mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
simplified mod, added proper BTKUILib support
This commit is contained in:
parent
fb5c3c00b5
commit
da42d3da57
6 changed files with 273 additions and 212 deletions
|
@ -7,19 +7,17 @@ using RootMotion.FinalIK;
|
|||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace DesktopVRIK;
|
||||
namespace NAK.Melons.DesktopVRIK;
|
||||
|
||||
public class DesktopVRIK : MonoBehaviour
|
||||
{
|
||||
public static DesktopVRIK Instance;
|
||||
|
||||
public bool Setting_Enabled,
|
||||
Setting_EmulateVRChatHipMovement,
|
||||
Setting_EnforceViewPosition,
|
||||
Setting_EmoteVRIK,
|
||||
Setting_EmoteLookAtIK,
|
||||
Setting_PlantFeet;
|
||||
public float Setting_EmulateVRChatHipMovementWeight;
|
||||
public static bool Setting_Enabled,
|
||||
Setting_EnforceViewPosition,
|
||||
Setting_EmoteVRIK,
|
||||
Setting_EmoteLookAtIK;
|
||||
public static float Setting_EmulateVRChatHipMovementWeight;
|
||||
|
||||
public Transform viewpoint;
|
||||
public Vector3 initialCamPos;
|
||||
|
@ -31,6 +29,7 @@ public class DesktopVRIK : MonoBehaviour
|
|||
|
||||
public void ChangeViewpointHandling(bool enabled)
|
||||
{
|
||||
if (Setting_EnforceViewPosition == enabled) return;
|
||||
Setting_EnforceViewPosition = enabled;
|
||||
if (enabled)
|
||||
{
|
||||
|
@ -39,28 +38,43 @@ public class DesktopVRIK : MonoBehaviour
|
|||
}
|
||||
PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos;
|
||||
}
|
||||
|
||||
|
||||
public void OnPreSolverUpdate()
|
||||
{
|
||||
//this order matters, rotation offset will be choppy if avatar is not cenetered first
|
||||
//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;
|
||||
//VRChat hip movement emulation
|
||||
if (Setting_EmulateVRChatHipMovement)
|
||||
if (Setting_EmulateVRChatHipMovementWeight != 0)
|
||||
{
|
||||
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
|
||||
angle = (angle > 180) ? angle - 360 : angle;
|
||||
float weight = (Setting_EmulateVRChatHipMovementWeight - MovementSystem.Instance.movementVector.magnitude);
|
||||
Quaternion rotation = Quaternion.AngleAxis(angle * weight, IKSystem.Instance.avatar.transform.right);
|
||||
if (angle > 180) angle -= 360;
|
||||
float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
|
||||
Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
|
||||
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
|
||||
}
|
||||
IKSystem.vrik.solver.plantFeet = Setting_PlantFeet;
|
||||
IKSystem.vrik.solver.plantFeet = true;
|
||||
}
|
||||
|
||||
public void CalibrateDesktopVRIK(CVRAvatar avatar)
|
||||
{
|
||||
//ikpose layer (specified by avatar author)
|
||||
int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
|
||||
int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
|
||||
|
||||
if (ikposeLayerIndex != -1)
|
||||
{
|
||||
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
|
||||
if (locoLayerIndex != -1)
|
||||
{
|
||||
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
|
||||
}
|
||||
IKSystem.Instance.animator.Update(0f);
|
||||
}
|
||||
|
||||
|
||||
//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
|
||||
IKSystem.Instance.animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
|
||||
avatar.transform.localPosition = Vector3.zero;
|
||||
Quaternion originalRotation = avatar.transform.rotation;
|
||||
avatar.transform.rotation = Quaternion.identity;
|
||||
|
@ -69,10 +83,11 @@ public class DesktopVRIK : MonoBehaviour
|
|||
|
||||
IKSystem.vrik.fixTransforms = false;
|
||||
IKSystem.vrik.solver.plantFeet = false;
|
||||
IKSystem.vrik.solver.locomotion.weight = 1f;
|
||||
IKSystem.vrik.solver.locomotion.weight = 0f;
|
||||
IKSystem.vrik.solver.locomotion.angleThreshold = 30f;
|
||||
IKSystem.vrik.solver.locomotion.maxLegStretch = 0.75f;
|
||||
//nuke weights
|
||||
IKSystem.vrik.AutoDetectReferences();
|
||||
IKSystem.vrik.solver.spine.headClampWeight = 0f;
|
||||
IKSystem.vrik.solver.spine.minHeadHeight = 0f;
|
||||
IKSystem.vrik.solver.leftArm.positionWeight = 0f;
|
||||
|
@ -115,7 +130,15 @@ public class DesktopVRIK : MonoBehaviour
|
|||
IKSystem.vrik.onPreSolverUpdate.AddListener(new UnityAction(this.OnPreSolverUpdate));
|
||||
}
|
||||
|
||||
//(Fuck you Default Robot Kyle).. oh wait nvm, not related
|
||||
if (ikposeLayerIndex != -1)
|
||||
{
|
||||
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
|
||||
if (locoLayerIndex != -1)
|
||||
{
|
||||
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
|
||||
}
|
||||
}
|
||||
|
||||
avatar.transform.rotation = originalRotation;
|
||||
IKSystem.Instance.ResetIK();
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue