mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
Move many mods to Deprecated folder, fix spelling
This commit is contained in:
parent
5e822cec8d
commit
0042590aa6
539 changed files with 7475 additions and 3120 deletions
2
.Deprecated/AlternateIKSystem/AlternateIKSystem.csproj
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2
.Deprecated/AlternateIKSystem/AlternateIKSystem.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk" />
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114
.Deprecated/AlternateIKSystem/HarmonyPatches.cs
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114
.Deprecated/AlternateIKSystem/HarmonyPatches.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using HarmonyLib;
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using NAK.AlternateIKSystem.IK;
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using UnityEngine;
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namespace NAK.AlternateIKSystem.HarmonyPatches;
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internal class PlayerSetupPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
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private static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
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{
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__instance.gameObject.AddComponent<IKManager>();
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupAvatar))]
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private static void Postfix_PlayerSetup_SetupAvatar(GameObject inAvatar)
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{
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if (!ModSettings.EntryEnabled.Value)
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return;
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try
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{
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IKManager.Instance?.OnAvatarInitialized(inAvatar);
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}
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catch (Exception e)
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{
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AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetupAvatar)}");
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AlternateIKSystem.Logger.Error(e);
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ClearAvatar))]
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private static void Postfix_PlayerSetup_ClearAvatar()
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{
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try
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{
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IKManager.Instance?.OnAvatarDestroyed();
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}
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catch (Exception e)
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{
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AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_ClearAvatar)}");
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AlternateIKSystem.Logger.Error(e);
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupIKScaling))]
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private static void Prefix_PlayerSetup_SetupIKScaling(ref Vector3 ___scaleDifference, ref bool __runOriginal)
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{
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try
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{
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if (IKManager.Instance != null)
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__runOriginal = !IKManager.Instance.OnPlayerScaled(1f + ___scaleDifference.y);
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}
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catch (Exception e)
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{
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AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_SetupIKScaling)}");
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AlternateIKSystem.Logger.Error(e);
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetSitting))]
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private static void Postfix_PlayerSetup_SetSitting(ref bool ___isCurrentlyInSeat)
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{
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try
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{
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IKManager.Instance?.OnPlayerSeatedStateChanged(___isCurrentlyInSeat);
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}
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catch (Exception e)
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{
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AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetSitting)}");
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AlternateIKSystem.Logger.Error(e);
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
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private static void Prefix_PlayerSetup_ResetIk(ref PlayerSetup __instance, ref bool __runOriginal)
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{
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try
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{
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if (IKManager.Instance == null)
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return;
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CVRMovementParent currentParent = __instance._movementSystem._currentParent;
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__runOriginal = currentParent?._referencePoint != null
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? IKManager.Instance.OnPlayerHandleMovementParent(currentParent)
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: IKManager.Instance.OnPlayerTeleported();
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}
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catch (Exception e)
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{
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AlternateIKSystem.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_ResetIk)}");
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AlternateIKSystem.Logger.Error(e);
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}
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}
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}
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internal class IKSystemPatches
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSystem), nameof(IKSystem.InitializeAvatar))]
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private static void Prefix_IKSystem_InitializeAvatar(ref bool __runOriginal)
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{
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// Don't setup with native IKSystem
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__runOriginal &= !ModSettings.EntryEnabled.Value;
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}
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}
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95
.Deprecated/AlternateIKSystem/IK/BodyControl.cs
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95
.Deprecated/AlternateIKSystem/IK/BodyControl.cs
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.MovementSystem;
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using UnityEngine;
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namespace NAK.AlternateIKSystem.IK;
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public class BodyControl
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{
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#region Player Settings
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public static bool useHipTracking = true;
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public static bool useChestTracking = true;
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public static bool useLeftFootTracking = true;
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public static bool useRightFootTracking = true;
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public static bool useLeftElbowTracking = false;
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public static bool useRightElbowTracking = false;
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public static bool useLeftKneeTracking = false;
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public static bool useRightKneeTracking = false;
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public static bool useLocomotionAnimations = true;
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#endregion
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#region Tracking Controls
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public static bool TrackingAll = true;
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public static bool TrackingHead = true;
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public static bool TrackingPelvis = true;
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public static bool TrackingLeftArm = true;
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public static bool TrackingRightArm = true;
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public static bool TrackingLeftLeg = true;
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public static bool TrackingRightLeg = true;
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public static bool TrackingLocomotion = true;
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public static float TrackingIKPositionWeight = 1f;
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// TODO: decide if this is considered "Tracking Controls"
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public static float TrackingMaxRootAngle = 0f;
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#endregion
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#region Avatar Info
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public static float AvatarUpright = 1f;
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#endregion
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#region BodyControl Configuration
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public static float InvalidTrackerDistance = 1f;
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#endregion
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#region Public Methods
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public void Start()
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{
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}
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public void Update()
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{
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TrackingAll = ShouldTrackAll();
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TrackingLocomotion = ShouldTrackLocomotion();
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AvatarUpright = GetPlayerUpright();
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}
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#endregion
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#region Private Methods
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private static bool ShouldTrackAll()
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{
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return !PlayerSetup.Instance._emotePlaying;
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}
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private static bool ShouldTrackLocomotion()
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{
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return !(MovementSystem.Instance.movementVector.magnitude > 0f
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|| MovementSystem.Instance.crouching
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|| MovementSystem.Instance.prone
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|| MovementSystem.Instance.flying
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|| MovementSystem.Instance.sitting
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|| !MovementSystem.Instance._isGrounded);
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}
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private static float GetPlayerUpright()
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{
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float avatarHeight = PlayerSetup.Instance._avatarHeight;
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float currentHeight = PlayerSetup.Instance.GetViewRelativePosition().y;
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return Mathf.Clamp01((avatarHeight > 0f) ? (currentHeight / avatarHeight) : 0f);
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}
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#endregion
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}
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229
.Deprecated/AlternateIKSystem/IK/IKCalibrator.cs
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229
.Deprecated/AlternateIKSystem/IK/IKCalibrator.cs
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using RootMotion.FinalIK;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace NAK.AlternateIKSystem.IK;
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internal static class IKCalibrator
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{
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#region VRIK Solver Setup
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public static VRIK SetupVrIk(Animator animator)
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{
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if (animator.gameObject.TryGetComponent(out VRIK vrik))
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Object.DestroyImmediate(vrik);
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vrik = animator.gameObject.AddComponent<VRIK>();
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vrik.AutoDetectReferences();
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if (!ModSettings.EntryUseToesForVRIK.Value)
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{
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vrik.references.leftToes = null;
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vrik.references.rightToes = null;
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}
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vrik.solver.SetToReferences(vrik.references);
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GuessWristPalmAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm);
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GuessWristPalmAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm);
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SafePalmToThumbAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm,
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animator.GetBoneTransform(HumanBodyBones.LeftThumbProximal));
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SafePalmToThumbAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm,
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animator.GetBoneTransform(HumanBodyBones.RightThumbProximal));
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AddTwistRelaxer(vrik.references.leftForearm, vrik, vrik.references.leftHand);
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AddTwistRelaxer(vrik.references.rightForearm, vrik, vrik.references.rightHand);
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//vrik.solver.leftArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
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//vrik.solver.rightArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
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// zero all weights controlled by BodyControl
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vrik.solver.locomotion.weight = 0f;
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vrik.solver.IKPositionWeight = 0f;
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vrik.solver.spine.pelvisPositionWeight = 0f;
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vrik.solver.spine.pelvisRotationWeight = 0f;
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vrik.solver.spine.positionWeight = 0f;
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vrik.solver.spine.rotationWeight = 0f;
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vrik.solver.leftLeg.positionWeight = 0f;
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vrik.solver.leftLeg.rotationWeight = 0f;
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vrik.solver.rightLeg.positionWeight = 0f;
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vrik.solver.rightLeg.rotationWeight = 0f;
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vrik.solver.leftArm.positionWeight = 0f;
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vrik.solver.leftArm.rotationWeight = 0f;
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vrik.solver.rightArm.positionWeight = 0f;
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vrik.solver.rightArm.rotationWeight = 0f;
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vrik.solver.leftLeg.bendGoalWeight = 0f;
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vrik.solver.rightLeg.bendGoalWeight = 0f;
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// these weights are fine
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vrik.solver.leftArm.shoulderRotationWeight = 0.8f;
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vrik.solver.rightArm.shoulderRotationWeight = 0.8f;
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vrik.solver.leftLeg.bendToTargetWeight = 0.75f;
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vrik.solver.rightLeg.bendToTargetWeight = 0.75f;
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// hack to prevent death
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vrik.fixTransforms = !animator.enabled;
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// Avatar Motion Tweaker uses this hack!
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vrik.solver.leftLeg.useAnimatedBendNormal = false;
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vrik.solver.rightLeg.useAnimatedBendNormal = false;
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// purposefully initiating early
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vrik.solver.Initiate(vrik.transform);
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vrik.solver.Reset();
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return vrik;
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}
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private static void GuessWristPalmAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm)
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{
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arm.wristToPalmAxis = VRIKCalibrator.GuessWristToPalmAxis(
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hand,
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forearm
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);
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}
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private static void SafePalmToThumbAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm, Transform thumbBone = null)
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{
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if (hand.childCount == 0)
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{
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arm.palmToThumbAxis = Vector3.one;
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return;
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}
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arm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(
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hand,
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forearm,
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thumbBone
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);
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}
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private static void AddTwistRelaxer(Transform forearm, VRIK ik, Transform hand)
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{
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if (forearm == null) return;
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TwistRelaxer twistRelaxer = forearm.gameObject.AddComponent<TwistRelaxer>();
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twistRelaxer.ik = ik;
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twistRelaxer.weight = 0.5f;
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twistRelaxer.child = hand;
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twistRelaxer.parentChildCrossfade = 0.8f;
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}
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#endregion
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#region VRIK Configuration
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public static void ConfigureDesktopVrIk(VRIK vrik)
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{
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// From DesktopVRIK
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// https://github.com/NotAKidoS/NAK_CVR_Mods/blob/fca0a32257311f044d1a9d6e68269baa4a65a45c/DesktopVRIK/DesktopVRIKCalibrator.cs#L219C2-L247C103
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vrik.solver.spine.bodyPosStiffness = 1f;
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vrik.solver.spine.bodyRotStiffness = 0.2f;
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vrik.solver.spine.neckStiffness = 0.0001f;
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vrik.solver.spine.rotateChestByHands = 0f;
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vrik.solver.spine.minHeadHeight = 0f;
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vrik.solver.locomotion.angleThreshold = 30f;
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vrik.solver.locomotion.maxLegStretch = 1f;
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vrik.solver.spine.chestClampWeight = 0f;
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vrik.solver.spine.headClampWeight = 0.2f;
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vrik.solver.spine.maintainPelvisPosition = 0f;
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vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
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vrik.solver.locomotion.velocityFactor = 0f;
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vrik.solver.locomotion.maxVelocity = 0f;
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vrik.solver.locomotion.rootSpeed = 1000f;
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vrik.solver.spine.positionWeight = 0f;
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vrik.solver.spine.rotationWeight = 1f;
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vrik.solver.spine.maxRootAngle = 180f;
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vrik.solver.plantFeet = true;
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}
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public static void ConfigureHalfBodyVrIk(VRIK vrik)
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{
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// From IKTweaks
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// https://github.com/knah/VRCMods/blob/a22bb73a5e40c75152c6e5db2a7a9afb13e42ba5/IKTweaks/FullBodyHandling.cs#L384C1-L394C71
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vrik.solver.spine.bodyPosStiffness = 1f;
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vrik.solver.spine.bodyRotStiffness = 0f;
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vrik.solver.spine.neckStiffness = 0.5f;
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vrik.solver.spine.rotateChestByHands = .25f;
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vrik.solver.spine.minHeadHeight = -100f;
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vrik.solver.locomotion.angleThreshold = 60f;
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vrik.solver.locomotion.maxLegStretch = 1f;
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vrik.solver.spine.chestClampWeight = 0f;
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vrik.solver.spine.headClampWeight = 0f;
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vrik.solver.spine.maintainPelvisPosition = 0f;
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vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
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||||
vrik.solver.locomotion.velocityFactor = 0.4f;
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vrik.solver.locomotion.maxVelocity = 0.4f;
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vrik.solver.locomotion.rootSpeed = 20f;
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vrik.solver.spine.positionWeight = 1f;
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vrik.solver.spine.rotationWeight = 1f;
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vrik.solver.spine.maxRootAngle = 25f;
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||||
vrik.solver.plantFeet = false;
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}
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#endregion
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#region VRIK Calibration
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public static void SetupHeadIKTarget(VRIK vrik, Transform parent = null)
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{
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Transform existingTarget = parent?.Find("Head IK Target");
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if (existingTarget != null)
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Object.DestroyImmediate(existingTarget.gameObject);
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||||
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parent ??= vrik.references.head;
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vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
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vrik.solver.spine.headTarget.SetParent(parent);
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vrik.solver.spine.headTarget.localPosition = Vector3.zero;
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vrik.solver.spine.headTarget.localRotation = CalculateLocalRotation(vrik.references.root, vrik.references.head);
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}
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public static void SetupHandIKTarget(VRIK vrik, Transform handAnchor, bool isLeft)
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{
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Transform parent = handAnchor.parent;
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Transform handRef = isLeft ? vrik.references.leftHand : vrik.references.rightHand;
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||||
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handAnchor.SetParent(parent);
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handAnchor.localPosition = Vector3.zero;
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handAnchor.localRotation = CalculateLocalRotation(vrik.references.root, handRef);
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||||
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if (isLeft)
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vrik.solver.leftArm.target = handAnchor;
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else
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vrik.solver.rightArm.target = handAnchor;
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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 static Quaternion CalculateLocalRotation(Transform root, Transform reference)
|
||||
{
|
||||
Vector3 forward = Quaternion.Inverse(reference.rotation) * root.forward;
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||||
Vector3 upwards = Quaternion.Inverse(reference.rotation) * root.up;
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||||
return Quaternion.Inverse(reference.rotation * Quaternion.LookRotation(forward, upwards)) * reference.rotation;
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||||
}
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||||
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||||
#endregion
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}
|
170
.Deprecated/AlternateIKSystem/IK/IKHandlers/IKHandler.cs
Normal file
170
.Deprecated/AlternateIKSystem/IK/IKHandlers/IKHandler.cs
Normal file
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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;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.IKHandlers;
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||||
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||||
internal abstract class IKHandler
|
||||
{
|
||||
#region Variables
|
||||
|
||||
internal VRIK _vrik;
|
||||
internal IKSolverVR _solver;
|
||||
|
||||
internal bool shouldTrackAll = true;
|
||||
internal bool shouldTrackHead = true;
|
||||
internal bool shouldTrackLeftArm = true;
|
||||
internal bool shouldTrackRightArm = true;
|
||||
internal bool shouldTrackLeftLeg = true;
|
||||
internal bool shouldTrackRightLeg = true;
|
||||
internal bool shouldTrackPelvis = true;
|
||||
internal bool shouldTrackLocomotion = true;
|
||||
|
||||
// VRIK Calibration Info
|
||||
internal VRIKLocomotionData _locomotionData;
|
||||
|
||||
// Last Movement Parent Info
|
||||
internal Vector3 _movementPosition;
|
||||
internal Quaternion _movementRotation;
|
||||
internal CVRMovementParent _movementParent;
|
||||
|
||||
// Solver Info
|
||||
internal float _scaleDifference = 1f;
|
||||
internal float _locomotionWeight = 1f;
|
||||
internal float _ikSimulatedRootAngle;
|
||||
internal bool _wasTrackingLocomotion;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Virtual Game Methods
|
||||
|
||||
public virtual void OnInitializeIk() { }
|
||||
|
||||
public virtual void OnPlayerScaled(float scaleDifference)
|
||||
{
|
||||
VRIKUtils.ApplyScaleToVRIK
|
||||
(
|
||||
_vrik,
|
||||
_locomotionData,
|
||||
_scaleDifference = scaleDifference
|
||||
);
|
||||
}
|
||||
|
||||
public virtual void OnPlayerHandleMovementParent(CVRMovementParent currentParent, Vector3 platformPivot)
|
||||
{
|
||||
Vector3 currentPosition = currentParent._referencePoint.position;
|
||||
Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
|
||||
|
||||
Vector3 deltaPosition = currentPosition - _movementPosition;
|
||||
Quaternion deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
|
||||
|
||||
if (_movementParent == currentParent)
|
||||
{
|
||||
_solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
|
||||
_ikSimulatedRootAngle = Mathf.Repeat(_ikSimulatedRootAngle + deltaRotation.eulerAngles.y, 360f);
|
||||
}
|
||||
|
||||
_movementParent = currentParent;
|
||||
_movementPosition = currentPosition;
|
||||
_movementRotation = currentRotation;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Virtual IK Weights
|
||||
|
||||
public virtual void UpdateWeights()
|
||||
{
|
||||
if (!shouldTrackAll)
|
||||
return;
|
||||
|
||||
if (shouldTrackHead)
|
||||
Update_HeadWeight();
|
||||
|
||||
if (shouldTrackLeftArm)
|
||||
Update_LeftArmWeight();
|
||||
|
||||
if (shouldTrackRightArm)
|
||||
Update_RightArmWeight();
|
||||
|
||||
if (shouldTrackLeftLeg)
|
||||
Update_LeftLegWeight();
|
||||
|
||||
if (shouldTrackRightLeg)
|
||||
Update_RightLegWeight();
|
||||
|
||||
if (shouldTrackPelvis)
|
||||
Update_PelvisWeight();
|
||||
|
||||
if (shouldTrackLocomotion)
|
||||
{
|
||||
Update_LocomotionWeight();
|
||||
ResetSolverIfNeeded();
|
||||
}
|
||||
|
||||
Update_IKPositionWeight();
|
||||
}
|
||||
|
||||
protected virtual void Update_HeadWeight()
|
||||
{
|
||||
float targetWeight = GetTargetWeight(BodyControl.TrackingHead, true);
|
||||
}
|
||||
|
||||
protected virtual void Update_LeftArmWeight()
|
||||
{
|
||||
float leftArmWeight = GetTargetWeight(BodyControl.TrackingLeftArm, _solver.leftArm.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_RightArmWeight()
|
||||
{
|
||||
float rightArmWeight = GetTargetWeight(BodyControl.TrackingRightArm, _solver.rightArm.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LeftLegWeight()
|
||||
{
|
||||
float leftLegWeight = GetTargetWeight(BodyControl.TrackingLeftLeg, _solver.leftLeg.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_RightLegWeight()
|
||||
{
|
||||
float rightLegWeight = GetTargetWeight(BodyControl.TrackingRightLeg, _solver.rightLeg.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_PelvisWeight()
|
||||
{
|
||||
float pelvisWeight = GetTargetWeight(BodyControl.TrackingPelvis, _solver.spine.pelvisTarget != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LocomotionWeight()
|
||||
{
|
||||
_locomotionWeight = Mathf.Lerp(_locomotionWeight, BodyControl.TrackingLocomotion ? 1f : 0f,
|
||||
Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value * 2f);
|
||||
}
|
||||
|
||||
protected virtual void Update_IKPositionWeight()
|
||||
{
|
||||
float ikPositionWeight = BodyControl.TrackingAll ? BodyControl.TrackingIKPositionWeight : 0f;
|
||||
}
|
||||
|
||||
protected virtual float GetTargetWeight(bool isTracking, bool hasTarget)
|
||||
{
|
||||
return isTracking && hasTarget ? 1f : 0f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private void ResetSolverIfNeeded()
|
||||
{
|
||||
if (_wasTrackingLocomotion == BodyControl.TrackingLocomotion)
|
||||
return;
|
||||
|
||||
_wasTrackingLocomotion = BodyControl.TrackingLocomotion;
|
||||
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
|
||||
_solver.Reset();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -0,0 +1,80 @@
|
|||
using NAK.AlternateIKSystem.IK.WeightManipulators;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.IKHandlers;
|
||||
|
||||
internal class IKHandlerDesktop : IKHandler
|
||||
{
|
||||
public IKHandlerDesktop(VRIK vrik)
|
||||
{
|
||||
_vrik = vrik;
|
||||
_solver = vrik.solver;
|
||||
}
|
||||
|
||||
#region Game Overrides
|
||||
|
||||
public override void OnInitializeIk()
|
||||
{
|
||||
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktop);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Weight Overrides
|
||||
|
||||
public override void UpdateWeights()
|
||||
{
|
||||
// Reset avatar local position
|
||||
_vrik.transform.localPosition = Vector3.zero;
|
||||
_vrik.transform.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Solver Events
|
||||
|
||||
private void OnPreSolverUpdateDesktop()
|
||||
{
|
||||
_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
|
||||
|
||||
// Emulate old VRChat hip movement
|
||||
if (ModSettings.EntryBodyLeanWeight.Value > 0)
|
||||
{
|
||||
float weightedAngle = ModSettings.EntryProneThrusting.Value ? 1f : ModSettings.EntryBodyLeanWeight.Value * _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 (ModSettings.EntryBodyHeadingLimit.Value > 0)
|
||||
{
|
||||
float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _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 (ModSettings.EntryPelvisHeadingWeight.Value > 0)
|
||||
{
|
||||
_solver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
|
||||
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
|
||||
}
|
||||
|
||||
if (ModSettings.EntryChestHeadingWeight.Value > 0)
|
||||
{
|
||||
_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryChestHeadingWeight.Value, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -0,0 +1,48 @@
|
|||
using NAK.AlternateIKSystem.IK.WeightManipulators;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.IKHandlers;
|
||||
|
||||
internal class IKHandlerHalfBody : IKHandler
|
||||
{
|
||||
public IKHandlerHalfBody(VRIK vrik)
|
||||
{
|
||||
_vrik = vrik;
|
||||
_solver = vrik.solver;
|
||||
}
|
||||
|
||||
#region Game Overrides
|
||||
|
||||
public override void OnInitializeIk()
|
||||
{
|
||||
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateHalfBody);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Solver Events
|
||||
|
||||
private void OnPreSolverUpdateHalfBody()
|
||||
{
|
||||
_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
|
||||
|
||||
// Make root heading follow within a set limit
|
||||
if (ModSettings.EntryBodyHeadingLimit.Value > 0)
|
||||
{
|
||||
float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _solver.locomotion.weight;
|
||||
float currentRotation = IKManager.Instance.GetPlayerRotation().y;
|
||||
float deltaAngleRoot = Mathf.DeltaAngle(currentRotation, _ikSimulatedRootAngle);
|
||||
|
||||
if (Mathf.Abs(deltaAngleRoot) > weightedAngleLimit)
|
||||
{
|
||||
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
|
||||
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, currentRotation, Mathf.Abs(deltaAngleRoot) - weightedAngleLimit);
|
||||
}
|
||||
|
||||
_solver.spine.rootHeadingOffset = deltaAngleRoot;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
474
.Deprecated/AlternateIKSystem/IK/IKManager.cs
Normal file
474
.Deprecated/AlternateIKSystem/IK/IKManager.cs
Normal file
|
@ -0,0 +1,474 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using NAK.AlternateIKSystem.IK.IKHandlers;
|
||||
using NAK.AlternateIKSystem.IK.WeightManipulators;
|
||||
using NAK.AlternateIKSystem.VRIKHelpers;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK;
|
||||
|
||||
public class IKManager : MonoBehaviour
|
||||
{
|
||||
public static IKManager Instance;
|
||||
|
||||
#region Variables
|
||||
|
||||
public BodyControl BodyControl = new BodyControl();
|
||||
|
||||
public static VRIK vrik => _vrik;
|
||||
private static VRIK _vrik;
|
||||
public static IKSolverVR solver => _vrik?.solver;
|
||||
private static LookAtIK _lookAtIk;
|
||||
public static LookAtIK lookAtIk => _lookAtIk;
|
||||
|
||||
private bool _isAvatarInitialized;
|
||||
|
||||
// IK Handling
|
||||
private IKHandler _ikHandler;
|
||||
|
||||
// Player Info
|
||||
internal Transform _desktopCamera;
|
||||
internal Transform _vrCamera;
|
||||
internal Transform _vrHeadTarget;
|
||||
|
||||
// Controller Info
|
||||
private Transform _leftController;
|
||||
private Transform _rightController;
|
||||
private Transform _leftHandTarget;
|
||||
private Transform _leftHandRotations;
|
||||
private Transform _rightHandTarget;
|
||||
private Transform _rightHandRotations;
|
||||
|
||||
// Hand Anchor Offsets (the magic numbers that make or break the game)
|
||||
private readonly Vector3 _handAnchorPositionOffset = new Vector3(-0.048f, 0.0389f, -0.138f);
|
||||
private readonly Vector3 _handAnchorRotationOffset = new Vector3(70f, 0f, 50f);
|
||||
|
||||
// Avatar Info
|
||||
private Animator _animator;
|
||||
private Transform _hipTransform;
|
||||
|
||||
// Animator Info
|
||||
private int _animLocomotionLayer = -1;
|
||||
private int _animIKPoseLayer = -1;
|
||||
private const string _locomotionLayerName = "Locomotion/Emotes";
|
||||
private const string _ikposeLayerName = "IKPose";
|
||||
|
||||
// Pose Info
|
||||
private HumanPoseHandler _humanPoseHandler;
|
||||
private HumanPose _humanPose;
|
||||
private HumanPose _humanPoseInitial;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Methods
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (Instance != null)
|
||||
{
|
||||
Destroy(this);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
|
||||
_desktopCamera = PlayerSetup.Instance.desktopCamera.transform;
|
||||
_vrCamera = PlayerSetup.Instance.vrCamera.transform;
|
||||
_vrHeadTarget = PlayerSetup.Instance.vrHeadTracker.transform;
|
||||
_leftController = PlayerSetup.Instance.vrLeftHandTracker.transform;
|
||||
_rightController = PlayerSetup.Instance.vrRightHandTracker.transform;
|
||||
|
||||
// ouchie
|
||||
_leftHandTarget = _leftController.Find("LeftHandTarget");
|
||||
_leftHandRotations = _leftHandTarget.Find("LeftHandRotations");
|
||||
_rightHandTarget = _rightController.Find("RightHandTarget");
|
||||
_rightHandRotations = _rightHandTarget.Find("RightHandRotations");
|
||||
|
||||
BodyControl.Start();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
BodyControl.Update();
|
||||
|
||||
_ikHandler?.UpdateWeights();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Avatar Events
|
||||
|
||||
public void OnAvatarInitialized(GameObject inAvatar)
|
||||
{
|
||||
if (_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
if (!inAvatar.TryGetComponent(out _animator))
|
||||
return;
|
||||
|
||||
if (_animator.avatar == null || !_animator.avatar.isHuman)
|
||||
return;
|
||||
|
||||
_lookAtIk = inAvatar.GetComponent<LookAtIK>();
|
||||
|
||||
_animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
|
||||
|
||||
_animIKPoseLayer = _animator.GetLayerIndex(_ikposeLayerName);
|
||||
_animLocomotionLayer = _animator.GetLayerIndex(_locomotionLayerName);
|
||||
|
||||
_hipTransform = _animator.GetBoneTransform(HumanBodyBones.Hips);
|
||||
|
||||
_humanPoseHandler?.Dispose();
|
||||
_humanPoseHandler = new HumanPoseHandler(_animator.avatar, _animator.transform);
|
||||
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPoseInitial);
|
||||
|
||||
if (MetaPort.Instance.isUsingVr)
|
||||
{
|
||||
InitializeHalfBodyIk();
|
||||
}
|
||||
else
|
||||
{
|
||||
InitializeDesktopIk();
|
||||
}
|
||||
|
||||
_isAvatarInitialized = true;
|
||||
}
|
||||
|
||||
public void OnAvatarDestroyed()
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
_vrik = null;
|
||||
_lookAtIk = null;
|
||||
_animator = null;
|
||||
_animIKPoseLayer = -1;
|
||||
_animLocomotionLayer = -1;
|
||||
_hipTransform = null;
|
||||
_humanPoseHandler?.Dispose();
|
||||
_humanPoseHandler = null;
|
||||
_ikHandler = null;
|
||||
|
||||
_isAvatarInitialized = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Events
|
||||
|
||||
public bool OnPlayerScaled(float scaleDifference)
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return false;
|
||||
|
||||
_ikHandler?.OnPlayerScaled(scaleDifference);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnPlayerSeatedStateChanged(bool isSitting)
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
// update immediately, ShouldTrackLocomotion() will catch up next frame
|
||||
if (isSitting)
|
||||
BodyControl.TrackingLocomotion = false;
|
||||
}
|
||||
|
||||
public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return false;
|
||||
|
||||
_ikHandler?.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool OnPlayerTeleported()
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return false;
|
||||
|
||||
_vrik?.solver.Reset();
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IK Initialization
|
||||
|
||||
private void InitializeDesktopIk()
|
||||
{
|
||||
SetupIkGeneral();
|
||||
|
||||
IKCalibrator.ConfigureDesktopVrIk(_vrik);
|
||||
_ikHandler = new IKHandlerDesktop(_vrik);
|
||||
|
||||
IKCalibrator.SetupHeadIKTarget(_vrik);
|
||||
|
||||
InitializeIkGeneral();
|
||||
|
||||
_ikHandler.OnInitializeIk();
|
||||
}
|
||||
|
||||
private void InitializeHalfBodyIk()
|
||||
{
|
||||
SetupIkGeneral();
|
||||
|
||||
IKCalibrator.ConfigureHalfBodyVrIk(_vrik);
|
||||
_ikHandler = new IKHandlerHalfBody(_vrik);
|
||||
|
||||
IKCalibrator.SetupHeadIKTarget(_vrik, _vrHeadTarget);
|
||||
IKCalibrator.SetupHandIKTarget(_vrik, _leftHandRotations, true);
|
||||
IKCalibrator.SetupHandIKTarget(_vrik, _rightHandRotations, false);
|
||||
|
||||
// Configure controller offsets
|
||||
_leftHandTarget.localPosition = _handAnchorPositionOffset;
|
||||
_leftHandTarget.localEulerAngles = _handAnchorRotationOffset;
|
||||
_rightHandTarget.localPosition = Vector3.Scale(_handAnchorPositionOffset, new Vector3(-1, 1, 1));
|
||||
_rightHandTarget.localEulerAngles = Vector3.Scale(_handAnchorRotationOffset, new Vector3(1, -1, -1));
|
||||
|
||||
InitializeIkGeneral();
|
||||
|
||||
_ikHandler.OnInitializeIk();
|
||||
}
|
||||
|
||||
private void SetupIkGeneral()
|
||||
{
|
||||
_animator.transform.position = GetPlayerPosition();
|
||||
_animator.transform.rotation = GetPlayerRotation();
|
||||
SetAvatarPose(AvatarPose.Default);
|
||||
_vrik = IKCalibrator.SetupVrIk(_animator);
|
||||
}
|
||||
|
||||
private void InitializeIkGeneral()
|
||||
{
|
||||
SetAvatarPose(AvatarPose.IKPose);
|
||||
|
||||
VRIKUtils.CalculateInitialIKScaling(_vrik, ref _ikHandler._locomotionData);
|
||||
VRIKUtils.CalculateInitialFootsteps(_vrik, ref _ikHandler._locomotionData);
|
||||
_vrik.solver.Initiate(_vrik.transform); // initiate a second time
|
||||
|
||||
SetAvatarPose(AvatarPose.Initial);
|
||||
|
||||
VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
|
||||
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
|
||||
_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
public Vector3 GetPlayerPosition()
|
||||
{
|
||||
if (!MetaPort.Instance.isUsingVr)
|
||||
return transform.position;
|
||||
|
||||
Vector3 vrPosition = _vrCamera.transform.position;
|
||||
vrPosition.y = transform.position.y;
|
||||
return vrPosition;
|
||||
}
|
||||
|
||||
public Quaternion GetPlayerRotation()
|
||||
{
|
||||
if (!MetaPort.Instance.isUsingVr)
|
||||
return transform.rotation;
|
||||
|
||||
Vector3 vrForward = _vrCamera.transform.forward;
|
||||
vrForward.y = 0f;
|
||||
return Quaternion.LookRotation(vrForward, Vector3.up);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Solver Events General
|
||||
|
||||
private void OnPreSolverUpdateGeneral()
|
||||
{
|
||||
if (solver.IKPositionWeight < 0.9f)
|
||||
return;
|
||||
|
||||
Vector3 hipPos = _hipTransform.position;
|
||||
Quaternion hipRot = _hipTransform.rotation;
|
||||
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
|
||||
for (var i = 0; i < _humanPose.muscles.Length; i++)
|
||||
{
|
||||
//if (IkTweaksSettings.IgnoreAnimationsModeParsed == IgnoreAnimationsMode.All && IKTweaksMod.ourRandomPuck.activeInHierarchy)
|
||||
//{
|
||||
// muscles[i] *= ourBoneResetMasks[i] == BoneResetMask.Never ? 1 : 0;
|
||||
// continue;
|
||||
//}
|
||||
switch (ourBoneResetMasks[i])
|
||||
{
|
||||
case BoneResetMask.Never:
|
||||
break;
|
||||
case BoneResetMask.Spine:
|
||||
_humanPose.muscles[i] *= 1 - solver.spine.pelvisPositionWeight;
|
||||
break;
|
||||
case BoneResetMask.LeftArm:
|
||||
_humanPose.muscles[i] *= 1 - solver.leftArm.positionWeight;
|
||||
break;
|
||||
case BoneResetMask.RightArm:
|
||||
_humanPose.muscles[i] *= 1 - solver.rightArm.positionWeight;
|
||||
break;
|
||||
case BoneResetMask.LeftLeg:
|
||||
_humanPose.muscles[i] *= 1 - solver.leftLeg.positionWeight;
|
||||
break;
|
||||
case BoneResetMask.RightLeg:
|
||||
_humanPose.muscles[i] *= 1 - solver.rightLeg.positionWeight;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
|
||||
_hipTransform.position = hipPos;
|
||||
_hipTransform.rotation = hipRot;
|
||||
}
|
||||
|
||||
// "NetIk Pass", or "Additional Humanoid Pass" hack
|
||||
private void OnPostSolverUpdateGeneral()
|
||||
{
|
||||
Vector3 hipPos = _hipTransform.position;
|
||||
Quaternion hipRot = _hipTransform.rotation;
|
||||
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
|
||||
_hipTransform.position = hipPos;
|
||||
_hipTransform.rotation = hipRot;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Avatar Pose Utilities
|
||||
|
||||
private enum AvatarPose
|
||||
{
|
||||
Default = 0,
|
||||
Initial = 1,
|
||||
IKPose = 2,
|
||||
TPose = 3,
|
||||
APose = 4
|
||||
}
|
||||
|
||||
private void SetAvatarPose(AvatarPose pose)
|
||||
{
|
||||
switch (pose)
|
||||
{
|
||||
case AvatarPose.Default:
|
||||
SetMusclesToValue(0f);
|
||||
break;
|
||||
case AvatarPose.Initial:
|
||||
if (HasCustomIKPose())
|
||||
SetCustomLayersWeights(0f, 1f);
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPoseInitial);
|
||||
break;
|
||||
case AvatarPose.IKPose:
|
||||
if (HasCustomIKPose())
|
||||
{
|
||||
SetCustomLayersWeights(1f, 0f);
|
||||
return;
|
||||
}
|
||||
SetMusclesToPose(MusclePoses.IKPoseMuscles);
|
||||
break;
|
||||
case AvatarPose.TPose:
|
||||
SetMusclesToPose(MusclePoses.TPoseMuscles);
|
||||
break;
|
||||
case AvatarPose.APose:
|
||||
SetMusclesToPose(MusclePoses.APoseMuscles);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasCustomIKPose()
|
||||
{
|
||||
return _animLocomotionLayer != -1 && _animIKPoseLayer != -1;
|
||||
}
|
||||
|
||||
private void SetCustomLayersWeights(float customIKPoseLayerWeight, float locomotionLayerWeight)
|
||||
{
|
||||
_animator.SetLayerWeight(_animIKPoseLayer, customIKPoseLayerWeight);
|
||||
_animator.SetLayerWeight(_animLocomotionLayer, locomotionLayerWeight);
|
||||
_animator.Update(0f);
|
||||
}
|
||||
|
||||
private void SetMusclesToValue(float value)
|
||||
{
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
|
||||
for (var i = 0; i < ourBoneResetMasks.Length; i++)
|
||||
{
|
||||
if (ourBoneResetMasks[i] != BoneResetMask.Never)
|
||||
_humanPose.muscles[i] = value;
|
||||
}
|
||||
|
||||
_humanPose.bodyPosition = Vector3.up;
|
||||
_humanPose.bodyRotation = Quaternion.identity;
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
}
|
||||
|
||||
private void SetMusclesToPose(float[] muscles)
|
||||
{
|
||||
_humanPoseHandler.GetHumanPose(ref _humanPose);
|
||||
|
||||
for (var i = 0; i < ourBoneResetMasks.Length; i++)
|
||||
{
|
||||
if (ourBoneResetMasks[i] != BoneResetMask.Never)
|
||||
_humanPose.muscles[i] = muscles[i];
|
||||
}
|
||||
|
||||
_humanPose.bodyPosition = Vector3.up;
|
||||
_humanPose.bodyRotation = Quaternion.identity;
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region BodyHandling
|
||||
|
||||
public enum BoneResetMask
|
||||
{
|
||||
Never,
|
||||
Spine,
|
||||
LeftArm,
|
||||
RightArm,
|
||||
LeftLeg,
|
||||
RightLeg,
|
||||
}
|
||||
|
||||
private static readonly string[] ourNeverBones = { "Index", "Thumb", "Middle", "Ring", "Little", "Jaw", "Eye" };
|
||||
private static readonly string[] ourArmBones = { "Arm", "Forearm", "Hand", "Shoulder" };
|
||||
private static readonly string[] ourLegBones = { "Leg", "Foot", "Toes" };
|
||||
|
||||
private static BoneResetMask JudgeBone(string name)
|
||||
{
|
||||
if (ourNeverBones.Any(name.Contains))
|
||||
return BoneResetMask.Never;
|
||||
|
||||
if (ourArmBones.Any(name.Contains))
|
||||
{
|
||||
return name.Contains("Left") ? BoneResetMask.LeftArm : BoneResetMask.RightArm;
|
||||
}
|
||||
|
||||
if (ourLegBones.Any(name.Contains))
|
||||
return name.Contains("Left") ? BoneResetMask.LeftLeg : BoneResetMask.RightLeg;
|
||||
|
||||
return BoneResetMask.Spine;
|
||||
}
|
||||
|
||||
internal static readonly BoneResetMask[] ourBoneResetMasks = HumanTrait.MuscleName.Select(JudgeBone).ToArray();
|
||||
|
||||
#endregion
|
||||
}
|
46
.Deprecated/AlternateIKSystem/IK/MusclePoses.cs
Normal file
46
.Deprecated/AlternateIKSystem/IK/MusclePoses.cs
Normal file
|
@ -0,0 +1,46 @@
|
|||
namespace NAK.AlternateIKSystem.IK;
|
||||
|
||||
public static class MusclePoses
|
||||
{
|
||||
public static readonly float[] TPoseMuscles =
|
||||
{
|
||||
0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0.6001086f, 8.6213E-05f,
|
||||
-0.0003308152f, 0.9999163f, -9.559652E-06f, 3.41413E-08f, -3.415095E-06f, -1.024528E-07f, 0.6001086f,
|
||||
8.602679E-05f, -0.0003311098f, 0.9999163f, -9.510122E-06f, 1.707468E-07f, -2.732077E-06f, 2.035554E-15f,
|
||||
-2.748694E-07f, 2.619475E-07f, 0.401967f, 0.3005583f, 0.04102772f, 0.9998822f, -0.04634236f, 0.002522987f,
|
||||
0.0003842837f, -2.369134E-07f, -2.232262E-07f, 0.4019674f, 0.3005582f, 0.04103433f, 0.9998825f,
|
||||
-0.04634996f, 0.00252335f, 0.000383302f, -1.52127f, 0.2634507f, 0.4322457f, 0.6443988f, 0.6669409f,
|
||||
-0.4663372f, 0.8116828f, 0.8116829f, 0.6678119f, -0.6186608f, 0.8116842f, 0.8116842f, 0.6677991f,
|
||||
-0.619225f, 0.8116842f, 0.811684f, 0.6670032f, -0.465875f, 0.811684f, 0.8116836f, -1.520098f, 0.2613016f,
|
||||
0.432256f, 0.6444503f, 0.6668426f, -0.4670413f, 0.8116828f, 0.8116828f, 0.6677986f, -0.6192409f, 0.8116841f,
|
||||
0.811684f, 0.6677839f, -0.6198869f, 0.8116839f, 0.8116838f, 0.6668782f, -0.4667901f, 0.8116842f, 0.811684f
|
||||
};
|
||||
|
||||
public static readonly float[] APoseMuscles =
|
||||
{
|
||||
0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0.6001087f, 0f,
|
||||
-0.0003306383f, 0.9999163f, 0f, 0f, 0f, 0f, 0.6001087f, 0f, -0.0003306384f, 0.9999163f, 0f, 0f, 0f, 0f, 0f,
|
||||
0f, -0.1071228f, 0.258636f, 0.1567371f, 0.9998825f, -0.0463457f, 0.002523606f, 0.0003833446f, 0f, 0f,
|
||||
-0.1036742f, 0.2589961f, 0.1562322f, 0.9998825f, -0.04634446f, 0.002522176f, 0.0003835156f, -1.52127f,
|
||||
0.2634749f, 0.4322476f, 0.6443989f, 0.6669405f, -0.4663376f, 0.8116828f, 0.8116829f, 0.6678116f,
|
||||
-0.6186616f, 0.8116839f, 0.8116837f, 0.6677991f, -0.6192248f, 0.8116839f, 0.8116842f, 0.6670038f,
|
||||
-0.4658763f, 0.8116841f, 0.811684f, -1.520108f, 0.2612858f, 0.4322585f, 0.6444519f, 0.6668428f, -0.4670413f,
|
||||
0.8116831f, 0.8116828f, 0.6677985f, -0.6192364f, 0.8116842f, 0.8116842f, 0.667784f, -0.6198866f, 0.8116841f,
|
||||
0.8116835f, 0.6668782f, -0.4667891f, 0.8116841f, 0.811684f
|
||||
};
|
||||
|
||||
public static readonly float[] IKPoseMuscles =
|
||||
{
|
||||
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
|
||||
};
|
||||
}
|
|
@ -0,0 +1,87 @@
|
|||
using UnityEngine;
|
||||
using Valve.VR;
|
||||
|
||||
namespace AlternateIKSystem.IK.Tracking;
|
||||
|
||||
public class SteamVR_TrackerManager : MonoBehaviour
|
||||
{
|
||||
public static SteamVR_TrackerManager Instance { get; private set; }
|
||||
|
||||
private readonly Dictionary<uint, TrackedPoint> trackedPoints = new Dictionary<uint, TrackedPoint>();
|
||||
private int lastPosesCount = 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null)
|
||||
{
|
||||
DestroyImmediate(this);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
SteamVR_Events.NewPoses.AddListener(OnNewPoses);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
SteamVR_Events.NewPoses.RemoveListener(OnNewPoses);
|
||||
}
|
||||
|
||||
private void OnNewPoses(TrackedDevicePose_t[] poses)
|
||||
{
|
||||
if (lastPosesCount < poses.Length)
|
||||
{
|
||||
// If the count has increased, a new tracker has been connected.
|
||||
for (uint i = (uint)lastPosesCount; i < poses.Length; i++)
|
||||
{
|
||||
if (OpenVR.System.GetTrackedDeviceClass(i) == ETrackedDeviceClass.GenericTracker)
|
||||
trackedPoints.Add(i, new TrackedPoint(i));
|
||||
}
|
||||
}
|
||||
else if (lastPosesCount > poses.Length)
|
||||
{
|
||||
// If the count has decreased, a tracker has been disconnected.
|
||||
for (uint i = (uint)poses.Length; i < lastPosesCount; i++)
|
||||
{
|
||||
if (!trackedPoints.ContainsKey(i))
|
||||
continue;
|
||||
|
||||
trackedPoints[i].Destroy();
|
||||
trackedPoints.Remove(i);
|
||||
}
|
||||
}
|
||||
|
||||
for (uint i = 0; i < poses.Length; i++)
|
||||
{
|
||||
if (trackedPoints.TryGetValue(i, out TrackedPoint point))
|
||||
{
|
||||
point.UpdatePose(poses[i]);
|
||||
}
|
||||
}
|
||||
|
||||
lastPosesCount = poses.Length;
|
||||
}
|
||||
|
||||
private class TrackedPoint
|
||||
{
|
||||
private uint i;
|
||||
|
||||
public TrackedPoint(uint i)
|
||||
{
|
||||
this.i = i;
|
||||
}
|
||||
|
||||
public void UpdatePose(TrackedDevicePose_t pose)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Destroy()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace NAK.AlternateIKSystem.VRIKHelpers;
|
||||
|
||||
public struct VRIKLocomotionData
|
||||
{
|
||||
public Vector3 InitialFootPosLeft;
|
||||
public Vector3 InitialFootPosRight;
|
||||
public Quaternion InitialFootRotLeft;
|
||||
public Quaternion InitialFootRotRight;
|
||||
public float InitialFootDistance;
|
||||
public float InitialStepThreshold;
|
||||
public float InitialStepHeight;
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
InitialFootPosLeft = Vector3.zero;
|
||||
InitialFootPosRight = Vector3.zero;
|
||||
InitialFootRotLeft = Quaternion.identity;
|
||||
InitialFootRotRight = Quaternion.identity;
|
||||
InitialFootDistance = 0f;
|
||||
InitialStepThreshold = 0f;
|
||||
InitialStepHeight = 0f;
|
||||
}
|
||||
}
|
62
.Deprecated/AlternateIKSystem/IK/VRIKHelpers/VRIKUtils.cs
Normal file
62
.Deprecated/AlternateIKSystem/IK/VRIKHelpers/VRIKUtils.cs
Normal file
|
@ -0,0 +1,62 @@
|
|||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.AlternateIKSystem.VRIKHelpers;
|
||||
|
||||
public static class VRIKUtils
|
||||
{
|
||||
public static void CalculateInitialIKScaling(VRIK vrik, ref VRIKLocomotionData locomotionData)
|
||||
{
|
||||
// Get distance between feet and thighs
|
||||
float scaleModifier = Mathf.Max(1f, vrik.references.pelvis.lossyScale.x);
|
||||
float footDistance = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.rightFoot.position);
|
||||
|
||||
locomotionData.InitialFootDistance = footDistance * 0.5f;
|
||||
locomotionData.InitialStepThreshold = footDistance * scaleModifier;
|
||||
locomotionData.InitialStepHeight = Vector3.Distance(vrik.references.leftFoot.position, vrik.references.leftCalf.position) * 0.2f;
|
||||
}
|
||||
|
||||
public static void CalculateInitialFootsteps(VRIK vrik, ref VRIKLocomotionData locomotionData)
|
||||
{
|
||||
Transform root = vrik.references.root;
|
||||
Transform leftFoot = vrik.references.leftFoot;
|
||||
Transform rightFoot = vrik.references.rightFoot;
|
||||
|
||||
// Calculate the world rotation of the root bone at the current frame
|
||||
Quaternion rootWorldRot = root.rotation;
|
||||
|
||||
// Calculate the world rotation of the left and right feet relative to the root bone
|
||||
locomotionData.InitialFootPosLeft = root.InverseTransformPoint(leftFoot.position);
|
||||
locomotionData.InitialFootPosRight = root.InverseTransformPoint(rightFoot.position);
|
||||
locomotionData.InitialFootRotLeft = Quaternion.Inverse(rootWorldRot) * leftFoot.rotation;
|
||||
locomotionData.InitialFootRotRight = Quaternion.Inverse(rootWorldRot) * rightFoot.rotation;
|
||||
}
|
||||
|
||||
public static void ResetToInitialFootsteps(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
|
||||
{
|
||||
Transform root = vrik.references.root;
|
||||
Quaternion rootWorldRot = vrik.references.root.rotation;
|
||||
|
||||
// hack, use parent transform instead as setting feet position moves root (root.parent), but does not work for VR
|
||||
var footsteps = vrik.solver.locomotion.footsteps;
|
||||
footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft * scaleModifier),
|
||||
rootWorldRot * locomotionData.InitialFootRotLeft);
|
||||
footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight * scaleModifier),
|
||||
rootWorldRot * locomotionData.InitialFootRotRight);
|
||||
}
|
||||
|
||||
public static void ApplyScaleToVRIK(VRIK vrik, VRIKLocomotionData locomotionData, float scaleModifier)
|
||||
{
|
||||
IKSolverVR.Locomotion locomotionSolver = vrik.solver.locomotion;
|
||||
locomotionSolver.footDistance = locomotionData.InitialFootDistance * scaleModifier;
|
||||
locomotionSolver.stepThreshold = locomotionData.InitialStepThreshold * scaleModifier;
|
||||
ScaleStepHeight(locomotionSolver.stepHeight, locomotionData.InitialStepHeight * scaleModifier);
|
||||
}
|
||||
|
||||
private static void ScaleStepHeight(AnimationCurve stepHeightCurve, float mag)
|
||||
{
|
||||
var keyframes = stepHeightCurve.keys;
|
||||
keyframes[1].value = mag;
|
||||
stepHeightCurve.keys = keyframes;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,132 @@
|
|||
using RootMotion.FinalIK;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.WeightManipulators.BodyParts;
|
||||
|
||||
public abstract class BodyPart
|
||||
{
|
||||
protected float positionWeight = 1f;
|
||||
protected float rotationWeight = 1f;
|
||||
protected bool isEnabled = true;
|
||||
|
||||
public void SetPositionWeight(float weight)
|
||||
{
|
||||
this.positionWeight *= weight;
|
||||
}
|
||||
|
||||
public void SetRotationWeight(float weight)
|
||||
{
|
||||
this.rotationWeight *= weight;
|
||||
}
|
||||
|
||||
public void SetEnabled(bool isEnabled)
|
||||
{
|
||||
this.isEnabled = isEnabled;
|
||||
}
|
||||
|
||||
public abstract void ApplyWeightToSolver(IKSolverVR solver);
|
||||
}
|
||||
|
||||
public class Head : BodyPart
|
||||
{
|
||||
public override void ApplyWeightToSolver(IKSolverVR solver)
|
||||
{
|
||||
if (!isEnabled) return;
|
||||
solver.spine.positionWeight *= positionWeight;
|
||||
solver.spine.rotationWeight *= rotationWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public class Pelvis : BodyPart
|
||||
{
|
||||
public override void ApplyWeightToSolver(IKSolverVR solver)
|
||||
{
|
||||
if (!isEnabled) return;
|
||||
solver.spine.pelvisPositionWeight *= positionWeight;
|
||||
solver.spine.pelvisRotationWeight *= rotationWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public class LeftArm : BodyPart
|
||||
{
|
||||
private float bendGoalWeight = 1f;
|
||||
|
||||
public void SetBendGoalWeight(float weight)
|
||||
{
|
||||
this.bendGoalWeight *= weight;
|
||||
}
|
||||
|
||||
public override void ApplyWeightToSolver(IKSolverVR solver)
|
||||
{
|
||||
if (!isEnabled) return;
|
||||
|
||||
solver.leftArm.positionWeight *= positionWeight;
|
||||
solver.leftArm.rotationWeight *= rotationWeight;
|
||||
solver.leftArm.bendGoalWeight *= bendGoalWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public class RightArm : BodyPart
|
||||
{
|
||||
private float bendGoalWeight = 1f;
|
||||
|
||||
public void SetBendGoalWeight(float weight)
|
||||
{
|
||||
this.bendGoalWeight *= weight;
|
||||
}
|
||||
|
||||
public override void ApplyWeightToSolver(IKSolverVR solver)
|
||||
{
|
||||
if (!isEnabled) return;
|
||||
|
||||
solver.rightArm.positionWeight *= positionWeight;
|
||||
solver.rightArm.rotationWeight *= rotationWeight;
|
||||
solver.rightArm.bendGoalWeight *= bendGoalWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public class LeftLeg : BodyPart
|
||||
{
|
||||
private float bendGoalWeight = 1f;
|
||||
|
||||
public void SetBendGoalWeight(float weight)
|
||||
{
|
||||
this.bendGoalWeight *= weight;
|
||||
}
|
||||
|
||||
public override void ApplyWeightToSolver(IKSolverVR solver)
|
||||
{
|
||||
if (!isEnabled) return;
|
||||
|
||||
solver.leftLeg.positionWeight *= positionWeight;
|
||||
solver.leftLeg.rotationWeight *= rotationWeight;
|
||||
solver.leftLeg.bendGoalWeight *= bendGoalWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public class RightLeg : BodyPart
|
||||
{
|
||||
private float bendGoalWeight = 1f;
|
||||
|
||||
public void SetBendGoalWeight(float weight)
|
||||
{
|
||||
this.bendGoalWeight *= weight;
|
||||
}
|
||||
|
||||
public override void ApplyWeightToSolver(IKSolverVR solver)
|
||||
{
|
||||
if (!isEnabled) return;
|
||||
|
||||
solver.rightLeg.positionWeight *= positionWeight;
|
||||
solver.rightLeg.rotationWeight *= rotationWeight;
|
||||
solver.rightLeg.bendGoalWeight *= bendGoalWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public class Locomotion : BodyPart
|
||||
{
|
||||
public override void ApplyWeightToSolver(IKSolverVR solver)
|
||||
{
|
||||
if (!isEnabled) return;
|
||||
solver.locomotion.weight *= positionWeight;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
using NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.WeightManipulators;
|
||||
|
||||
public class DeviceControlManipulator : IWeightManipulator
|
||||
{
|
||||
public static bool shouldTrackAll = true;
|
||||
public static bool shouldTrackHead = true;
|
||||
public static bool shouldTrackPelvis = true;
|
||||
public static bool shouldTrackLeftArm = true;
|
||||
public static bool shouldTrackRightArm = true;
|
||||
public static bool shouldTrackLeftLeg = true;
|
||||
public static bool shouldTrackRightLeg = true;
|
||||
public static bool shouldTrackLocomotion = true;
|
||||
|
||||
public WeightManipulatorManager Manager { get; set; }
|
||||
|
||||
// Manipulator for Connected Devices (Has final say)
|
||||
public void Update(IKSolverVR solver)
|
||||
{
|
||||
Manager.TrackAll &= shouldTrackAll;
|
||||
Manager.TrackHead &= shouldTrackHead;
|
||||
Manager.TrackPelvis &= shouldTrackPelvis;
|
||||
Manager.TrackLeftArm &= shouldTrackLeftArm;
|
||||
Manager.TrackRightArm &= shouldTrackRightArm;
|
||||
Manager.TrackLeftLeg &= shouldTrackLeftLeg;
|
||||
Manager.TrackRightLeg &= shouldTrackRightLeg;
|
||||
Manager.TrackLocomotion &= shouldTrackLocomotion;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
using RootMotion.FinalIK;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
|
||||
|
||||
public interface IWeightManipulator
|
||||
{
|
||||
WeightManipulatorManager Manager { get; set; }
|
||||
void Update(IKSolverVR solver);
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
using NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.WeightManipulators;
|
||||
|
||||
public class TrackingControlManipulator : IWeightManipulator
|
||||
{
|
||||
public WeightManipulatorManager Manager { get; set; }
|
||||
|
||||
// Manipulator for External Control (Auto, State Behaviour)
|
||||
public void Update(IKSolverVR solver)
|
||||
{
|
||||
Manager.TrackAll |= BodyControl.TrackingAll;
|
||||
Manager.TrackHead |= BodyControl.TrackingHead;
|
||||
Manager.TrackPelvis |= BodyControl.TrackingPelvis;
|
||||
Manager.TrackLeftArm |= BodyControl.TrackingLeftArm;
|
||||
Manager.TrackRightArm |= BodyControl.TrackingRightArm;
|
||||
Manager.TrackLeftLeg |= BodyControl.TrackingLeftLeg;
|
||||
Manager.TrackRightLeg |= BodyControl.TrackingRightLeg;
|
||||
Manager.TrackLocomotion |= BodyControl.TrackingLocomotion;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,84 @@
|
|||
using NAK.AlternateIKSystem.IK.WeightManipulators.BodyParts;
|
||||
using NAK.AlternateIKSystem.IK.WeightManipulators.Interface;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace NAK.AlternateIKSystem.IK.WeightManipulators;
|
||||
|
||||
public enum BodyPartEnum
|
||||
{
|
||||
Head,
|
||||
Pelvis,
|
||||
LeftArm,
|
||||
RightArm,
|
||||
LeftLeg,
|
||||
RightLeg,
|
||||
Locomotion,
|
||||
All
|
||||
}
|
||||
|
||||
public class WeightManipulatorManager
|
||||
{
|
||||
private readonly Dictionary<BodyPartEnum, BodyPart> _bodyParts = new Dictionary<BodyPartEnum, BodyPart>();
|
||||
|
||||
public WeightManipulatorManager()
|
||||
{
|
||||
_bodyParts.Add(BodyPartEnum.Head, new Head());
|
||||
_bodyParts.Add(BodyPartEnum.Pelvis, new Pelvis());
|
||||
_bodyParts.Add(BodyPartEnum.LeftArm, new LeftArm());
|
||||
_bodyParts.Add(BodyPartEnum.RightArm, new RightArm());
|
||||
_bodyParts.Add(BodyPartEnum.LeftLeg, new LeftLeg());
|
||||
_bodyParts.Add(BodyPartEnum.RightLeg, new RightLeg());
|
||||
_bodyParts.Add(BodyPartEnum.Locomotion, new Locomotion());
|
||||
}
|
||||
|
||||
public void SetWeight(BodyPartEnum bodyPartName, float positionWeight, float rotationWeight)
|
||||
{
|
||||
var bodyPart = _bodyParts[bodyPartName];
|
||||
bodyPart.SetPositionWeight(positionWeight);
|
||||
bodyPart.SetRotationWeight(rotationWeight);
|
||||
}
|
||||
|
||||
public void SetEnabled(BodyPartEnum bodyPartName, bool isEnabled)
|
||||
{
|
||||
var bodyPart = _bodyParts[bodyPartName];
|
||||
bodyPart.SetEnabled(isEnabled);
|
||||
}
|
||||
|
||||
public void ApplyWeightsToSolver(IKSolverVR solver)
|
||||
{
|
||||
foreach (var bodyPart in _bodyParts.Values)
|
||||
{
|
||||
bodyPart.ApplyWeightToSolver(solver);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class BodyControl
|
||||
{
|
||||
private readonly WeightManipulatorManager _manager;
|
||||
|
||||
public BodyControl(WeightManipulatorManager manager)
|
||||
{
|
||||
_manager = manager;
|
||||
}
|
||||
|
||||
public void SetWeight(string bodyPartName, float positionWeight, float rotationWeight)
|
||||
{
|
||||
_manager.SetWeight(bodyPartName, positionWeight, rotationWeight);
|
||||
}
|
||||
}
|
||||
|
||||
public class DeviceControl
|
||||
{
|
||||
private readonly WeightManipulatorManager _manager;
|
||||
|
||||
public DeviceControl(WeightManipulatorManager manager)
|
||||
{
|
||||
_manager = manager;
|
||||
}
|
||||
|
||||
public void SetEnabled(string bodyPartName, bool isEnabled)
|
||||
{
|
||||
_manager.SetEnabled(bodyPartName, isEnabled);
|
||||
}
|
||||
}
|
90
.Deprecated/AlternateIKSystem/Integrations/BTKUIAddon.cs
Normal file
90
.Deprecated/AlternateIKSystem/Integrations/BTKUIAddon.cs
Normal file
|
@ -0,0 +1,90 @@
|
|||
using BTKUILib;
|
||||
using BTKUILib.UIObjects;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace NAK.AlternateIKSystem.Integrations;
|
||||
|
||||
public static class BTKUIAddon
|
||||
{
|
||||
#region Initialization
|
||||
|
||||
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||
public static void Initialize()
|
||||
{
|
||||
// Add mod to the Misc Menu
|
||||
Page miscPage = QuickMenuAPI.MiscTabPage;
|
||||
Category miscCategory = miscPage.AddCategory(ModSettings.SettingsCategory);
|
||||
|
||||
AddMelonToggle(ref miscCategory, ModSettings.EntryEnabled);
|
||||
|
||||
SetupGeneralIKConfigurationPage(ref miscCategory);
|
||||
SetupDesktopIKConfigurationPage(ref miscCategory);
|
||||
SetupHalfBodyIKConfigurationPage(ref miscCategory);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Pages Setup
|
||||
|
||||
private static void SetupGeneralIKConfigurationPage(ref Category parentCategory)
|
||||
{
|
||||
Page generalIKPage = parentCategory.AddPage("General IK Settings", "", "Configure the settings for general IK.", ModSettings.SettingsCategory);
|
||||
generalIKPage.MenuTitle = "General IK Settings";
|
||||
Category generalIKCategory = generalIKPage.AddCategory(generalIKPage.MenuTitle);
|
||||
|
||||
// General Settings
|
||||
AddMelonToggle(ref generalIKCategory, ModSettings.EntryPlantFeet);
|
||||
|
||||
// Calibration Settings
|
||||
AddMelonToggle(ref generalIKCategory, ModSettings.EntryUseToesForVRIK);
|
||||
|
||||
// Fine-tuning Settings
|
||||
AddMelonToggle(ref generalIKCategory, ModSettings.EntryResetFootstepsOnIdle);
|
||||
|
||||
// Fake root heading limit
|
||||
AddMelonSlider(ref generalIKPage, ModSettings.EntryBodyHeadingLimit, 0, 90f, 0);
|
||||
|
||||
// Lerp Speed
|
||||
AddMelonSlider(ref generalIKPage, ModSettings.EntryIKLerpSpeed, 0, 20f, 0);
|
||||
}
|
||||
|
||||
private static void SetupDesktopIKConfigurationPage(ref Category parentCategory)
|
||||
{
|
||||
Page desktopIKPage = parentCategory.AddPage("Desktop IK Settings", "", "Configure the settings for desktop IK.", ModSettings.SettingsCategory);
|
||||
desktopIKPage.MenuTitle = "Desktop IK Settings";
|
||||
Category desktopIKCategory = desktopIKPage.AddCategory(desktopIKPage.MenuTitle);
|
||||
|
||||
// Funny Settings
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryProneThrusting);
|
||||
|
||||
// Body Leaning Weight
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryBodyLeanWeight, 0, 1f, 1);
|
||||
|
||||
// Max Root Heading Limit & Weights
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryPelvisHeadingWeight, 0, 1f, 1);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryChestHeadingWeight, 0, 1f, 1);
|
||||
}
|
||||
|
||||
private static void SetupHalfBodyIKConfigurationPage(ref Category parentCategory)
|
||||
{
|
||||
Page halfBodyIKPage = parentCategory.AddPage("HalfBody IK Settings", "", "Configure the settings for halfbody IK.", ModSettings.SettingsCategory);
|
||||
halfBodyIKPage.MenuTitle = "HalfBody IK Settings";
|
||||
//Category halfBodyIKCategory = halfBodyIKPage.AddCategory(halfBodyIKPage.MenuTitle);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Melon Pref Helpers
|
||||
|
||||
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
|
||||
{
|
||||
category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
|
||||
}
|
||||
|
||||
private static void AddMelonSlider(ref Page page, MelonLoader.MelonPreferences_Entry<float> entry, float min, float max, int decimalPlaces = 2)
|
||||
{
|
||||
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max, decimalPlaces).OnValueUpdated += f => entry.Value = f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
674
.Deprecated/AlternateIKSystem/LICENSE.txt
Normal file
674
.Deprecated/AlternateIKSystem/LICENSE.txt
Normal file
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
46
.Deprecated/AlternateIKSystem/Main.cs
Normal file
46
.Deprecated/AlternateIKSystem/Main.cs
Normal file
|
@ -0,0 +1,46 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.AlternateIKSystem;
|
||||
|
||||
// IKManager is what the game talks to
|
||||
// BodyControl is the master vrik tracking weights
|
||||
|
||||
// IKHandler is created by IKManager, specific to Desktop/VR
|
||||
// It will look at BodyControl to manage its own vrik solver
|
||||
|
||||
// IKCalibrator will setup vrik & its settings
|
||||
|
||||
public class AlternateIKSystem : MelonMod
|
||||
{
|
||||
internal static MelonLogger.Instance Logger;
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
|
||||
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
|
||||
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
|
||||
}
|
||||
|
||||
private static void InitializeIntegration(string modName, Action integrationAction)
|
||||
{
|
||||
if (RegisteredMelons.All(it => it.Info.Name != modName))
|
||||
return;
|
||||
|
||||
Logger.Msg($"Initializing {modName} integration.");
|
||||
integrationAction.Invoke();
|
||||
}
|
||||
|
||||
private void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
{
|
||||
HarmonyInstance.PatchAll(type);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Logger.Msg($"Failed while patching {type.Name}!");
|
||||
Logger.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
60
.Deprecated/AlternateIKSystem/ModSettings.cs
Normal file
60
.Deprecated/AlternateIKSystem/ModSettings.cs
Normal file
|
@ -0,0 +1,60 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.AlternateIKSystem;
|
||||
|
||||
public static class ModSettings
|
||||
{
|
||||
internal const string SettingsCategory = nameof(AlternateIKSystem);
|
||||
|
||||
public static readonly MelonPreferences_Category Category =
|
||||
MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
// Shared Settings
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
Category.CreateEntry("Enabled", true,
|
||||
description: "Toggle AlternateIKSystem entirely. Requires avatar reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryUseToesForVRIK =
|
||||
Category.CreateEntry("Use VRIK Toes", false,
|
||||
description:
|
||||
"Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
|
||||
Category.CreateEntry("Enforce Plant Feet", false ,
|
||||
description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
|
||||
Category.CreateEntry("Reset Footsteps on Idle", false,
|
||||
description:
|
||||
"Determines if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
|
||||
Category.CreateEntry("IK Lerp Speed", 10f,
|
||||
description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
|
||||
|
||||
// Desktop Settings
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
|
||||
Category.CreateEntry("Body Lean Weight", 0.5f,
|
||||
description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
|
||||
Category.CreateEntry("Body Heading Limit", 20f,
|
||||
description:
|
||||
"Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
|
||||
Category.CreateEntry("Pelvis Heading Weight", 0.25f,
|
||||
description:
|
||||
"Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
|
||||
Category.CreateEntry("Chest Heading Weight", 0.75f,
|
||||
description:
|
||||
"Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
|
||||
Category.CreateEntry("Prone Thrusting", false,
|
||||
description: "Allows Body Lean Weight to take effect while crouched or prone.");
|
||||
}
|
31
.Deprecated/AlternateIKSystem/Properties/AssemblyInfo.cs
Normal file
31
.Deprecated/AlternateIKSystem/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using MelonLoader;
|
||||
using NAK.AlternateIKSystem.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.AlternateIKSystem))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.AlternateIKSystem))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.AlternateIKSystem.AlternateIKSystem),
|
||||
nameof(NAK.AlternateIKSystem),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AlternateIKSystem"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: MelonOptionalDependencies("BTKUILib")]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace NAK.AlternateIKSystem.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "1.0.0";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
32
.Deprecated/AlternateIKSystem/README.md
Normal file
32
.Deprecated/AlternateIKSystem/README.md
Normal file
|
@ -0,0 +1,32 @@
|
|||
## AlternateIKSystem
|
||||
|
||||
This is a super fucked mix of DesktopVRIK, StateBehaviours, IKFixes, & IKTweaks with general structure inspired by ChilloutVRs existing IKSystem.
|
||||
|
||||
It is a personal project that I am unsure how far I will go with. Currently only Desktop VRIK works as that was easiest to implement.
|
||||
|
||||
This mod is partially built off of [IKTweaks - GPLv3](https://github.com/knah/VRCMods/tree/master/IKTweaks):
|
||||
|
||||
(BodyHandling, MusclePoses)
|
||||
|
||||
With a mix of [DesktopVRIK](https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/DesktopVRIK):
|
||||
|
||||
(Desktop IK, VRIKHelpers, IKPose)
|
||||
|
||||
And a hint of [StateBehaviours](https://github.com/NotAKidoS/StateBehaviours/tree/main/Mod/StateBehaviours):
|
||||
|
||||
(BodyControl)
|
||||
|
||||
Then finally [IKFixes](https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/IKFixes):
|
||||
|
||||
(Solver Weight Helpers)
|
||||
|
||||
---
|
||||
|
||||
Here is the block of text where I tell you this mod is not affiliated or endorsed by ABI.
|
||||
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
|
||||
|
||||
> This mod is an independent creation and is not affiliated with, supported by or approved by Alpha Blend Interactive.
|
||||
|
||||
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
|
||||
|
||||
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.
|
24
.Deprecated/AlternateIKSystem/format.json
Normal file
24
.Deprecated/AlternateIKSystem/format.json
Normal file
|
@ -0,0 +1,24 @@
|
|||
{
|
||||
"_id": 117,
|
||||
"name": "AlternateIKSystem",
|
||||
"modversion": "4.2.0",
|
||||
"gameversion": "2022r170p1",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Adds VRIK to Desktop avatars. No longer will you be a liveless sliding statue~!\nAdds the small feet stepping when looking around on Desktop.\n\nOptional BTKUILib integration.",
|
||||
"searchtags": [
|
||||
"desktop",
|
||||
"vrik",
|
||||
"ik",
|
||||
"feet",
|
||||
"fish"
|
||||
],
|
||||
"requirements": [
|
||||
"BTKUILib"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r5/AlternateIKSystem.dll",
|
||||
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AlternateIKSystem/",
|
||||
"changelog": "- Fixed IK not being reset when teleporting/respawning/sitting.\n- Fixed IK Locomotion not being disabled while sitting.\n- Cleanup of VRIK Calibration & Configuration to make updating & debugging easier.\n- Added a temporary fix for DesktopVRSwitch BodySystem handling to ensure tracking is correctly enabled after switch.\n- Added \"NetIKPass\" after VRIK solving, which fixes many rotational errors that were only visible on the local client.\n- Removed Chest VRIK reference fix & find unmapped toe options as they didn't stream over NetIK.",
|
||||
"embedcolor": "9b59b6"
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue