This commit is contained in:
NotAKidoS 2023-02-24 20:07:48 -06:00
parent 16e888c64d
commit cbd65aa813
8 changed files with 635 additions and 539 deletions

View file

@ -1,169 +1,149 @@
using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
using System.Reflection;
using UnityEngine;
using UnityEngine.Events;
namespace NAK.Melons.DesktopVRIK;
public class DesktopVRIK : MonoBehaviour
{
public static DesktopVRIK Instance;
public DesktopVRIKCalibrator Calibrator;
public static bool
Setting_Enabled,
Setting_EnforceViewPosition,
Setting_EmoteVRIK,
Setting_EmoteLookAtIK;
// DesktopVRIK Settings
public bool
Setting_Enabled = true,
Setting_HipMovement = true,
Setting_ResetOnLand = true,
Setting_PlantFeet = true,
Setting_EnforceViewPosition;
public float
Setting_BodyLeanWeight,
Setting_BodyHeadingLimit,
Setting_PelvisHeadingWeight,
Setting_ChestHeadingWeight;
public static float
Setting_BodyLeanWeight = 0.5f,
Setting_BodyAngleLimit = 0f;
public Transform viewpoint;
public Vector3 eyeOffset;
// Internal Stuff
private float
ik_SimulatedRootAngle;
private bool
ms_lastGrounded,
ps_emoteIsPlaying;
static readonly FieldInfo ms_isGrounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
void Start()
{
Calibrator = new DesktopVRIKCalibrator();
Instance = this;
DesktopVRIKMod.UpdateAllSettings();
}
public void ChangeViewpointHandling(bool enabled)
public void OnSetupAvatarDesktop()
{
if (Setting_EnforceViewPosition == enabled) return;
Setting_EnforceViewPosition = enabled;
if (enabled)
{
PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero;
return;
}
PlayerSetup.Instance.desktopCamera.transform.localPosition = eyeOffset;
if (!Setting_Enabled) return;
Calibrator.SetupDesktopVRIK();
ik_SimulatedRootAngle = transform.eulerAngles.y;
}
public void AlternativeOnPreSolverUpdate()
//public void OnReCalibrateAvatar()
//{
// Calibrator.RecalibrateDesktopVRIK();
// ik_SimulatedRootAngle = transform.eulerAngles.y;
//}
public bool OnApplyAvatarScaleToIk(float height)
{
//this order matters, rotation offset will be choppy if avatar is not cenetered first
DesktopVRIK_Helper.Instance?.OnUpdateVRIK();
//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity;
IKSystem.vrik.solver.plantFeet = true;
if (Calibrator.vrik != null)
{
Calibrator.vrik.solver.locomotion.footDistance = Calibrator.initialFootDistance * height;
Calibrator.vrik.solver.locomotion.stepThreshold = Calibrator.initialStepThreshold * height;
return true;
}
return false;
}
public Animator animator;
public VRIK AlternativeCalibration(CVRAvatar avatar)
public void OnPlayerSetupUpdate(bool isEmotePlaying)
{
animator = avatar.GetComponent<Animator>();
Transform avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
avatar.transform.localPosition = Vector3.zero;
//ikpose layer (specified by avatar author)
int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes");
if (ikposeLayerIndex != -1)
bool changed = isEmotePlaying != ps_emoteIsPlaying;
if (changed)
{
animator.SetLayerWeight(ikposeLayerIndex, 1f);
if (locoLayerIndex != -1)
ps_emoteIsPlaying = isEmotePlaying;
Calibrator.vrik.transform.localPosition = Vector3.zero;
Calibrator.vrik.transform.localRotation = Quaternion.identity;
if (Calibrator.lookAtIK != null)
{
animator.SetLayerWeight(locoLayerIndex, 0f);
Calibrator.lookAtIK.enabled = !isEmotePlaying;
}
animator.Update(0f);
BodySystem.TrackingEnabled = !isEmotePlaying;
Calibrator.vrik.solver?.Reset();
}
}
public void OnPreSolverUpdate()
{
if (ps_emoteIsPlaying) return;
bool isGrounded = (bool)ms_isGrounded.GetValue(MovementSystem.Instance);
// Calculate everything that affects weight
float weight = Calibrator.vrik.solver.IKPositionWeight;
weight *= (1 - MovementSystem.Instance.movementVector.magnitude);
weight *= isGrounded ? 1f : 0f;
// Reset avatar offset (VRIK will literally make you walk away from root otherwise)
Calibrator.vrik.transform.localPosition = Vector3.zero;
Calibrator.vrik.transform.localRotation = Quaternion.identity;
// Plant feet is nice for Desktop
Calibrator.vrik.solver.plantFeet = Setting_PlantFeet;
// This is nice for walk cycles
//Calibrator.vrik.solver.spine.rotateChestByHands = Setting_RotateChestByHands * weight;
//reset solver if weight changes dramatically
if (Setting_ResetOnLand)
{
if (isGrounded && !ms_lastGrounded)
{
Calibrator.vrik.solver.Reset();
}
ms_lastGrounded = isGrounded;
}
VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
vrik.AutoDetectReferences();
//fuck toes
vrik.references.leftToes = null;
vrik.references.rightToes = null;
vrik.fixTransforms = true;
vrik.solver.plantFeet = false;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f;
vrik.solver.spine.minHeadHeight = -100f;
vrik.solver.spine.bodyRotStiffness = 0.15f;
vrik.solver.spine.headClampWeight = 1f;
vrik.solver.spine.maintainPelvisPosition = 1f;
vrik.solver.spine.neckStiffness = 0f;
vrik.solver.locomotion.weight = 0f;
vrik.solver.spine.bodyPosStiffness = 0f;
vrik.solver.spine.positionWeight = 0f;
vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f;
vrik.solver.rightArm.rotationWeight = 0f;
vrik.solver.leftLeg.positionWeight = 0f;
vrik.solver.leftLeg.rotationWeight = 0f;
vrik.solver.rightLeg.positionWeight = 0f;
vrik.solver.rightLeg.rotationWeight = 0f;
vrik.solver.IKPositionWeight = 0f;
BodySystem.TrackingLeftArmEnabled = false;
BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
BodySystem.TrackingPositionWeight = 0f;
//Custom funky AF head ik shit
foreach (Transform transform in DesktopVRIK_Helper.Instance.ik_HeadFollower)
// Old VRChat hip movement emulation
if (Setting_BodyLeanWeight > 0)
{
if (transform.name == "Head IK Target")
{
Destroy(transform.gameObject);
}
float weightedAngle = Setting_BodyLeanWeight * weight;
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
angle = (angle > 180) ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, IKSystem.Instance.avatar.transform.right);
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
DesktopVRIK_Helper.Instance.avatar_HeadBone = avatarHeadBone;
DesktopVRIK_Helper.Instance.ik_HeadFollower.position = avatarHeadBone.position;
DesktopVRIK_Helper.Instance.ik_HeadFollower.rotation = Quaternion.identity;
VRIKCalibrator.CalibrateHead(vrik, DesktopVRIK_Helper.Instance.ik_HeadFollower.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
DesktopVRIK_Helper.Instance.ik_HeadFollower.localRotation = Quaternion.identity;
//force immediate calibration before animator decides to fuck us
vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform);
if (ikposeLayerIndex != -1)
// Make root heading follow within a set limit
if (Setting_BodyHeadingLimit > 0)
{
animator.SetLayerWeight(ikposeLayerIndex, 0f);
if (locoLayerIndex != -1)
float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_SimulatedRootAngle);
float angleMaxDelta = Mathf.Abs(currentAngle);
if (angleMaxDelta > weightedAngleLimit)
{
animator.SetLayerWeight(locoLayerIndex, 1f);
currentAngle = Mathf.Sign(currentAngle) * weightedAngleLimit;
ik_SimulatedRootAngle = Mathf.MoveTowardsAngle(ik_SimulatedRootAngle, transform.eulerAngles.y, angleMaxDelta - weightedAngleLimit);
}
Calibrator.vrik.solver.spine.rootHeadingOffset = currentAngle;
if (Setting_PelvisHeadingWeight > 0)
{
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
}
if (Setting_ChestHeadingWeight > 0)
{
Calibrator.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
}
}
//Find eyeoffset
eyeOffset = PlayerSetup.Instance.desktopCamera.transform.localPosition;
viewpoint = avatarHeadBone.Find("LocalHeadPoint");
ChangeViewpointHandling(Setting_EnforceViewPosition);
//reset ikpose layer
if (ikposeLayerIndex != -1)
{
animator.SetLayerWeight(ikposeLayerIndex, 0f);
if (locoLayerIndex != -1)
{
animator.SetLayerWeight(locoLayerIndex, 1f);
}
}
vrik?.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
DesktopVRIK_Helper.Instance?.OnResetIK();
return vrik;
}
}