NAK_CVR_Mods/DesktopVRIK/DesktopVRIKCalibrator.cs
2023-03-07 15:07:56 -06:00

367 lines
No EOL
11 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core;
using ABI_RC.Core.Base;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using HarmonyLib;
using RootMotion.FinalIK;
using UnityEngine;
using UnityEngine.Events;
namespace NAK.Melons.DesktopVRIK;
public class DesktopVRIKCalibrator
{
// Settings
public bool Setting_UseVRIKToes = true;
public bool Setting_FindUnmappedToes = true;
// Avatar Component References
public CVRAvatar avatar;
public Animator animator;
public Transform avatarTransform;
public VRIK vrik;
public LookAtIK lookAtIK;
// Calibrated Values
public float
initialFootDistance,
initialStepThreshold,
initialStepHeight;
// Calibration Internals
bool fixTransformsRequired;
Vector3 leftKneeNormal, rightKneeNormal;
HumanPose initialHumanPose;
HumanPoseHandler humanPoseHandler;
// Traverse
IKSystem ikSystem;
PlayerSetup playerSetup;
Traverse
_vrikTraverse,
_lookIKTraverse,
_avatarTraverse,
_animatorManagerTraverse,
_poseHandlerTraverse,
_avatarRootHeightTraverse;
public DesktopVRIKCalibrator()
{
// Get base game scripts.
ikSystem = IKSystem.Instance;
playerSetup = PlayerSetup.Instance;
// Get traverse to private shit in iksystem.
_vrikTraverse = Traverse.Create(ikSystem).Field("_vrik");
_avatarTraverse = Traverse.Create(ikSystem).Field("_avatar");
_animatorManagerTraverse = Traverse.Create(ikSystem).Field("_animatorManager");
_poseHandlerTraverse = Traverse.Create(ikSystem).Field("_poseHandler");
_avatarRootHeightTraverse = Traverse.Create(ikSystem).Field("_avatarRootHeight");
// Get traverse to private shit in playersetup.
_lookIKTraverse = Traverse.Create(playerSetup).Field("lookIK");
}
public void CalibrateDesktopVRIK()
{
// Scan avatar for issues/references
ScanAvatarForCalibration();
// Prepare CVR IKSystem for external VRIK
PrepareIKSystem();
// Add VRIK and configure
PrepareAvatarVRIK();
Initialize();
PostInitialize();
}
private void Initialize()
{
// Calculate bend normals with motorcycle pose
SetHumanPose(0f);
VRIKUtils.CalculateKneeBendNormals(vrik, out leftKneeNormal, out rightKneeNormal);
// Calculate initial IK scaling values with IKPose
SetAvatarIKPose(true);
VRIKUtils.CalculateInitialIKScaling(vrik, out initialFootDistance, out initialStepThreshold, out initialStepHeight);
// Setup HeadIK target & calculate initial footstep values
SetupDesktopHeadIKTarget();
// Initiate VRIK manually
VRIKUtils.InitiateVRIKSolver(vrik);
// Return avatar to original pose
SetAvatarIKPose(false);
}
private void PostInitialize()
{
VRIKUtils.ApplyScaleToVRIK
(
vrik,
initialFootDistance,
initialStepThreshold,
initialStepHeight,
1f
);
VRIKUtils.ApplyKneeBendNormals(vrik, leftKneeNormal, rightKneeNormal);
vrik.onPreSolverUpdate.AddListener(new UnityAction(DesktopVRIK.Instance.OnPreSolverUpdate));
}
private void ScanAvatarForCalibration()
{
// Find required avatar components
avatar = playerSetup._avatar.GetComponent<CVRAvatar>();
animator = avatar.GetComponent<Animator>();
avatarTransform = avatar.transform;
lookAtIK = _lookIKTraverse.GetValue<LookAtIK>();
// Apply some fixes for weird setups
fixTransformsRequired = !animator.enabled;
// Center avatar local position
avatarTransform.localPosition = Vector3.zero;
// Create a new human pose handler and dispose the old one
humanPoseHandler?.Dispose();
humanPoseHandler = new HumanPoseHandler(animator.avatar, avatarTransform);
// Store original human pose
humanPoseHandler.GetHumanPose(ref initialHumanPose);
}
private void PrepareIKSystem()
{
// Get the animator manager and human pose handler
var animatorManager = _animatorManagerTraverse.GetValue<CVRAnimatorManager>();
var ikHumanPoseHandler = _poseHandlerTraverse.GetValue<HumanPoseHandler>();
// Store the avatar component
_avatarTraverse.SetValue(avatar);
// Set the animator for the IK system
ikSystem.animator = animator;
animatorManager.SetAnimator(ikSystem.animator, ikSystem.animator.runtimeAnimatorController);
// Set the avatar height float
_avatarRootHeightTraverse.SetValue(ikSystem.vrPlaySpace.transform.InverseTransformPoint(avatarTransform.position).y);
// Create a new human pose handler and dispose the old one
ikHumanPoseHandler?.Dispose();
ikHumanPoseHandler = new HumanPoseHandler(ikSystem.animator.avatar, avatarTransform);
_poseHandlerTraverse.SetValue(ikHumanPoseHandler);
// Find valid human bones
IKSystem.BoneExists.Clear();
foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
{
if (bone != HumanBodyBones.LastBone)
{
IKSystem.BoneExists.Add(bone, ikSystem.animator.GetBoneTransform(bone) != null);
}
}
// Prepare BodySystem for calibration
BodySystem.TrackingLeftArmEnabled = false;
BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
BodySystem.TrackingPositionWeight = 0f;
}
private void PrepareAvatarVRIK()
{
// Add and configure VRIK
vrik = avatar.gameObject.AddComponentIfMissing<VRIK>();
vrik.AutoDetectReferences();
VRIKUtils.ConfigureVRIKReferences(vrik, Setting_UseVRIKToes, Setting_FindUnmappedToes, out bool foundUnmappedToes);
// Fix animator issue or non-human mapped toes
vrik.fixTransforms = fixTransformsRequired || foundUnmappedToes;
// Default solver settings
vrik.solver.locomotion.weight = 0f;
vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 1f;
vrik.solver.spine.minHeadHeight = 0f;
vrik.solver.IKPositionWeight = 1f;
vrik.solver.spine.chestClampWeight = 0f;
vrik.solver.spine.maintainPelvisPosition = 0f;
// Body leaning settings
vrik.solver.spine.neckStiffness = 0.0001f;
vrik.solver.spine.bodyPosStiffness = 1f;
vrik.solver.spine.bodyRotStiffness = 0.2f;
// Disable locomotion
vrik.solver.locomotion.velocityFactor = 0f;
vrik.solver.locomotion.maxVelocity = 0f;
vrik.solver.locomotion.rootSpeed = 1000f;
// Disable chest rotation by hands
vrik.solver.spine.rotateChestByHands = 0f;
// Prioritize LookAtIK
vrik.solver.spine.headClampWeight = 0.2f;
// Disable going on tippytoes
vrik.solver.spine.positionWeight = 0f;
vrik.solver.spine.rotationWeight = 1f;
// Tell IKSystem about new VRIK
_vrikTraverse.SetValue(vrik);
}
private void SetupDesktopHeadIKTarget()
{
// Lazy HeadIKTarget calibration
if (vrik.solver.spine.headTarget == null)
{
vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
}
vrik.solver.spine.headTarget.parent = vrik.references.head;
vrik.solver.spine.headTarget.localPosition = Vector3.zero;
vrik.solver.spine.headTarget.localRotation = Quaternion.identity;
}
private void SetAvatarIKPose(bool enforceTPose)
{
int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
int locoLayerIndex = animator.GetLayerIndex("Locomotion/Emotes");
// Use custom IKPose if found.
if (ikposeLayerIndex != -1 && locoLayerIndex != -1)
{
animator.SetLayerWeight(ikposeLayerIndex, enforceTPose ? 1f : 0f);
animator.SetLayerWeight(locoLayerIndex, enforceTPose ? 0f : 1f);
animator.Update(0f);
return;
}
// Otherwise use DesktopVRIK IKPose & revert afterwards.
if (enforceTPose)
{
SetHumanPose(1f);
}
else
{
humanPoseHandler.SetHumanPose(ref initialHumanPose);
}
}
private void SetHumanPose(float ikPoseWeight = 1f)
{
humanPoseHandler.GetHumanPose(ref ikSystem.humanPose);
for (int i = 0; i < ikSystem.humanPose.muscles.Length; i++)
{
float weight = ikPoseWeight * IKPoseMuscles[i];
IKSystem.Instance.ApplyMuscleValue((MuscleIndex)i, weight, ref ikSystem.humanPose.muscles);
}
ikSystem.humanPose.bodyRotation = Quaternion.identity;
humanPoseHandler.SetHumanPose(ref ikSystem.humanPose);
}
private static readonly float[] IKPoseMuscles = new float[]
{
0.00133321f,
8.195831E-06f,
8.537738E-07f,
-0.002669832f,
-7.651234E-06f,
-0.001659694f,
0f,
0f,
0f,
0.04213953f,
0.0003007996f,
-0.008032114f,
-0.03059979f,
-0.0003182998f,
0.009640567f,
0f,
0f,
0f,
0f,
0f,
0f,
0.5768794f,
0.01061097f,
-0.1127839f,
0.9705755f,
0.07972051f,
-0.0268422f,
0.007237188f,
0f,
0.5768792f,
0.01056608f,
-0.1127519f,
0.9705756f,
0.07971933f,
-0.02682396f,
0.007229362f,
0f,
-5.651802E-06f,
-3.034899E-07f,
0.4100508f,
0.3610304f,
-0.0838329f,
0.9262537f,
0.1353517f,
-0.03578902f,
0.06005657f,
-4.95989E-06f,
-1.43007E-06f,
0.4096187f,
0.363263f,
-0.08205152f,
0.9250782f,
0.1345718f,
-0.03572125f,
0.06055461f,
-1.079177f,
0.2095419f,
0.6140652f,
0.6365265f,
0.6683931f,
-0.4764312f,
0.8099416f,
0.8099371f,
0.6658203f,
-0.7327053f,
0.8113618f,
0.8114051f,
0.6643661f,
-0.40341f,
0.8111364f,
0.8111367f,
0.6170399f,
-0.2524227f,
0.8138723f,
0.8110135f,
-1.079171f,
0.2095456f,
0.6140658f,
0.6365255f,
0.6683878f,
-0.4764301f,
0.8099402f,
0.8099376f,
0.6658241f,
-0.7327023f,
0.8113653f,
0.8113793f,
0.664364f,
-0.4034042f,
0.811136f,
0.8111364f,
0.6170469f,
-0.2524345f,
0.8138595f,
0.8110138f
};
}