mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
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add compatibility mode that somehow fixes avatars with scuffed armatures and initial poses gonna look into using a tpose animation
103 lines
No EOL
4 KiB
C#
103 lines
No EOL
4 KiB
C#
using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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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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namespace DesktopVRIK;
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[HarmonyPatch]
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internal class HarmonyPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), "SetupAvatarGeneral")]
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private static void SetupDesktopIKSystem(ref CVRAvatar ____avatarDescriptor)
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{
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if (!MetaPort.Instance.isUsingVr && DesktopVRIK.Instance.Setting_Enabled)
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{
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//this will stop at the useless isVr return (the function is only ever called by vr anyways...)
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IKSystem.Instance.InitializeAvatar(____avatarDescriptor);
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(IKSystem), "InitializeAvatar")]
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private static void InitializeDesktopAvatarVRIK(CVRAvatar avatar, ref VRIK ____vrik, ref HumanPoseHandler ____poseHandler, ref float[] ___HandCalibrationPoseMuscles, ref Vector3 ____referenceRootPosition, ref Quaternion ____referenceRootRotation, ref HumanPose ___humanPose)
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{
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if (!MetaPort.Instance.isUsingVr && DesktopVRIK.Instance.Setting_Enabled)
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{
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//need IKSystem to see VRIK component for setup
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if (____vrik == null)
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{
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____vrik = avatar.gameObject.AddComponent<VRIK>();
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}
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//ChilloutVR stuffs that makes sure garbage armatures are supported
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//this places heels in the ground... can i just use my own tpose animation
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if (DesktopVRIK.Instance.Setting_CompatibilityMode)
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{
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if (____poseHandler == null)
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{
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____poseHandler = new HumanPoseHandler(IKSystem.Instance.animator.avatar, IKSystem.Instance.animator.transform);
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}
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____poseHandler.GetHumanPose(ref ___humanPose);
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____referenceRootPosition = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).position;
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____referenceRootRotation = IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).rotation;
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for (int i = 0; i < ___HandCalibrationPoseMuscles.Length; i++)
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{
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IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, ___HandCalibrationPoseMuscles[i], ref ___humanPose.muscles);
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}
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____poseHandler.SetHumanPose(ref ___humanPose);
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if (IKSystem.Instance.applyOriginalHipPosition)
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{
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IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).position = ____referenceRootPosition;
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}
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if (IKSystem.Instance.applyOriginalHipRotation)
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{
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IKSystem.Instance.animator.GetBoneTransform(HumanBodyBones.Hips).rotation = ____referenceRootRotation;
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}
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}
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//now I calibrate DesktopVRIK
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DesktopVRIK.Instance.CalibrateDesktopVRIK(avatar);
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}
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}
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private static bool emotePlayed = false;
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), "Update")]
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private static void CorrectVRIK(ref bool ____emotePlaying, ref LookAtIK ___lookIK)
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{
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if (MetaPort.Instance.isUsingVr || DesktopVRIK.Instance == null) return;
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//might need to rework this in the future
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if (____emotePlaying && !emotePlayed)
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{
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emotePlayed = true;
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if (DesktopVRIK.Instance.Setting_EmoteVRIK)
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{
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BodySystem.TrackingEnabled = false;
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//IKSystem.vrik.solver.Reset();
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}
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if (DesktopVRIK.Instance.Setting_EmoteLookAtIK && ___lookIK != null)
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{
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___lookIK.enabled = false;
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}
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}
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else if (!____emotePlaying && emotePlayed)
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{
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emotePlayed = false;
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IKSystem.vrik.solver.Reset();
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BodySystem.TrackingEnabled = true;
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if (___lookIK != null)
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{
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___lookIK.enabled = true;
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}
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}
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}
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} |