NAK_CVR_Mods/AlternateIKSystem/IK/IKHandlers/IKHandlerDesktop.cs
NotAKidoS e925b0cfcc [AlternateIKSystem] Initial commit - Testing
shit this out in a day, going to see how much i can do before exploding
2023-07-11 19:37:36 -05:00

188 lines
No EOL
6.9 KiB
C#

using ABI.CCK.Components;
using NAK.AlternateIKSystem.VRIKHelpers;
using RootMotion.FinalIK;
using UnityEngine;
using UnityEngine.Events;
namespace NAK.AlternateIKSystem.IK.IKHandlers;
internal class IKHandlerDesktop : IKHandler
{
public IKHandlerDesktop(VRIK vrik)
{
_vrik = vrik;
_solver = vrik.solver;
}
#region Overrides
public override void OnInitializeIk()
{
_vrik.onPreSolverUpdate.AddListener(new UnityAction(OnPreSolverUpdate));
}
public override void OnUpdate()
{
// Reset avatar local position
_vrik.transform.localPosition = Vector3.zero;
_vrik.transform.localRotation = Quaternion.identity;
UpdateWeights();
}
public override void OnPlayerScaled(float scaleDifference, VRIKCalibrationData calibrationData)
{
VRIKUtils.ApplyScaleToVRIK
(
_vrik,
calibrationData,
scaleDifference
);
}
public override void OnPlayerHandleMovementParent(CVRMovementParent currentParent)
{
// Get current position
var currentPosition = currentParent._referencePoint.position;
var currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
// Convert to delta position (how much changed since last frame)
var deltaPosition = currentPosition - _movementPosition;
var deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
// Desktop pivots from playerlocal transform
var platformPivot = IKManager.Instance.transform.position;
// Prevent targeting other parent position
if (_movementParent == currentParent)
{
_solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
_ikSimulatedRootAngle = Mathf.Repeat(_ikSimulatedRootAngle + deltaRotation.eulerAngles.y, 360f);
}
// Store for next frame
_movementParent = currentParent;
_movementPosition = currentPosition;
_movementRotation = currentRotation;
}
#endregion
#region VRIK Solver Events
//TODO: properly expose these settings
private bool EntryPlantFeet = true;
private float EntryBodyLeanWeight = 1f;
private bool EntryProneThrusting = true;
private float EntryBodyHeadingLimit = 30f;
private float EntryPelvisHeadingWeight = 0.25f;
private float EntryChestHeadingWeight = 0.75f;
private float _ikSimulatedRootAngle = 0f;
private void OnPreSolverUpdate()
{
_solver.plantFeet = EntryPlantFeet;
// Emulate old VRChat hip movement
if (EntryBodyLeanWeight > 0)
{
float weightedAngle = EntryProneThrusting ? 1f : EntryBodyLeanWeight * _solver.locomotion.weight;
float angle = IKManager.Instance._desktopCamera.localEulerAngles.x;
angle = angle > 180 ? angle - 360 : angle;
Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _vrik.transform.right);
_solver.spine.headRotationOffset *= rotation;
}
// Make root heading follow within a set limit
if (EntryBodyHeadingLimit > 0)
{
float weightedAngleLimit = EntryBodyHeadingLimit * _solver.locomotion.weight;
float deltaAngleRoot = Mathf.DeltaAngle(IKManager.Instance.transform.eulerAngles.y, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
if (absDeltaAngleRoot > weightedAngleLimit)
{
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, IKManager.Instance.transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
}
_solver.spine.rootHeadingOffset = deltaAngleRoot;
if (EntryPelvisHeadingWeight > 0)
{
_solver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * EntryPelvisHeadingWeight, 0f);
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * EntryPelvisHeadingWeight, 0f);
}
if (EntryChestHeadingWeight > 0)
{
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * EntryChestHeadingWeight, 0f);
}
}
}
#endregion
#region Private Methods
private float _locomotionWeight = 1f;
private void UpdateWeights()
{
// Lerp locomotion weight, lerp to BodyControl.TrackingUpright???
float targetWeight =
(BodyControl.TrackingAll && BodyControl.TrackingLocomotion && BodyControl.TrackingUpright > 0.8f)
? 1f
: 0.0f;
_locomotionWeight = Mathf.Lerp(_locomotionWeight, targetWeight, Time.deltaTime * 20f);
if (BodyControl.TrackingAll)
{
_vrik.enabled = true;
_solver.IKPositionWeight = BodyControl.TrackingPositionWeight;
_solver.locomotion.weight = _locomotionWeight;
_solver.spine.maxRootAngle = BodyControl.TrackingMaxRootAngle;
// Hack to make knees bend properly when in custom pose animations
bool useAnimatedBendNormal = _locomotionWeight <= 0.5f;
_solver.leftLeg.useAnimatedBendNormal = useAnimatedBendNormal;
_solver.rightLeg.useAnimatedBendNormal = useAnimatedBendNormal;
BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, BodyControl.TrackingHead ? 1f : 0f);
BodyControl.SetArmWeight(_solver.leftArm, BodyControl.TrackingLeftArm && _solver.leftArm.target != null ? 1f : 0f);
BodyControl.SetArmWeight(_solver.rightArm, BodyControl.TrackingRightArm && _solver.rightArm.target != null ? 1f : 0f);
BodyControl.SetLegWeight(_solver.leftLeg, BodyControl.TrackingLeftLeg && _solver.leftLeg.target != null ? 1f : 0f);
BodyControl.SetLegWeight(_solver.rightLeg, BodyControl.TrackingRightLeg && _solver.rightLeg.target != null ? 1f : 0f);
BodyControl.SetPelvisWeight(_solver.spine, BodyControl.TrackingPelvis && _solver.spine.pelvisTarget != null ? 1f : 0f);
}
else
{
_vrik.enabled = false;
_solver.IKPositionWeight = 0f;
_solver.locomotion.weight = 0f;
_solver.spine.maxRootAngle = 0f;
_solver.leftLeg.useAnimatedBendNormal = true;
_solver.rightLeg.useAnimatedBendNormal = true;
BodyControl.SetHeadWeight(_solver.spine, IKManager.lookAtIk, 0f);
BodyControl.SetArmWeight(_solver.leftArm, 0f);
BodyControl.SetArmWeight(_solver.rightArm, 0f);
BodyControl.SetLegWeight(_solver.leftLeg, 0f);
BodyControl.SetLegWeight(_solver.rightLeg, 0f);
BodyControl.SetPelvisWeight(_solver.spine, 0f);
}
// Desktop should never have head position weight
_solver.spine.positionWeight = 0f;
}
#endregion
}