NAK_CVR_Mods/DesktopVRIK/DesktopVRIK.cs
2023-03-07 15:07:56 -06:00

145 lines
No EOL
4.8 KiB
C#

using ABI_RC.Core.Player;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
using System.Reflection;
using UnityEngine;
namespace NAK.Melons.DesktopVRIK;
public class DesktopVRIK : MonoBehaviour
{
public static DesktopVRIK Instance;
public DesktopVRIKCalibrator Calibrator;
// DesktopVRIK Settings
public bool
Setting_Enabled = true,
Setting_PlantFeet = true;
public float
Setting_BodyLeanWeight,
Setting_BodyHeadingLimit,
Setting_PelvisHeadingWeight,
Setting_ChestHeadingWeight;
// Internal Stuff
bool ps_emoteIsPlaying;
float ik_SimulatedRootAngle;
Transform desktopCameraTransform;
static readonly FieldInfo ms_isGrounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
bool forceSteps;
bool forceStepsNow;
void Start()
{
desktopCameraTransform = PlayerSetup.Instance.desktopCamera.transform;
Calibrator = new DesktopVRIKCalibrator();
Instance = this;
DesktopVRIKMod.UpdateAllSettings();
}
public void OnSetupAvatarDesktop()
{
if (!Setting_Enabled) return;
Calibrator.CalibrateDesktopVRIK();
ResetDesktopVRIK();
}
public bool OnSetupIKScaling(float scaleDifference)
{
if (Calibrator.vrik == null) return false;
VRIKUtils.ApplyScaleToVRIK
(
Calibrator.vrik,
Calibrator.initialFootDistance,
Calibrator.initialStepThreshold,
Calibrator.initialStepHeight,
scaleDifference
);
ResetDesktopVRIK();
return true;
}
public void OnPlayerSetupUpdate(bool isEmotePlaying)
{
bool changed = isEmotePlaying != ps_emoteIsPlaying;
if (!changed) return;
ps_emoteIsPlaying = isEmotePlaying;
Calibrator.avatarTransform.localPosition = Vector3.zero;
Calibrator.avatarTransform.localRotation = Quaternion.identity;
if (Calibrator.lookAtIK != null)
Calibrator.lookAtIK.enabled = !isEmotePlaying;
BodySystem.TrackingEnabled = !isEmotePlaying;
Calibrator.vrik.solver?.Reset();
ResetDesktopVRIK();
}
public void ResetDesktopVRIK()
{
ik_SimulatedRootAngle = transform.eulerAngles.y;
}
public void OnPreSolverUpdate()
{
if (ps_emoteIsPlaying) return;
var movementSystem = MovementSystem.Instance;
var vrikSolver = Calibrator.vrik.solver;
var avatarTransform = Calibrator.avatarTransform;
bool isGrounded = (bool)ms_isGrounded.GetValue(movementSystem);
// Calculate weight
float weight = vrikSolver.IKPositionWeight;
weight *= 1f - movementSystem.movementVector.magnitude;
weight *= isGrounded ? 1f : 0f;
// Reset avatar offset
avatarTransform.localPosition = Vector3.zero;
avatarTransform.localRotation = Quaternion.identity;
// Set plant feet
vrikSolver.plantFeet = Setting_PlantFeet;
// Emulate old VRChat hip movement
if (Setting_BodyLeanWeight > 0)
{
float weightedAngle = Setting_BodyLeanWeight * weight;
float angle = desktopCameraTransform.localEulerAngles.x;
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
// Make root heading follow within a set limit
if (Setting_BodyHeadingLimit > 0)
{
float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_SimulatedRootAngle);
float angleMaxDelta = Mathf.Abs(currentAngle);
if (angleMaxDelta > weightedAngleLimit)
{
currentAngle = Mathf.Sign(currentAngle) * weightedAngleLimit;
ik_SimulatedRootAngle = Mathf.MoveTowardsAngle(ik_SimulatedRootAngle, transform.eulerAngles.y, angleMaxDelta - weightedAngleLimit);
}
vrikSolver.spine.rootHeadingOffset = currentAngle;
if (Setting_PelvisHeadingWeight > 0)
{
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
}
if (Setting_ChestHeadingWeight > 0)
{
vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
}
}
}
}