NAK_CVR_Mods/DesktopVRIK/DesktopVRIK.cs
NotAKidoS d3d058607f tweaks to not make PAM and BID wonky
also fuck vrik toes, those literally stink
2023-02-02 20:38:22 -06:00

169 lines
No EOL
5.7 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;
public static float
Setting_BodyLeanWeight = 0.5f,
Setting_BodyAngleLimit = 0f;
public Transform viewpoint;
public Vector3 eyeOffset;
void Start()
{
Instance = this;
}
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 = eyeOffset;
}
public void AlternativeOnPreSolverUpdate()
{
//this order matters, rotation offset will be choppy if avatar is not cenetered first
DesktopVRIK_Helper.Instance?.OnUpdateVRIK();
//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;
IKSystem.vrik.solver.plantFeet = true;
}
public Animator animator;
public VRIK AlternativeCalibration(CVRAvatar avatar)
{
animator = avatar.GetComponent<Animator>();
Transform avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
//Stuff to make bad armatures work (Fuck you Default Robot Kyle)
avatar.transform.localPosition = Vector3.zero;
//ikpose layer (specified by avatar author)
int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes");
if (ikposeLayerIndex != -1)
{
animator.SetLayerWeight(ikposeLayerIndex, 1f);
if (locoLayerIndex != -1)
{
animator.SetLayerWeight(locoLayerIndex, 0f);
}
animator.Update(0f);
}
VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
vrik.AutoDetectReferences();
//fuck toes
vrik.references.leftToes = null;
vrik.references.rightToes = null;
vrik.fixTransforms = true;
vrik.solver.plantFeet = false;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f;
vrik.solver.spine.minHeadHeight = -100f;
vrik.solver.spine.bodyRotStiffness = 0.15f;
vrik.solver.spine.headClampWeight = 1f;
vrik.solver.spine.maintainPelvisPosition = 1f;
vrik.solver.spine.neckStiffness = 0f;
vrik.solver.locomotion.weight = 0f;
vrik.solver.spine.bodyPosStiffness = 0f;
vrik.solver.spine.positionWeight = 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;
BodySystem.TrackingLeftArmEnabled = false;
BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
BodySystem.TrackingPositionWeight = 0f;
//Custom funky AF head ik shit
foreach (Transform transform in DesktopVRIK_Helper.Instance.ik_HeadFollower)
{
if (transform.name == "Head IK Target")
{
Destroy(transform.gameObject);
}
}
DesktopVRIK_Helper.Instance.avatar_HeadBone = avatarHeadBone;
DesktopVRIK_Helper.Instance.ik_HeadFollower.position = avatarHeadBone.position;
DesktopVRIK_Helper.Instance.ik_HeadFollower.rotation = Quaternion.identity;
VRIKCalibrator.CalibrateHead(vrik, DesktopVRIK_Helper.Instance.ik_HeadFollower.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
DesktopVRIK_Helper.Instance.ik_HeadFollower.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)
{
animator.SetLayerWeight(ikposeLayerIndex, 0f);
if (locoLayerIndex != -1)
{
animator.SetLayerWeight(locoLayerIndex, 1f);
}
}
//Find eyeoffset
eyeOffset = PlayerSetup.Instance.desktopCamera.transform.localPosition;
viewpoint = avatarHeadBone.Find("LocalHeadPoint");
ChangeViewpointHandling(Setting_EnforceViewPosition);
//reset ikpose layer
if (ikposeLayerIndex != -1)
{
animator.SetLayerWeight(ikposeLayerIndex, 0f);
if (locoLayerIndex != -1)
{
animator.SetLayerWeight(locoLayerIndex, 1f);
}
}
vrik?.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
DesktopVRIK_Helper.Instance?.OnResetIK();
return vrik;
}
}