NAK_CVR_Mods/DesktopVRIK/DesktopVRIKSystem.cs
2023-04-18 03:53:46 -05:00

683 lines
No EOL
22 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.Base;
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;
internal class DesktopVRIKSystem : MonoBehaviour
{
public static DesktopVRIKSystem Instance;
public static Dictionary<HumanBodyBones, bool> BoneExists;
public 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
};
enum AvatarPose
{
Default = 0,
Initial = 1,
IKPose = 2,
TPose = 3
}
// DesktopVRIK Settings
public bool Setting_Enabled = true;
public bool Setting_PlantFeet;
public bool Setting_ResetFootsteps;
public bool Setting_ProneThrusting;
public float Setting_BodyLeanWeight;
public float Setting_BodyHeadingLimit;
public float Setting_PelvisHeadingWeight;
public float Setting_ChestHeadingWeight;
public float Setting_IKLerpSpeed;
// Calibration Settings
public bool Setting_UseVRIKToes;
public bool Setting_FindUnmappedToes;
// Integration Settings
public bool Setting_IntegrationAMT;
// Avatar Components
public CVRAvatar avatarDescriptor = null;
public Animator avatarAnimator = null;
public Transform avatarTransform = null;
public LookAtIK avatarLookAtIK = null;
public VRIK avatarVRIK = null;
public IKSolverVR avatarIKSolver = null;
// ChilloutVR Player Components
PlayerSetup playerSetup;
MovementSystem movementSystem;
// Calibration Objects
HumanPose _humanPose;
HumanPose _humanPoseInitial;
HumanPoseHandler _humanPoseHandler;
// Animator Info
int _animLocomotionLayer = -1;
int _animIKPoseLayer = -1;
// VRIK Calibration Info
Vector3 _vrikKneeNormalLeft;
Vector3 _vrikKneeNormalRight;
Vector3 _vrikInitialFootPosLeft;
Vector3 _vrikInitialFootPosRight;
Quaternion _vrikInitialFootRotLeft;
Quaternion _vrikInitialFootRotRight;
float _vrikInitialFootDistance;
float _vrikInitialStepThreshold;
float _vrikInitialStepHeight;
bool _vrikFixTransformsRequired;
// Player Info
Transform _cameraTransform;
bool _ikEmotePlaying;
float _ikWeightLerp = 1f;
float _ikSimulatedRootAngle = 0f;
float _locomotionWeight = 1f;
float _scaleDifference = 1f;
// Last Movement Parent Info
Vector3 _movementPosition;
Quaternion _movementRotation;
DesktopVRIKSystem()
{
BoneExists = new Dictionary<HumanBodyBones, bool>();
}
void Start()
{
Instance = this;
playerSetup = GetComponent<PlayerSetup>();
movementSystem = GetComponent<MovementSystem>();
_cameraTransform = playerSetup.desktopCamera.transform;
DesktopVRIKMod.UpdateAllSettings();
}
void Update()
{
if (avatarVRIK == null) return;
HandleLocomotionTracking();
UpdateLocomotionWeight();
ApplyBodySystemWeights();
ResetAvatarLocalPosition();
}
void HandleLocomotionTracking()
{
bool shouldTrackLocomotion = ShouldTrackLocomotion();
if (shouldTrackLocomotion != BodySystem.TrackingLocomotionEnabled)
{
BodySystem.TrackingLocomotionEnabled = shouldTrackLocomotion;
avatarIKSolver.Reset();
ResetDesktopVRIK();
if (shouldTrackLocomotion) IKResetFootsteps();
}
}
bool ShouldTrackLocomotion()
{
bool isMoving = movementSystem.movementVector.magnitude > 0f;
bool isGrounded = movementSystem._isGrounded;
bool isCrouching = movementSystem.crouching;
bool isProne = movementSystem.prone;
bool isFlying = movementSystem.flying;
bool isStanding = IsStanding();
return !(isMoving || isCrouching || isProne || isFlying || !isGrounded || !isStanding);
}
bool IsStanding()
{
// Let AMT handle it if available
if (Setting_IntegrationAMT) return true;
// Get Upright value
Vector3 delta = avatarIKSolver.spine.headPosition - avatarTransform.position;
Vector3 deltaRotated = Quaternion.Euler(0, avatarTransform.rotation.eulerAngles.y, 0) * delta;
float upright = Mathf.InverseLerp(0f, avatarIKSolver.spine.headHeight * _scaleDifference, deltaRotated.y);
return upright > 0.85f;
}
void UpdateLocomotionWeight()
{
float targetWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
if (Setting_IKLerpSpeed > 0)
{
_ikWeightLerp = Mathf.Lerp(_ikWeightLerp, targetWeight, Time.deltaTime * Setting_IKLerpSpeed);
_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * Setting_IKLerpSpeed * 2f);
}
else
{
_ikWeightLerp = targetWeight;
_locomotionWeight = targetWeight;
}
}
void ApplyBodySystemWeights()
{
void SetArmWeight(IKSolverVR.Arm arm, bool isTracked)
{
arm.positionWeight = isTracked ? 1f : 0f;
arm.rotationWeight = isTracked ? 1f : 0f;
arm.shoulderRotationWeight = isTracked ? 1f : 0f;
arm.shoulderTwistWeight = isTracked ? 1f : 0f;
}
void SetLegWeight(IKSolverVR.Leg leg, bool isTracked)
{
leg.positionWeight = isTracked ? 1f : 0f;
leg.rotationWeight = isTracked ? 1f : 0f;
}
if (BodySystem.TrackingEnabled)
{
avatarVRIK.enabled = true;
avatarIKSolver.IKPositionWeight = BodySystem.TrackingPositionWeight;
avatarIKSolver.locomotion.weight = _locomotionWeight;
bool useAnimatedBendNormal = _locomotionWeight <= 0.5f;
avatarIKSolver.leftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
avatarIKSolver.rightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
SetArmWeight(avatarIKSolver.leftArm, BodySystem.TrackingLeftArmEnabled && avatarIKSolver.leftArm.target != null);
SetArmWeight(avatarIKSolver.rightArm, BodySystem.TrackingRightArmEnabled && avatarIKSolver.rightArm.target != null);
SetLegWeight(avatarIKSolver.leftLeg, BodySystem.TrackingLeftLegEnabled && avatarIKSolver.leftLeg.target != null);
SetLegWeight(avatarIKSolver.rightLeg, BodySystem.TrackingRightLegEnabled && avatarIKSolver.rightLeg.target != null);
}
else
{
avatarVRIK.enabled = false;
avatarIKSolver.IKPositionWeight = 0f;
avatarIKSolver.locomotion.weight = 0f;
avatarIKSolver.leftLeg.useAnimatedBendNormal = false;
avatarIKSolver.rightLeg.useAnimatedBendNormal = false;
SetArmWeight(avatarIKSolver.leftArm, false);
SetArmWeight(avatarIKSolver.rightArm, false);
SetLegWeight(avatarIKSolver.leftLeg, false);
SetLegWeight(avatarIKSolver.rightLeg, false);
}
}
void ResetAvatarLocalPosition()
{
// Reset avatar offset
avatarTransform.localPosition = Vector3.zero;
avatarTransform.localRotation = Quaternion.identity;
}
public void OnSetupAvatarDesktop()
{
if (!Setting_Enabled) return;
CalibrateDesktopVRIK();
ResetDesktopVRIK();
}
public bool OnSetupIKScaling(float scaleDifference)
{
if (avatarVRIK == null) return false;
VRIKUtils.ApplyScaleToVRIK
(
avatarVRIK,
_vrikInitialFootDistance,
_vrikInitialStepThreshold,
_vrikInitialStepHeight,
scaleDifference
);
_scaleDifference = scaleDifference;
avatarIKSolver.Reset();
ResetDesktopVRIK();
return true;
}
public void OnPlayerSetupUpdate(bool isEmotePlaying)
{
if (avatarVRIK == null) return;
if (isEmotePlaying == _ikEmotePlaying) return;
_ikEmotePlaying = isEmotePlaying;
if (avatarLookAtIK != null)
avatarLookAtIK.enabled = !isEmotePlaying;
// Disable tracking completely while emoting
BodySystem.TrackingEnabled = !isEmotePlaying;
avatarIKSolver.Reset();
ResetDesktopVRIK();
}
public bool OnPlayerSetupResetIk()
{
if (avatarVRIK == null) return false;
// Check if PlayerSetup.ResetIk() was called for movement parent
CVRMovementParent currentParent = movementSystem._currentParent;
if (currentParent == null || currentParent._referencePoint == null) return false;
// Get current position
var currentPosition = currentParent._referencePoint.position;
var currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
// Convert to delta position (how much changed since last frame)
var deltaPosition = currentPosition - _movementPosition;
var deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
// desktop pivots from playerlocal transform
var platformPivot = transform.position;
// Add platform motion to IK solver
avatarIKSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
// Store for next frame
_movementPosition = currentPosition;
_movementRotation = currentRotation;
ResetDesktopVRIK();
return true;
}
public void OnPreSolverUpdate()
{
// Set plant feet
avatarIKSolver.plantFeet = Setting_PlantFeet;
// Apply custom VRIK solving effects
IKBodyLeaningOffset(_ikWeightLerp);
IKBodyHeadingOffset(_ikWeightLerp);
}
void IKBodyLeaningOffset(float weight)
{
// Emulate old VRChat hip movement
if (Setting_BodyLeanWeight <= 0) return;
if (Setting_ProneThrusting) weight = 1f;
float weightedAngle = Setting_BodyLeanWeight * weight;
float angle = _cameraTransform.localEulerAngles.x;
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
avatarIKSolver.spine.headRotationOffset *= rotation;
}
void IKBodyHeadingOffset(float weight)
{
// Make root heading follow within a set limit
if (Setting_BodyHeadingLimit <= 0) return;
float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
if (absDeltaAngleRoot > weightedAngleLimit)
{
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
}
avatarIKSolver.spine.rootHeadingOffset = deltaAngleRoot;
if (Setting_PelvisHeadingWeight > 0)
{
avatarIKSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
}
if (Setting_ChestHeadingWeight > 0)
{
avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f);
}
}
void IKResetFootsteps()
{
// Reset footsteps immediatly to initial
if (!Setting_ResetFootsteps) return;
VRIKUtils.SetFootsteps
(
avatarVRIK,
_vrikInitialFootPosLeft,
_vrikInitialFootPosRight,
_vrikInitialFootRotLeft,
_vrikInitialFootRotRight
);
}
void ResetDesktopVRIK()
{
_ikSimulatedRootAngle = transform.eulerAngles.y;
}
void CalibrateDesktopVRIK()
{
ScanAvatar();
SetupVRIK();
CalibrateVRIK();
ConfigureVRIK();
}
void ScanAvatar()
{
// Find required avatar components
avatarDescriptor = playerSetup._avatarDescriptor;
avatarAnimator = playerSetup._animator;
avatarTransform = playerSetup._avatar.transform;
avatarLookAtIK = playerSetup.lookIK;
// Get animator layer inticies
_animIKPoseLayer = avatarAnimator.GetLayerIndex("IKPose");
_animLocomotionLayer = avatarAnimator.GetLayerIndex("Locomotion/Emotes");
// Dispose and create new _humanPoseHandler
_humanPoseHandler?.Dispose();
_humanPoseHandler = new HumanPoseHandler(avatarAnimator.avatar, avatarTransform);
// Get initial human poses
_humanPoseHandler.GetHumanPose(ref _humanPose);
_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
// Dumb fix for rare upload issue
_vrikFixTransformsRequired = !avatarAnimator.enabled;
// Find available HumanoidBodyBones
BoneExists.Clear();
foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
{
if (bone != HumanBodyBones.LastBone)
{
BoneExists.Add(bone, avatarAnimator.GetBoneTransform(bone) != null);
}
}
}
void SetupVRIK()
{
// Add and configure VRIK
avatarVRIK = avatarTransform.AddComponentIfMissing<VRIK>();
avatarVRIK.AutoDetectReferences();
avatarIKSolver = avatarVRIK.solver;
VRIKUtils.ConfigureVRIKReferences(avatarVRIK, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
// Fix animator issue or non-human mapped toes
avatarVRIK.fixTransforms = _vrikFixTransformsRequired || foundUnmappedToes;
// Default solver settings
avatarIKSolver.locomotion.weight = 0f;
avatarIKSolver.locomotion.angleThreshold = 30f;
avatarIKSolver.locomotion.maxLegStretch = 1f;
avatarIKSolver.spine.minHeadHeight = 0f;
avatarIKSolver.IKPositionWeight = 1f;
avatarIKSolver.spine.chestClampWeight = 0f;
avatarIKSolver.spine.maintainPelvisPosition = 0f;
// Body leaning settings
avatarIKSolver.spine.neckStiffness = 0.0001f;
avatarIKSolver.spine.bodyPosStiffness = 1f;
avatarIKSolver.spine.bodyRotStiffness = 0.2f;
// Disable locomotion
avatarIKSolver.locomotion.velocityFactor = 0f;
avatarIKSolver.locomotion.maxVelocity = 0f;
avatarIKSolver.locomotion.rootSpeed = 1000f;
// Disable chest rotation by hands
avatarIKSolver.spine.rotateChestByHands = 0f;
// Prioritize LookAtIK
avatarIKSolver.spine.headClampWeight = 0.2f;
// Disable going on tippytoes
avatarIKSolver.spine.positionWeight = 0f;
avatarIKSolver.spine.rotationWeight = 1f;
// Set so emotes play properly
avatarIKSolver.spine.maxRootAngle = 180f;
// We disable these ourselves now, as we no longer use BodySystem
avatarIKSolver.spine.maintainPelvisPosition = 1f;
avatarIKSolver.spine.positionWeight = 0f;
avatarIKSolver.spine.pelvisPositionWeight = 0f;
avatarIKSolver.leftArm.positionWeight = 0f;
avatarIKSolver.leftArm.rotationWeight = 0f;
avatarIKSolver.rightArm.positionWeight = 0f;
avatarIKSolver.rightArm.rotationWeight = 0f;
avatarIKSolver.leftLeg.positionWeight = 0f;
avatarIKSolver.leftLeg.rotationWeight = 0f;
avatarIKSolver.rightLeg.positionWeight = 0f;
avatarIKSolver.rightLeg.rotationWeight = 0f;
// This is now our master Locomotion weight
avatarIKSolver.locomotion.weight = 1f;
avatarIKSolver.IKPositionWeight = 1f;
}
void CalibrateVRIK()
{
SetAvatarPose(AvatarPose.Default);
// Calculate bend normals with motorcycle pose
VRIKUtils.CalculateKneeBendNormals(avatarVRIK, out _vrikKneeNormalLeft, out _vrikKneeNormalRight);
SetAvatarPose(AvatarPose.IKPose);
// Calculate initial IK scaling values with IKPose
VRIKUtils.CalculateInitialIKScaling(avatarVRIK, out _vrikInitialFootDistance, out _vrikInitialStepThreshold, out _vrikInitialStepHeight);
// Calculate initial Footstep positions
VRIKUtils.CalculateInitialFootsteps(avatarVRIK, out _vrikInitialFootPosLeft, out _vrikInitialFootPosRight, out _vrikInitialFootRotLeft, out _vrikInitialFootRotRight);
// Setup HeadIKTarget
VRIKUtils.SetupHeadIKTarget(avatarVRIK);
// Initiate VRIK manually
VRIKUtils.InitiateVRIKSolver(avatarVRIK);
SetAvatarPose(AvatarPose.Initial);
}
void ConfigureVRIK()
{
// Reset scale diffrence
_scaleDifference = 1f;
VRIKUtils.ApplyScaleToVRIK
(
avatarVRIK,
_vrikInitialFootDistance,
_vrikInitialStepThreshold,
_vrikInitialStepHeight,
1f
);
VRIKUtils.ApplyKneeBendNormals(avatarVRIK, _vrikKneeNormalLeft, _vrikKneeNormalRight);
avatarVRIK.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIKSystem.Instance.OnPreSolverUpdate));
}
void SetAvatarPose(AvatarPose pose)
{
switch (pose)
{
case AvatarPose.Default:
SetMusclesToValue(0f);
break;
case AvatarPose.Initial:
if (HasCustomIKPose())
{
SetCustomLayersWeights(0f, 1f);
return;
}
_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
break;
case AvatarPose.IKPose:
if (HasCustomIKPose())
{
SetCustomLayersWeights(1f, 0f);
return;
}
SetMusclesToPose(IKPoseMuscles);
break;
case AvatarPose.TPose:
SetMusclesToPose(BodySystem.TPoseMuscles);
break;
default:
break;
}
}
bool HasCustomIKPose()
{
return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
}
void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
{
avatarAnimator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
avatarAnimator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
avatarAnimator.Update(0f);
}
void SetMusclesToValue(float value)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (int i = 0; i < _humanPose.muscles.Length; i++)
{
ApplyMuscleValue((MuscleIndex)i, value, ref _humanPose.muscles);
}
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
void SetMusclesToPose(float[] muscles)
{
_humanPoseHandler.GetHumanPose(ref _humanPose);
for (int i = 0; i < _humanPose.muscles.Length; i++)
{
ApplyMuscleValue((MuscleIndex)i, muscles[i], ref _humanPose.muscles);
}
_humanPose.bodyRotation = Quaternion.identity;
_humanPoseHandler.SetHumanPose(ref _humanPose);
}
void ApplyMuscleValue(MuscleIndex index, float value, ref float[] muscles)
{
if (BoneExists.ContainsKey(IKSystem.MusclesToHumanBodyBones[(int)index]) && BoneExists[IKSystem.MusclesToHumanBodyBones[(int)index]])
{
muscles[(int)index] = value;
}
}
}