NAK_CVR_Mods/DesktopVRIK/DesktopVRIK.cs
2023-01-14 01:15:32 -06:00

190 lines
No EOL
7 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
using UnityEngine;
using UnityEngine.Events;
namespace NAK.Melons.DesktopVRIK;
public class DesktopVRIK : MonoBehaviour
{
public static DesktopVRIK Instance;
public static bool Setting_Enabled,
Setting_EnforceViewPosition,
Setting_EmoteVRIK,
Setting_EmoteLookAtIK,
Setting_AllowRootSlipping,
Setting_TestIKPoseController;
public static float Setting_EmulateVRChatHipMovementWeight;
public Transform viewpoint;
public Vector3 initialCamPos;
Transform headIKTarget;
Transform avatarHeadBone;
RuntimeAnimatorController ikposeController;
void Start()
{
Instance = this;
ikposeController = (RuntimeAnimatorController)AssetsHandler.GetAsset("Assets/BundledAssets/IKPose/IKPose.controller");
// create the shared Head IK Target
headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
headIKTarget.parent = PlayerSetup.Instance.transform;
headIKTarget.localPosition = new Vector3(0f,1.8f,0f);
headIKTarget.localRotation = Quaternion.identity;
}
public void ChangeViewpointHandling(bool enabled)
{
if (Setting_EnforceViewPosition == enabled) return;
Setting_EnforceViewPosition = enabled;
if (enabled)
{
PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero;
return;
}
PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos;
}
public void AlternativeOnPreSolverUpdate()
{
//this order matters, rotation offset will be choppy if avatar is not cenetered first
if (headIKTarget != null && avatarHeadBone != null)
{
headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
}
if (!Setting_AllowRootSlipping)
{
//Reset avatar offset (VRIK will literally make you walk away from root otherwise)
IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity;
}
//VRChat hip movement emulation
if (Setting_EmulateVRChatHipMovementWeight != 0)
{
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
if (angle > 180) angle -= 360;
float leanAmount = angle * (1 - MovementSystem.Instance.movementVector.magnitude) * Setting_EmulateVRChatHipMovementWeight;
Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
IKSystem.vrik.solver.plantFeet = true;
}
public Animator animator;
//public Quaternion originalRotation;
public RuntimeAnimatorController runtimeAnimatorController;
public VRIK AlternativeCalibration(CVRAvatar avatar)
{
animator = avatar.GetComponent<Animator>();
avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
avatar.transform.localPosition = Vector3.zero;
//originalRotation = avatar.transform.rotation;
//avatar.transform.rotation = Quaternion.identity;
//ikpose layer (specified by avatar author)
int? ikposeLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("IKPose");
int? locoLayerIndex = PlayerSetup.Instance.animatorManager.GetAnimatorLayerIndex("Locomotion/Emotes");
if (ikposeLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 1f);
if (locoLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 0f);
}
IKSystem.Instance.animator.Update(0f);
}
//Generic VRIK calibration shit
VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
vrik.AutoDetectReferences();
vrik.fixTransforms = true;
vrik.solver.plantFeet = false;
vrik.solver.locomotion.weight = 0f;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f;
//nuke weights
vrik.solver.spine.headClampWeight = 0f;
vrik.solver.spine.minHeadHeight = 0f;
//vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f;
vrik.solver.rightArm.positionWeight = 0f;
vrik.solver.rightArm.rotationWeight = 0f;
vrik.solver.leftLeg.positionWeight = 0f;
vrik.solver.leftLeg.rotationWeight = 0f;
vrik.solver.rightLeg.positionWeight = 0f;
vrik.solver.rightLeg.rotationWeight = 0f;
vrik.solver.IKPositionWeight = 0f;
//ChilloutVR specific
BodySystem.TrackingLeftArmEnabled = false;
BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
//Custom funky AF head ik shit
foreach (Transform transform in headIKTarget)
{
if (transform.name == "Head IK Target")
{
Destroy(transform.gameObject);
}
}
headIKTarget.position = avatarHeadBone.position;
headIKTarget.rotation = Quaternion.identity;
VRIKCalibrator.CalibrateHead(vrik, headIKTarget.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
headIKTarget.localRotation = Quaternion.identity;
//force immediate calibration before animator decides to fuck us
vrik.solver.SetToReferences(vrik.references);
vrik.solver.Initiate(vrik.transform);
if (ikposeLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("IKPose", 0f);
if (locoLayerIndex != -1)
{
PlayerSetup.Instance.animatorManager.SetAnimatorLayerWeight("Locomotion/Emotes", 1f);
}
}
if (Setting_TestIKPoseController)
{
animator.enabled = false;
return vrik;
}
//Find eyeoffset
initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition;
viewpoint = avatarHeadBone.Find("LocalHeadPoint");
ChangeViewpointHandling(Setting_EnforceViewPosition);
if (vrik != null)
{
vrik.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
}
//avatar.transform.rotation = originalRotation;
IKSystem.Instance.ResetIK();
return vrik;
}
}