mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
175 lines
No EOL
6.4 KiB
C#
175 lines
No EOL
6.4 KiB
C#
using ABI.CCK.Components;
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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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public class DesktopVRIK : MonoBehaviour
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{
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public static DesktopVRIK Instance;
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public static bool Setting_Enabled,
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Setting_EnforceViewPosition,
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Setting_EmoteVRIK,
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Setting_EmoteLookAtIK;
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public static float Setting_EmulateVRChatHipMovementWeight;
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public Transform viewpoint;
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public Vector3 initialCamPos;
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Transform headIKTarget;
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Transform avatarHeadBone;
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void Start()
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{
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Instance = this;
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// create the shared Head IK Target
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headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
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headIKTarget.parent = PlayerSetup.Instance.transform;
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headIKTarget.localPosition = new Vector3(0f, 1.8f, 0f);
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headIKTarget.localRotation = Quaternion.identity;
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}
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public void ChangeViewpointHandling(bool enabled)
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{
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if (Setting_EnforceViewPosition == enabled) return;
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Setting_EnforceViewPosition = enabled;
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if (enabled)
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{
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PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero;
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return;
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}
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PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos;
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}
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public void AlternativeOnPreSolverUpdate()
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{
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//this order matters, rotation offset will be choppy if avatar is not cenetered first
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if (headIKTarget != null && avatarHeadBone != null)
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{
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headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
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}
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//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
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IKSystem.vrik.transform.localPosition = Vector3.zero;
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IKSystem.vrik.transform.localRotation = Quaternion.identity;
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//VRChat hip movement emulation
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if (Setting_EmulateVRChatHipMovementWeight != 0)
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{
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float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
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if (angle > 180) angle -= 360;
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float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
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Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
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IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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}
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IKSystem.vrik.solver.plantFeet = true;
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}
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public Animator animator;
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//public Quaternion originalRotation;
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public RuntimeAnimatorController runtimeAnimatorController;
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public VRIK AlternativeCalibration(CVRAvatar avatar)
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{
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animator = avatar.GetComponent<Animator>();
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avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
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//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
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avatar.transform.localPosition = Vector3.zero;
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//originalRotation = avatar.transform.rotation;
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//avatar.transform.rotation = Quaternion.identity;
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//ikpose layer (specified by avatar author)
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int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
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int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes");
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if (ikposeLayerIndex != -1)
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{
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animator.SetLayerWeight(ikposeLayerIndex, 1f);
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if (locoLayerIndex != -1)
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{
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animator.SetLayerWeight(locoLayerIndex, 0f);
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}
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animator.Update(0f);
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}
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//Generic VRIK calibration shit
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VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
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vrik.AutoDetectReferences();
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vrik.fixTransforms = true;
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vrik.solver.plantFeet = false;
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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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//nuke weights
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vrik.solver.spine.headClampWeight = 0f;
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vrik.solver.spine.minHeadHeight = 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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//ChilloutVR specific
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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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IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
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IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
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//Custom funky AF head ik shit
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foreach (Transform transform in headIKTarget)
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{
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if (transform.name == "Head IK Target")
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{
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Destroy(transform.gameObject);
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}
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}
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headIKTarget.position = avatarHeadBone.position;
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headIKTarget.rotation = Quaternion.identity;
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VRIKCalibrator.CalibrateHead(vrik, headIKTarget.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
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headIKTarget.localRotation = Quaternion.identity;
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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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if (ikposeLayerIndex != -1)
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{
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animator.SetLayerWeight(ikposeLayerIndex, 0f);
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if (locoLayerIndex != -1)
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{
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animator.SetLayerWeight(locoLayerIndex, 1f);
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}
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}
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//Find eyeoffset
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initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition;
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viewpoint = avatarHeadBone.Find("LocalHeadPoint");
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ChangeViewpointHandling(Setting_EnforceViewPosition);
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if (vrik != null)
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{
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vrik.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
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}
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//avatar.transform.rotation = originalRotation;
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IKSystem.Instance.ResetIK();
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return vrik;
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}
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} |