Automatic locomotion mass center

Animated bend normal while jumping/flying
Arm weights fix
Mod remake
This commit is contained in:
SDraw 2023-02-11 13:49:50 +03:00
parent f2b63303eb
commit cb26ab1e6c
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GPG key ID: BB95B4DAB2BB8BB5
16 changed files with 773 additions and 96 deletions

View file

@ -11,8 +11,10 @@ namespace ml_amt
[DisallowMultipleComponent]
class MotionTweaker : MonoBehaviour
{
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
static readonly FieldInfo ms_grounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
static readonly FieldInfo ms_groundedRaw = typeof(MovementSystem).GetField("_isGroundedRaw", BindingFlags.NonPublic | BindingFlags.Instance);
static readonly FieldInfo ms_hasToes = typeof(IKSolverVR).GetField("hasToes", BindingFlags.NonPublic | BindingFlags.Instance);
static readonly int ms_emoteHash = Animator.StringToHash("Emote");
enum PoseState
@ -22,17 +24,18 @@ namespace ml_amt
Proning
}
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
VRIK m_vrIk = null;
int m_locomotionLayer = 0;
float m_ikWeight = 1f; // Original weight
float m_locomotionWeight = 1f; // Original weight
bool m_plantFeet = false; // Original plant feet
float m_avatarScale = 1f; // Instantiated scale
Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
bool m_bendNormalLeft = false;
bool m_bendNormalRight = false;
Transform m_avatarHips = null;
float m_viewPointHeight = 1f;
bool m_isInVR = false;
bool m_inVR = false;
bool m_avatarReady = false;
bool m_compatibleAvatar = false;
@ -55,15 +58,14 @@ namespace ml_amt
bool m_ikOverrideFly = true;
bool m_ikOverrideJump = true;
bool m_customLocomotionOffset = false;
Vector3 m_locomotionOffset = Vector3.zero;
bool m_detectEmotes = true;
bool m_emoteActive = false;
bool m_followHips = true;
Vector3 m_hipsToPlayer = Vector3.zero;
Vector3 m_massCenter = Vector3.zero;
readonly List<AvatarParameter> m_parameters = null;
internal MotionTweaker()
@ -73,7 +75,7 @@ namespace ml_amt
void Start()
{
m_isInVR = Utils.IsInVR();
m_inVR = Utils.IsInVR();
Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch;
Settings.CrouchLimitChange += this.SetCrouchLimit;
@ -85,6 +87,7 @@ namespace ml_amt
Settings.IKOverrideJumpChange += this.SetIKOverrideJump;
Settings.DetectEmotesChange += this.SetDetectEmotes;
Settings.FollowHipsChange += this.SetFollowHips;
Settings.MassCenterChange += this.SetMassCenter;
}
void OnDestroy()
@ -99,6 +102,7 @@ namespace ml_amt
Settings.IKOverrideJumpChange -= this.SetIKOverrideJump;
Settings.DetectEmotesChange -= this.SetDetectEmotes;
Settings.FollowHipsChange -= this.SetFollowHips;
Settings.MassCenterChange -= this.SetMassCenter;
}
void Update()
@ -110,7 +114,7 @@ namespace ml_amt
m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f);
// Update upright
Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (m_isInVR ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (m_inVR ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
float l_avatarScale = (m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f;
float l_avatarViewHeight = Mathf.Clamp(m_viewPointHeight * l_avatarScale, 0f, float.MaxValue);
@ -123,7 +127,7 @@ namespace ml_amt
m_hipsToPlayer.Set(l_hipsToPoint.x, 0f, l_hipsToPoint.z);
}
if(m_isInVR && (m_vrIk != null) && m_vrIk.enabled)
if(m_inVR && (m_vrIk != null) && m_vrIk.enabled)
{
if(m_adjustedMovement)
{
@ -170,20 +174,20 @@ namespace ml_amt
m_poseState = PoseState.Standing;
m_customCrouchLimit = false;
m_customProneLimit = false;
m_customLocomotionOffset = false;
m_locomotionOffset = Vector3.zero;
m_avatarScale = 1f;
m_locomotionOffset = Vector3.zero;
m_emoteActive = false;
m_moving = false;
m_hipsToPlayer = Vector3.zero;
m_avatarHips = null;
m_viewPointHeight = 1f;
m_massCenter = Vector3.zero;
m_parameters.Clear();
}
internal void OnSetupAvatar()
{
m_isInVR = Utils.IsInVR();
m_inVR = Utils.IsInVR();
m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
m_avatarHips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
@ -222,15 +226,31 @@ namespace ml_amt
m_customProneLimit = (l_customTransform != null);
m_proneLimit = m_customProneLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.ProneLimit;
l_customTransform = PlayerSetup.Instance._avatar.transform.Find("LocomotionOffset");
m_customLocomotionOffset = (l_customTransform != null);
m_locomotionOffset = m_customLocomotionOffset ? l_customTransform.localPosition : Vector3.zero;
// Apply VRIK tweaks
if(m_vrIk != null)
{
if(m_customLocomotionOffset)
m_vrIk.solver.locomotion.offset = m_locomotionOffset;
m_locomotionOffset = m_vrIk.solver.locomotion.offset;
m_massCenter = m_locomotionOffset;
if((bool)ms_hasToes.GetValue(m_vrIk.solver))
{
Transform l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftFoot);
if(l_foot == null)
l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightFoot);
Transform l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftToes);
if(l_toe == null)
l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightToes);
if((l_foot != null) && (l_toe != null))
{
Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector;
Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector;
m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z);
}
}
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
@ -260,6 +280,8 @@ namespace ml_amt
m_ikWeight = m_vrIk.solver.IKPositionWeight;
m_locomotionWeight = m_vrIk.solver.locomotion.weight;
m_plantFeet = m_vrIk.solver.plantFeet;
m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
if(m_detectEmotes && m_emoteActive)
m_vrIk.solver.IKPositionWeight = 0f;
@ -272,18 +294,22 @@ namespace ml_amt
if(m_ikOverrideFly && MovementSystem.Instance.flying)
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_legsOverride = true;
}
if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_legsOverride = true;
}
bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f);
if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_isInVR && !BodySystem.isCalibratedAsFullBody)
if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
{
m_vrIk.solver.plantFeet = false;
ABI_RC.Systems.IK.IKSystem.VrikRootController.enabled = false;
@ -296,6 +322,8 @@ namespace ml_amt
m_vrIk.solver.IKPositionWeight = m_ikWeight;
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
m_vrIk.solver.plantFeet = m_plantFeet;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_bendNormalLeft;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_bendNormalRight;
}
public void SetIKOverrideCrouch(bool p_state)
@ -320,7 +348,7 @@ namespace ml_amt
{
m_poseTransitions = p_state;
if(!m_poseTransitions && m_avatarReady && m_isInVR)
if(!m_poseTransitions && m_avatarReady && m_inVR)
{
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
@ -330,7 +358,7 @@ namespace ml_amt
{
m_adjustedMovement = p_state;
if(!m_adjustedMovement && m_avatarReady && m_isInVR)
if(!m_adjustedMovement && m_avatarReady && m_inVR)
{
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
@ -352,6 +380,11 @@ namespace ml_amt
{
m_followHips = p_state;
}
public void SetMassCenter(bool p_state)
{
if(m_vrIk != null)
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
}
public float GetUpright() => m_upright;
public bool GetGroundedRaw() => m_groundedRaw;

View file

@ -18,7 +18,7 @@ Available mod's settings in `Settings - IK - Avatar Motion Tweaker`:
* Note: Can be overrided by avatar. For this avatar has to have child gameobject with name `ProneLimit`, its Y-axis location will be used as limit, should be in range [0.0, 1.0].
* **IK override while flying:** disables legs locomotion/autostep in fly mode; default value - `true`.
* **IK override while jumping:** disables legs locomotion/autostep in jump; default value - `true`.
* **Follow hips on IK override:** adjust avatar position to overcome animation snapping on IK override; default value - `true`.
* **Follow hips on IK override:** adjusts avatar position to overcome animation snapping on IK override; default value - `true`.
* Note: Works best with animations that have root transform position (XZ) based on center of mass.
* Note: Made for four point tracking (head, hands, hips) in mind.
* **Pose transitions:** allows regular avatars animator to transit in crouch/prone states; default value - `true`.
@ -26,6 +26,8 @@ Available mod's settings in `Settings - IK - Avatar Motion Tweaker`:
* **Adjusted pose movement speed:** scales movement speed upon crouching/proning; default value - `true`.
* **Detect animations emote tag:** disables avatar's IK entirely if current animator state has `Emote` tag; default value - `true`.
* Note: Created as example for [propoused game feature](https://feedback.abinteractive.net/p/disabling-vr-ik-for-emotes-via-animator-state-tag-7b80d963-053a-41c0-86ac-e3d53c61c1e2).
* **Adjusted locomotion mass center:** automatically changes IK locomotion center if avatar has toe bones; default value - `true`.
* Note: Compatible with [DesktopVRIK](https://github.com/NotAKidOnSteam/DesktopVRIK) and [FuckToes](https://github.com/NotAKidOnSteam/FuckToes).
* **Alternative avatar collider scale:** applies slightly different approach to avatar collider size change; default value - `true`
Available additional parameters for AAS animator:
@ -38,8 +40,5 @@ Available additional parameters for AAS animator:
* **`Moving`:** defines movement state of player
* Note: Can be set as local-only (not synced) if starts with `#` character.
Additional avatars tweaks:
* If avatar has child object with name `LocomotionOffset` its local position will be used for offsetting VRIK locomotion mass center.
Additional mod's behaviour:
* Overrides FBT behaviour in 4PT mode (head, hands, hips). Be sure to disable legs and knees tracking in `Settings - IK tab`.

View file

@ -19,7 +19,8 @@ namespace ml_amt
IKOverrideJump,
DetectEmotes,
FollowHips,
CollisionScale
CollisionScale,
MassCenter
};
static bool ms_ikOverrideCrouch = true;
@ -33,6 +34,7 @@ namespace ml_amt
static bool ms_detectEmotes = true;
static bool ms_followHips = true;
static bool ms_collisionScale = true;
static bool ms_massCenter = true;
static MelonLoader.MelonPreferences_Category ms_category = null;
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
@ -48,6 +50,7 @@ namespace ml_amt
static public event Action<bool> DetectEmotesChange;
static public event Action<bool> FollowHipsChange;
static public event Action<bool> CollisionScaleChange;
static public event Action<bool> MassCenterChange;
internal static void Init()
{
@ -65,7 +68,8 @@ namespace ml_amt
ms_category.CreateEntry(ModSetting.IKOverrideJump.ToString(), true),
ms_category.CreateEntry(ModSetting.DetectEmotes.ToString(), true),
ms_category.CreateEntry(ModSetting.FollowHips.ToString(), true),
ms_category.CreateEntry(ModSetting.CollisionScale.ToString(), true)
ms_category.CreateEntry(ModSetting.CollisionScale.ToString(), true),
ms_category.CreateEntry(ModSetting.MassCenter.ToString(), true)
};
Load();
@ -108,6 +112,7 @@ namespace ml_amt
ms_detectEmotes = (bool)ms_entries[(int)ModSetting.DetectEmotes].BoxedValue;
ms_followHips = (bool)ms_entries[(int)ModSetting.FollowHips].BoxedValue;
ms_collisionScale = (bool)ms_entries[(int)ModSetting.CollisionScale].BoxedValue;
ms_massCenter = (bool)ms_entries[(int)ModSetting.MassCenter].BoxedValue;
}
static void OnSliderUpdate(string p_name, string p_value)
@ -203,6 +208,12 @@ namespace ml_amt
CollisionScaleChange?.Invoke(ms_collisionScale);
}
break;
case ModSetting.MassCenter:
{
ms_massCenter = bool.Parse(p_value);
MassCenterChange?.Invoke(ms_massCenter);
} break;
}
ms_entries[(int)l_setting].BoxedValue = bool.Parse(p_value);
@ -253,5 +264,9 @@ namespace ml_amt
{
get => ms_collisionScale;
}
public static bool MassCenter
{
get => ms_massCenter;
}
}
}

View file

@ -249,6 +249,13 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
<div id="DetectEmotes" class ="inp_toggle no-scroll" data-current="true"></div>
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Adjusted locomotion mass center: </div>
<div class ="option-input">
<div id="MassCenter" class ="inp_toggle no-scroll" data-current="true"></div>
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Alternative avatar collider scale: </div>