using ABI.CCK.Components; 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; public class DesktopVRIK : MonoBehaviour { public static DesktopVRIK Instance; public static bool Setting_Enabled, Setting_EnforceViewPosition, Setting_EmoteVRIK, Setting_EmoteLookAtIK, Setting_Internal_PlantFeet = true; public static float Setting_BodyLeanWeight = 0.3f, Setting_BodyAngleLimit = 45f; public Transform viewpoint; public Vector3 eyeOffset; void Start() { Instance = this; } public void ChangeViewpointHandling(bool enabled) { if (Setting_EnforceViewPosition == enabled) return; Setting_EnforceViewPosition = enabled; if (enabled) { PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero; return; } PlayerSetup.Instance.desktopCamera.transform.localPosition = eyeOffset; } public void AlternativeOnPreSolverUpdate() { //set IK offsets (this is a really fucking weird way to do this) 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 = Setting_Internal_PlantFeet; } public Animator animator; public VRIK AlternativeCalibration(CVRAvatar avatar) { animator = avatar.GetComponent(); 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) { animator.SetLayerWeight(ikposeLayerIndex, 1f); if (locoLayerIndex != -1) { animator.SetLayerWeight(locoLayerIndex, 0f); } animator.Update(0f); } //Generic VRIK calibration shit VRIK vrik = avatar.gameObject.AddComponent(); vrik.AutoDetectReferences(); vrik.fixTransforms = true; vrik.solver.plantFeet = false; vrik.solver.locomotion.weight = 0f; vrik.solver.locomotion.angleThreshold = 30f; vrik.solver.locomotion.maxLegStretch = 0.75f; //nuke weights vrik.solver.spine.minHeadHeight = 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; //calm ur ass vrik.solver.spine.positionWeight = 0f; //related to body & head rotation offset/limit vrik.solver.spine.headClampWeight = 1f; vrik.solver.spine.bodyRotStiffness = 0.8f; //makes chest between feet and head direction vrik.solver.spine.chestClampWeight = 0.5f; //needed to make head 1:1 with camera still vrik.solver.spine.neckStiffness = 1f; //ChilloutVR specific BodySystem.TrackingLeftArmEnabled = false; BodySystem.TrackingRightArmEnabled = false; BodySystem.TrackingLeftLegEnabled = false; BodySystem.TrackingRightLegEnabled = false; BodySystem.TrackingPositionWeight = 0f; IKSystem.Instance.headAnchorRotationOffset = Vector3.zero; IKSystem.Instance.headAnchorPositionOffset = Vector3.zero; //Custom funky AF head ik shit foreach (Transform transform in DesktopVRIK_Helper.Instance.ik_HeadFollower) { if (transform.name == "Head IK Target") { Destroy(transform.gameObject); } } 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) { animator.SetLayerWeight(ikposeLayerIndex, 0f); if (locoLayerIndex != -1) { animator.SetLayerWeight(locoLayerIndex, 1f); } } //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; } }