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_AllowRootSlipping, Setting_TestIKPoseController; public static float Setting_EmulateVRChatHipMovementWeight; public Transform viewpoint; public Vector3 initialCamPos; Transform headIKTarget; Transform avatarHeadBone; RuntimeAnimatorController ikposeController; void Start() { Instance = this; ikposeController = (RuntimeAnimatorController)AssetsHandler.GetAsset("Assets/BundledAssets/IKPose/IKPose.controller"); // create the shared Head IK Target headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform; headIKTarget.parent = PlayerSetup.Instance.transform; headIKTarget.localPosition = new Vector3(0f,1.8f,0f); headIKTarget.localRotation = Quaternion.identity; } 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 = initialCamPos; } public void OnPreSolverUpdate() { //this order matters, rotation offset will be choppy if avatar is not cenetered first //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; //VRChat hip movement emulation if (Setting_EmulateVRChatHipMovementWeight != 0) { float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x; if (angle > 180) angle -= 360; float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight; Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right); IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation); } IKSystem.vrik.solver.plantFeet = true; } public void CalibrateDesktopVRIK(CVRAvatar avatar) { //ikpose layer (specified by avatar author) int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose"); int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes"); if (ikposeLayerIndex != -1) { PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f); if (locoLayerIndex != -1) { PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f); } IKSystem.Instance.animator.Update(0f); } //Stuff to make bad armatures work (Fuck you Default Robot Kyle) avatar.transform.localPosition = Vector3.zero; Quaternion originalRotation = avatar.transform.rotation; avatar.transform.rotation = Quaternion.identity; //Generic VRIK calibration shit IKSystem.vrik.fixTransforms = false; IKSystem.vrik.solver.plantFeet = false; IKSystem.vrik.solver.locomotion.weight = 1f; IKSystem.vrik.solver.locomotion.angleThreshold = 30f; IKSystem.vrik.solver.locomotion.maxLegStretch = 0.75f; //nuke weights IKSystem.vrik.AutoDetectReferences(); IKSystem.vrik.solver.spine.headClampWeight = 0f; IKSystem.vrik.solver.spine.minHeadHeight = 0f; IKSystem.vrik.solver.leftArm.positionWeight = 0f; IKSystem.vrik.solver.leftArm.rotationWeight = 0f; IKSystem.vrik.solver.rightArm.positionWeight = 0f; IKSystem.vrik.solver.rightArm.rotationWeight = 0f; IKSystem.vrik.solver.leftLeg.positionWeight = 0f; IKSystem.vrik.solver.leftLeg.rotationWeight = 0f; IKSystem.vrik.solver.rightLeg.positionWeight = 0f; IKSystem.vrik.solver.rightLeg.rotationWeight = 0f; //ChilloutVR specific stuff IKSystem.vrik.enabled = false; //Calibrate HeadIKOffset *(this is fucked on some avatars, (Fuck you Default Robot Kyle) but setting headAnchorRotationOffset to head rotation fixes (Fuck you Default Robot Kyle))* IKSystem.vrik.enabled = true; IKSystem.vrik.solver.IKPositionWeight = 1f; IKSystem.vrik.solver.spine.maintainPelvisPosition = 0f; if (IKSystem.vrik != null) { IKSystem.vrik.onPreSolverUpdate.AddListener(new UnityAction(this.OnPreSolverUpdate)); } if (ikposeLayerIndex != -1) { PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f); if (locoLayerIndex != -1) { PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f); } } avatar.transform.rotation = originalRotation; IKSystem.Instance.ResetIK(); IKSystem.Instance.animator.enabled = true; } public void AlternativeOnPreSolverUpdate() { //this order matters, rotation offset will be choppy if avatar is not cenetered first if (headIKTarget != null && avatarHeadBone != null) { headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z); } if (!Setting_AllowRootSlipping) { //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; } //VRChat hip movement emulation if (Setting_EmulateVRChatHipMovementWeight != 0) { float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x; if (angle > 180) angle -= 360; float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight; Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right); IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation); } IKSystem.vrik.solver.plantFeet = true; } public Animator animator; //public Quaternion originalRotation; public RuntimeAnimatorController runtimeAnimatorController; public VRIK AlternativeCalibration(CVRAvatar avatar) { animator = avatar.GetComponent(); avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head); //Stuff to make bad armatures work (Fuck you Default Robot Kyle) avatar.transform.localPosition = Vector3.zero; //originalRotation = avatar.transform.rotation; //avatar.transform.rotation = Quaternion.identity; //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.headClampWeight = 0f; 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; //ChilloutVR specific BodySystem.TrackingLeftArmEnabled = false; BodySystem.TrackingRightArmEnabled = false; BodySystem.TrackingLeftLegEnabled = false; BodySystem.TrackingRightLegEnabled = false; IKSystem.Instance.headAnchorRotationOffset = Vector3.zero; IKSystem.Instance.headAnchorPositionOffset = Vector3.zero; //Custom funky AF head ik shit foreach (Transform transform in headIKTarget) { if (transform.name == "Head IK Target") { Destroy(transform.gameObject); } } headIKTarget.position = avatarHeadBone.position; headIKTarget.rotation = Quaternion.identity; VRIKCalibrator.CalibrateHead(vrik, headIKTarget.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset); headIKTarget.localRotation = Quaternion.identity; //force immediate calibration before animator decides to fuck us vrik.solver.SetToReferences(vrik.references); vrik.solver.Initiate(vrik.transform); if (Setting_TestIKPoseController) { animator.enabled = false; return vrik; } //Find eyeoffset initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition; viewpoint = avatarHeadBone.Find("LocalHeadPoint"); ChangeViewpointHandling(Setting_EnforceViewPosition); if (vrik != null) { vrik.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate)); } //avatar.transform.rotation = originalRotation; IKSystem.Instance.ResetIK(); return vrik; } }