mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 13:59:22 +00:00
683 lines
No EOL
22 KiB
C#
683 lines
No EOL
22 KiB
C#
using ABI.CCK.Components;
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using ABI_RC.Core.Base;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.Events;
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namespace NAK.Melons.DesktopVRIK;
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internal class DesktopVRIKSystem : MonoBehaviour
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{
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public static DesktopVRIKSystem Instance;
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public static Dictionary<HumanBodyBones, bool> BoneExists;
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public static readonly float[] IKPoseMuscles = new float[]
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{
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0.00133321f,
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8.195831E-06f,
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8.537738E-07f,
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-0.002669832f,
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-7.651234E-06f,
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-0.001659694f,
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0f,
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0f,
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0f,
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0.04213953f,
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0.0003007996f,
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-0.008032114f,
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-0.03059979f,
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-0.0003182998f,
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0.009640567f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0f,
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0.5768794f,
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0.01061097f,
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-0.1127839f,
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0.9705755f,
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0.07972051f,
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-0.0268422f,
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0.007237188f,
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0f,
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0.5768792f,
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0.01056608f,
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-0.1127519f,
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0.9705756f,
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0.07971933f,
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-0.02682396f,
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0.007229362f,
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0f,
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-5.651802E-06f,
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-3.034899E-07f,
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0.4100508f,
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0.3610304f,
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-0.0838329f,
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0.9262537f,
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0.1353517f,
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-0.03578902f,
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0.06005657f,
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-4.95989E-06f,
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-1.43007E-06f,
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0.4096187f,
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0.363263f,
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-0.08205152f,
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0.9250782f,
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0.1345718f,
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-0.03572125f,
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0.06055461f,
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-1.079177f,
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0.2095419f,
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0.6140652f,
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0.6365265f,
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0.6683931f,
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-0.4764312f,
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0.8099416f,
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0.8099371f,
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0.6658203f,
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-0.7327053f,
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0.8113618f,
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0.8114051f,
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0.6643661f,
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-0.40341f,
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0.8111364f,
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0.8111367f,
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0.6170399f,
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-0.2524227f,
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0.8138723f,
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0.8110135f,
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-1.079171f,
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0.2095456f,
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0.6140658f,
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0.6365255f,
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0.6683878f,
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-0.4764301f,
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0.8099402f,
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0.8099376f,
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0.6658241f,
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-0.7327023f,
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0.8113653f,
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0.8113793f,
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0.664364f,
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-0.4034042f,
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0.811136f,
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0.8111364f,
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0.6170469f,
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-0.2524345f,
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0.8138595f,
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0.8110138f
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};
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enum AvatarPose
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{
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Default = 0,
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Initial = 1,
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IKPose = 2,
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TPose = 3
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}
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// DesktopVRIK Settings
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public bool Setting_Enabled = true;
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public bool Setting_PlantFeet;
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public bool Setting_ResetFootsteps;
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public bool Setting_ProneThrusting;
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public float Setting_BodyLeanWeight;
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public float Setting_BodyHeadingLimit;
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public float Setting_PelvisHeadingWeight;
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public float Setting_ChestHeadingWeight;
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public float Setting_IKLerpSpeed;
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// Calibration Settings
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public bool Setting_UseVRIKToes;
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public bool Setting_FindUnmappedToes;
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// Integration Settings
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public bool Setting_IntegrationAMT;
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// Avatar Components
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public CVRAvatar avatarDescriptor = null;
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public Animator avatarAnimator = null;
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public Transform avatarTransform = null;
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public LookAtIK avatarLookAtIK = null;
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public VRIK avatarVRIK = null;
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public IKSolverVR avatarIKSolver = null;
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// ChilloutVR Player Components
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PlayerSetup playerSetup;
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MovementSystem movementSystem;
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// Calibration Objects
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HumanPose _humanPose;
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HumanPose _humanPoseInitial;
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HumanPoseHandler _humanPoseHandler;
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// Animator Info
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int _animLocomotionLayer = -1;
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int _animIKPoseLayer = -1;
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// VRIK Calibration Info
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Vector3 _vrikKneeNormalLeft;
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Vector3 _vrikKneeNormalRight;
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Vector3 _vrikInitialFootPosLeft;
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Vector3 _vrikInitialFootPosRight;
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Quaternion _vrikInitialFootRotLeft;
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Quaternion _vrikInitialFootRotRight;
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float _vrikInitialFootDistance;
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float _vrikInitialStepThreshold;
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float _vrikInitialStepHeight;
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bool _vrikFixTransformsRequired;
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// Player Info
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Transform _cameraTransform;
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bool _ikEmotePlaying;
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float _ikWeightLerp = 1f;
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float _ikSimulatedRootAngle = 0f;
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float _locomotionWeight = 1f;
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float _scaleDifference = 1f;
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// Last Movement Parent Info
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Vector3 _movementPosition;
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Quaternion _movementRotation;
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DesktopVRIKSystem()
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{
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BoneExists = new Dictionary<HumanBodyBones, bool>();
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}
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void Start()
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{
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Instance = this;
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playerSetup = GetComponent<PlayerSetup>();
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movementSystem = GetComponent<MovementSystem>();
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_cameraTransform = playerSetup.desktopCamera.transform;
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DesktopVRIKMod.UpdateAllSettings();
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}
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void Update()
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{
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if (avatarVRIK == null) return;
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HandleLocomotionTracking();
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UpdateLocomotionWeight();
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ApplyBodySystemWeights();
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ResetAvatarLocalPosition();
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}
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void HandleLocomotionTracking()
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{
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bool shouldTrackLocomotion = ShouldTrackLocomotion();
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if (shouldTrackLocomotion != BodySystem.TrackingLocomotionEnabled)
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{
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BodySystem.TrackingLocomotionEnabled = shouldTrackLocomotion;
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avatarIKSolver.Reset();
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ResetDesktopVRIK();
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if (shouldTrackLocomotion) IKResetFootsteps();
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}
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}
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bool ShouldTrackLocomotion()
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{
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bool isMoving = movementSystem.movementVector.magnitude > 0f;
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bool isGrounded = movementSystem._isGrounded;
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bool isCrouching = movementSystem.crouching;
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bool isProne = movementSystem.prone;
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bool isFlying = movementSystem.flying;
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bool isStanding = IsStanding();
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return !(isMoving || isCrouching || isProne || isFlying || !isGrounded || !isStanding);
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}
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bool IsStanding()
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{
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// Let AMT handle it if available
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if (Setting_IntegrationAMT) return true;
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// Get Upright value
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Vector3 delta = avatarIKSolver.spine.headPosition - avatarTransform.position;
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Vector3 deltaRotated = Quaternion.Euler(0, avatarTransform.rotation.eulerAngles.y, 0) * delta;
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float upright = Mathf.InverseLerp(0f, avatarIKSolver.spine.headHeight * _scaleDifference, deltaRotated.y);
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return upright > 0.85f;
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}
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void UpdateLocomotionWeight()
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{
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float targetWeight = BodySystem.TrackingEnabled && BodySystem.TrackingLocomotionEnabled ? 1.0f : 0.0f;
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if (Setting_IKLerpSpeed > 0)
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{
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_ikWeightLerp = Mathf.Lerp(_ikWeightLerp, targetWeight, Time.deltaTime * Setting_IKLerpSpeed);
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_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * Setting_IKLerpSpeed * 2f);
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}
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else
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{
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_ikWeightLerp = targetWeight;
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_locomotionWeight = targetWeight;
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}
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}
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void ApplyBodySystemWeights()
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{
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void SetArmWeight(IKSolverVR.Arm arm, bool isTracked)
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{
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arm.positionWeight = isTracked ? 1f : 0f;
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arm.rotationWeight = isTracked ? 1f : 0f;
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arm.shoulderRotationWeight = isTracked ? 1f : 0f;
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arm.shoulderTwistWeight = isTracked ? 1f : 0f;
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}
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void SetLegWeight(IKSolverVR.Leg leg, bool isTracked)
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{
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leg.positionWeight = isTracked ? 1f : 0f;
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leg.rotationWeight = isTracked ? 1f : 0f;
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}
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if (BodySystem.TrackingEnabled)
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{
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avatarVRIK.enabled = true;
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avatarIKSolver.IKPositionWeight = BodySystem.TrackingPositionWeight;
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avatarIKSolver.locomotion.weight = _locomotionWeight;
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bool useAnimatedBendNormal = _locomotionWeight <= 0.5f;
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avatarIKSolver.leftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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avatarIKSolver.rightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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SetArmWeight(avatarIKSolver.leftArm, BodySystem.TrackingLeftArmEnabled && avatarIKSolver.leftArm.target != null);
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SetArmWeight(avatarIKSolver.rightArm, BodySystem.TrackingRightArmEnabled && avatarIKSolver.rightArm.target != null);
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SetLegWeight(avatarIKSolver.leftLeg, BodySystem.TrackingLeftLegEnabled && avatarIKSolver.leftLeg.target != null);
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SetLegWeight(avatarIKSolver.rightLeg, BodySystem.TrackingRightLegEnabled && avatarIKSolver.rightLeg.target != null);
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}
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else
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{
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avatarVRIK.enabled = false;
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avatarIKSolver.IKPositionWeight = 0f;
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avatarIKSolver.locomotion.weight = 0f;
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avatarIKSolver.leftLeg.useAnimatedBendNormal = false;
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avatarIKSolver.rightLeg.useAnimatedBendNormal = false;
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SetArmWeight(avatarIKSolver.leftArm, false);
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SetArmWeight(avatarIKSolver.rightArm, false);
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SetLegWeight(avatarIKSolver.leftLeg, false);
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SetLegWeight(avatarIKSolver.rightLeg, false);
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}
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}
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void ResetAvatarLocalPosition()
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{
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// Reset avatar offset
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avatarTransform.localPosition = Vector3.zero;
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avatarTransform.localRotation = Quaternion.identity;
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}
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public void OnSetupAvatarDesktop()
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{
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if (!Setting_Enabled) return;
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CalibrateDesktopVRIK();
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ResetDesktopVRIK();
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}
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public bool OnSetupIKScaling(float scaleDifference)
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{
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if (avatarVRIK == null) return false;
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VRIKUtils.ApplyScaleToVRIK
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(
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avatarVRIK,
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_vrikInitialFootDistance,
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_vrikInitialStepThreshold,
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_vrikInitialStepHeight,
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scaleDifference
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);
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_scaleDifference = scaleDifference;
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avatarIKSolver.Reset();
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ResetDesktopVRIK();
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return true;
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}
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public void OnPlayerSetupUpdate(bool isEmotePlaying)
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{
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if (avatarVRIK == null) return;
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if (isEmotePlaying == _ikEmotePlaying) return;
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_ikEmotePlaying = isEmotePlaying;
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if (avatarLookAtIK != null)
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avatarLookAtIK.enabled = !isEmotePlaying;
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// Disable tracking completely while emoting
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BodySystem.TrackingEnabled = !isEmotePlaying;
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avatarIKSolver.Reset();
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ResetDesktopVRIK();
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}
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public bool OnPlayerSetupResetIk()
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{
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if (avatarVRIK == null) return false;
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// Check if PlayerSetup.ResetIk() was called for movement parent
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CVRMovementParent currentParent = movementSystem._currentParent;
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if (currentParent == null || currentParent._referencePoint == null) return false;
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// Get current position
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var currentPosition = currentParent._referencePoint.position;
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var currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
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// Convert to delta position (how much changed since last frame)
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var deltaPosition = currentPosition - _movementPosition;
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var deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
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// desktop pivots from playerlocal transform
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var platformPivot = transform.position;
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// Add platform motion to IK solver
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avatarIKSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
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// Store for next frame
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_movementPosition = currentPosition;
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_movementRotation = currentRotation;
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ResetDesktopVRIK();
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return true;
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}
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public void OnPreSolverUpdate()
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{
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// Set plant feet
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avatarIKSolver.plantFeet = Setting_PlantFeet;
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// Apply custom VRIK solving effects
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IKBodyLeaningOffset(_ikWeightLerp);
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IKBodyHeadingOffset(_ikWeightLerp);
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}
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void IKBodyLeaningOffset(float weight)
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{
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// Emulate old VRChat hip movement
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if (Setting_BodyLeanWeight <= 0) return;
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if (Setting_ProneThrusting) weight = 1f;
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float weightedAngle = Setting_BodyLeanWeight * weight;
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float angle = _cameraTransform.localEulerAngles.x;
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angle = angle > 180 ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
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avatarIKSolver.spine.headRotationOffset *= rotation;
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}
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void IKBodyHeadingOffset(float weight)
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{
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// Make root heading follow within a set limit
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if (Setting_BodyHeadingLimit <= 0) return;
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float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
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float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _ikSimulatedRootAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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if (absDeltaAngleRoot > weightedAngleLimit)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
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}
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avatarIKSolver.spine.rootHeadingOffset = deltaAngleRoot;
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if (Setting_PelvisHeadingWeight > 0)
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{
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avatarIKSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
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avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
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}
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if (Setting_ChestHeadingWeight > 0)
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{
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avatarIKSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f);
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}
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}
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void IKResetFootsteps()
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{
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// Reset footsteps immediatly to initial
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if (!Setting_ResetFootsteps) return;
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VRIKUtils.SetFootsteps
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(
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avatarVRIK,
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_vrikInitialFootPosLeft,
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_vrikInitialFootPosRight,
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_vrikInitialFootRotLeft,
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_vrikInitialFootRotRight
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);
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}
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void ResetDesktopVRIK()
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{
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_ikSimulatedRootAngle = transform.eulerAngles.y;
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}
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void CalibrateDesktopVRIK()
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{
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ScanAvatar();
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SetupVRIK();
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CalibrateVRIK();
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ConfigureVRIK();
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}
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void ScanAvatar()
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{
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// Find required avatar components
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avatarDescriptor = playerSetup._avatarDescriptor;
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avatarAnimator = playerSetup._animator;
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avatarTransform = playerSetup._avatar.transform;
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avatarLookAtIK = playerSetup.lookIK;
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// Get animator layer inticies
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_animIKPoseLayer = avatarAnimator.GetLayerIndex("IKPose");
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_animLocomotionLayer = avatarAnimator.GetLayerIndex("Locomotion/Emotes");
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// Dispose and create new _humanPoseHandler
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_humanPoseHandler?.Dispose();
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_humanPoseHandler = new HumanPoseHandler(avatarAnimator.avatar, avatarTransform);
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// Get initial human poses
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_humanPoseHandler.GetHumanPose(ref _humanPose);
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_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
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// Dumb fix for rare upload issue
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_vrikFixTransformsRequired = !avatarAnimator.enabled;
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// Find available HumanoidBodyBones
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BoneExists.Clear();
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foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
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{
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if (bone != HumanBodyBones.LastBone)
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{
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BoneExists.Add(bone, avatarAnimator.GetBoneTransform(bone) != null);
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}
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}
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}
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void SetupVRIK()
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{
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// Add and configure VRIK
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avatarVRIK = avatarTransform.AddComponentIfMissing<VRIK>();
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avatarVRIK.AutoDetectReferences();
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avatarIKSolver = avatarVRIK.solver;
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VRIKUtils.ConfigureVRIKReferences(avatarVRIK, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
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// Fix animator issue or non-human mapped toes
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avatarVRIK.fixTransforms = _vrikFixTransformsRequired || foundUnmappedToes;
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// Default solver settings
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avatarIKSolver.locomotion.weight = 0f;
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avatarIKSolver.locomotion.angleThreshold = 30f;
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avatarIKSolver.locomotion.maxLegStretch = 1f;
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avatarIKSolver.spine.minHeadHeight = 0f;
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avatarIKSolver.IKPositionWeight = 1f;
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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;
|
|
}
|
|
}
|
|
} |