using ABI.CCK.Components; using ABI_RC.Core.Base; 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 UnityEngine; using UnityEngine.Events; namespace NAK.Melons.DesktopVRIK; internal class DesktopVRIKSystem : MonoBehaviour { public static DesktopVRIKSystem Instance; public static Dictionary BoneExists; public static readonly float[] IKPoseMuscles = new float[] { 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 }; enum AvatarPose { Default = 0, Initial = 1, IKPose = 2, TPose = 3 } // ChilloutVR Player Components private PlayerSetup playerSetup; private MovementSystem movementSystem; // DesktopVRIK Settings public bool Setting_Enabled = true; public bool Setting_PlantFeet = true; public float Setting_BodyLeanWeight; public float Setting_BodyHeadingLimit; public float Setting_PelvisHeadingWeight; public float Setting_ChestHeadingWeight; // Calibration Settings public bool Setting_UseVRIKToes = true; public bool Setting_FindUnmappedToes = true; // Integration Settings public bool Setting_IntegrationAMT = false; // Avatar Components public CVRAvatar avatarDescriptor = null; public Animator avatarAnimator = null; public Transform avatarTransform = null; public LookAtIK avatarLookAtIK = null; public VRIK avatarVRIK = null; public IKSolverVR avatarIKSolver = null; // Calibration Objects public HumanPose HumanPose; public HumanPose InitialHumanPose; public HumanPoseHandler HumanPoseHandler; // Animator Info public int locomotionLayer = -1; public int customIKPoseLayer = -1; public bool requireFixTransforms = false; // VRIK Calibration Info public Vector3 leftKneeNormal; public Vector3 rightKneeNormal; public float initialFootDistance; public float initialStepThreshold; public float initialStepHeight; // Player Info private Transform _cameraTransform; private bool _isEmotePlaying; private float _simulatedRootAngle; // Last Movement Parent Info private Vector3 _previousPosition; private Quaternion _previousRotation; DesktopVRIKSystem() { BoneExists = new Dictionary(); } void Start() { Instance = this; playerSetup = GetComponent(); movementSystem = GetComponent(); _cameraTransform = playerSetup.desktopCamera.transform; DesktopVRIKMod.UpdateAllSettings(); } void Update() { if (avatarVRIK == null) return; HandleLocomotionTracking(); ApplyBodySystemWeights(); } void HandleLocomotionTracking() { bool isMoving = movementSystem.movementVector.magnitude > 0f; // AvatarMotionTweaker handles VRIK a bit better than DesktopVRIK if (Setting_IntegrationAMT && DesktopVRIKMod.integration_AMT) { if (isMoving) { if (BodySystem.TrackingLocomotionEnabled) { BodySystem.TrackingLocomotionEnabled = false; avatarIKSolver.Reset(); ResetDesktopVRIK(); } } else { if (!BodySystem.TrackingLocomotionEnabled) { BodySystem.TrackingLocomotionEnabled = true; avatarIKSolver.Reset(); ResetDesktopVRIK(); } } return; } bool isGrounded = movementSystem._isGrounded; bool isCrouching = movementSystem.crouching; bool isProne = movementSystem.prone; bool isFlying = movementSystem.flying; // Why do it myself if VRIK already does the maths Vector3 headLocalPos = avatarIKSolver.spine.headPosition - avatarIKSolver.spine.rootPosition; float upright = 1f + (headLocalPos.y - avatarIKSolver.spine.headHeight); if (isMoving || isCrouching || isProne || isFlying || !isGrounded) { if (BodySystem.TrackingLocomotionEnabled) { BodySystem.TrackingLocomotionEnabled = false; avatarIKSolver.Reset(); ResetDesktopVRIK(); } } else { if (!BodySystem.TrackingLocomotionEnabled && upright > 0.8f) { BodySystem.TrackingLocomotionEnabled = true; avatarIKSolver.Reset(); ResetDesktopVRIK(); } } } 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; avatarIKSolver.IKPositionWeight = BodySystem.TrackingPositionWeight; avatarIKSolver.locomotion.weight = BodySystem.TrackingLocomotionEnabled ? 1f : 0f; SetArmWeight(avatarIKSolver.leftArm, BodySystem.TrackingLeftArmEnabled && avatarIKSolver.leftArm.target != null); SetArmWeight(avatarIKSolver.rightArm, BodySystem.TrackingRightArmEnabled && avatarIKSolver.rightArm.target != null); SetLegWeight(avatarIKSolver.leftLeg, BodySystem.TrackingLeftLegEnabled && avatarIKSolver.leftLeg.target != null); SetLegWeight(avatarIKSolver.rightLeg, BodySystem.TrackingRightLegEnabled && avatarIKSolver.rightLeg.target != null); } else { avatarVRIK.enabled = false; avatarIKSolver.IKPositionWeight = 0f; avatarIKSolver.locomotion.weight = 0f; SetArmWeight(avatarIKSolver.leftArm, false); SetArmWeight(avatarIKSolver.rightArm, false); SetLegWeight(avatarIKSolver.leftLeg, false); SetLegWeight(avatarIKSolver.rightLeg, false); } } public void OnSetupAvatarDesktop() { if (!Setting_Enabled) return; CalibrateDesktopVRIK(); ResetDesktopVRIK(); } public bool OnSetupIKScaling(float scaleDifference) { if (avatarVRIK == null) return false; VRIKUtils.ApplyScaleToVRIK ( avatarVRIK, initialFootDistance, initialStepThreshold, initialStepHeight, scaleDifference ); avatarIKSolver.Reset(); ResetDesktopVRIK(); return true; } public void OnPlayerSetupUpdate(bool isEmotePlaying) { if (avatarVRIK == null) return; bool changed = isEmotePlaying != _isEmotePlaying; if (!changed) return; _isEmotePlaying = isEmotePlaying; avatarTransform.localPosition = Vector3.zero; avatarTransform.localRotation = Quaternion.identity; if (avatarLookAtIK != null) avatarLookAtIK.enabled = !isEmotePlaying; BodySystem.TrackingEnabled = !isEmotePlaying; avatarIKSolver.Reset(); ResetDesktopVRIK(); } public bool OnPlayerSetupResetIk() { if (avatarVRIK == null) return false; CVRMovementParent currentParent = movementSystem._currentParent; if (currentParent == null) return false; Transform referencePoint = currentParent._referencePoint; if (referencePoint == null) return false; var currentPosition = referencePoint.position; var currentRotation = currentParent.transform.rotation; // Keep only the Y-axis rotation currentRotation = Quaternion.Euler(0f, currentRotation.eulerAngles.y, 0f); var deltaPosition = currentPosition - _previousPosition; var deltaRotation = Quaternion.Inverse(_previousRotation) * currentRotation; var platformPivot = transform.position; avatarIKSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot); _previousPosition = currentPosition; _previousRotation = currentRotation; ResetDesktopVRIK(); return true; } public void OnPreSolverUpdate() { if (_isEmotePlaying) return; bool isGrounded = movementSystem._isGrounded; // Calculate weight float weight = avatarIKSolver.IKPositionWeight; weight *= 1f - movementSystem.movementVector.magnitude; weight *= isGrounded ? 1f : 0f; // Reset avatar offset avatarTransform.localPosition = Vector3.zero; avatarTransform.localRotation = Quaternion.identity; // Set plant feet avatarIKSolver.plantFeet = Setting_PlantFeet; // Emulate old VRChat hip movementSystem if (Setting_BodyLeanWeight > 0) { float weightedAngle = Setting_BodyLeanWeight * weight; float angle = _cameraTransform.localEulerAngles.x; angle = angle > 180 ? angle - 360 : angle; Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right); avatarIKSolver.spine.headRotationOffset *= rotation; } // Make root heading follow within a set limit if (Setting_BodyHeadingLimit > 0) { float weightedAngleLimit = Setting_BodyHeadingLimit * weight; float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _simulatedRootAngle); float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot); if (absDeltaAngleRoot > weightedAngleLimit) { deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit; _simulatedRootAngle = Mathf.MoveTowardsAngle(_simulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit); } avatarIKSolver.spine.rootHeadingOffset = deltaAngleRoot; if (Setting_PelvisHeadingWeight > 0) { avatarIKSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f); avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f); } if (Setting_ChestHeadingWeight > 0) { avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f); } } } void ResetDesktopVRIK() { _simulatedRootAngle = transform.eulerAngles.y; } void CalibrateDesktopVRIK() { ScanAvatar(); SetupVRIK(); CalibrateVRIK(); ConfigureVRIK(); } void ScanAvatar() { // Find required avatar components avatarDescriptor = playerSetup._avatarDescriptor; avatarAnimator = playerSetup._animator; avatarTransform = playerSetup._avatar.transform; avatarLookAtIK = playerSetup.lookIK; // Get animator layer inticies locomotionLayer = avatarAnimator.GetLayerIndex("IKPose"); customIKPoseLayer = avatarAnimator.GetLayerIndex("Locomotion/Emotes"); // Dispose and create new HumanPoseHandler HumanPoseHandler?.Dispose(); HumanPoseHandler = new HumanPoseHandler(avatarAnimator.avatar, avatarTransform); // Get initial human poses HumanPoseHandler.GetHumanPose(ref HumanPose); HumanPoseHandler.GetHumanPose(ref InitialHumanPose); // Dumb fix for rare upload issue requireFixTransforms = !avatarAnimator.enabled; // Find available HumanoidBodyBones BoneExists.Clear(); foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones))) { if (bone != HumanBodyBones.LastBone) { BoneExists.Add(bone, avatarAnimator.GetBoneTransform(bone) != null); } } } void SetupVRIK() { // Add and configure VRIK avatarVRIK = avatarTransform.AddComponentIfMissing(); avatarVRIK.AutoDetectReferences(); avatarIKSolver = avatarVRIK.solver; VRIKUtils.ConfigureVRIKReferences(avatarVRIK, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes); // Fix animator issue or non-human mapped toes avatarVRIK.fixTransforms = requireFixTransforms || foundUnmappedToes; // Default solver settings avatarIKSolver.locomotion.weight = 0f; avatarIKSolver.locomotion.angleThreshold = 30f; avatarIKSolver.locomotion.maxLegStretch = 1f; avatarIKSolver.spine.minHeadHeight = 0f; avatarIKSolver.IKPositionWeight = 1f; avatarIKSolver.spine.chestClampWeight = 0f; avatarIKSolver.spine.maintainPelvisPosition = 0f; // Body leaning settings avatarIKSolver.spine.neckStiffness = 0.0001f; avatarIKSolver.spine.bodyPosStiffness = 1f; avatarIKSolver.spine.bodyRotStiffness = 0.2f; // Disable locomotion avatarIKSolver.locomotion.velocityFactor = 0f; avatarIKSolver.locomotion.maxVelocity = 0f; avatarIKSolver.locomotion.rootSpeed = 1000f; // Disable chest rotation by hands avatarIKSolver.spine.rotateChestByHands = 0f; // Prioritize LookAtIK avatarIKSolver.spine.headClampWeight = 0.2f; // Disable going on tippytoes avatarIKSolver.spine.positionWeight = 0f; avatarIKSolver.spine.rotationWeight = 1f; // We disable these ourselves now, as we no longer use BodySystem avatarIKSolver.spine.maintainPelvisPosition = 1f; avatarIKSolver.spine.positionWeight = 0f; avatarIKSolver.spine.pelvisPositionWeight = 0f; avatarIKSolver.leftArm.positionWeight = 0f; avatarIKSolver.leftArm.rotationWeight = 0f; avatarIKSolver.rightArm.positionWeight = 0f; avatarIKSolver.rightArm.rotationWeight = 0f; avatarIKSolver.leftLeg.positionWeight = 0f; avatarIKSolver.leftLeg.rotationWeight = 0f; avatarIKSolver.rightLeg.positionWeight = 0f; avatarIKSolver.rightLeg.rotationWeight = 0f; // This is now our master Locomotion weight avatarIKSolver.locomotion.weight = 1f; avatarIKSolver.IKPositionWeight = 1f; } void CalibrateVRIK() { SetAvatarPose(AvatarPose.Default); // Calculate bend normals with motorcycle pose VRIKUtils.CalculateKneeBendNormals(avatarVRIK, out leftKneeNormal, out rightKneeNormal); SetAvatarPose(AvatarPose.IKPose); // Calculate initial IK scaling values with IKPose VRIKUtils.CalculateInitialIKScaling(avatarVRIK, out initialFootDistance, out initialStepThreshold, out initialStepHeight); // Setup HeadIKTarget VRIKUtils.SetupHeadIKTarget(avatarVRIK); // Initiate VRIK manually VRIKUtils.InitiateVRIKSolver(avatarVRIK); SetAvatarPose(AvatarPose.Initial); } void ConfigureVRIK() { VRIKUtils.ApplyScaleToVRIK ( avatarVRIK, initialFootDistance, initialStepThreshold, initialStepHeight, 1f ); VRIKUtils.ApplyKneeBendNormals(avatarVRIK, leftKneeNormal, rightKneeNormal); avatarVRIK.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIKSystem.Instance.OnPreSolverUpdate)); } void SetAvatarPose(AvatarPose pose) { switch (pose) { case AvatarPose.Default: if (HasCustomIKPose()) { SetCustomLayersWeights(0f, 1f); avatarAnimator.Update(0f); } else { SetMusclesToValue(0f); } break; case AvatarPose.Initial: HumanPoseHandler.SetHumanPose(ref InitialHumanPose); break; case AvatarPose.IKPose: if (HasCustomIKPose()) { SetCustomLayersWeights(1f, 0f); avatarAnimator.Update(0f); } else { SetMusclesToPose(IKPoseMuscles); } break; case AvatarPose.TPose: SetMusclesToPose(BodySystem.TPoseMuscles); break; default: break; } } bool HasCustomIKPose() { return locomotionLayer != -1 && customIKPoseLayer != -1; } void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight) { avatarAnimator.SetLayerWeight(customIKPoseLayer, customIKPoseLayerWeight); avatarAnimator.SetLayerWeight(locomotionLayer, locomotionLayerWeight); } void SetMusclesToValue(float value) { HumanPoseHandler.GetHumanPose(ref HumanPose); for (int i = 0; i < HumanPose.muscles.Length; i++) { ApplyMuscleValue((MuscleIndex)i, value, ref HumanPose.muscles); } HumanPose.bodyRotation = Quaternion.identity; HumanPoseHandler.SetHumanPose(ref HumanPose); } void SetMusclesToPose(float[] muscles) { HumanPoseHandler.GetHumanPose(ref HumanPose); for (int i = 0; i < HumanPose.muscles.Length; i++) { ApplyMuscleValue((MuscleIndex)i, muscles[i], ref HumanPose.muscles); } HumanPose.bodyRotation = Quaternion.identity; HumanPoseHandler.SetHumanPose(ref HumanPose); } void ApplyMuscleValue(MuscleIndex index, float value, ref float[] muscles) { if (BoneExists.ContainsKey(IKSystem.MusclesToHumanBodyBones[(int)index]) && BoneExists[IKSystem.MusclesToHumanBodyBones[(int)index]]) { muscles[(int)index] = value; } } }