NAK_CVR_Mods/DesktopVRIK/DesktopVRIK.cs
2023-03-08 21:28:53 -06:00

198 lines
No EOL
6.3 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using HarmonyLib;
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;
// DesktopVRIK References
bool _isEmotePlaying;
float _simulatedRootAngle;
Transform _avatarTransform;
Transform _cameraTransform;
// IK Stuff
VRIK _vrik;
LookAtIK _lookAtIK;
IKSolverVR _ikSolver;
// Movement System Stuff
MovementSystem movementSystem;
Traverse _isGroundedTraverse;
// Movement Parent Stuff
private Vector3 _previousPosition;
private Quaternion _previousRotation;
private Traverse _currentParentTraverse;
static readonly FieldInfo _referencePointField = typeof(CVRMovementParent).GetField("_referencePoint", BindingFlags.NonPublic | BindingFlags.Instance);
void Start()
{
Instance = this;
Calibrator = new DesktopVRIKCalibrator();
DesktopVRIKMod.UpdateAllSettings();
movementSystem = GetComponent<MovementSystem>();
_cameraTransform = PlayerSetup.Instance.desktopCamera.transform;
_isGroundedTraverse = Traverse.Create(movementSystem).Field("_isGrounded");
_currentParentTraverse = Traverse.Create(movementSystem).Field("_currentParent");
}
public void OnSetupAvatarDesktop()
{
if (!Setting_Enabled) return;
Calibrator.CalibrateDesktopVRIK();
_vrik = Calibrator.vrik;
_lookAtIK = Calibrator.lookAtIK;
_ikSolver = Calibrator.vrik.solver;
_avatarTransform = Calibrator.avatarTransform;
_simulatedRootAngle = transform.eulerAngles.y;
}
public bool OnSetupIKScaling(float scaleDifference)
{
if (_vrik == null) return false;
VRIKUtils.ApplyScaleToVRIK
(
_vrik,
Calibrator.initialFootDistance,
Calibrator.initialStepThreshold,
Calibrator.initialStepHeight,
scaleDifference
);
_ikSolver?.Reset();
ResetDesktopVRIK();
return true;
}
public void OnPlayerSetupUpdate(bool isEmotePlaying)
{
bool changed = isEmotePlaying != _isEmotePlaying;
if (!changed) return;
_isEmotePlaying = isEmotePlaying;
_avatarTransform.localPosition = Vector3.zero;
_avatarTransform.localRotation = Quaternion.identity;
if (_lookAtIK != null)
_lookAtIK.enabled = !isEmotePlaying;
BodySystem.TrackingEnabled = !isEmotePlaying;
_vrik.solver?.Reset();
ResetDesktopVRIK();
}
public bool OnPlayerSetupResetIk()
{
if (_vrik == null) return false;
CVRMovementParent currentParent = _currentParentTraverse.GetValue<CVRMovementParent>();
if (currentParent == null) return false;
Transform referencePoint = (Transform)_referencePointField.GetValue(currentParent);
if (referencePoint == null) return false;
var currentPosition = referencePoint.position;
var currentRotation = currentParent.transform.rotation;
// Keep only the Y-axis rotation
currentRotation = Quaternion.Euler(0f, currentRotation.eulerAngles.y, 0f);
var deltaPosition = currentPosition - _previousPosition;
var deltaRotation = Quaternion.Inverse(_previousRotation) * currentRotation;
var platformPivot = transform.position;
_ikSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
_previousPosition = currentPosition;
_previousRotation = currentRotation;
ResetDesktopVRIK();
return true;
}
public void ResetDesktopVRIK()
{
_simulatedRootAngle = transform.eulerAngles.y;
}
public void OnPreSolverUpdate()
{
if (_isEmotePlaying) return;
bool isGrounded = _isGroundedTraverse.GetValue<bool>();
// Calculate weight
float weight = _ikSolver.IKPositionWeight;
weight *= 1f - movementSystem.movementVector.magnitude;
weight *= isGrounded ? 1f : 0f;
// Reset avatar offset
_avatarTransform.localPosition = Vector3.zero;
_avatarTransform.localRotation = Quaternion.identity;
// Set plant feet
_ikSolver.plantFeet = Setting_PlantFeet;
// Emulate old VRChat hip movement
if (Setting_BodyLeanWeight > 0)
{
float weightedAngle = Setting_BodyLeanWeight * weight;
float angle = _cameraTransform.localEulerAngles.x;
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _avatarTransform.right);
_ikSolver.spine.headRotationOffset *= rotation;
}
// Make root heading follow within a set limit
if (Setting_BodyHeadingLimit > 0)
{
float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _simulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
if (absDeltaAngleRoot > weightedAngleLimit)
{
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
_simulatedRootAngle = Mathf.MoveTowardsAngle(_simulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
}
_ikSolver.spine.rootHeadingOffset = deltaAngleRoot;
if (Setting_PelvisHeadingWeight > 0)
{
_ikSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
_ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
}
if (Setting_ChestHeadingWeight > 0)
{
_ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f);
}
}
}
}