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Move many mods to Deprecated folder, fix spelling
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539 changed files with 7475 additions and 3120 deletions
143
.Deprecated/IKSimulatedRootAngleFix/Main.cs
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143
.Deprecated/IKSimulatedRootAngleFix/Main.cs
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using System.Reflection;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.VRIKHandlers;
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using ABI_RC.Systems.InputManagement;
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using ABI_RC.Systems.Movement;
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using HarmonyLib;
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using MelonLoader;
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using UnityEngine;
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namespace NAK.IKSimulatedRootAngleFix;
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public class IKSimulatedRootAngleFixMod : MelonMod
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{
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public override void OnInitializeMelon()
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{
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HarmonyInstance.Patch( // fix offsetting of _ikSimulatedRootAngle when player rotates on wall or ceiling
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typeof(IKHandler).GetMethod(nameof(IKHandler.OnPlayerHandleMovementParent),
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BindingFlags.Public | BindingFlags.Instance),
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prefix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnPlayerHandleMovementParent),
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BindingFlags.NonPublic | BindingFlags.Static))
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);
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HarmonyInstance.Patch( // fix offsetting of _ikSimulatedRootAngle when player rotates on wall or ceiling
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typeof(IKHandler).GetMethod(nameof(IKHandler.Reset),
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BindingFlags.Public | BindingFlags.Instance),
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postfix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnHandlerReset),
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BindingFlags.NonPublic | BindingFlags.Static))
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);
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HarmonyInstance.Patch( // why did i dupe logic weirdly between Desktop & VR IKHandler ...
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typeof(IKHandlerDesktop).GetMethod(nameof(IKHandlerDesktop.HandleBodyHeading),
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BindingFlags.NonPublic | BindingFlags.Instance),
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prefix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnHandleBodyHeading),
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BindingFlags.NonPublic | BindingFlags.Static))
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);
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HarmonyInstance.Patch( // why did i dupe logic weirdly between Desktop & VR IKHandler ...
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typeof(IKHandlerHalfBody).GetMethod(nameof(IKHandlerHalfBody.HandleRootAngle),
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BindingFlags.NonPublic | BindingFlags.Instance),
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prefix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnHandleRootAngle),
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BindingFlags.NonPublic | BindingFlags.Static))
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);
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}
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private static float GetRemappedPlayerHeading()
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{
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// invert, remap, then remap again so it matches playerlocal.eulerAngles.y that originally was used
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// NOTE: we want to still use GetPlayerHeading because it accounts for gravity (and cause exterrata helped with that method specifically :3)
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// NOTE: i am remapping it to match *original* DesktopVRIK logic before i reworked it native- dropping this remap into native method would not work
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var playerHeading = (-IKSystem.Instance.GetPlayerHeading() + 180) % 360;
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if (playerHeading < 0) playerHeading += 360;
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return playerHeading;
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}
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private static bool OnPlayerHandleMovementParent(BetterBetterCharacterController.PlayerMoveOffset moveOffset, ref IKHandler __instance)
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{
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__instance._solver.AddPlatformMotion(moveOffset.DeltaPosition, moveOffset.DeltaRotation, moveOffset.PivotPosition);
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Transform playerTransform = IKSystem.Instance.transform;
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Vector3 up = playerTransform.up; // for simplicity, we will just use the current up, instead of calc past up
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Quaternion playerRotation = playerTransform.rotation;
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Quaternion deltaRotation = moveOffset.DeltaRotation;
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// calculate the player's forward direction before the delta rotation was applied
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Quaternion originalRotation = Quaternion.Inverse(deltaRotation) * playerRotation;
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Vector3 forwardBeforeRotation = Vector3.ProjectOnPlane(originalRotation * Vector3.forward, up).normalized;
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Vector3 forwardAfterRotation = Vector3.ProjectOnPlane(playerRotation * Vector3.forward, up).normalized;
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// calculate the signed angle between the forward directions before and after the rotation around the up vector
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float headingDelta = Vector3.SignedAngle(forwardBeforeRotation, forwardAfterRotation, up);
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__instance._ikSimulatedRootAngle = Mathf.Repeat(__instance._ikSimulatedRootAngle + headingDelta, 360f);
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return false;
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}
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private static void OnHandlerReset(ref IKHandler __instance)
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{
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__instance._ikSimulatedRootAngle = GetRemappedPlayerHeading();
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}
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private static bool OnHandleBodyHeading(ref IKHandlerDesktop __instance)
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{
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if (IKSystem.Instance.BodyHeadingLimit <= 0f)
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return false;
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float playerHeading = GetRemappedPlayerHeading();
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// nicked original logic from DesktopVRIK, before i made it native and seemingly fucked it -_-
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// https://github.com/NotAKidoS/NAK_CVR_Mods/blob/db9d5a24b62c96e3c5c403ce3956cd3221955898/.DepricatedMods/DesktopVRIK/IK/IKHandlers/IKHandlerDesktop.cs#L68
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var weightedAngleLimit = IKSystem.Instance.BodyHeadingLimit * __instance._solver.locomotion.weight;
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var deltaAngleRoot = Mathf.DeltaAngle(playerHeading, __instance._ikSimulatedRootAngle);
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var absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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if (absDeltaAngleRoot > weightedAngleLimit)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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__instance._ikSimulatedRootAngle = Mathf.MoveTowardsAngle(__instance._ikSimulatedRootAngle,
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playerHeading, absDeltaAngleRoot - weightedAngleLimit);
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}
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__instance._solver.spine.rootHeadingOffset = deltaAngleRoot;
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Vector3 axis = __instance._vrik.transform.rotation * Vector3.up;
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if (IKSystem.Instance.PelvisHeadingWeight > 0f)
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{
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__instance._solver.spine.pelvisRotationOffset *= Quaternion.AngleAxis(
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__instance._solver.spine.rootHeadingOffset * IKSystem.Instance.PelvisHeadingWeight, axis);
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__instance._solver.spine.chestRotationOffset *= Quaternion.AngleAxis(
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-__instance._solver.spine.rootHeadingOffset * IKSystem.Instance.PelvisHeadingWeight, axis);
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}
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if (IKSystem.Instance.ChestHeadingWeight > 0f)
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__instance._solver.spine.chestRotationOffset *= Quaternion.AngleAxis(
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__instance._solver.spine.rootHeadingOffset * IKSystem.Instance.ChestHeadingWeight, axis);
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return false;
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}
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private static bool OnHandleRootAngle(ref IKHandlerHalfBody __instance)
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{
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float playerHeading = GetRemappedPlayerHeading();
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var rootAngleLimit = 25f;
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if (__instance._solver.spine.rotationWeight <= 0f || PlayerSetup.Instance.IsEmotePlaying())
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rootAngleLimit = 180f;
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else if (CVRInputManager.Instance.movementVector.sqrMagnitude > 0f) rootAngleLimit = 0f;
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var weightedAngleLimit = rootAngleLimit * __instance._solver.locomotion.weight;
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var deltaAngleRoot = Mathf.DeltaAngle(playerHeading, __instance._ikSimulatedRootAngle);
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var absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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if (absDeltaAngleRoot > weightedAngleLimit)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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__instance._ikSimulatedRootAngle = Mathf.MoveTowardsAngle(__instance._ikSimulatedRootAngle,
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playerHeading, absDeltaAngleRoot - weightedAngleLimit);
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}
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__instance._solver.spine.maxRootAngle = rootAngleLimit;
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__instance._solver.spine.rootHeadingOffset = deltaAngleRoot;
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return false;
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}
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}
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