using ABI.CCK.Components; using NAK.AlternateIKSystem.VRIKHelpers; using RootMotion.FinalIK; using UnityEngine; namespace NAK.AlternateIKSystem.IK.IKHandlers; internal class IKHandlerDesktop : IKHandler { public IKHandlerDesktop(VRIK vrik) { _vrik = vrik; _solver = vrik.solver; } #region Game Overrides public override void OnInitializeIk() { // Default tracking for Desktop shouldTrackHead = true; shouldTrackLeftArm = false; shouldTrackRightArm = false; shouldTrackLeftLeg = false; shouldTrackRightLeg = false; shouldTrackPelvis = false; shouldTrackLocomotion = true; _vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktop); } public override void OnPlayerScaled(float scaleDifference) { VRIKUtils.ApplyScaleToVRIK ( _vrik, _locomotionData, _scaleDifference = scaleDifference ); } public override void OnPlayerHandleMovementParent(CVRMovementParent currentParent) { // Get current position Vector3 currentPosition = currentParent._referencePoint.position; Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f); // Convert to delta position (how much changed since last frame) Vector3 deltaPosition = currentPosition - _movementPosition; Quaternion deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation; // Desktop pivots from playerlocal transform Vector3 platformPivot = IKManager.Instance.transform.position; // Prevent targeting other parent position if (_movementParent == currentParent) { _solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot); _ikSimulatedRootAngle = Mathf.Repeat(_ikSimulatedRootAngle + deltaRotation.eulerAngles.y, 360f); } // Store for next frame _movementParent = currentParent; _movementPosition = currentPosition; _movementRotation = currentRotation; } #endregion #region Weight Overrides public override void UpdateWeights() { // Reset avatar local position _vrik.transform.localPosition = Vector3.zero; _vrik.transform.localRotation = Quaternion.identity; base.UpdateWeights(); // Desktop should never have head position weight _solver.spine.positionWeight = 0f; } protected override void Update_HeadWeight() { float targetWeight = GetTargetWeight(BodyControl.TrackingHead, true); BodyControl.SetHeadWeight(_solver.spine, targetWeight); BodyControl.SetLookAtWeight(IKManager.lookAtIk, targetWeight); } protected override void Update_LeftArmWeight() { float leftArmWeight = GetTargetWeight(BodyControl.TrackingLeftArm, _solver.leftArm.target != null); BodyControl.SetArmWeight(_solver.leftArm, leftArmWeight); } protected override void Update_RightArmWeight() { float rightArmWeight = GetTargetWeight(BodyControl.TrackingRightArm, _solver.rightArm.target != null); BodyControl.SetArmWeight(_solver.rightArm, rightArmWeight); } protected override void Update_LeftLegWeight() { float leftLegWeight = GetTargetWeight(BodyControl.TrackingLeftLeg, _solver.leftLeg.target != null); BodyControl.SetLegWeight(_solver.leftLeg, leftLegWeight); } protected override void Update_RightLegWeight() { float rightLegWeight = GetTargetWeight(BodyControl.TrackingRightLeg, _solver.rightLeg.target != null); BodyControl.SetLegWeight(_solver.rightLeg, rightLegWeight); } protected override void Update_PelvisWeight() { float pelvisWeight = GetTargetWeight(BodyControl.TrackingPelvis, _solver.spine.pelvisTarget != null); BodyControl.SetPelvisWeight(_solver.spine, pelvisWeight); } protected override void Update_LocomotionWeight() { _locomotionWeight = Mathf.Lerp(_locomotionWeight, BodyControl.TrackingLocomotion ? 1f : 0f, Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value * 2f); BodyControl.SetLocomotionWeight(_solver.locomotion, _locomotionWeight); } protected override void Update_IKPositionWeight() { float ikPositionWeight = BodyControl.TrackingAll ? BodyControl.TrackingIKPositionWeight : 0f; BodyControl.SetIKPositionWeight(_solver, ikPositionWeight); BodyControl.SetIKPositionWeight(IKManager.lookAtIk, ikPositionWeight); } #endregion #region VRIK Solver Events private void OnPreSolverUpdateDesktop() { _solver.plantFeet = ModSettings.EntryPlantFeet.Value; // Emulate old VRChat hip movement if (ModSettings.EntryBodyLeanWeight.Value > 0) { float weightedAngle = ModSettings.EntryProneThrusting.Value ? 1f : ModSettings.EntryBodyLeanWeight.Value * _solver.locomotion.weight; float angle = IKManager.Instance._desktopCamera.localEulerAngles.x; angle = angle > 180 ? angle - 360 : angle; Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _vrik.transform.right); _solver.spine.headRotationOffset *= rotation; } // Make root heading follow within a set limit if (ModSettings.EntryBodyHeadingLimit.Value > 0) { float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _solver.locomotion.weight; float deltaAngleRoot = Mathf.DeltaAngle(IKManager.Instance.transform.eulerAngles.y, _ikSimulatedRootAngle); float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot); if (absDeltaAngleRoot > weightedAngleLimit) { deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit; _ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, IKManager.Instance.transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit); } _solver.spine.rootHeadingOffset = deltaAngleRoot; if (ModSettings.EntryPelvisHeadingWeight.Value > 0) { _solver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f); _solver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f); } if (ModSettings.EntryChestHeadingWeight.Value > 0) { _solver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryChestHeadingWeight.Value, 0f); } } } #endregion }