mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
188 lines
No EOL
6.9 KiB
C#
188 lines
No EOL
6.9 KiB
C#
using ABI.CCK.Components;
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using NAK.AlternateIKSystem.VRIKHelpers;
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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.AlternateIKSystem.IK.IKHandlers;
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internal class IKHandlerDesktop : IKHandler
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{
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public IKHandlerDesktop(VRIK vrik)
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{
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_vrik = vrik;
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_solver = vrik.solver;
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}
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#region Overrides
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public override void OnInitializeIk()
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{
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_vrik.onPreSolverUpdate.AddListener(new UnityAction(OnPreSolverUpdate));
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}
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public override void OnUpdate()
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{
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// Reset avatar local position
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_vrik.transform.localPosition = Vector3.zero;
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_vrik.transform.localRotation = Quaternion.identity;
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UpdateWeights();
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}
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public override void OnPlayerScaled(float scaleDifference, VRIKCalibrationData calibrationData)
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{
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VRIKUtils.ApplyScaleToVRIK
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(
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_vrik,
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calibrationData,
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scaleDifference
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);
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}
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public override void OnPlayerHandleMovementParent(CVRMovementParent currentParent)
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{
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// Get current position
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var currentPosition = currentParent._referencePoint.position;
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var currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
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// Convert to delta position (how much changed since last frame)
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var deltaPosition = currentPosition - _movementPosition;
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var deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
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// Desktop pivots from playerlocal transform
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var platformPivot = IKManager.Instance.transform.position;
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// Prevent targeting other parent position
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if (_movementParent == currentParent)
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{
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_solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
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_ikSimulatedRootAngle = Mathf.Repeat(_ikSimulatedRootAngle + deltaRotation.eulerAngles.y, 360f);
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}
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// Store for next frame
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_movementParent = currentParent;
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_movementPosition = currentPosition;
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_movementRotation = currentRotation;
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}
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#endregion
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#region VRIK Solver Events
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//TODO: properly expose these settings
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private bool EntryPlantFeet = true;
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private float EntryBodyLeanWeight = 1f;
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private bool EntryProneThrusting = true;
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private float EntryBodyHeadingLimit = 30f;
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private float EntryPelvisHeadingWeight = 0.25f;
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private float EntryChestHeadingWeight = 0.75f;
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private float _ikSimulatedRootAngle = 0f;
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private void OnPreSolverUpdate()
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{
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_solver.plantFeet = EntryPlantFeet;
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// Emulate old VRChat hip movement
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if (EntryBodyLeanWeight > 0)
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{
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float weightedAngle = EntryProneThrusting ? 1f : EntryBodyLeanWeight * _solver.locomotion.weight;
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float angle = IKManager.Instance._desktopCamera.localEulerAngles.x;
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angle = angle > 180 ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _vrik.transform.right);
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_solver.spine.headRotationOffset *= rotation;
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}
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// Make root heading follow within a set limit
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if (EntryBodyHeadingLimit > 0)
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{
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float weightedAngleLimit = EntryBodyHeadingLimit * _solver.locomotion.weight;
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float deltaAngleRoot = Mathf.DeltaAngle(IKManager.Instance.transform.eulerAngles.y, _ikSimulatedRootAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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if (absDeltaAngleRoot > weightedAngleLimit)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, IKManager.Instance.transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
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}
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_solver.spine.rootHeadingOffset = deltaAngleRoot;
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if (EntryPelvisHeadingWeight > 0)
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{
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_solver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * EntryPelvisHeadingWeight, 0f);
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_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * EntryPelvisHeadingWeight, 0f);
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}
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if (EntryChestHeadingWeight > 0)
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{
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_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * EntryChestHeadingWeight, 0f);
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}
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}
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}
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#endregion
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#region Private Methods
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private float _locomotionWeight = 1f;
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private void UpdateWeights()
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{
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// Lerp locomotion weight, lerp to BodyControl.TrackingUpright???
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float targetWeight =
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(BodyControl.TrackingAll && BodyControl.TrackingLocomotion && BodyControl.TrackingUpright > 0.8f)
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? 1f
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: 0.0f;
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_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * 20f);
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if (BodyControl.TrackingAll)
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{
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_vrik.enabled = true;
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_solver.IKPositionWeight = BodyControl.TrackingPositionWeight;
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_solver.locomotion.weight = _locomotionWeight;
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_solver.spine.maxRootAngle = BodyControl.TrackingMaxRootAngle;
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// Hack to make knees bend properly when in custom pose animations
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bool useAnimatedBendNormal = _locomotionWeight <= 0.5f;
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_solver.leftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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_solver.rightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
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BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, BodyControl.TrackingHead ? 1f : 0f);
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BodyControl.SetArmWeight(_solver.leftArm, BodyControl.TrackingLeftArm && _solver.leftArm.target != null ? 1f : 0f);
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BodyControl.SetArmWeight(_solver.rightArm, BodyControl.TrackingRightArm && _solver.rightArm.target != null ? 1f : 0f);
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BodyControl.SetLegWeight(_solver.leftLeg, BodyControl.TrackingLeftLeg && _solver.leftLeg.target != null ? 1f : 0f);
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BodyControl.SetLegWeight(_solver.rightLeg, BodyControl.TrackingRightLeg && _solver.rightLeg.target != null ? 1f : 0f);
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BodyControl.SetPelvisWeight(_solver.spine, BodyControl.TrackingPelvis && _solver.spine.pelvisTarget != null ? 1f : 0f);
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}
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else
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{
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_vrik.enabled = false;
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_solver.IKPositionWeight = 0f;
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_solver.locomotion.weight = 0f;
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_solver.spine.maxRootAngle = 0f;
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_solver.leftLeg.useAnimatedBendNormal = true;
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_solver.rightLeg.useAnimatedBendNormal = true;
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BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, 0f);
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BodyControl.SetArmWeight(_solver.leftArm, 0f);
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BodyControl.SetArmWeight(_solver.rightArm, 0f);
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BodyControl.SetLegWeight(_solver.leftLeg, 0f);
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BodyControl.SetLegWeight(_solver.rightLeg, 0f);
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BodyControl.SetPelvisWeight(_solver.spine, 0f);
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}
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// Desktop should never have head position weight
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_solver.spine.positionWeight = 0f;
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}
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#endregion
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} |