm;
|
||||
}
|
||||
|
||||
if (ourLegBones.Any(name.Contains))
|
||||
return name.Contains("Left") ? BoneResetMask.LeftLeg : BoneResetMask.RightLeg;
|
||||
|
||||
return BoneResetMask.Spine;
|
||||
}
|
||||
|
||||
internal static readonly BoneResetMask[] ourBoneResetMasks = HumanTrait.MuscleName.Select(JudgeBone).ToArray();
|
||||
|
||||
#endregion
|
||||
}
|
46
DesktopVRIK/IK/MusclePoses.cs
Normal file
46
DesktopVRIK/IK/MusclePoses.cs
Normal file
|
@ -0,0 +1,46 @@
|
|||
namespace NAK.DesktopVRIK.IK;
|
||||
|
||||
public static class MusclePoses
|
||||
{
|
||||
public static readonly float[] TPoseMuscles =
|
||||
{
|
||||
0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0.6001086f, 8.6213E-05f,
|
||||
-0.0003308152f, 0.9999163f, -9.559652E-06f, 3.41413E-08f, -3.415095E-06f, -1.024528E-07f, 0.6001086f,
|
||||
8.602679E-05f, -0.0003311098f, 0.9999163f, -9.510122E-06f, 1.707468E-07f, -2.732077E-06f, 2.035554E-15f,
|
||||
-2.748694E-07f, 2.619475E-07f, 0.401967f, 0.3005583f, 0.04102772f, 0.9998822f, -0.04634236f, 0.002522987f,
|
||||
0.0003842837f, -2.369134E-07f, -2.232262E-07f, 0.4019674f, 0.3005582f, 0.04103433f, 0.9998825f,
|
||||
-0.04634996f, 0.00252335f, 0.000383302f, -1.52127f, 0.2634507f, 0.4322457f, 0.6443988f, 0.6669409f,
|
||||
-0.4663372f, 0.8116828f, 0.8116829f, 0.6678119f, -0.6186608f, 0.8116842f, 0.8116842f, 0.6677991f,
|
||||
-0.619225f, 0.8116842f, 0.811684f, 0.6670032f, -0.465875f, 0.811684f, 0.8116836f, -1.520098f, 0.2613016f,
|
||||
0.432256f, 0.6444503f, 0.6668426f, -0.4670413f, 0.8116828f, 0.8116828f, 0.6677986f, -0.6192409f, 0.8116841f,
|
||||
0.811684f, 0.6677839f, -0.6198869f, 0.8116839f, 0.8116838f, 0.6668782f, -0.4667901f, 0.8116842f, 0.811684f
|
||||
};
|
||||
|
||||
public static readonly float[] APoseMuscles =
|
||||
{
|
||||
0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0.6001087f, 0f,
|
||||
-0.0003306383f, 0.9999163f, 0f, 0f, 0f, 0f, 0.6001087f, 0f, -0.0003306384f, 0.9999163f, 0f, 0f, 0f, 0f, 0f,
|
||||
0f, -0.1071228f, 0.258636f, 0.1567371f, 0.9998825f, -0.0463457f, 0.002523606f, 0.0003833446f, 0f, 0f,
|
||||
-0.1036742f, 0.2589961f, 0.1562322f, 0.9998825f, -0.04634446f, 0.002522176f, 0.0003835156f, -1.52127f,
|
||||
0.2634749f, 0.4322476f, 0.6443989f, 0.6669405f, -0.4663376f, 0.8116828f, 0.8116829f, 0.6678116f,
|
||||
-0.6186616f, 0.8116839f, 0.8116837f, 0.6677991f, -0.6192248f, 0.8116839f, 0.8116842f, 0.6670038f,
|
||||
-0.4658763f, 0.8116841f, 0.811684f, -1.520108f, 0.2612858f, 0.4322585f, 0.6444519f, 0.6668428f, -0.4670413f,
|
||||
0.8116831f, 0.8116828f, 0.6677985f, -0.6192364f, 0.8116842f, 0.8116842f, 0.667784f, -0.6198866f, 0.8116841f,
|
||||
0.8116835f, 0.6668782f, -0.4667891f, 0.8116841f, 0.811684f
|
||||
};
|
||||
|
||||
public static readonly float[] IKPoseMuscles =
|
||||
{
|
||||
0.00133321f, 8.195831E-06f, 8.537738E-07f, -0.002669832f, -7.651234E-06f, -0.001659694f, 0f, 0f, 0f,
|
||||
0.04213953f, 0.0003007996f, -0.008032114f, -0.03059979f, -0.0003182998f, 0.009640567f, 0f, 0f, 0f, 0f, 0f,
|
||||
0f, 0.5768794f, 0.01061097f, -0.1127839f, 0.9705755f, 0.07972051f, -0.0268422f, 0.007237188f, 0f,
|
||||
0.5768792f, 0.01056608f, -0.1127519f, 0.9705756f, 0.07971933f, -0.02682396f, 0.007229362f, 0f,
|
||||
-5.651802E-06f, -3.034899E-07f, 0.4100508f, 0.3610304f, -0.0838329f, 0.9262537f, 0.1353517f, -0.03578902f,
|
||||
0.06005657f, -4.95989E-06f, -1.43007E-06f, 0.4096187f, 0.363263f, -0.08205152f, 0.9250782f, 0.1345718f,
|
||||
-0.03572125f, 0.06055461f, -1.079177f, 0.2095419f, 0.6140652f, 0.6365265f, 0.6683931f, -0.4764312f,
|
||||
0.8099416f, 0.8099371f, 0.6658203f, -0.7327053f, 0.8113618f, 0.8114051f, 0.6643661f, -0.40341f, 0.8111364f,
|
||||
0.8111367f, 0.6170399f, -0.2524227f, 0.8138723f, 0.8110135f, -1.079171f, 0.2095456f, 0.6140658f, 0.6365255f,
|
||||
0.6683878f, -0.4764301f, 0.8099402f, 0.8099376f, 0.6658241f, -0.7327023f, 0.8113653f, 0.8113793f, 0.664364f,
|
||||
-0.4034042f, 0.811136f, 0.8111364f, 0.6170469f, -0.2524345f, 0.8138595f, 0.8110138f
|
||||
};
|
||||
}
|
|
@ -1,33 +1,25 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.VRIKHelper;
|
||||
namespace NAK.DesktopVRIK.IK.VRIKHelpers;
|
||||
|
||||
public struct VRIKCalibrationData
|
||||
public struct VRIKLocomotionData
|
||||
{
|
||||
public Vector3 KneeNormalLeft;
|
||||
public Vector3 KneeNormalRight;
|
||||
public Vector3 InitialFootPosLeft;
|
||||
public Vector3 InitialFootPosRight;
|
||||
public Quaternion InitialFootRotLeft;
|
||||
public Quaternion InitialFootRotRight;
|
||||
public float InitialHeadHeight;
|
||||
public float InitialFootDistance;
|
||||
public float InitialStepThreshold;
|
||||
public float InitialStepHeight;
|
||||
public bool FixTransformsRequired;
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
KneeNormalLeft = Vector3.zero;
|
||||
KneeNormalRight = Vector3.zero;
|
||||
InitialFootPosLeft = Vector3.zero;
|
||||
InitialFootPosRight = Vector3.zero;
|
||||
InitialFootRotLeft = Quaternion.identity;
|
||||
InitialFootRotRight = Quaternion.identity;
|
||||
InitialHeadHeight = 0f;
|
||||
InitialFootDistance = 0f;
|
||||
InitialStepThreshold = 0f;
|
||||
InitialStepHeight = 0f;
|
||||
FixTransformsRequired = false;
|
||||
}
|
||||
}
|
62
DesktopVRIK/IK/VRIKHelpers/VRIKUtils.cs
Normal file
62
DesktopVRIK/IK/VRIKHelpers/VRIKUtils.cs
Normal file
|
@ -0,0 +1,62 @@
|
|||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK.VRIKHelpers;
|
||||
|
||||
public static class VRIKUtils
|
||||
{
|
||||
public static void CalculateInitialIKScaling(VRIK vrik, ref VRIKLocomotionData locomotionData)
|
||||
{
|
||||
// Get distance between feet and thighs
|
||||
float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
|
||||
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
|
||||
|
||||
locomotionData.InitialFootDistance = footDistance * 0.5f;
|
||||
locomotionData.InitialStepThreshold = footDistance * scaleModifier;
|
||||
locomotionData.InitialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
|
||||
}
|
||||
|
||||
public static void CalculateInitialFootsteps(VRIK vrik, ref VRIKLocomotionData locomotionData)
|
||||
{
|
||||
Transform root = vrik.references.root;
|
||||
Transform leftFoot = vrik.references.leftFoot;
|
||||
Transform rightFoot = vrik.references.rightFoot;
|
||||
|
||||
// Calculate the world rotation of the root bone at the current frame
|
||||
Quaternion rootWorldRot = root.rotation;
|
||||
|
||||
// Calculate the world rotation of the left and right feet relative to the root bone
|
||||
locomotionData.InitialFootPosLeft = root.InverseTransformPoint(leftFoot.position);
|
||||
locomotionData.InitialFootPosRight = root.InverseTransformPoint(rightFoot.position);
|
||||
locomotionData.InitialFootRotLeft = Quaternion.Inverse(rootWorldRot) * leftFoot.rotation;
|
||||
locomotionData.InitialFootRotRight = Quaternion.Inverse(rootWorldRot) * rightFoot.rotation;
|
||||
}
|
||||
|
||||
public static void ResetToInitialFootsteps(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
|
||||
{
|
||||
Transform root = vrik.references.root;
|
||||
Quaternion rootWorldRot = vrik.references.root.rotation;
|
||||
|
||||
// hack, use parent transform instead as setting feet position moves root (root.parent), but does not work for VR
|
||||
var footsteps = vrik.solver.locomotion.footsteps;
|
||||
footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft * scaleModifier),
|
||||
rootWorldRot * locomotionData.InitialFootRotLeft);
|
||||
footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight * scaleModifier),
|
||||
rootWorldRot * locomotionData.InitialFootRotRight);
|
||||
}
|
||||
|
||||
public static void ApplyScaleToVRIK(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
|
||||
{
|
||||
IKSolverVR.Locomotion locomotionSolver = vrik.solver.locomotion;
|
||||
locomotionSolver.footDistance = locomotionData.InitialFootDistance * scaleModifier;
|
||||
locomotionSolver.stepThreshold = locomotionData.InitialStepThreshold * scaleModifier;
|
||||
ScaleStepHeight(locomotionSolver.stepHeight, locomotionData.InitialStepHeight * scaleModifier);
|
||||
}
|
||||
|
||||
private static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
|
||||
{
|
||||
var keyframes = stepHeightCurve.keys;
|
||||
keyframes[1].value = mag;
|
||||
stepHeightCurve.keys = keyframes;
|
||||
}
|
||||
}
|
21
DesktopVRIK/Integrations/AMTAddon.cs
Normal file
21
DesktopVRIK/Integrations/AMTAddon.cs
Normal file
|
@ -0,0 +1,21 @@
|
|||
|
||||
namespace NAK.DesktopVRIK.Integrations;
|
||||
|
||||
public static class AMTAddon
|
||||
{
|
||||
#region Variables
|
||||
|
||||
public static bool integration_AMT = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initialization
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
integration_AMT = true;
|
||||
DesktopVRIK.Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -6,45 +6,58 @@ namespace NAK.DesktopVRIK.Integrations;
|
|||
|
||||
public static class BTKUIAddon
|
||||
{
|
||||
#region Initialization
|
||||
|
||||
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||
public static void Init()
|
||||
public static void Initialize()
|
||||
{
|
||||
//Add myself to the Misc Menu
|
||||
|
||||
// Add mod to the Misc Menu
|
||||
Page miscPage = QuickMenuAPI.MiscTabPage;
|
||||
Category miscCategory = miscPage.AddCategory(DesktopVRIK.SettingsCategory);
|
||||
Category miscCategory = miscPage.AddCategory(ModSettings.SettingsCategory);
|
||||
|
||||
AddMelonToggle(ref miscCategory, DesktopVRIK.EntryEnabled);
|
||||
AddMelonToggle(ref miscCategory, ModSettings.EntryEnabled);
|
||||
|
||||
//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";
|
||||
Category desktopVRIKCategory = desktopVRIKPage.AddCategory(DesktopVRIK.SettingsCategory);
|
||||
SetupDesktopIKConfigurationPage(ref miscCategory);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Pages Setup
|
||||
|
||||
private static void SetupDesktopIKConfigurationPage(ref Category parentCategory)
|
||||
{
|
||||
Page desktopIKPage = parentCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", ModSettings.SettingsCategory);
|
||||
desktopIKPage.MenuTitle = "DesktopVRIK Settings";
|
||||
Category desktopIKCategory = desktopIKPage.AddCategory(desktopIKPage.MenuTitle);
|
||||
|
||||
// General Settings
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIK.EntryPlantFeet);
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryPlantFeet);
|
||||
|
||||
// Calibration Settings
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIK.EntryUseVRIKToes);
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryUseToesForVRIK);
|
||||
|
||||
// Fine-tuning Settings
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIK.EntryResetFootstepsOnIdle);
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryResetFootstepsOnIdle);
|
||||
|
||||
// Funny Settings
|
||||
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIK.EntryProneThrusting);
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryProneThrusting);
|
||||
|
||||
// Body Leaning Weight
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIK.EntryBodyLeanWeight, 0, 1f, 1);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryBodyLeanWeight, 0, 1f, 1);
|
||||
|
||||
// Max Root Heading Limit & Weights
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIK.EntryBodyHeadingLimit, 0, 90f, 0);
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIK.EntryPelvisHeadingWeight, 0, 1f, 1);
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIK.EntryChestHeadingWeight, 0, 1f, 1);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryBodyHeadingLimit, 0, 90f, 0);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryPelvisHeadingWeight, 0, 1f, 1);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryChestHeadingWeight, 0, 1f, 1);
|
||||
|
||||
// Lerp Speed
|
||||
AddMelonSlider(ref desktopVRIKPage, DesktopVRIK.EntryIKLerpSpeed, 0, 20f, 0);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryIKLerpSpeed, 0, 20f, 0);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Melon Pref Helpers
|
||||
|
||||
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
|
||||
{
|
||||
category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
|
||||
|
@ -54,4 +67,6 @@ public static class BTKUIAddon
|
|||
{
|
||||
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max, decimalPlaces).OnValueUpdated += f => entry.Value = f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -5,75 +5,27 @@ namespace NAK.DesktopVRIK;
|
|||
public class DesktopVRIK : MelonMod
|
||||
{
|
||||
internal static MelonLogger.Instance Logger;
|
||||
internal const string SettingsCategory = nameof(DesktopVRIK);
|
||||
|
||||
public static readonly MelonPreferences_Category Category =
|
||||
MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
Category.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
|
||||
Category.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
|
||||
Category.CreateEntry("Reset Footsteps on Idle", false, description: "Determins if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryUseVRIKToes =
|
||||
Category.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
|
||||
Category.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
|
||||
Category.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
|
||||
Category.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
|
||||
Category.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
|
||||
Category.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
|
||||
Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
|
||||
Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
|
||||
Category.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
|
||||
|
||||
public static bool integration_AMT = false;
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
|
||||
//BTKUILib Misc Tab
|
||||
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
|
||||
{
|
||||
Logger.Msg("Initializing BTKUILib support.");
|
||||
Integrations.BTKUIAddon.Init();
|
||||
}
|
||||
|
||||
//AvatarMotionTweaker Handling
|
||||
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "AvatarMotionTweaker"))
|
||||
{
|
||||
integration_AMT = true;
|
||||
Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Msg("AvatarMotionTweaker was not found. Using built-in VRIK locomotion handling.");
|
||||
}
|
||||
|
||||
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
|
||||
|
||||
InitializeIntegration("BTKUILib", Integrations.BTKUIAddon.Initialize);
|
||||
InitializeIntegration("AvatarMotionTweaker", Integrations.AMTAddon.Initialize);
|
||||
}
|
||||
|
||||
void ApplyPatches(Type type)
|
||||
private static void InitializeIntegration(string modName, Action integrationAction)
|
||||
{
|
||||
if (RegisteredMelons.All(it => it.Info.Name != modName))
|
||||
return;
|
||||
|
||||
Logger.Msg($"Initializing {modName} integration.");
|
||||
integrationAction.Invoke();
|
||||
}
|
||||
|
||||
private void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
{
|
||||
|
|
50
DesktopVRIK/ModSettings.cs
Normal file
50
DesktopVRIK/ModSettings.cs
Normal file
|
@ -0,0 +1,50 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.DesktopVRIK;
|
||||
|
||||
public static class ModSettings
|
||||
{
|
||||
internal const string SettingsCategory = nameof(DesktopVRIK);
|
||||
|
||||
public static readonly MelonPreferences_Category Category =
|
||||
MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
// Desktop VRIK Settings
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
Category.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
|
||||
Category.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
|
||||
Category.CreateEntry("Reset Footsteps on Idle", false, description: "Determines if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryUseToesForVRIK =
|
||||
Category.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
|
||||
Category.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
|
||||
Category.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
|
||||
Category.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
|
||||
Category.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
|
||||
Category.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
|
||||
Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
|
||||
Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
|
||||
Category.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
|
||||
|
||||
}
|
|
@ -20,12 +20,14 @@ using System.Reflection;
|
|||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: MelonOptionalDependencies("BTKUILib")]
|
||||
[assembly: MelonOptionalDependencies("BTKUILib", "AvatarMotionTweaker")]
|
||||
[assembly: MelonColor(255, 155, 89, 182)]
|
||||
[assembly: MelonAuthorColor(255, 158, 21, 32)]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace NAK.DesktopVRIK.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "4.2.0";
|
||||
public const string Version = "4.2.1";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
|
@ -12,9 +12,5 @@ https://user-images.githubusercontent.com/37721153/221870123-fbe4f5e8-8d6e-4a43-
|
|||
|
||||
* Options to disable VRIK from using mapped toes &/or find unmapped (non-human) toe bones.
|
||||
|
||||
* Autofixes for avatars without fingers & incorrect chest/spine bone mapping (might not play well with netik).
|
||||
|
||||
## Relevant Feedback Posts:
|
||||
https://feedback.abinteractive.net/p/desktop-feet-ik-for-avatars
|
||||
|
||||
https://feedback.abinteractive.net/p/pivot-desktop-camera-with-head
|
||||
https://feedback.abinteractive.net/p/desktop-feet-ik-for-avatars
|
|
@ -1,28 +0,0 @@
|
|||
using RootMotion.FinalIK;
|
||||
|
||||
namespace NAK.DesktopVRIK.VRIKHelper;
|
||||
|
||||
// I don't think this was needed at all, but it looks fancy.
|
||||
//https://github.com/knah/VRCMods/blob/master/IKTweaks/CachedSolver.cs
|
||||
|
||||
public struct CachedSolver
|
||||
{
|
||||
public readonly IKSolverVR Solver;
|
||||
public readonly IKSolverVR.Spine Spine;
|
||||
public readonly IKSolverVR.Leg LeftLeg;
|
||||
public readonly IKSolverVR.Leg RightLeg;
|
||||
public readonly IKSolverVR.Arm LeftArm;
|
||||
public readonly IKSolverVR.Arm RightArm;
|
||||
public readonly IKSolverVR.Locomotion Locomotion;
|
||||
|
||||
public CachedSolver(IKSolverVR solver)
|
||||
{
|
||||
Solver = solver;
|
||||
Spine = solver.spine;
|
||||
LeftArm = solver.leftArm;
|
||||
LeftLeg = solver.leftLeg;
|
||||
RightArm = solver.rightArm;
|
||||
RightLeg = solver.rightLeg;
|
||||
Locomotion = solver.locomotion;
|
||||
}
|
||||
}
|
|
@ -1,164 +0,0 @@
|
|||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.VRIKHelper;
|
||||
|
||||
public static class VRIKUtils
|
||||
{
|
||||
public static void ConfigureVRIKReferences(VRIK vrik, bool useVRIKToes)
|
||||
{
|
||||
if (!useVRIKToes)
|
||||
{
|
||||
vrik.references.leftToes = null;
|
||||
vrik.references.rightToes = null;
|
||||
}
|
||||
|
||||
//bullshit fix to not cause death
|
||||
FixFingerBonesError(vrik);
|
||||
}
|
||||
|
||||
private static void FixFingerBonesError(VRIK vrik)
|
||||
{
|
||||
void FixFingerBones(VRIK vrik, Transform hand, IKSolverVR.Arm armSolver)
|
||||
{
|
||||
if (hand.childCount == 0)
|
||||
{
|
||||
armSolver.wristToPalmAxis = Vector3.up;
|
||||
armSolver.palmToThumbAxis = hand == vrik.references.leftHand ? -Vector3.forward : Vector3.forward;
|
||||
}
|
||||
}
|
||||
|
||||
FixFingerBones(vrik, vrik.references.leftHand, vrik.solver.leftArm);
|
||||
FixFingerBones(vrik, vrik.references.rightHand, vrik.solver.rightArm);
|
||||
}
|
||||
|
||||
public static void CalculateKneeBendNormals(VRIK vrik, ref VRIKCalibrationData calibrationData)
|
||||
{
|
||||
// Helper function to get position or default to Vector3.zero
|
||||
Vector3 GetPositionOrDefault(Transform transform) => transform?.position ?? Vector3.zero;
|
||||
|
||||
// Get assumed left knee normal
|
||||
Vector3[] leftVectors = {
|
||||
GetPositionOrDefault(vrik.references.leftThigh),
|
||||
GetPositionOrDefault(vrik.references.leftCalf),
|
||||
GetPositionOrDefault(vrik.references.leftFoot)
|
||||
};
|
||||
calibrationData.KneeNormalLeft = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
|
||||
|
||||
// Get assumed right knee normal
|
||||
Vector3[] rightVectors = {
|
||||
GetPositionOrDefault(vrik.references.rightThigh),
|
||||
GetPositionOrDefault(vrik.references.rightCalf),
|
||||
GetPositionOrDefault(vrik.references.rightFoot)
|
||||
};
|
||||
calibrationData.KneeNormalRight = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
|
||||
}
|
||||
|
||||
public static void ApplyKneeBendNormals(VRIK vrik, VRIKCalibrationData calibrationData)
|
||||
{
|
||||
// 0 uses bendNormalRelToPelvis, 1 is bendNormalRelToTarget
|
||||
// modifying pelvis normal weight is easier math
|
||||
vrik.solver.leftLeg.bendToTargetWeight = 0f;
|
||||
vrik.solver.rightLeg.bendToTargetWeight = 0f;
|
||||
|
||||
var pelvis_localRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
|
||||
vrik.solver.leftLeg.bendNormalRelToPelvis = pelvis_localRotationInverse * calibrationData.KneeNormalLeft;
|
||||
vrik.solver.rightLeg.bendNormalRelToPelvis = pelvis_localRotationInverse * calibrationData.KneeNormalRight;
|
||||
}
|
||||
|
||||
private static Vector3 GetNormalFromArray(Vector3[] positions)
|
||||
{
|
||||
Vector3 centroid = Vector3.zero;
|
||||
for (int i = 0; i < positions.Length; i++)
|
||||
{
|
||||
centroid += positions[i];
|
||||
}
|
||||
centroid /= positions.Length;
|
||||
|
||||
Vector3 normal = Vector3.zero;
|
||||
for (int i = 0; i < positions.Length - 2; i++)
|
||||
{
|
||||
Vector3 side1 = positions[i] - centroid;
|
||||
Vector3 side2 = positions[i + 1] - centroid;
|
||||
normal += Vector3.Cross(side1, side2);
|
||||
}
|
||||
return normal.normalized;
|
||||
}
|
||||
|
||||
public static void CalculateInitialIKScaling(VRIK vrik, ref VRIKCalibrationData calibrationData)
|
||||
{
|
||||
// Get distance between feet and thighs
|
||||
float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
|
||||
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
|
||||
|
||||
calibrationData.InitialFootDistance = footDistance * 0.5f;
|
||||
calibrationData.InitialStepThreshold = footDistance * scaleModifier;
|
||||
calibrationData.InitialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
|
||||
calibrationData.InitialHeadHeight = Mathf.Abs(vrik.references.head.position.y - vrik.references.rightFoot.position.y);
|
||||
}
|
||||
|
||||
public static void CalculateInitialFootsteps(VRIK vrik, ref VRIKCalibrationData calibrationData)
|
||||
{
|
||||
Transform root = vrik.references.root;
|
||||
Transform leftFoot = vrik.references.leftFoot;
|
||||
Transform rightFoot = vrik.references.rightFoot;
|
||||
|
||||
// Calculate the world rotation of the root bone at the current frame
|
||||
Quaternion rootWorldRot = root.rotation;
|
||||
|
||||
// Calculate the world rotation of the left and right feet relative to the root bone
|
||||
calibrationData.InitialFootPosLeft = root.parent.InverseTransformPoint(leftFoot.position);
|
||||
calibrationData.InitialFootPosRight = root.parent.InverseTransformPoint(rightFoot.position);
|
||||
calibrationData.InitialFootRotLeft = Quaternion.Inverse(rootWorldRot) * leftFoot.rotation;
|
||||
calibrationData.InitialFootRotRight = Quaternion.Inverse(rootWorldRot) * rightFoot.rotation;
|
||||
}
|
||||
|
||||
public static void ResetToInitialFootsteps(VRIK vrik, VRIKCalibrationData calibrationData, float scaleModifier)
|
||||
{
|
||||
var locomotionSolver = vrik.solver.locomotion;
|
||||
|
||||
var footsteps = locomotionSolver.footsteps;
|
||||
var footstepLeft = footsteps[0];
|
||||
var footstepRight = footsteps[1];
|
||||
|
||||
var root = vrik.references.root;
|
||||
var rootWorldRot = vrik.references.root.rotation;
|
||||
|
||||
// hack, use parent transform instead as setting feet position moves root
|
||||
footstepLeft.Reset(rootWorldRot, root.parent.TransformPoint(calibrationData.InitialFootPosLeft * scaleModifier), rootWorldRot * calibrationData.InitialFootRotLeft);
|
||||
footstepRight.Reset(rootWorldRot, root.parent.TransformPoint(calibrationData.InitialFootPosRight * scaleModifier), rootWorldRot * calibrationData.InitialFootRotRight);
|
||||
}
|
||||
|
||||
public static void SetupHeadIKTarget(VRIK vrik)
|
||||
{
|
||||
// Lazy HeadIKTarget calibration
|
||||
if (vrik.solver.spine.headTarget == null)
|
||||
{
|
||||
vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
|
||||
}
|
||||
vrik.solver.spine.headTarget.parent = vrik.references.head;
|
||||
vrik.solver.spine.headTarget.localPosition = Vector3.zero;
|
||||
vrik.solver.spine.headTarget.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
public static void ApplyScaleToVRIK(VRIK vrik, VRIKCalibrationData calibrationData, float scaleModifier)
|
||||
{
|
||||
var locomotionSolver = vrik.solver.locomotion;
|
||||
locomotionSolver.footDistance = calibrationData.InitialFootDistance * scaleModifier;
|
||||
locomotionSolver.stepThreshold = calibrationData.InitialStepThreshold * scaleModifier;
|
||||
ScaleStepHeight(locomotionSolver.stepHeight, calibrationData.InitialStepHeight * scaleModifier);
|
||||
}
|
||||
|
||||
static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
|
||||
{
|
||||
Keyframe[] keyframes = stepHeightCurve.keys;
|
||||
keyframes[1].value = mag;
|
||||
stepHeightCurve.keys = keyframes;
|
||||
}
|
||||
|
||||
public static void InitiateVRIKSolver(VRIK vrik)
|
||||
{
|
||||
vrik.solver.SetToReferences(vrik.references);
|
||||
vrik.solver.Initiate(vrik.transform);
|
||||
}
|
||||
}
|
|
@ -1,8 +1,8 @@
|
|||
{
|
||||
"_id": 117,
|
||||
"name": "DesktopVRIK",
|
||||
"modversion": "4.2.0",
|
||||
"gameversion": "2022r170p1",
|
||||
"modversion": "4.2.1",
|
||||
"gameversion": "2023r171",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
|
@ -17,8 +17,8 @@
|
|||
"requirements": [
|
||||
"BTKUILib"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r5/DesktopVRIK.dll",
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r14/DesktopVRIK.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRIK/",
|
||||
"changelog": "- Fixed IK not being reset when teleporting/respawning/sitting.\n- Fixed IK Locomotion not being disabled while sitting.\n- Cleanup of VRIK Calibration & Configuration to make updating & debugging easier.\n- Added a temporary fix for DesktopVRSwitch BodySystem handling to ensure tracking is correctly enabled after switch.\n- Added \"NetIKPass\" after VRIK solving, which fixes many rotational errors that were only visible on the local client.\n- Removed Chest VRIK reference fix & find unmapped toe options as they didn't stream over NetIK.",
|
||||
"embedcolor": "9b59b6"
|
||||
"changelog": "- Fixes for 2023r171.\n- Fixed ikSimulatedRootAngle being constantly reset while on a movement parent.",
|
||||
"embedcolor": "#9b59b6"
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue