using ABI.CCK.Components; using ABI_RC.Core; using ABI_RC.Core.Base; using ABI_RC.Core.Player; using ABI_RC.Systems.IK; using ABI_RC.Systems.IK.SubSystems; using HarmonyLib; using RootMotion.FinalIK; using UnityEngine; using UnityEngine.Events; namespace NAK.Melons.DesktopVRIK; public class DesktopVRIKCalibrator { // Settings public bool Setting_UseVRIKToes = true; public bool Setting_FindUnmappedToes = true; // Avatar Component References public CVRAvatar avatar; public Animator animator; public Transform avatarTransform; public VRIK vrik; public LookAtIK lookAtIK; // Calibrated Values public float initialFootDistance, initialStepThreshold, initialStepHeight; // Calibration Internals bool fixTransformsRequired; Vector3 leftKneeNormal, rightKneeNormal; HumanPose initialHumanPose; HumanPoseHandler humanPoseHandler; // Traverse IKSystem ikSystem; PlayerSetup playerSetup; Traverse _vrikTraverse, _lookIKTraverse, _avatarTraverse, _animatorManagerTraverse, _poseHandlerTraverse, _avatarRootHeightTraverse; public DesktopVRIKCalibrator() { // Get base game scripts. ikSystem = IKSystem.Instance; playerSetup = PlayerSetup.Instance; // Get traverse to private shit in iksystem. _vrikTraverse = Traverse.Create(ikSystem).Field("_vrik"); _avatarTraverse = Traverse.Create(ikSystem).Field("_avatar"); _animatorManagerTraverse = Traverse.Create(ikSystem).Field("_animatorManager"); _poseHandlerTraverse = Traverse.Create(ikSystem).Field("_poseHandler"); _avatarRootHeightTraverse = Traverse.Create(ikSystem).Field("_avatarRootHeight"); // Get traverse to private shit in playersetup. _lookIKTraverse = Traverse.Create(playerSetup).Field("lookIK"); } public void CalibrateDesktopVRIK() { // Scan avatar for issues/references ScanAvatarForCalibration(); // Prepare CVR IKSystem for external VRIK PrepareIKSystem(); // Add VRIK and configure PrepareAvatarVRIK(); Initialize(); PostInitialize(); } private void Initialize() { // Calculate bend normals with motorcycle pose SetHumanPose(0f); VRIKUtils.CalculateKneeBendNormals(vrik, out leftKneeNormal, out rightKneeNormal); // Calculate initial IK scaling values with IKPose SetAvatarIKPose(true); VRIKUtils.CalculateInitialIKScaling(vrik, out initialFootDistance, out initialStepThreshold, out initialStepHeight); // Setup HeadIK target & calculate initial footstep values SetupDesktopHeadIKTarget(); // Initiate VRIK manually VRIKUtils.InitiateVRIKSolver(vrik); // Return avatar to original pose SetAvatarIKPose(false); } private void PostInitialize() { VRIKUtils.ApplyScaleToVRIK ( vrik, initialFootDistance, initialStepThreshold, initialStepHeight, 1f ); VRIKUtils.ApplyKneeBendNormals(vrik, leftKneeNormal, rightKneeNormal); vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate)); } private void ScanAvatarForCalibration() { // Find required avatar components avatar = playerSetup._avatar.GetComponent(); animator = avatar.GetComponent(); avatarTransform = avatar.transform; lookAtIK = _lookIKTraverse.GetValue(); // Apply some fixes for weird setups fixTransformsRequired = !animator.enabled; // Center avatar local position avatarTransform.localPosition = Vector3.zero; // Create a new human pose handler and dispose the old one humanPoseHandler?.Dispose(); humanPoseHandler = new HumanPoseHandler(animator.avatar, avatarTransform); // Store original human pose humanPoseHandler.GetHumanPose(ref initialHumanPose); } private void PrepareIKSystem() { // Get the animator manager and human pose handler var animatorManager = _animatorManagerTraverse.GetValue(); var ikHumanPoseHandler = _poseHandlerTraverse.GetValue(); // Store the avatar component _avatarTraverse.SetValue(avatar); // Set the animator for the IK system ikSystem.animator = animator; animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController); // Set the avatar height float _avatarRootHeightTraverse.SetValue(ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y); // Create a new human pose handler and dispose the old one ikHumanPoseHandler?.Dispose(); ikHumanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform); _poseHandlerTraverse.SetValue(ikHumanPoseHandler); // Find valid human bones IKSystem.BoneExists.Clear(); foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones))) { if (bone != HumanBodyBones.LastBone) { IKSystem.BoneExists.Add(bone, ikSystem.animator.GetBoneTransform(bone) != null); } } // Prepare BodySystem for calibration BodySystem.TrackingLeftArmEnabled = false; BodySystem.TrackingRightArmEnabled = false; BodySystem.TrackingLeftLegEnabled = false; BodySystem.TrackingRightLegEnabled = false; BodySystem.TrackingPositionWeight = 0f; } private void PrepareAvatarVRIK() { // Add and configure VRIK vrik = avatar.gameObject.AddComponentIfMissing(); vrik.AutoDetectReferences(); VRIKUtils.ConfigureVRIKReferences(vrik, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes); // Fix animator issue or non-human mapped toes vrik.fixTransforms = fixTransformsRequired || foundUnmappedToes; // Default solver settings vrik.solver.locomotion.weight = 0f; vrik.solver.locomotion.angleThreshold = 30f; vrik.solver.locomotion.maxLegStretch = 1f; vrik.solver.spine.minHeadHeight = 0f; vrik.solver.IKPositionWeight = 1f; vrik.solver.spine.chestClampWeight = 0f; vrik.solver.spine.maintainPelvisPosition = 0f; // Body leaning settings vrik.solver.spine.neckStiffness = 0.0001f; vrik.solver.spine.bodyPosStiffness = 1f; vrik.solver.spine.bodyRotStiffness = 0.2f; // Disable locomotion vrik.solver.locomotion.velocityFactor = 0f; vrik.solver.locomotion.maxVelocity = 0f; vrik.solver.locomotion.rootSpeed = 1000f; // Disable chest rotation by hands vrik.solver.spine.rotateChestByHands = 0f; // Prioritize LookAtIK vrik.solver.spine.headClampWeight = 0.2f; // Disable going on tippytoes vrik.solver.spine.positionWeight = 0f; vrik.solver.spine.rotationWeight = 1f; // Tell IKSystem about new VRIK _vrikTraverse.SetValue(vrik); } private void SetupDesktopHeadIKTarget() { // Lazy HeadIKTarget calibration if (vrik.solver.spine.headTarget == null) { vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform; } vrik.solver.spine.headTarget.parent = vrik.references.head; vrik.solver.spine.headTarget.localPosition = Vector3.zero; vrik.solver.spine.headTarget.localRotation = Quaternion.identity; } private void SetAvatarIKPose(bool enforceTPose) { int ikposeLayerIndex = animator.GetLayerIndex("IKPose"); int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes"); // Use custom IKPose if found. if (ikposeLayerIndex != -1 && locoLayerIndex != -1) { animator.SetLayerWeight(ikposeLayerIndex, enforceTPose ? 1f : 0f); animator.SetLayerWeight(locoLayerIndex, enforceTPose ? 0f : 1f); animator.Update(0f); return; } // Otherwise use DesktopVRIK IKPose & revert afterwards. if (enforceTPose) { SetHumanPose(1f); } else { humanPoseHandler.SetHumanPose(ref initialHumanPose); } } private void SetHumanPose(float ikPoseWeight = 1f) { humanPoseHandler.GetHumanPose(ref ikSystem.humanPose); for (int i = 0; i < ikSystem.humanPose.muscles.Length; i++) { float weight = ikPoseWeight * IKPoseMuscles[i]; IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, weight, ref ikSystem.humanPose.muscles); } ikSystem.humanPose.bodyRotation = Quaternion.identity; humanPoseHandler.SetHumanPose(ref ikSystem.humanPose); } private static readonly float[] IKPoseMuscles = new float[] { 0.00133321f, 8.195831E-06f, 8.537738E-07f, -0.002669832f, -7.651234E-06f, -0.001659694f, 0f, 0f, 0f, 0.04213953f, 0.0003007996f, -0.008032114f, -0.03059979f, -0.0003182998f, 0.009640567f, 0f, 0f, 0f, 0f, 0f, 0f, 0.5768794f, 0.01061097f, -0.1127839f, 0.9705755f, 0.07972051f, -0.0268422f, 0.007237188f, 0f, 0.5768792f, 0.01056608f, -0.1127519f, 0.9705756f, 0.07971933f, -0.02682396f, 0.007229362f, 0f, -5.651802E-06f, -3.034899E-07f, 0.4100508f, 0.3610304f, -0.0838329f, 0.9262537f, 0.1353517f, -0.03578902f, 0.06005657f, -4.95989E-06f, -1.43007E-06f, 0.4096187f, 0.363263f, -0.08205152f, 0.9250782f, 0.1345718f, -0.03572125f, 0.06055461f, -1.079177f, 0.2095419f, 0.6140652f, 0.6365265f, 0.6683931f, -0.4764312f, 0.8099416f, 0.8099371f, 0.6658203f, -0.7327053f, 0.8113618f, 0.8114051f, 0.6643661f, -0.40341f, 0.8111364f, 0.8111367f, 0.6170399f, -0.2524227f, 0.8138723f, 0.8110135f, -1.079171f, 0.2095456f, 0.6140658f, 0.6365255f, 0.6683878f, -0.4764301f, 0.8099402f, 0.8099376f, 0.6658241f, -0.7327023f, 0.8113653f, 0.8113793f, 0.664364f, -0.4034042f, 0.811136f, 0.8111364f, 0.6170469f, -0.2524345f, 0.8138595f, 0.8110138f }; }