using ABI.CCK.Components; using ABI_RC.Core.Player; using ABI_RC.Systems.IK.SubSystems; using ABI_RC.Systems.MovementSystem; using HarmonyLib; using RootMotion.FinalIK; using System.Reflection; using UnityEngine; namespace NAK.Melons.DesktopVRIK; public class DesktopVRIK : MonoBehaviour { public static DesktopVRIK Instance; public DesktopVRIKCalibrator Calibrator; // DesktopVRIK Settings public bool Setting_Enabled = true, Setting_PlantFeet = true; public float Setting_BodyLeanWeight, Setting_BodyHeadingLimit, Setting_PelvisHeadingWeight, Setting_ChestHeadingWeight; // DesktopVRIK References bool _isEmotePlaying; float _simulatedRootAngle; Transform _avatarTransform; Transform _cameraTransform; // IK Stuff VRIK _vrik; LookAtIK _lookAtIK; IKSolverVR _ikSolver; // Movement System Stuff MovementSystem movementSystem; Traverse _isGroundedTraverse; // Movement Parent Stuff private Vector3 _previousPosition; private Quaternion _previousRotation; private Traverse _currentParentTraverse; static readonly FieldInfo _referencePointField = typeof(CVRMovementParent).GetField("_referencePoint", BindingFlags.NonPublic | BindingFlags.Instance); void Start() { Instance = this; Calibrator = new DesktopVRIKCalibrator(); DesktopVRIKMod.UpdateAllSettings(); movementSystem = GetComponent(); _cameraTransform = PlayerSetup.Instance.desktopCamera.transform; _isGroundedTraverse = Traverse.Create(movementSystem).Field("_isGrounded"); _currentParentTraverse = Traverse.Create(movementSystem).Field("_currentParent"); } public void OnSetupAvatarDesktop() { if (!Setting_Enabled) return; Calibrator.CalibrateDesktopVRIK(); _vrik = Calibrator.vrik; _lookAtIK = Calibrator.lookAtIK; _ikSolver = Calibrator.vrik.solver; _avatarTransform = Calibrator.avatarTransform; _simulatedRootAngle = transform.eulerAngles.y; } public bool OnSetupIKScaling(float scaleDifference) { if (_vrik == null) return false; VRIKUtils.ApplyScaleToVRIK ( _vrik, Calibrator.initialFootDistance, Calibrator.initialStepThreshold, Calibrator.initialStepHeight, scaleDifference ); _ikSolver?.Reset(); ResetDesktopVRIK(); return true; } public void OnPlayerSetupUpdate(bool isEmotePlaying) { bool changed = isEmotePlaying != _isEmotePlaying; if (!changed) return; _isEmotePlaying = isEmotePlaying; _avatarTransform.localPosition = Vector3.zero; _avatarTransform.localRotation = Quaternion.identity; if (_lookAtIK != null) _lookAtIK.enabled = !isEmotePlaying; BodySystem.TrackingEnabled = !isEmotePlaying; _vrik.solver?.Reset(); ResetDesktopVRIK(); } public bool OnPlayerSetupResetIk() { if (_vrik == null) return false; CVRMovementParent currentParent = _currentParentTraverse.GetValue(); if (currentParent == null) return false; Transform referencePoint = (Transform)_referencePointField.GetValue(currentParent); 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; _ikSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot); _previousPosition = currentPosition; _previousRotation = currentRotation; ResetDesktopVRIK(); return true; } public void ResetDesktopVRIK() { _simulatedRootAngle = transform.eulerAngles.y; } public void OnPreSolverUpdate() { if (_isEmotePlaying) return; bool isGrounded = _isGroundedTraverse.GetValue(); // Calculate weight float weight = _ikSolver.IKPositionWeight; weight *= 1f - movementSystem.movementVector.magnitude; weight *= isGrounded ? 1f : 0f; // Reset avatar offset _avatarTransform.localPosition = Vector3.zero; _avatarTransform.localRotation = Quaternion.identity; // Set plant feet _ikSolver.plantFeet = Setting_PlantFeet; // Emulate old VRChat hip movement 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); _ikSolver.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); } _ikSolver.spine.rootHeadingOffset = deltaAngleRoot; if (Setting_PelvisHeadingWeight > 0) { _ikSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f); _ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f); } if (Setting_ChestHeadingWeight > 0) { _ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f); } } } }