mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
595 lines
No EOL
20 KiB
C#
595 lines
No EOL
20 KiB
C#
using ABI.CCK.Components;
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using ABI_RC.Core;
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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 HarmonyLib;
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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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public class DesktopVRIKCalibrator
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{
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// Settings
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public bool Setting_UseVRIKToes = true;
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public bool Setting_FindUnmappedToes = true;
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public bool Setting_ExperimentalKneeBend = true;
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public bool Setting_DebugCalibrationPose = false;
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// Avatar Component References
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public CVRAvatar avatar;
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public Animator animator;
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public Transform avatarTransform;
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public VRIK vrik;
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public LookAtIK lookAtIK;
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// Calibrated Values
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public float
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initialFootDistance,
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initialStepThreshold,
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initialStepHeight;
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// Calibration Internals
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bool DebugCalibrationPose;
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bool fixTransformsRequired;
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Vector3 leftKneeNormal, rightKneeNormal;
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HumanPose initialHumanPose;
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HumanPoseHandler humanPoseHandler;
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// Traverse
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IKSystem ikSystem;
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PlayerSetup playerSetup;
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Traverse
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_vrikTraverse,
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_lookIKTraverse,
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_avatarTraverse,
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_animatorManagerTraverse,
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_poseHandlerTraverse,
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_avatarRootHeightTraverse;
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public DesktopVRIKCalibrator()
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{
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// Get base game scripts.
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ikSystem = IKSystem.Instance;
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playerSetup = PlayerSetup.Instance;
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// Get traverse to private shit in iksystem.
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_vrikTraverse = Traverse.Create(ikSystem).Field("_vrik");
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_avatarTraverse = Traverse.Create(ikSystem).Field("_avatar");
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_animatorManagerTraverse = Traverse.Create(ikSystem).Field("_animatorManager");
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_poseHandlerTraverse = Traverse.Create(ikSystem).Field("_poseHandler");
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_avatarRootHeightTraverse = Traverse.Create(ikSystem).Field("_avatarRootHeight");
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// Get traverse to private shit in playersetup.
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_lookIKTraverse = Traverse.Create(playerSetup).Field("lookIK");
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}
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public void CalibrateDesktopVRIK()
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{
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PreInitialize();
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// Don't do anything else if just debugging calibration pose
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DebugCalibrationPose = !DebugCalibrationPose;
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if (Setting_DebugCalibrationPose && DebugCalibrationPose)
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{
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ForceCalibrationPose();
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return;
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}
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// Add VRIK and configure
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PrepareAvatarVRIK();
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Initialize();
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PostInitialize();
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}
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public void ForceCalibrationPose(bool toggle = true)
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{
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animator.enabled = !toggle;
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SetHumanPose(0f);
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//SetAvatarIKPose(toggle);
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}
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private void PreInitialize()
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{
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// Scan avatar for issues/references
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ScanAvatarForCalibration();
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// Prepare CVR IKSystem for external VRIK
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PrepareIKSystem();
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}
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private void Initialize()
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{
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// Calculate bend normals with motorcycle pose
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SetHumanPose(0f);
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CalculateKneeBendNormals();
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SetAvatarIKPose(true);
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// Setup HeadIK target & calculate initial footstep values
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SetupDesktopHeadIKTarget();
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CalculateInitialIKScaling();
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// Initiate VRIK manually
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ForceInitiateVRIKSolver();
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SetAvatarIKPose(false);
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}
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private void PostInitialize()
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{
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ApplyKneeBendNormals();
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ApplyInitialIKScaling();
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vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate));
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}
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private void ScanAvatarForCalibration()
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{
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// Reset some stuff to default
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fixTransformsRequired = false;
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// Find required avatar components
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avatar = playerSetup._avatar.GetComponent<CVRAvatar>();
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animator = avatar.GetComponent<Animator>();
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avatarTransform = avatar.transform;
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lookAtIK = _lookIKTraverse.GetValue<LookAtIK>();
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// Apply some fixes for weird setups
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if (!animator.enabled)
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{
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fixTransformsRequired = true;
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DesktopVRIKMod.Logger.Error("Avatar has Animator disabled by default!");
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}
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// Center avatar local offsets
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avatarTransform.localPosition = Vector3.zero;
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//avatarTransform.localRotation = Quaternion.identity;
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// Store original human pose
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if (humanPoseHandler != null)
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{
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humanPoseHandler.Dispose();
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}
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humanPoseHandler = new HumanPoseHandler(animator.avatar, avatarTransform);
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humanPoseHandler.GetHumanPose(ref initialHumanPose);
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}
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private void PrepareIKSystem()
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{
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// Get the animator manager and human pose handler
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var animatorManager = _animatorManagerTraverse.GetValue<CVRAnimatorManager>();
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var ikHumanPoseHandler = _poseHandlerTraverse.GetValue<HumanPoseHandler>();
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// Store the avatar component
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_avatarTraverse.SetValue(avatar);
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// Set the animator for the IK system
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ikSystem.animator = animator;
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if (ikSystem.animator != null)
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{
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animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController);
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}
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// Set the avatar height float
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float avatarHeight = ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y;
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_avatarRootHeightTraverse.SetValue(avatarHeight);
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// Create a new human pose handler and dispose the old one
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if (ikHumanPoseHandler != null)
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{
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ikHumanPoseHandler.Dispose();
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_poseHandlerTraverse.SetValue(null);
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}
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ikHumanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform);
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_poseHandlerTraverse.SetValue(ikHumanPoseHandler);
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// Find valid human bones
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IKSystem.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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IKSystem.BoneExists.Add(bone, ikSystem.animator.GetBoneTransform(bone) != null);
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}
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}
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// Prepare BodySystem for calibration
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BodySystem.TrackingLeftArmEnabled = false;
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BodySystem.TrackingRightArmEnabled = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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BodySystem.TrackingPositionWeight = 0f;
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}
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private void PrepareAvatarVRIK()
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{
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//add and configure VRIK
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vrik = avatar.gameObject.AddComponentIfMissing<VRIK>();
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vrik.AutoDetectReferences();
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ConfigureVRIKReferences();
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_vrikTraverse.SetValue(vrik);
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//in testing, not really needed
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//only required if Setting_FindUnmappedToes
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//and non-human mapped toes are found
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vrik.fixTransforms = fixTransformsRequired;
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//default solver settings
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vrik.solver.locomotion.weight = 0f;
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vrik.solver.locomotion.angleThreshold = 30f;
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vrik.solver.locomotion.maxLegStretch = 0.75f;
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vrik.solver.spine.minHeadHeight = 0f;
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vrik.solver.IKPositionWeight = 1f;
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//disable to not bleed into anims
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vrik.solver.spine.chestClampWeight = 0f;
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vrik.solver.spine.maintainPelvisPosition = 0f;
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//for body leaning
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vrik.solver.spine.neckStiffness = 0.0001f; //cannot be 0
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vrik.solver.spine.bodyPosStiffness = 1f;
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vrik.solver.spine.bodyRotStiffness = 0.2f;
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//disable so avatar doesnt try and walk away
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vrik.solver.locomotion.velocityFactor = 0f;
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vrik.solver.locomotion.maxVelocity = 0f;
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//fixes nameplate spazzing on remote & magicacloth
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vrik.solver.locomotion.rootSpeed = 1000f;
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//disable so PAM & BID dont make body shake
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vrik.solver.spine.rotateChestByHands = 0f;
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//enable to prioritize LookAtIK
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vrik.solver.spine.headClampWeight = 0.2f;
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//disable to not go on tippytoes
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vrik.solver.spine.positionWeight = 0f;
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vrik.solver.spine.rotationWeight = 1f;
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//vrik.solver.spine.maintainPelvisPosition = 1f;
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//vrik.solver.locomotion.weight = 0f;
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//vrik.solver.spine.positionWeight = 0f;
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//vrik.solver.spine.pelvisPositionWeight = 0f;
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//vrik.solver.leftArm.positionWeight = 0f;
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//vrik.solver.leftArm.rotationWeight = 0f;
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//vrik.solver.rightArm.positionWeight = 0f;
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//vrik.solver.rightArm.rotationWeight = 0f;
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//vrik.solver.leftLeg.positionWeight = 0f;
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//vrik.solver.leftLeg.rotationWeight = 0f;
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//vrik.solver.rightLeg.positionWeight = 0f;
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//vrik.solver.rightLeg.rotationWeight = 0f;
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//vrik.solver.IKPositionWeight = 0f;
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//THESE ARE CONFIGURABLE IN GAME IK SETTINGS
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//vrik.solver.leftLeg.target = null;
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//vrik.solver.leftLeg.bendGoal = null;
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//vrik.solver.leftLeg.positionWeight = 0f;
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//vrik.solver.leftLeg.bendGoalWeight = 0f;
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//vrik.solver.rightLeg.target = null;
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//vrik.solver.rightLeg.bendGoal = null;
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//vrik.solver.rightLeg.positionWeight = 0f;
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//vrik.solver.rightLeg.bendGoalWeight = 0f;
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//vrik.solver.spine.pelvisTarget = null;
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//vrik.solver.spine.chestGoal = null;
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//vrik.solver.spine.positionWeight = 0f;
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//vrik.solver.spine.rotationWeight = 0f;
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//vrik.solver.spine.pelvisPositionWeight = 0f;
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//vrik.solver.spine.pelvisRotationWeight = 0f;
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//vrik.solver.spine.chestGoalWeight = 0f;
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}
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private void CalculateKneeBendNormals()
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{
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// Get assumed left knee normal
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Vector3[] leftVectors = new Vector3[]
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{
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vrik.references.leftThigh?.position ?? Vector3.zero,
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vrik.references.leftCalf?.position ?? Vector3.zero,
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vrik.references.leftFoot?.position ?? Vector3.zero,
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};
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leftKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(leftVectors);
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// Get assumed right knee normal
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Vector3[] rightVectors = new Vector3[]
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{
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vrik.references.rightThigh?.position ?? Vector3.zero,
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vrik.references.rightCalf?.position ?? Vector3.zero,
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vrik.references.rightFoot?.position ?? Vector3.zero,
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};
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rightKneeNormal = Quaternion.Inverse(vrik.references.root.rotation) * GetNormalFromArray(rightVectors);
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}
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private void ApplyKneeBendNormals()
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{
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if (!Setting_ExperimentalKneeBend)
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{
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//enable so knees on fucked models work better
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vrik.solver.leftLeg.useAnimatedBendNormal = true;
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vrik.solver.rightLeg.useAnimatedBendNormal = true;
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return;
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}
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vrik.solver.leftLeg.bendToTargetWeight = 0f;
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vrik.solver.rightLeg.bendToTargetWeight = 0f;
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Traverse leftLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.leftLeg).Field("bendNormalRelToPelvis");
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Traverse rightLeg_bendNormalRelToPelvisTraverse = Traverse.Create(vrik.solver.rightLeg).Field("bendNormalRelToPelvis");
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// Calculate knee normal without root rotation but with pelvis rotation
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Quaternion pelvisLocalRotationInverse = Quaternion.Inverse(vrik.references.pelvis.localRotation);
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Vector3 leftLegBendNormalRelToPelvis = pelvisLocalRotationInverse * leftKneeNormal;
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Vector3 rightLegBendNormalRelToPelvis = pelvisLocalRotationInverse * rightKneeNormal;
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//Quaternion rootRotation = vrik.references.root.rotation;
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//Quaternion pelvisRotationRelativeToRoot = Quaternion.Inverse(rootRotation) * vrik.references.pelvis.rotation;
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//Quaternion pelvisRotationInverse = Quaternion.Inverse(pelvisRotationRelativeToRoot);
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leftLeg_bendNormalRelToPelvisTraverse.SetValue(leftLegBendNormalRelToPelvis);
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rightLeg_bendNormalRelToPelvisTraverse.SetValue(rightLegBendNormalRelToPelvis);
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}
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private Vector3 GetNormalFromArray(Vector3[] positions)
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{
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Vector3 vector = Vector3.zero;
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Vector3 vector2 = Vector3.zero;
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for (int i = 0; i < positions.Length; i++)
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{
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vector2 += positions[i];
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}
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vector2 /= (float)positions.Length;
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for (int j = 0; j < positions.Length - 1; j++)
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{
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vector += Vector3.Cross(positions[j] - vector2, positions[j + 1] - vector2).normalized;
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}
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return Vector3.Normalize(vector);
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}
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private void CalculateInitialIKScaling()
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{
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// Get distance between feets and thighs
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float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
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initialFootDistance = footDistance * 0.5f;
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initialStepThreshold = footDistance * 0.8f;
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initialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
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}
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private void ApplyInitialIKScaling()
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{
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// Set initial values
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vrik.solver.locomotion.footDistance = initialFootDistance;
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vrik.solver.locomotion.stepThreshold = initialStepThreshold;
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DesktopVRIK.ScaleStepHeight(vrik.solver.locomotion.stepHeight, initialStepHeight);
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}
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private void SetupDesktopHeadIKTarget()
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{
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// Lazy HeadIKTarget calibration
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if (vrik.solver.spine.headTarget == null)
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{
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vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
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}
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vrik.solver.spine.headTarget.parent = vrik.references.head;
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vrik.solver.spine.headTarget.localPosition = Vector3.zero;
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vrik.solver.spine.headTarget.localRotation = Quaternion.identity;
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}
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private void SetAvatarIKPose(bool enforceTPose)
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{
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int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
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int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes");
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// Use custom IKPose if found.
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if (ikposeLayerIndex != -1 && locoLayerIndex != -1)
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{
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animator.SetLayerWeight(ikposeLayerIndex, enforceTPose ? 1f : 0f);
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animator.SetLayerWeight(locoLayerIndex, enforceTPose ? 0f : 1f);
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animator.Update(0f);
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return;
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}
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// Otherwise use DesktopVRIK IKPose & revert afterwards.
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if (enforceTPose)
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{
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SetHumanPose(1f);
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}
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else
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{
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humanPoseHandler.SetHumanPose(ref initialHumanPose);
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}
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}
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private void SetHumanPose(float ikPoseWeight = 1f)
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{
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humanPoseHandler.GetHumanPose(ref ikSystem.humanPose);
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for (int i = 0; i < ikSystem.humanPose.muscles.Length; i++)
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{
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float weight = ikPoseWeight * IKPoseMuscles[i];
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IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, weight, ref ikSystem.humanPose.muscles);
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}
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ikSystem.humanPose.bodyRotation = Quaternion.identity;
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humanPoseHandler.SetHumanPose(ref ikSystem.humanPose);
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}
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private void ForceInitiateVRIKSolver()
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{
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//force immediate calibration before animator decides to fuck us
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vrik.solver.SetToReferences(vrik.references);
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vrik.solver.Initiate(vrik.transform);
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}
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private void ConfigureVRIKReferences()
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{
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//might not work over netik
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FixChestAndSpineReferences();
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if (!Setting_UseVRIKToes)
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{
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vrik.references.leftToes = null;
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vrik.references.rightToes = null;
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}
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else if (Setting_FindUnmappedToes)
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{
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//doesnt work with netik, but its toes...
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FindAndSetUnmappedToes();
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}
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//bullshit fix to not cause death
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FixFingerBonesError();
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}
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private void FixChestAndSpineReferences()
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{
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Transform leftShoulderBone = vrik.references.leftShoulder;
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Transform rightShoulderBone = vrik.references.rightShoulder;
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Transform assumedChest = leftShoulderBone?.parent;
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if (assumedChest != null && rightShoulderBone.parent == assumedChest &&
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vrik.references.chest != assumedChest)
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{
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vrik.references.chest = assumedChest;
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vrik.references.spine = assumedChest.parent;
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}
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}
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private void FindAndSetUnmappedToes()
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{
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Transform leftToes = vrik.references.leftToes;
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Transform rightToes = vrik.references.rightToes;
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if (leftToes == null && rightToes == null)
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{
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leftToes = FindUnmappedToe(vrik.references.leftFoot);
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rightToes = FindUnmappedToe(vrik.references.rightFoot);
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if (leftToes != null && rightToes != null)
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{
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vrik.references.leftToes = leftToes;
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vrik.references.rightToes = rightToes;
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fixTransformsRequired = true;
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}
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}
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}
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private Transform FindUnmappedToe(Transform foot)
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{
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foreach (Transform bone in foot)
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{
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if (bone.name.ToLowerInvariant().Contains("toe") ||
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bone.name.ToLowerInvariant().EndsWith("_end"))
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{
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return bone;
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}
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}
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return null;
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}
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private void FixFingerBonesError()
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{
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FixFingerBones(vrik.references.leftHand, vrik.solver.leftArm);
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FixFingerBones(vrik.references.rightHand, vrik.solver.rightArm);
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}
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private void FixFingerBones(Transform hand, IKSolverVR.Arm armSolver)
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{
|
|
if (hand.childCount == 0)
|
|
{
|
|
armSolver.wristToPalmAxis = Vector3.up;
|
|
armSolver.palmToThumbAxis = hand == vrik.references.leftHand ? -Vector3.forward : Vector3.forward;
|
|
}
|
|
}
|
|
|
|
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
|
|
};
|
|
} |