implement knee bend normal calculation

implemented knee bend normal calculation to fix knee bending at extreme scales, as well as finally fix robot kyle...

tweaked ikpose method to also allow for setting to motorcycle pose, as well as resetting hip to default rotation
This commit is contained in:
NotAKidoS 2023-03-06 19:53:27 -06:00
parent 7164e36392
commit c6c9b712bd
3 changed files with 209 additions and 70 deletions

View file

@ -13,6 +13,42 @@ namespace NAK.Melons.DesktopVRIK;
public class DesktopVRIKCalibrator
{
// Settings
public bool Setting_UseVRIKToes = true;
public bool Setting_FindUnmappedToes = true;
public bool Setting_ExperimentalKneeBend = true;
public bool Setting_DebugCalibrationPose = false;
// Avatar Component References
public CVRAvatar avatar;
public Animator animator;
public Transform avatarTransform;
public VRIK vrik;
public LookAtIK lookAtIK;
// Calibrated Values
public float
initialFootDistance,
initialStepThreshold,
initialStepHeight;
// Calibration Internals
bool DebugCalibrationPose;
bool fixTransformsRequired;
Vector3 leftKneeNormal, rightKneeNormal;
HumanPose initialHumanPose;
HumanPoseHandler humanPoseHandler;
// Traverse
IKSystem ikSystem;
PlayerSetup playerSetup;
Traverse
_vrikTraverse,
_lookIKTraverse,
_avatarTraverse,
_animatorManagerTraverse,
_poseHandlerTraverse,
_avatarRootHeightTraverse;
public DesktopVRIKCalibrator()
{
// Get base game scripts.
@ -30,67 +66,102 @@ public class DesktopVRIKCalibrator
_lookIKTraverse = Traverse.Create(playerSetup).Field("lookIK");
}
// Settings
public bool Setting_UseVRIKToes = true;
public bool Setting_FindUnmappedToes = true;
// DesktopVRIK
public CVRAvatar avatar;
public Animator animator;
public Transform avatarTransform;
public VRIK vrik;
public LookAtIK lookAtIK;
// Calibration
public HumanPoseHandler humanPoseHandler;
public HumanPose initialHumanPose;
// Calibrator
public bool fixTransformsRequired;
public float initialFootDistance, initialStepThreshold, initialStepHeight;
// Traverse
private IKSystem ikSystem;
private PlayerSetup playerSetup;
private Traverse
_vrikTraverse,
_lookIKTraverse,
_avatarTraverse,
_animatorManagerTraverse,
_poseHandlerTraverse,
_avatarRootHeightTraverse;
public void SetupDesktopVRIK()
public void CalibrateDesktopVRIK()
{
//store avatar root transform & center it
PreInitialize();
// Don't do anything else if just debugging calibration pose
DebugCalibrationPose = !DebugCalibrationPose;
if (Setting_DebugCalibrationPose && DebugCalibrationPose)
{
ForceCalibrationPose();
return;
}
// Add VRIK and configure
PrepareAvatarVRIK();
Initialize();
PostInitialize();
}
public void ForceCalibrationPose(bool toggle = true)
{
animator.enabled = !toggle;
SetHumanPose(0f);
//SetAvatarIKPose(toggle);
}
private void PreInitialize()
{
// Scan avatar for issues/references
ScanAvatarForCalibration();
// Prepare CVR IKSystem for external VRIK
PrepareIKSystem();
}
private void Initialize()
{
// Calculate bend normals with motorcycle pose
SetHumanPose(0f);
CalculateKneeBendNormals();
SetAvatarIKPose(true);
// Setup HeadIK target & calculate initial footstep values
SetupDesktopHeadIKTarget();
CalculateInitialIKScaling();
// Initiate VRIK manually
ForceInitiateVRIKSolver();
SetAvatarIKPose(false);
}
private void PostInitialize()
{
ApplyKneeBendNormals();
ApplyInitialIKScaling();
vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate));
}
private void ScanAvatarForCalibration()
{
// Reset some stuff to default
fixTransformsRequired = false;
// Find required avatar components
avatar = playerSetup._avatar.GetComponent<CVRAvatar>();
animator = avatar.GetComponent<Animator>();
avatarTransform = avatar.transform;
avatarTransform.localPosition = Vector3.zero;
lookAtIK = _lookIKTraverse.GetValue<LookAtIK>();
//prepare for VRIK
PrepareIKSystem();
CalibrateDesktopVRIK();
// Apply some fixes for weird setups
if (!animator.enabled)
{
fixTransformsRequired = true;
DesktopVRIKMod.Logger.Error("Avatar has Animator disabled by default!");
}
//add presolver update listener
vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate));
}
// Center avatar local offsets
avatarTransform.localPosition = Vector3.zero;
//avatarTransform.localRotation = Quaternion.identity;
private void CalibrateDesktopVRIK()
{
//calibrate VRIK
PrepareAvatarVRIK();
SetAvatarIKPose(true);
CalibrateHeadIK();
ForceInitiateVRIKSolver();
CalculateInitialIKScaling();
SetAvatarIKPose(false);
// Store original human pose
if (humanPoseHandler != null)
{
humanPoseHandler.Dispose();
}
humanPoseHandler = new HumanPoseHandler(animator.avatar, avatarTransform);
humanPoseHandler.GetHumanPose(ref initialHumanPose);
}
private void PrepareIKSystem()
{
// Get the animator manager and human pose handler
var animatorManager = _animatorManagerTraverse.GetValue<CVRAnimatorManager>();
humanPoseHandler = _poseHandlerTraverse.GetValue<HumanPoseHandler>();
var ikHumanPoseHandler = _poseHandlerTraverse.GetValue<HumanPoseHandler>();
// Store the avatar component
_avatarTraverse.SetValue(avatar);
@ -107,13 +178,13 @@ public class DesktopVRIKCalibrator
_avatarRootHeightTraverse.SetValue(avatarHeight);
// Create a new human pose handler and dispose the old one
if (humanPoseHandler != null)
if (ikHumanPoseHandler != null)
{
humanPoseHandler.Dispose();
ikHumanPoseHandler.Dispose();
_poseHandlerTraverse.SetValue(null);
}
humanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform);
_poseHandlerTraverse.SetValue(humanPoseHandler);
ikHumanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform);
_poseHandlerTraverse.SetValue(ikHumanPoseHandler);
// Find valid human bones
IKSystem.BoneExists.Clear();
@ -160,14 +231,12 @@ public class DesktopVRIKCalibrator
vrik.solver.spine.bodyPosStiffness = 1f;
vrik.solver.spine.bodyRotStiffness = 0.2f;
//disable so avatar doesnt try and walk away
//fixes nameplate spazzing on remote
vrik.solver.locomotion.velocityFactor = 0f;
vrik.solver.locomotion.maxVelocity = 0f;
//fixes nameplate spazzing on remote & magicacloth
vrik.solver.locomotion.rootSpeed = 1000f;
//disable so PAM & BID dont make body shake
vrik.solver.spine.rotateChestByHands = 0f;
//enable so knees on fucked models work better
vrik.solver.leftLeg.useAnimatedBendNormal = true;
vrik.solver.rightLeg.useAnimatedBendNormal = true;
//enable to prioritize LookAtIK
vrik.solver.spine.headClampWeight = 0.2f;
//disable to not go on tippytoes
@ -206,6 +275,70 @@ public class DesktopVRIKCalibrator
//vrik.solver.spine.chestGoalWeight = 0f;
}
private void CalculateKneeBendNormals()
{
// Get assumed left knee normal
Vector3[] leftVectors = new Vector3[]
{
vrik.references.leftThigh?.position ?? Vector3.zero,
vrik.references.leftCalf?.position ?? Vector3.zero,
vrik.references.leftFoot?.position ?? Vector3.zero,
};
leftKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
// Get assumed right knee normal
Vector3[] rightVectors = new Vector3[]
{
vrik.references.rightThigh?.position ?? Vector3.zero,
vrik.references.rightCalf?.position ?? Vector3.zero,
vrik.references.rightFoot?.position ?? Vector3.zero,
};
rightKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
}
private void ApplyKneeBendNormals()
{
if (!Setting_ExperimentalKneeBend)
{
//enable so knees on fucked models work better
vrik.solver.leftLeg.useAnimatedBendNormal = true;
vrik.solver.rightLeg.useAnimatedBendNormal = true;
return;
}
vrik.solver.leftLeg.bendToTargetWeight = 0f;
vrik.solver.rightLeg.bendToTargetWeight = 0f;
Traverse leftLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.leftLeg).Field("bendNormalRelToPelvis");
Traverse rightLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.rightLeg).Field("bendNormalRelToPelvis");
// Calculate knee normal without root rotation but with pelvis rotation
Quaternion pelvisLocalRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
Vector3 leftLegBendNormalRelToPelvis = pelvisLocalRotationInverse * leftKneeNormal;
Vector3 rightLegBendNormalRelToPelvis = pelvisLocalRotationInverse * rightKneeNormal;
//Quaternion rootRotation = vrik.references.root.rotation;
//Quaternion pelvisRotationRelativeToRoot = Quaternion.Inverse(rootRotation) * vrik.references.pelvis.rotation;
//Quaternion pelvisRotationInverse = Quaternion.Inverse(pelvisRotationRelativeToRoot);
leftLeg_bendNormalRelToPelvisTraverse.SetValue(leftLegBendNormalRelToPelvis);
rightLeg_bendNormalRelToPelvisTraverse.SetValue(rightLegBendNormalRelToPelvis);
}
private Vector3 GetNormalFromArray(Vector3[] positions)
{
Vector3 vector = Vector3.zero;
Vector3 vector2 = Vector3.zero;
for (int i = 0; i < positions.Length; i++)
{
vector2 += positions[i];
}
vector2 /= (float)positions.Length;
for (int j = 0; j < positions.Length - 1; j++)
{
vector += Vector3.Cross(positions[j] - vector2, positions[j + 1] - vector2).normalized;
}
return Vector3.Normalize(vector);
}
private void CalculateInitialIKScaling()
{
// Get distance between feets and thighs
@ -213,7 +346,10 @@ public class DesktopVRIKCalibrator
initialFootDistance = footDistance * 0.5f;
initialStepThreshold = footDistance * 0.4f;
initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
}
private void ApplyInitialIKScaling()
{
// Set initial values
vrik.solver.locomotion.footDistance = initialFootDistance;
vrik.solver.locomotion.stepThreshold = initialStepThreshold;
@ -221,7 +357,7 @@ public class DesktopVRIKCalibrator
}
private void CalibrateHeadIK()
private void SetupDesktopHeadIKTarget()
{
// Lazy HeadIKTarget calibration
if (vrik.solver.spine.headTarget == null)
@ -250,8 +386,7 @@ public class DesktopVRIKCalibrator
// Otherwise use DesktopVRIK IKPose & revert afterwards.
if (enforceTPose)
{
humanPoseHandler.GetHumanPose(ref initialHumanPose);
SetCustomPose(IKPoseMuscles);
SetHumanPose(1f);
}
else
{
@ -259,13 +394,15 @@ public class DesktopVRIKCalibrator
}
}
private void SetCustomPose(float[] muscleValues)
private void SetHumanPose(float ikPoseWeight = 1f)
{
humanPoseHandler.GetHumanPose(ref ikSystem.humanPose);
for (int i = 0; i < muscleValues.Length; i++)
for (int i = 0; i < ikSystem.humanPose.muscles.Length; i++)
{
IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, muscleValues[i], ref ikSystem.humanPose.muscles);
float weight = ikPoseWeight * IKPoseMuscles[i];
IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, weight, ref ikSystem.humanPose.muscles);
}
ikSystem.humanPose.bodyRotation = Quaternion.identity;
humanPoseHandler.SetHumanPose(ref ikSystem.humanPose);
}
@ -278,8 +415,6 @@ public class DesktopVRIKCalibrator
private void ConfigureVRIKReferences()
{
fixTransformsRequired = false;
//might not work over netik
FixChestAndSpineReferences();
@ -458,5 +593,4 @@ public class DesktopVRIKCalibrator
0.8138595f,
0.8110138f
};
}
}