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; namespace NAK.Melons.DesktopVRIK; public class DesktopVRIK : MonoBehaviour { public static DesktopVRIK Instance; public DesktopVRIKCalibrator Calibrator; // 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; // Internal Stuff private float ik_SimulatedRootAngle; private bool 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 OnSetupAvatarDesktop() { if (!Setting_Enabled) return; Calibrator.SetupDesktopVRIK(); ResetDesktopVRIK(); } public bool OnSetupIKScaling(float avatarHeight, float scaleDifference) { if (Calibrator.vrik != null) { Calibrator.vrik.solver.locomotion.footDistance = Calibrator.initialFootDistance * scaleDifference; Calibrator.vrik.solver.locomotion.stepThreshold = Calibrator.initialStepThreshold * scaleDifference; DesktopVRIK.ScaleStepHeight(Calibrator.vrik.solver.locomotion.stepHeight, Calibrator.initialStepHeight * scaleDifference); Calibrator.vrik.solver.Reset(); ResetDesktopVRIK(); return true; } return false; } public static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag) { Keyframe[] keyframes = stepHeightCurve.keys; keyframes[1].value = mag; stepHeightCurve.keys = keyframes; } public void OnPlayerSetupUpdate(bool isEmotePlaying) { bool changed = isEmotePlaying != ps_emoteIsPlaying; if (changed) { ps_emoteIsPlaying = isEmotePlaying; Calibrator.vrik.transform.localPosition = Vector3.zero; Calibrator.vrik.transform.localRotation = Quaternion.identity; if (Calibrator.lookAtIK != null) { Calibrator.lookAtIK.enabled = !isEmotePlaying; } BodySystem.TrackingEnabled = !isEmotePlaying; Calibrator.vrik.solver?.Reset(); ResetDesktopVRIK(); } } public void ResetDesktopVRIK() { ik_SimulatedRootAngle = transform.eulerAngles.y; } 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; // Old VRChat hip movement emulation if (Setting_BodyLeanWeight > 0) { 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); } // Make root heading follow within a set limit if (Setting_BodyHeadingLimit > 0) { float weightedAngleLimit = Setting_BodyHeadingLimit * weight; float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_SimulatedRootAngle); float angleMaxDelta = Mathf.Abs(currentAngle); if (angleMaxDelta > weightedAngleLimit) { 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)); } } } }