mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
move bunch of things to depricated folder
This commit is contained in:
parent
86828a94e2
commit
21f8893095
156 changed files with 193 additions and 93 deletions
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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
.DepricatedMods/AlternateIKSystem/HarmonyPatches.cs
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114
.DepricatedMods/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
.DepricatedMods/AlternateIKSystem/IK/BodyControl.cs
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95
.DepricatedMods/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
.DepricatedMods/AlternateIKSystem/IK/IKCalibrator.cs
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229
.DepricatedMods/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/NotAKidOnSteam/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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||||
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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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||||
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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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||||
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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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||||
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||||
#region Private Methods
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||||
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||||
private static Quaternion CalculateLocalRotation(Transform root, Transform reference)
|
||||
{
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||||
Vector3 forward = Quaternion.Inverse(reference.rotation) * root.forward;
|
||||
Vector3 upwards = Quaternion.Inverse(reference.rotation) * root.up;
|
||||
return Quaternion.Inverse(reference.rotation * Quaternion.LookRotation(forward, upwards)) * reference.rotation;
|
||||
}
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||||
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||||
#endregion
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}
|
170
.DepricatedMods/AlternateIKSystem/IK/IKHandlers/IKHandler.cs
Normal file
170
.DepricatedMods/AlternateIKSystem/IK/IKHandlers/IKHandler.cs
Normal file
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using ABI.CCK.Components;
|
||||
using NAK.AlternateIKSystem.VRIKHelpers;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
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||||
namespace NAK.AlternateIKSystem.IK.IKHandlers;
|
||||
|
||||
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
.DepricatedMods/AlternateIKSystem/IK/IKManager.cs
Normal file
474
.DepricatedMods/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
.DepricatedMods/AlternateIKSystem/IK/MusclePoses.cs
Normal file
46
.DepricatedMods/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;
|
||||
}
|
||||
}
|
|
@ -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
.DepricatedMods/AlternateIKSystem/Integrations/BTKUIAddon.cs
Normal file
90
.DepricatedMods/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
.DepricatedMods/AlternateIKSystem/LICENSE.txt
Normal file
674
.DepricatedMods/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
.DepricatedMods/AlternateIKSystem/Main.cs
Normal file
46
.DepricatedMods/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
.DepricatedMods/AlternateIKSystem/ModSettings.cs
Normal file
60
.DepricatedMods/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
.DepricatedMods/AlternateIKSystem/Properties/AssemblyInfo.cs
Normal file
31
.DepricatedMods/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/NotAKidOnSteam/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
.DepricatedMods/AlternateIKSystem/README.md
Normal file
32
.DepricatedMods/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/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRIK):
|
||||
|
||||
(Desktop IK, VRIKHelpers, IKPose)
|
||||
|
||||
And a hint of [StateBehaviours](https://github.com/NotAKidOnSteam/StateBehaviours/tree/main/Mod/StateBehaviours):
|
||||
|
||||
(BodyControl)
|
||||
|
||||
Then finally [IKFixes](https://github.com/NotAKidOnSteam/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
.DepricatedMods/AlternateIKSystem/format.json
Normal file
24
.DepricatedMods/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/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r5/AlternateIKSystem.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/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"
|
||||
}
|
2
.DepricatedMods/BadAnimatorFix/BadAnimatorFix.csproj
Normal file
2
.DepricatedMods/BadAnimatorFix/BadAnimatorFix.csproj
Normal file
|
@ -0,0 +1,2 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk"/>
|
55
.DepricatedMods/BadAnimatorFix/BadAnimatorFixManager.cs
Normal file
55
.DepricatedMods/BadAnimatorFix/BadAnimatorFixManager.cs
Normal file
|
@ -0,0 +1,55 @@
|
|||
using ABI_RC.Core.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace NAK.BadAnimatorFix;
|
||||
|
||||
public static class BadAnimatorFixManager
|
||||
{
|
||||
private static List<BadAnimatorFixer> _animatorFixers = new List<BadAnimatorFixer>();
|
||||
private static readonly float _checkInterval = 5f;
|
||||
private static int _currentIndex = 0;
|
||||
|
||||
public static void Add(BadAnimatorFixer bad)
|
||||
{
|
||||
if (!_animatorFixers.Contains(bad))
|
||||
_animatorFixers.Add(bad);
|
||||
}
|
||||
|
||||
public static void Remove(BadAnimatorFixer bad)
|
||||
{
|
||||
if (_animatorFixers.Contains(bad))
|
||||
_animatorFixers.Remove(bad);
|
||||
}
|
||||
|
||||
public static void OnPlayerLoaded()
|
||||
{
|
||||
SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, _checkInterval, -1);
|
||||
}
|
||||
|
||||
public static void OnSceneInitialized(string sceneName)
|
||||
{
|
||||
// Get all the animators in the loaded world
|
||||
var allAnimators = SceneManager.GetSceneByName(sceneName).GetRootGameObjects()
|
||||
.SelectMany(x => x.GetComponentsInChildren<Animator>(true));
|
||||
|
||||
foreach (var animator in allAnimators)
|
||||
{
|
||||
// Ignore objects that have our "fix", this shouldn't be needed but eh
|
||||
if (!animator.TryGetComponent<BadAnimatorFixer>(out _))
|
||||
animator.gameObject.AddComponent<BadAnimatorFixer>();
|
||||
}
|
||||
}
|
||||
|
||||
private static void CheckNextAnimator()
|
||||
{
|
||||
if (!BadAnimatorFix.EntryEnabled.Value)
|
||||
return;
|
||||
|
||||
if (_animatorFixers.Count == 0)
|
||||
return;
|
||||
|
||||
_currentIndex = (_currentIndex + 1) % _animatorFixers.Count;
|
||||
_animatorFixers[_currentIndex].AttemptRewindAnimator();
|
||||
}
|
||||
}
|
45
.DepricatedMods/BadAnimatorFix/BadAnimatorFixer.cs
Normal file
45
.DepricatedMods/BadAnimatorFix/BadAnimatorFixer.cs
Normal file
|
@ -0,0 +1,45 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.Playables;
|
||||
|
||||
namespace NAK.BadAnimatorFix;
|
||||
|
||||
public class BadAnimatorFixer : MonoBehaviour
|
||||
{
|
||||
private const float StateLimit = 20f;
|
||||
|
||||
private Animator animator;
|
||||
|
||||
private void Start() => animator = GetComponent<Animator>();
|
||||
private void OnEnable() => BadAnimatorFixManager.Add(this);
|
||||
private void OnDisable() => BadAnimatorFixManager.Remove(this);
|
||||
|
||||
public void AttemptRewindAnimator()
|
||||
{
|
||||
bool rewound = false;
|
||||
if (animator != null && animator.isActiveAndEnabled)
|
||||
{
|
||||
for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
|
||||
{
|
||||
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
|
||||
AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
|
||||
// Skip if mid-transition
|
||||
if (transitionInfo.fullPathHash != 0) continue;
|
||||
// Skip if anim doesn't loop, or hasn't looped enough
|
||||
if (!stateInfo.loop || stateInfo.normalizedTime < StateLimit) continue;
|
||||
// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
|
||||
float offset = 10f + (stateInfo.normalizedTime % 1f);
|
||||
animator.Play(stateInfo.fullPathHash, layerIndex, offset);
|
||||
rewound = true;
|
||||
}
|
||||
|
||||
if (rewound)
|
||||
PlayableExtensions.SetTime<Playable>(animator.playableGraph.GetRootPlayable(0), 0);
|
||||
}
|
||||
|
||||
if (BadAnimatorFix.EntryLogging.Value)
|
||||
{
|
||||
string message = rewound ? $"Rewound animator and playable {animator}." : $"Animator did not meet criteria to rewind {animator}.";
|
||||
BadAnimatorFix.Logger.Msg(message);
|
||||
}
|
||||
}
|
||||
}
|
45
.DepricatedMods/BadAnimatorFix/HarmonyPatches.cs
Normal file
45
.DepricatedMods/BadAnimatorFix/HarmonyPatches.cs
Normal file
|
@ -0,0 +1,45 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.InteractionSystem;
|
||||
using ABI_RC.Core.Player;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.BadAnimatorFix.HarmonyPatches;
|
||||
|
||||
internal static class AnimatorPatches
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
|
||||
private static void Postfix_PlayerSetup_Start()
|
||||
{
|
||||
BadAnimatorFixManager.OnPlayerLoaded();
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(CVRAvatar), nameof(CVRAvatar.Start))]
|
||||
private static void Postfix_CVRAvatar_Start(CVRAvatar __instance)
|
||||
{
|
||||
if (!BadAnimatorFix.EntryCVRAvatar.Value) return;
|
||||
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(CVRSpawnable), nameof(CVRSpawnable.Start))]
|
||||
private static void Postfix_CVRSpawnable_Start(CVRSpawnable __instance)
|
||||
{
|
||||
if (!BadAnimatorFix.EntryCVRSpawnable.Value) return;
|
||||
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
|
||||
}
|
||||
|
||||
private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject)
|
||||
{
|
||||
Animator[] animators = gameObject.GetComponentsInChildren<Animator>(true);
|
||||
foreach (Animator animator in animators)
|
||||
{
|
||||
if (!animator.TryGetComponent<BadAnimatorFixer>(out _))
|
||||
{
|
||||
animator.gameObject.AddComponent<BadAnimatorFixer>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
53
.DepricatedMods/BadAnimatorFix/Main.cs
Normal file
53
.DepricatedMods/BadAnimatorFix/Main.cs
Normal file
|
@ -0,0 +1,53 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.BadAnimatorFix;
|
||||
|
||||
public class BadAnimatorFix : MelonMod
|
||||
{
|
||||
internal static MelonLogger.Instance Logger;
|
||||
|
||||
public static readonly MelonPreferences_Category Category =
|
||||
MelonPreferences.CreateCategory(nameof(BadAnimatorFix));
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
Category.CreateEntry("Enabled", true, description: "Toggle BadAnimatorFix entirely. Requires avatar/spawnable/world reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryCVRAvatar =
|
||||
Category.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable =
|
||||
Category.CreateEntry("Add to CVRSpawnable", true, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryCVRWorld =
|
||||
Category.CreateEntry("Add to CVRWorld", true, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryLogging =
|
||||
Category.CreateEntry("Debugging", false, description: "Toggle to log each rewind if successful. Only needed for debugging.");
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
ApplyPatches(typeof(HarmonyPatches.AnimatorPatches));
|
||||
}
|
||||
|
||||
public override void OnSceneWasInitialized(int buildIndex, string sceneName)
|
||||
{
|
||||
if (!EntryCVRWorld.Value) return;
|
||||
|
||||
if (buildIndex < 0) // -1 is custom world: 0 to 3 is game login, init, hq
|
||||
BadAnimatorFixManager.OnSceneInitialized(sceneName);
|
||||
}
|
||||
|
||||
private void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
{
|
||||
HarmonyInstance.PatchAll(type);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Logger.Msg($"Failed while patching {type.Name}!");
|
||||
Logger.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
32
.DepricatedMods/BadAnimatorFix/Properties/AssemblyInfo.cs
Normal file
32
.DepricatedMods/BadAnimatorFix/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,32 @@
|
|||
using MelonLoader;
|
||||
using NAK.BadAnimatorFix.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.BadAnimatorFix))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.BadAnimatorFix))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.BadAnimatorFix.BadAnimatorFix),
|
||||
nameof(NAK.BadAnimatorFix),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/BadAnimatorFix"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: MelonColor(255, 226, 83, 82)]
|
||||
[assembly: MelonAuthorColor(255, 158, 21, 32)]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace NAK.BadAnimatorFix.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "1.0.3";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
23
.DepricatedMods/BadAnimatorFix/format.json
Normal file
23
.DepricatedMods/BadAnimatorFix/format.json
Normal file
|
@ -0,0 +1,23 @@
|
|||
{
|
||||
"_id": 152,
|
||||
"name": "BadAnimatorFix",
|
||||
"modversion": "1.0.3",
|
||||
"gameversion": "2023r171",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "This mod periodically rewinds looping animation states.\nIt resolves issues with locomotion animations freezing after extended AFK periods.\nIf you aren't AFK frequently, this mod might not be essential for you.",
|
||||
"searchtags": [
|
||||
"bad",
|
||||
"fix",
|
||||
"animator",
|
||||
"loop"
|
||||
],
|
||||
"requirements": [
|
||||
"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r18/BadAnimatorFix.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/BadAnimatorFix/",
|
||||
"changelog": "- No longer rewinds states without loop specifically enabled.\n- Removed performance improvement claim, which has seemingly been fixed in 2021.\n- Fixed not being able to disable mod with the Enabled button.",
|
||||
"embedcolor": "#e25352"
|
||||
}
|
94
.DepricatedMods/Blackout/AssetHandler.cs
Normal file
94
.DepricatedMods/Blackout/AssetHandler.cs
Normal file
|
@ -0,0 +1,94 @@
|
|||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.Blackout;
|
||||
|
||||
/*
|
||||
|
||||
Kindly stolen from SDraw's leap motion mod. (MIT)
|
||||
https://github.com/SDraw/ml_mods_cvr/blob/master/ml_lme/AssetsHandler.cs
|
||||
|
||||
*thank u sdraw, i wont be murderer now*
|
||||
|
||||
*/
|
||||
|
||||
internal static class AssetsHandler
|
||||
{
|
||||
private static readonly List<string> ms_assets = new List<string>()
|
||||
{
|
||||
"blackout_controller.asset"
|
||||
};
|
||||
|
||||
private static Dictionary<string, AssetBundle> ms_loadedAssets = new Dictionary<string, AssetBundle>();
|
||||
private static Dictionary<string, GameObject> ms_loadedObjects = new Dictionary<string, GameObject>();
|
||||
|
||||
public static void Load()
|
||||
{
|
||||
Assembly l_assembly = Assembly.GetExecutingAssembly();
|
||||
string l_assemblyName = l_assembly.GetName().Name;
|
||||
|
||||
foreach (string l_assetName in ms_assets)
|
||||
{
|
||||
try
|
||||
{
|
||||
Stream l_assetStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + l_assetName);
|
||||
if (l_assetStream != null)
|
||||
{
|
||||
MemoryStream l_memorySteam = new MemoryStream((int)l_assetStream.Length);
|
||||
l_assetStream.CopyTo(l_memorySteam);
|
||||
AssetBundle l_assetBundle = AssetBundle.LoadFromMemory(l_memorySteam.ToArray(), 0);
|
||||
if (l_assetBundle != null)
|
||||
{
|
||||
l_assetBundle.hideFlags |= HideFlags.DontUnloadUnusedAsset;
|
||||
ms_loadedAssets.Add(l_assetName, l_assetBundle);
|
||||
}
|
||||
else
|
||||
Blackout.Logger.Warning("Unable to load bundled '" + l_assetName + "' asset");
|
||||
}
|
||||
else
|
||||
Blackout.Logger.Warning("Unable to get bundled '" + l_assetName + "' asset stream");
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Blackout.Logger.Warning("Unable to load bundled '" + l_assetName + "' asset, reason: " + e.Message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static GameObject GetAsset(string p_name)
|
||||
{
|
||||
GameObject l_result = null;
|
||||
if (ms_loadedObjects.ContainsKey(p_name))
|
||||
{
|
||||
l_result = UnityEngine.Object.Instantiate(ms_loadedObjects[p_name]);
|
||||
l_result.SetActive(true);
|
||||
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var l_pair in ms_loadedAssets)
|
||||
{
|
||||
if (l_pair.Value.Contains(p_name))
|
||||
{
|
||||
GameObject l_bundledObject = (GameObject)l_pair.Value.LoadAsset(p_name, typeof(GameObject));
|
||||
if (l_bundledObject != null)
|
||||
{
|
||||
ms_loadedObjects.Add(p_name, l_bundledObject);
|
||||
l_result = UnityEngine.Object.Instantiate(l_bundledObject);
|
||||
l_result.SetActive(true);
|
||||
l_result.hideFlags |= HideFlags.DontUnloadUnusedAsset;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return l_result;
|
||||
}
|
||||
|
||||
public static void Unload()
|
||||
{
|
||||
foreach (var l_pair in ms_loadedAssets)
|
||||
UnityEngine.Object.Destroy(l_pair.Value);
|
||||
ms_loadedAssets.Clear();
|
||||
}
|
||||
}
|
23
.DepricatedMods/Blackout/Blackout.csproj
Normal file
23
.DepricatedMods/Blackout/Blackout.csproj
Normal file
|
@ -0,0 +1,23 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="resources\blackout_controller.asset"/>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Update="Resource1.Designer.cs">
|
||||
<DesignTime>True</DesignTime>
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Resource1.resx</DependentUpon>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Update="Resource1.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
323
.DepricatedMods/Blackout/BlackoutController.cs
Normal file
323
.DepricatedMods/Blackout/BlackoutController.cs
Normal file
|
@ -0,0 +1,323 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using ABI_RC.Core.UI;
|
||||
using MelonLoader;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.Blackout;
|
||||
|
||||
/*
|
||||
|
||||
Functionality heavily inspired by VRSleeper on Booth: https://booth.pm/ja/items/2151940
|
||||
|
||||
There are three states of "blackout":
|
||||
|
||||
0 - Awake (no effect)
|
||||
1 - Drowsy (partial effect)
|
||||
2 - Sleep (full effect)
|
||||
|
||||
After staying still for DrowsyModeTimer (minutes), you enter DrowsyMode.
|
||||
This mode dims the screen to your selected dimming strength.
|
||||
After continuing to stay still for SleepModeTimer (seconds), you enter SleepMode.
|
||||
This mode overrenders mostly everything with black.
|
||||
|
||||
Slight movement while in SleepMode will place you in DrowsyMode until SleepModeTimer is reached again.
|
||||
Hard movement once entering DrowsyMode will fully wake you and return complete vision.
|
||||
|
||||
*/
|
||||
|
||||
public class BlackoutController : MonoBehaviour
|
||||
{
|
||||
public static BlackoutController Instance;
|
||||
|
||||
// The current state of the player's consciousness.
|
||||
public BlackoutState CurrentState = BlackoutState.Awake;
|
||||
|
||||
// Should the states automatically change based on time?
|
||||
public bool AutomaticStateChange = true;
|
||||
// Should the sleep state be automatically transitioned to? Some may prefer drowsy state only due to dimming.
|
||||
public bool AutoSleepState = true;
|
||||
|
||||
// The minimum amount of movement required to partially restore vision.
|
||||
public float drowsyThreshold = 2f;
|
||||
// The minimum amount of movement required to fully restore vision.
|
||||
public float wakeThreshold = 4f;
|
||||
|
||||
// The amount of time the player must remain still to enter drowsy state (in minutes).
|
||||
public float DrowsyModeTimer = 3f;
|
||||
// The amount of time the player must remain in drowsy state before entering sleep state (in seconds).
|
||||
public float SleepModeTimer = 10f;
|
||||
|
||||
// The amount by which DrowsyMode affects the screen.
|
||||
public float DrowsyDimStrength = 0.6f;
|
||||
// Should DrowsyDimStrength be affected by velocity?
|
||||
public bool DrowsyVelocityMultiplier = true;
|
||||
|
||||
// Whether to display HUD messages.
|
||||
public bool HudMessages = true;
|
||||
|
||||
// Whether to lower the frame rate while in sleep mode.
|
||||
public bool DropFPSOnSleep = false;
|
||||
|
||||
// The available states of consciousness.
|
||||
public enum BlackoutState
|
||||
{
|
||||
Awake = 0,
|
||||
Drowsy,
|
||||
Sleeping,
|
||||
}
|
||||
|
||||
private Camera activeModeCam;
|
||||
private Vector3 headVelocity = Vector3.zero;
|
||||
private Vector3 lastHeadPos = Vector3.zero;
|
||||
private float curTime = 0f;
|
||||
private float lastAwakeTime = 0f;
|
||||
private Animator blackoutAnimator;
|
||||
private int targetFPS;
|
||||
|
||||
public void ChangeBlackoutStateFromInt(int state) => ChangeBlackoutState((BlackoutState)state);
|
||||
|
||||
// Changes the player's state of consciousness.
|
||||
public void ChangeBlackoutState(BlackoutState newState)
|
||||
{
|
||||
if (!blackoutAnimator) return;
|
||||
if (newState == CurrentState) return;
|
||||
|
||||
lastAwakeTime = curTime;
|
||||
|
||||
// Update the blackout animator based on the new state.
|
||||
switch (newState)
|
||||
{
|
||||
case BlackoutState.Awake:
|
||||
blackoutAnimator.SetBool("BlackoutState.Drowsy", false);
|
||||
blackoutAnimator.SetBool("BlackoutState.Sleeping", false);
|
||||
drowsyMagnitude = 0f;
|
||||
break;
|
||||
case BlackoutState.Drowsy:
|
||||
blackoutAnimator.SetBool("BlackoutState.Drowsy", true);
|
||||
blackoutAnimator.SetBool("BlackoutState.Sleeping", false);
|
||||
drowsyMagnitude = 0f;
|
||||
break;
|
||||
case BlackoutState.Sleeping:
|
||||
blackoutAnimator.SetBool("BlackoutState.Drowsy", false);
|
||||
blackoutAnimator.SetBool("BlackoutState.Sleeping", true);
|
||||
drowsyMagnitude = 1f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Update the current state and send a HUD message if enabled.
|
||||
BlackoutState prevState = CurrentState;
|
||||
CurrentState = newState;
|
||||
SendHUDMessage($"Exiting {prevState} and entering {newState} state.");
|
||||
ChangeTargetFPS();
|
||||
}
|
||||
|
||||
public void AdjustDrowsyDimStrength(float multiplier = 1f)
|
||||
{
|
||||
blackoutAnimator.SetFloat("BlackoutSetting.DrowsyStrength", DrowsyDimStrength * multiplier);
|
||||
}
|
||||
|
||||
// Initialize the BlackoutInstance object.
|
||||
private void Start()
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
// Get the blackout asset and instantiate it.
|
||||
GameObject blackoutAsset = AssetsHandler.GetAsset("Assets/BundledAssets/Blackout/Blackout.prefab");
|
||||
GameObject blackoutGO = Instantiate(blackoutAsset, new Vector3(0, 0, 0), Quaternion.identity);
|
||||
blackoutGO.name = "BlackoutInstance";
|
||||
|
||||
// Get the blackout animator component.
|
||||
blackoutAnimator = blackoutGO.GetComponent<Animator>();
|
||||
if (!blackoutAnimator)
|
||||
{
|
||||
Blackout.Logger.Error("Blackout: Could not find blackout animator component!");
|
||||
return;
|
||||
}
|
||||
|
||||
SetupBlackoutInstance();
|
||||
|
||||
//we dont want this to ever disable
|
||||
Camera.onPreRender += OnPreRender;
|
||||
Camera.onPostRender += OnPostRender;
|
||||
}
|
||||
|
||||
//Automatic State Change
|
||||
private void Update()
|
||||
{
|
||||
//get the current position of the player's head
|
||||
Vector3 curHeadPos = activeModeCam.transform.position;
|
||||
//calculate the player's head velocity by taking the difference in position
|
||||
headVelocity = (curHeadPos - lastHeadPos) / Time.deltaTime;
|
||||
//store the current head position for use in the next frame
|
||||
lastHeadPos = curHeadPos;
|
||||
|
||||
if (AutomaticStateChange)
|
||||
{
|
||||
curTime = Time.time;
|
||||
//handle current state
|
||||
switch (CurrentState)
|
||||
{
|
||||
case BlackoutState.Awake:
|
||||
HandleAwakeState();
|
||||
break;
|
||||
case BlackoutState.Drowsy:
|
||||
HandleDrowsyState();
|
||||
break;
|
||||
case BlackoutState.Sleeping:
|
||||
HandleSleepingState();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculateDimmingMultiplier();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnEnable()
|
||||
{
|
||||
curTime = Time.time;
|
||||
lastAwakeTime = curTime;
|
||||
}
|
||||
|
||||
public void OnDisable()
|
||||
{
|
||||
ChangeBlackoutState(BlackoutState.Awake);
|
||||
}
|
||||
|
||||
private void OnPreRender(Camera cam)
|
||||
{
|
||||
if (cam == activeModeCam) return;
|
||||
blackoutAnimator.transform.localScale = Vector3.zero;
|
||||
}
|
||||
|
||||
private void OnPostRender(Camera cam)
|
||||
{
|
||||
blackoutAnimator.transform.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
public void SetupBlackoutInstance()
|
||||
{
|
||||
activeModeCam = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
|
||||
blackoutAnimator.transform.parent = activeModeCam.transform;
|
||||
blackoutAnimator.transform.localPosition = Vector3.zero;
|
||||
blackoutAnimator.transform.localRotation = Quaternion.identity;
|
||||
blackoutAnimator.transform.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
private float GetNextStateTimer()
|
||||
{
|
||||
switch (CurrentState)
|
||||
{
|
||||
case BlackoutState.Awake:
|
||||
return (lastAwakeTime + DrowsyModeTimer * 60 - curTime);
|
||||
case BlackoutState.Drowsy:
|
||||
return (lastAwakeTime + SleepModeTimer - curTime);
|
||||
case BlackoutState.Sleeping:
|
||||
return 0f;
|
||||
default:
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
//broken, needs to run next frame
|
||||
private void SendHUDMessage(string message)
|
||||
{
|
||||
Blackout.Logger.Msg(message);
|
||||
if (!CohtmlHud.Instance || !HudMessages) return;
|
||||
|
||||
StringBuilder secondmessage = new StringBuilder();
|
||||
if (AutomaticStateChange)
|
||||
{
|
||||
if (CurrentState == BlackoutState.Drowsy && !AutoSleepState)
|
||||
{
|
||||
secondmessage = new StringBuilder("AutoSleepState is disabled. Staying in Drowsy State.");
|
||||
}
|
||||
else
|
||||
{
|
||||
secondmessage = new StringBuilder(GetNextStateTimer().ToString() + " seconds till next state change.");
|
||||
}
|
||||
}
|
||||
|
||||
CohtmlHud.Instance.ViewDropTextImmediate("Blackout", message, secondmessage.ToString());
|
||||
}
|
||||
|
||||
private void ChangeTargetFPS()
|
||||
{
|
||||
if (!DropFPSOnSleep) return;
|
||||
|
||||
//store target FPS to restore, i check each time just in case it changed
|
||||
targetFPS = MetaPort.Instance.settings.GetSettingInt("GraphicsFramerateTarget", 0);
|
||||
|
||||
Application.targetFrameRate = (CurrentState == BlackoutState.Sleeping) ? 5 : targetFPS;
|
||||
}
|
||||
|
||||
private void HandleAwakeState()
|
||||
{
|
||||
//small movement should reset sleep timer
|
||||
if (headVelocity.magnitude > drowsyThreshold)
|
||||
{
|
||||
lastAwakeTime = curTime;
|
||||
}
|
||||
//enter drowsy mode after few minutes
|
||||
if (curTime > lastAwakeTime + DrowsyModeTimer * 60)
|
||||
{
|
||||
ChangeBlackoutState(BlackoutState.Drowsy);
|
||||
}
|
||||
}
|
||||
|
||||
public float fadeSpeed = 0.8f; // The speed at which the value fades back to 0 or increases
|
||||
public float minimumThreshold = 0.5f; // The minimum value that the drowsy magnitude can have
|
||||
public float drowsyMagnitude = 0f;
|
||||
|
||||
private void CalculateDimmingMultiplier()
|
||||
{
|
||||
if (!DrowsyVelocityMultiplier)
|
||||
{
|
||||
AdjustDrowsyDimStrength();
|
||||
return;
|
||||
}
|
||||
|
||||
float normalizedMagnitude = headVelocity.magnitude / wakeThreshold;
|
||||
float targetMagnitude = 1f - normalizedMagnitude;
|
||||
targetMagnitude = Mathf.Max(targetMagnitude, minimumThreshold);
|
||||
drowsyMagnitude = Mathf.Lerp(drowsyMagnitude, targetMagnitude, fadeSpeed * Time.deltaTime);
|
||||
AdjustDrowsyDimStrength(drowsyMagnitude);
|
||||
}
|
||||
|
||||
private void HandleDrowsyState()
|
||||
{
|
||||
//hard movement should exit drowsy state
|
||||
if (headVelocity.magnitude > wakeThreshold)
|
||||
{
|
||||
ChangeBlackoutState(BlackoutState.Awake);
|
||||
return;
|
||||
}
|
||||
//small movement should reset sleep timer
|
||||
if (headVelocity.magnitude > drowsyThreshold)
|
||||
{
|
||||
lastAwakeTime = curTime;
|
||||
}
|
||||
//enter full sleep mode
|
||||
if (AutoSleepState && curTime > lastAwakeTime + SleepModeTimer)
|
||||
{
|
||||
ChangeBlackoutState(BlackoutState.Sleeping);
|
||||
}
|
||||
CalculateDimmingMultiplier();
|
||||
}
|
||||
|
||||
private void HandleSleepingState()
|
||||
{
|
||||
//small movement should enter drowsy state
|
||||
if (headVelocity.magnitude > drowsyThreshold)
|
||||
{
|
||||
ChangeBlackoutState(BlackoutState.Drowsy);
|
||||
}
|
||||
}
|
||||
}
|
23
.DepricatedMods/Blackout/HarmonyPatches.cs
Normal file
23
.DepricatedMods/Blackout/HarmonyPatches.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using HarmonyLib;
|
||||
|
||||
namespace NAK.Blackout.HarmonyPatches;
|
||||
|
||||
[HarmonyPatch]
|
||||
internal class HarmonyPatches
|
||||
{
|
||||
//Support for changing VRMode during runtime.
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.CalibrateAvatar))]
|
||||
private static void CheckVRModeOnSwitch()
|
||||
{
|
||||
if (Blackout.inVR != MetaPort.Instance.isUsingVr)
|
||||
{
|
||||
Blackout.Logger.Msg("VRMode change detected! Reinitializing Blackout Instance...");
|
||||
Blackout.inVR = MetaPort.Instance.isUsingVr;
|
||||
BlackoutController.Instance.SetupBlackoutInstance();
|
||||
BlackoutController.Instance.ChangeBlackoutState(BlackoutController.BlackoutState.Awake);
|
||||
}
|
||||
}
|
||||
}
|
63
.DepricatedMods/Blackout/Integrations/BTKUIAddon.cs
Normal file
63
.DepricatedMods/Blackout/Integrations/BTKUIAddon.cs
Normal file
|
@ -0,0 +1,63 @@
|
|||
using BTKUILib;
|
||||
using BTKUILib.UIObjects;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace NAK.Blackout;
|
||||
|
||||
public static class BTKUIAddon
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||
public static void Init()
|
||||
{
|
||||
//Add myself to the Misc Menu
|
||||
Page miscPage = QuickMenuAPI.MiscTabPage;
|
||||
Category miscCategory = miscPage.AddCategory(Blackout.SettingsCategory);
|
||||
|
||||
AddMelonToggle(ref miscCategory, Blackout.EntryEnabled);
|
||||
|
||||
//Add my own page to not clog up Misc Menu
|
||||
|
||||
Page blackoutPage = miscCategory.AddPage("Blackout Settings", "", "Configure the settings for Blackout.", "Blackout");
|
||||
blackoutPage.MenuTitle = "Blackout Settings";
|
||||
blackoutPage.MenuSubtitle = "Dim screen after set time of sitting still, or configure with manual control. Should be nice for VR sleeping.";
|
||||
|
||||
Category blackoutCategory = blackoutPage.AddCategory("Blackout");
|
||||
|
||||
AddMelonToggle(ref blackoutCategory, Blackout.EntryEnabled);
|
||||
|
||||
//manual state changing
|
||||
var state_Awake = blackoutCategory.AddButton("Awake State", null, "Enter the Awake State.");
|
||||
state_Awake.OnPress += () => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Awake);
|
||||
var state_Drowsy = blackoutCategory.AddButton("Drowsy State", null, "Enter the Drowsy State.");
|
||||
state_Drowsy.OnPress += () => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Drowsy);
|
||||
var state_Sleeping = blackoutCategory.AddButton("Sleeping State", null, "Enter the Sleeping State.");
|
||||
state_Sleeping.OnPress += () => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Sleeping);
|
||||
|
||||
//dimming strength
|
||||
AddMelonSlider(ref blackoutPage, Blackout.EntryDrowsyDimStrength, 0f, 1f);
|
||||
|
||||
//velocity dim multiplier
|
||||
AddMelonToggle(ref blackoutCategory, Blackout.EntryDrowsyVelocityMultiplier);
|
||||
|
||||
//hud messages
|
||||
AddMelonToggle(ref blackoutCategory, Blackout.EntryHudMessages);
|
||||
|
||||
//lower fps while sleep (desktop)
|
||||
AddMelonToggle(ref blackoutCategory, Blackout.EntryDropFPSOnSleep);
|
||||
|
||||
//auto sleep state
|
||||
AddMelonToggle(ref blackoutCategory, Blackout.EntryAutoSleepState);
|
||||
|
||||
//i will add the rest of the settings once BTKUILib supports int input
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max).OnValueUpdated += f => entry.Value = f;
|
||||
}
|
||||
}
|
28
.DepricatedMods/Blackout/Integrations/UIExpansionKitAddon.cs
Normal file
28
.DepricatedMods/Blackout/Integrations/UIExpansionKitAddon.cs
Normal file
|
@ -0,0 +1,28 @@
|
|||
using System.Runtime.CompilerServices;
|
||||
using UIExpansionKit.API;
|
||||
|
||||
namespace NAK.Blackout;
|
||||
public static class UIExpansionKitAddon
|
||||
{
|
||||
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||
public static void Init()
|
||||
{
|
||||
/**
|
||||
ive spent hours debugging this, and no matter what the buttons wont actually call the actions
|
||||
from logging shit to straight up closing the game, nothing
|
||||
|
||||
implementing btkuilib support, but gonna leave this shit as a reminder why to not use uiexpansionkit
|
||||
also because it **used to work**... a game update broke it and uiexpansionkit hasnt updated since
|
||||
|
||||
what pisses me off more, is that DesktopVRSwitch works, and that was originally copied from Blackout -_-
|
||||
**/
|
||||
var settings = ExpansionKitApi.GetSettingsCategory(Blackout.SettingsCategory);
|
||||
settings.AddSimpleButton("Awake State", AwakeState);
|
||||
settings.AddSimpleButton("Drowsy State", DrowsyState);
|
||||
settings.AddSimpleButton("Sleep State", SleepingState);
|
||||
}
|
||||
//UIExpansionKit actions
|
||||
internal static void AwakeState() => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Awake);
|
||||
internal static void DrowsyState() => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Drowsy);
|
||||
internal static void SleepingState() => BlackoutController.Instance?.ChangeBlackoutState(BlackoutController.BlackoutState.Sleeping);
|
||||
}
|
124
.DepricatedMods/Blackout/Main.cs
Normal file
124
.DepricatedMods/Blackout/Main.cs
Normal file
|
@ -0,0 +1,124 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using MelonLoader;
|
||||
|
||||
namespace NAK.Blackout;
|
||||
|
||||
public class Blackout : MelonMod
|
||||
{
|
||||
internal static bool inVR;
|
||||
internal static MelonLogger.Instance Logger;
|
||||
internal const string SettingsCategory = nameof(Blackout);
|
||||
|
||||
public static readonly MelonPreferences_Category CategoryBlackout =
|
||||
MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
CategoryBlackout.CreateEntry("Automatic State Change", true, description: "Should the screen automatically dim if head is still for enough time?");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryHudMessages =
|
||||
CategoryBlackout.CreateEntry("Hud Messages", true, description: "Notify on state change.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryDropFPSOnSleep =
|
||||
CategoryBlackout.CreateEntry("Limit FPS While Sleep", false, description: "Limits FPS to 5 while in Sleep State. This only works in Desktop, as SteamVR/HMD handles VR FPS.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryDrowsyVelocityMultiplier =
|
||||
CategoryBlackout.CreateEntry("Drowsy Velocity Multiplier", true, description: "Should head velocity act as a multiplier to Drowsy Dim Strength?");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryAutoSleepState =
|
||||
CategoryBlackout.CreateEntry("Auto Sleep State", true, description: "Should the sleep state be used during Automatic State Change?");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryDrowsyThreshold =
|
||||
CategoryBlackout.CreateEntry("Drowsy Threshold", 2f, description: "Velocity to return partial vision.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryAwakeThreshold =
|
||||
CategoryBlackout.CreateEntry("Awake Threshold", 4f, description: "Velocity to return full vision.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryDrowsyModeTimer =
|
||||
CategoryBlackout.CreateEntry("Enter Drowsy Time (Minutes)", 3f, description: "How many minutes without movement until enter drowsy mode.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntrySleepModeTimer =
|
||||
CategoryBlackout.CreateEntry("Enter Sleep Time (Seconds)", 10f, description: "How many seconds without movement until enter sleep mode.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<float> EntryDrowsyDimStrength =
|
||||
CategoryBlackout.CreateEntry("Drowsy Dim Strength", 0.6f, description: "How strong of a dimming effect should drowsy mode have.");
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
EntryEnabled.OnEntryValueChangedUntyped.Subscribe(OnUpdateEnabled);
|
||||
foreach (var entry in CategoryBlackout.Entries)
|
||||
{
|
||||
if (entry != EntryEnabled && !entry.OnEntryValueChangedUntyped.GetSubscribers().Any())
|
||||
{
|
||||
entry.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
|
||||
}
|
||||
}
|
||||
|
||||
//UIExpansionKit addon
|
||||
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "UI Expansion Kit"))
|
||||
{
|
||||
Logger.Msg("Initializing UIExpansionKit support.");
|
||||
UIExpansionKitAddon.Init();
|
||||
}
|
||||
|
||||
//BTKUILib addon
|
||||
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
|
||||
{
|
||||
Logger.Msg("Initializing BTKUILib support.");
|
||||
BTKUIAddon.Init();
|
||||
}
|
||||
|
||||
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator WaitForLocalPlayer()
|
||||
{
|
||||
//load blackout_controller.asset
|
||||
AssetsHandler.Load();
|
||||
|
||||
while (PlayerSetup.Instance == null)
|
||||
yield return null;
|
||||
|
||||
inVR = MetaPort.Instance.isUsingVr;
|
||||
PlayerSetup.Instance.gameObject.AddComponent<BlackoutController>();
|
||||
|
||||
//update BlackoutController settings after it initializes
|
||||
while (BlackoutController.Instance == null)
|
||||
yield return null;
|
||||
|
||||
UpdateAllSettings();
|
||||
OnEnabled();
|
||||
}
|
||||
|
||||
private void OnEnabled()
|
||||
{
|
||||
if (!BlackoutController.Instance) return;
|
||||
if (EntryEnabled.Value)
|
||||
{
|
||||
BlackoutController.Instance.OnEnable();
|
||||
}
|
||||
else
|
||||
{
|
||||
BlackoutController.Instance.OnDisable();
|
||||
}
|
||||
BlackoutController.Instance.AutomaticStateChange = EntryEnabled.Value;
|
||||
}
|
||||
|
||||
private void UpdateAllSettings()
|
||||
{
|
||||
if (!BlackoutController.Instance) return;
|
||||
BlackoutController.Instance.HudMessages = EntryHudMessages.Value;
|
||||
BlackoutController.Instance.AutoSleepState = EntryAutoSleepState.Value;
|
||||
BlackoutController.Instance.DropFPSOnSleep = EntryDropFPSOnSleep.Value;
|
||||
BlackoutController.Instance.drowsyThreshold = EntryDrowsyThreshold.Value;
|
||||
BlackoutController.Instance.wakeThreshold = EntryAwakeThreshold.Value;
|
||||
BlackoutController.Instance.DrowsyModeTimer = EntryDrowsyModeTimer.Value;
|
||||
BlackoutController.Instance.SleepModeTimer = EntrySleepModeTimer.Value;
|
||||
BlackoutController.Instance.DrowsyDimStrength = EntryDrowsyDimStrength.Value;
|
||||
BlackoutController.Instance.DrowsyVelocityMultiplier = EntryDrowsyVelocityMultiplier.Value;
|
||||
}
|
||||
|
||||
private void OnUpdateEnabled(object arg1, object arg2) => OnEnabled();
|
||||
private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
|
||||
}
|
31
.DepricatedMods/Blackout/Properties/AssemblyInfo.cs
Normal file
31
.DepricatedMods/Blackout/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using MelonLoader;
|
||||
using NAK.Blackout.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.Blackout))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.Blackout))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.Blackout.Blackout),
|
||||
nameof(NAK.Blackout),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/Blackout"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: MelonOptionalDependencies("UIExpansionKit", "BTKUILib")]
|
||||
|
||||
namespace NAK.Blackout.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "2.0.0";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
73
.DepricatedMods/Blackout/Resource1.Designer.cs
generated
Normal file
73
.DepricatedMods/Blackout/Resource1.Designer.cs
generated
Normal file
|
@ -0,0 +1,73 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace NAK.Blackout {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// A strongly-typed resource class, for looking up localized strings, etc.
|
||||
/// </summary>
|
||||
// This class was auto-generated by the StronglyTypedResourceBuilder
|
||||
// class via a tool like ResGen or Visual Studio.
|
||||
// To add or remove a member, edit your .ResX file then rerun ResGen
|
||||
// with the /str option, or rebuild your VS project.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Resource1 {
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Resource1() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the cached ResourceManager instance used by this class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Blackout.Resource1", typeof(Resource1).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the current thread's CurrentUICulture property for all
|
||||
/// resource lookups using this strongly typed resource class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] blackout_controller {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("blackout_controller", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
124
.DepricatedMods/Blackout/Resource1.resx
Normal file
124
.DepricatedMods/Blackout/Resource1.resx
Normal file
|
@ -0,0 +1,124 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
|
||||
<data name="blackout_controller" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Resources\blackout_controller.asset;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
</root>
|
24
.DepricatedMods/Blackout/format.json
Normal file
24
.DepricatedMods/Blackout/format.json
Normal file
|
@ -0,0 +1,24 @@
|
|||
{
|
||||
"_id": 106,
|
||||
"name": "Blackout",
|
||||
"modversion": "2.0.0",
|
||||
"gameversion": "2022r170p1",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Dim screen after set time of sitting still. Should be nice for VR sleeping.\n\nNotable Options:\n Cap FPS while sleeping.\nManual control via BTKUILib\nConfigurable dimming strength.",
|
||||
"searchtags": [
|
||||
"black",
|
||||
"dimmer",
|
||||
"sleeping",
|
||||
"sleeper"
|
||||
],
|
||||
"requirements": [
|
||||
"BTKUILib",
|
||||
"UIExpansionKit"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r3/Blackout.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/Blackout/",
|
||||
"changelog": "- Added BTKUILib support.\n- Added dimming strength velocity multiplier option.\n- Added option to not use Automatic Sleep State.\n- Dimming strengh now updates in realtime when configuring.",
|
||||
"embedcolor": "#161b22"
|
||||
}
|
BIN
.DepricatedMods/Blackout/resources/blackout_controller.asset
Normal file
BIN
.DepricatedMods/Blackout/resources/blackout_controller.asset
Normal file
Binary file not shown.
2
.DepricatedMods/CameraFixes/CameraFixes.csproj
Normal file
2
.DepricatedMods/CameraFixes/CameraFixes.csproj
Normal file
|
@ -0,0 +1,2 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk"/>
|
15
.DepricatedMods/CameraFixes/HarmonyPatches.cs
Normal file
15
.DepricatedMods/CameraFixes/HarmonyPatches.cs
Normal file
|
@ -0,0 +1,15 @@
|
|||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
using static ABI_RC.Core.CVRTools;
|
||||
|
||||
namespace NAK.CameraFixes.HarmonyPatches;
|
||||
|
||||
class CVRCamControllerPatches
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(CVRCamController), nameof(CVRCamController.Start))]
|
||||
static void Postfix_CVRCamController_Start(ref CVRCamController __instance)
|
||||
{
|
||||
SetGameObjectLayerRecursive(__instance.gameObject, LayerMask.NameToLayer("UI Internal"));
|
||||
}
|
||||
}
|
28
.DepricatedMods/CameraFixes/Main.cs
Normal file
28
.DepricatedMods/CameraFixes/Main.cs
Normal file
|
@ -0,0 +1,28 @@
|
|||
using ABI_RC.Core.IO;
|
||||
using MelonLoader;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.CameraFixes;
|
||||
|
||||
public class CameraFixes : MelonMod
|
||||
{
|
||||
internal static MelonLogger.Instance Logger;
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
ApplyPatches(typeof(HarmonyPatches.CVRCamControllerPatches));
|
||||
}
|
||||
|
||||
void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
{
|
||||
HarmonyInstance.PatchAll(type);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Logger.Msg($"Failed while patching {type.Name}!");
|
||||
Logger.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
30
.DepricatedMods/CameraFixes/Properties/AssemblyInfo.cs
Normal file
30
.DepricatedMods/CameraFixes/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,30 @@
|
|||
using CameraFixes.Properties;
|
||||
using MelonLoader;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.CameraFixes))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.CameraFixes))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.CameraFixes.CameraFixes),
|
||||
nameof(NAK.CameraFixes),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/CameraFixes"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace CameraFixes.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "1.0.0";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
23
.DepricatedMods/CameraFixes/format.json
Normal file
23
.DepricatedMods/CameraFixes/format.json
Normal file
|
@ -0,0 +1,23 @@
|
|||
{
|
||||
"_id": 129,
|
||||
"name": "CameraFixes",
|
||||
"modversion": "1.0.0",
|
||||
"gameversion": "2022r170p1",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Prevents VRIK from using toe bones in VR & optionaly FBT.\n\nVRIK calculates weird center of mass when toes are mapped, so it is sometimes desired to unmap toes to prevent an avatars feet from resting far back.\n\nPlease see the README for relevant imagery detailing the problem.",
|
||||
"searchtags": [
|
||||
"toes",
|
||||
"vrik",
|
||||
"ik",
|
||||
"feet"
|
||||
],
|
||||
"requirements": [
|
||||
"None"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r3/CameraFixes.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/CameraFixes/",
|
||||
"changelog": "- Initial Release\n- No double patching. Bad. Stinky. Dont do it.",
|
||||
"embedcolor": "#ffc700"
|
||||
}
|
23
.DepricatedMods/DesktopVRIK/DesktopVRIK.csproj
Normal file
23
.DepricatedMods/DesktopVRIK/DesktopVRIK.csproj
Normal file
|
@ -0,0 +1,23 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.1</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
|
||||
<NoWarn />
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
|
||||
<NoWarn />
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="BTKUILib">
|
||||
<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\BTKUILib.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
161
.DepricatedMods/DesktopVRIK/HarmonyPatches.cs
Normal file
161
.DepricatedMods/DesktopVRIK/HarmonyPatches.cs
Normal file
|
@ -0,0 +1,161 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.IK;
|
||||
using HarmonyLib;
|
||||
using NAK.DesktopVRIK.IK;
|
||||
using UnityEngine;
|
||||
|
||||
/**
|
||||
|
||||
The process of calibrating VRIK is fucking painful.
|
||||
|
||||
Avatars of Note:
|
||||
TurtleNeck Ferret- close feet, far shoulders, nonideal rig.
|
||||
Space Robot Kyle- the worst bone rolls on the planet, tpose/headikcalibration fixed it mostly... ish.
|
||||
Exteratta- knees bend backwards without proper tpose.
|
||||
Chito- left foot is far back without proper tpose & foot ik distance, was uploaded in falling anim state.
|
||||
Atlas (portal2)- Wide stance, proper feet distance needed to be calculated.
|
||||
Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually.
|
||||
Small Cheese- Emotes are angled wrong due to maxRootAngle..???
|
||||
|
||||
Custom knee bend normal is needed for avatars that scale incredibly small. Using animated knee bend will cause
|
||||
knees to bend in completely wrong directions. We turn it off though when in crouch/prone, as it can bleed
|
||||
into animations.
|
||||
|
||||
Most other avatars play just fine.
|
||||
|
||||
**/
|
||||
|
||||
namespace NAK.DesktopVRIK.HarmonyPatches;
|
||||
|
||||
internal class PlayerSetupPatches
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
|
||||
private static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
|
||||
{
|
||||
__instance.gameObject.AddComponent<IKManager>();
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupAvatarDesktop))]
|
||||
private static void Postfix_PlayerSetup_SetupAvatarDesktop(ref PlayerSetup __instance)
|
||||
{
|
||||
if (!ModSettings.EntryEnabled.Value)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
IKManager.Instance?.OnAvatarInitialized(__instance._avatar);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetupAvatarDesktop)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ClearAvatar))]
|
||||
private static void Postfix_PlayerSetup_ClearAvatar()
|
||||
{
|
||||
try
|
||||
{
|
||||
IKManager.Instance?.OnAvatarDestroyed();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_ClearAvatar)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetupIKScaling))]
|
||||
private static void Prefix_PlayerSetup_SetupIKScaling(ref Vector3 ___scaleDifference, ref bool __runOriginal)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (IKManager.Instance != null)
|
||||
__runOriginal = !IKManager.Instance.OnPlayerScaled(1f + ___scaleDifference.y);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_SetupIKScaling)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.SetSitting))]
|
||||
private static void Postfix_PlayerSetup_SetSitting(ref bool ___isCurrentlyInSeat)
|
||||
{
|
||||
try
|
||||
{
|
||||
IKManager.Instance?.OnPlayerSeatedStateChanged(___isCurrentlyInSeat);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_SetSitting)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(IKSystem), nameof(IKSystem.OffsetMovementParent))]
|
||||
private static void Prefix_IKSystem_OffsetMovementParent(CVRMovementParent currentParent, ref IKSystem __instance, ref bool __runOriginal)
|
||||
{
|
||||
try
|
||||
{
|
||||
__runOriginal = true;
|
||||
if (IKManager.Instance == null || !IKManager.Instance.IsAvatarInitialized())
|
||||
return;
|
||||
|
||||
if (currentParent != null && currentParent._referencePoint != null)
|
||||
__runOriginal = IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Prefix_IKSystem_OffsetMovementParent)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
|
||||
private static void Prefix_PlayerSetup_ResetIk(ref PlayerSetup __instance, ref bool __runOriginal)
|
||||
{
|
||||
try
|
||||
{
|
||||
__runOriginal = true;
|
||||
if (IKManager.Instance == null || !IKManager.Instance.IsAvatarInitialized())
|
||||
return;
|
||||
|
||||
CVRMovementParent currentParent = __instance._movementSystem._currentParent;
|
||||
if (currentParent != null && currentParent._referencePoint != null)
|
||||
__runOriginal = IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
|
||||
else
|
||||
__runOriginal = IKManager.Instance.OnPlayerTeleported();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Prefix_PlayerSetup_ResetIk)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Update))]
|
||||
private static void Postfix_PlayerSetup_Update()
|
||||
{
|
||||
try
|
||||
{
|
||||
IKManager.Instance?.OnPlayerUpdate();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_Update)}");
|
||||
DesktopVRIK.Logger.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
231
.DepricatedMods/DesktopVRIK/IK/IKCalibrator.cs
Normal file
231
.DepricatedMods/DesktopVRIK/IK/IKCalibrator.cs
Normal file
|
@ -0,0 +1,231 @@
|
|||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK;
|
||||
|
||||
internal static class IKCalibrator
|
||||
{
|
||||
#region VRIK Solver Setup
|
||||
|
||||
public static VRIK SetupVrIk(Animator animator)
|
||||
{
|
||||
if (animator.gameObject.TryGetComponent(out VRIK vrik))
|
||||
Object.DestroyImmediate(vrik);
|
||||
|
||||
vrik = animator.gameObject.AddComponent<VRIK>();
|
||||
vrik.AutoDetectReferences();
|
||||
|
||||
if (!ModSettings.EntryUseToesForVRIK.Value)
|
||||
{
|
||||
vrik.references.leftToes = null;
|
||||
vrik.references.rightToes = null;
|
||||
}
|
||||
|
||||
vrik.solver.SetToReferences(vrik.references);
|
||||
|
||||
GuessWristPalmAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm);
|
||||
GuessWristPalmAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm);
|
||||
|
||||
SafePalmToThumbAxis(vrik.references.leftHand, vrik.references.leftForearm, vrik.solver.leftArm,
|
||||
animator.GetBoneTransform(HumanBodyBones.LeftThumbProximal));
|
||||
SafePalmToThumbAxis(vrik.references.rightHand, vrik.references.rightForearm, vrik.solver.rightArm,
|
||||
animator.GetBoneTransform(HumanBodyBones.RightThumbProximal));
|
||||
|
||||
AddTwistRelaxer(vrik.references.leftForearm, vrik, vrik.references.leftHand);
|
||||
AddTwistRelaxer(vrik.references.rightForearm, vrik, vrik.references.rightHand);
|
||||
|
||||
//vrik.solver.leftArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
|
||||
//vrik.solver.rightArm.shoulderRotationMode = (IKSolverVR.Arm.ShoulderRotationMode)IkTweaksSettings.ShoulderMode;
|
||||
|
||||
// zero all weights controlled by BodyControl
|
||||
vrik.solver.locomotion.weight = 0f;
|
||||
vrik.solver.IKPositionWeight = 0f;
|
||||
|
||||
vrik.solver.spine.pelvisPositionWeight = 0f;
|
||||
vrik.solver.spine.pelvisRotationWeight = 0f;
|
||||
vrik.solver.spine.positionWeight = 0f;
|
||||
vrik.solver.spine.rotationWeight = 0f;
|
||||
|
||||
vrik.solver.leftLeg.positionWeight = 0f;
|
||||
vrik.solver.leftLeg.rotationWeight = 0f;
|
||||
vrik.solver.rightLeg.positionWeight = 0f;
|
||||
vrik.solver.rightLeg.rotationWeight = 0f;
|
||||
vrik.solver.leftArm.positionWeight = 0f;
|
||||
vrik.solver.leftArm.rotationWeight = 0f;
|
||||
vrik.solver.rightArm.positionWeight = 0f;
|
||||
vrik.solver.rightArm.rotationWeight = 0f;
|
||||
|
||||
vrik.solver.leftLeg.bendGoalWeight = 0f;
|
||||
vrik.solver.rightLeg.bendGoalWeight = 0f;
|
||||
|
||||
// these weights are fine
|
||||
vrik.solver.leftArm.shoulderRotationWeight = 0.8f;
|
||||
vrik.solver.rightArm.shoulderRotationWeight = 0.8f;
|
||||
|
||||
vrik.solver.leftLeg.bendToTargetWeight = 0.75f;
|
||||
vrik.solver.rightLeg.bendToTargetWeight = 0.75f;
|
||||
|
||||
// hack to prevent death
|
||||
vrik.fixTransforms = !animator.enabled;
|
||||
|
||||
// Avatar Motion Tweaker uses this hack!
|
||||
vrik.solver.leftLeg.useAnimatedBendNormal = false;
|
||||
vrik.solver.rightLeg.useAnimatedBendNormal = false;
|
||||
|
||||
// purposefully initiating early
|
||||
vrik.solver.Initiate(vrik.transform);
|
||||
vrik.solver.Reset();
|
||||
|
||||
return vrik;
|
||||
}
|
||||
|
||||
private static void GuessWristPalmAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm)
|
||||
{
|
||||
arm.wristToPalmAxis = VRIKCalibrator.GuessWristToPalmAxis(
|
||||
hand,
|
||||
forearm
|
||||
);
|
||||
}
|
||||
|
||||
private static void SafePalmToThumbAxis(Transform hand, Transform forearm, IKSolverVR.Arm arm, Transform thumbBone = null)
|
||||
{
|
||||
if (hand.childCount == 0)
|
||||
{
|
||||
arm.palmToThumbAxis = Vector3.one;
|
||||
return;
|
||||
}
|
||||
|
||||
arm.palmToThumbAxis = VRIKCalibrator.GuessPalmToThumbAxis(
|
||||
hand,
|
||||
forearm,
|
||||
thumbBone
|
||||
);
|
||||
}
|
||||
|
||||
private static void AddTwistRelaxer(Transform forearm, VRIK ik, Transform hand)
|
||||
{
|
||||
if (forearm == null) return;
|
||||
TwistRelaxer twistRelaxer = forearm.gameObject.AddComponent<TwistRelaxer>();
|
||||
twistRelaxer.ik = ik;
|
||||
twistRelaxer.weight = 0.5f;
|
||||
twistRelaxer.child = hand;
|
||||
twistRelaxer.parentChildCrossfade = 0.8f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Configuration
|
||||
|
||||
public static void ConfigureDesktopVrIk(VRIK vrik)
|
||||
{
|
||||
// From DesktopVRIK
|
||||
// https://github.com/NotAKidOnSteam/NAK_CVR_Mods/blob/fca0a32257311f044d1a9d6e68269baa4a65a45c/DesktopVRIK/DesktopVRIKCalibrator.cs#L219C2-L247C103
|
||||
|
||||
vrik.solver.spine.bodyPosStiffness = 1f;
|
||||
vrik.solver.spine.bodyRotStiffness = 0.2f;
|
||||
vrik.solver.spine.neckStiffness = 0.0001f;
|
||||
vrik.solver.spine.rotateChestByHands = 0f;
|
||||
|
||||
vrik.solver.spine.minHeadHeight = 0f;
|
||||
vrik.solver.locomotion.angleThreshold = 30f;
|
||||
vrik.solver.locomotion.maxLegStretch = 1f;
|
||||
|
||||
vrik.solver.spine.chestClampWeight = 0f;
|
||||
vrik.solver.spine.headClampWeight = 0.2f;
|
||||
|
||||
vrik.solver.spine.maintainPelvisPosition = 0f;
|
||||
vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
|
||||
|
||||
vrik.solver.locomotion.velocityFactor = 0f;
|
||||
vrik.solver.locomotion.maxVelocity = 0f;
|
||||
vrik.solver.locomotion.rootSpeed = 1000f;
|
||||
|
||||
vrik.solver.spine.positionWeight = 0f;
|
||||
vrik.solver.spine.rotationWeight = 1f;
|
||||
|
||||
vrik.solver.spine.maxRootAngle = 180f;
|
||||
|
||||
vrik.solver.plantFeet = true;
|
||||
}
|
||||
|
||||
public static void ConfigureHalfBodyVrIk(VRIK vrik)
|
||||
{
|
||||
// From IKTweaks
|
||||
// https://github.com/knah/VRCMods/blob/a22bb73a5e40c75152c6e5db2a7a9afb13e42ba5/IKTweaks/FullBodyHandling.cs#L384C1-L394C71
|
||||
|
||||
vrik.solver.spine.bodyPosStiffness = 1f;
|
||||
vrik.solver.spine.bodyRotStiffness = 0f;
|
||||
vrik.solver.spine.neckStiffness = 0.5f;
|
||||
vrik.solver.spine.rotateChestByHands = .25f;
|
||||
|
||||
vrik.solver.spine.minHeadHeight = -100f;
|
||||
vrik.solver.locomotion.angleThreshold = 60f;
|
||||
vrik.solver.locomotion.maxLegStretch = 1f;
|
||||
|
||||
vrik.solver.spine.chestClampWeight = 0f;
|
||||
vrik.solver.spine.headClampWeight = 0f;
|
||||
|
||||
vrik.solver.spine.maintainPelvisPosition = 0f;
|
||||
vrik.solver.spine.moveBodyBackWhenCrouching = 0f;
|
||||
|
||||
vrik.solver.locomotion.velocityFactor = 0.4f;
|
||||
vrik.solver.locomotion.maxVelocity = 0.4f;
|
||||
vrik.solver.locomotion.rootSpeed = 20f;
|
||||
|
||||
vrik.solver.spine.positionWeight = 1f;
|
||||
vrik.solver.spine.rotationWeight = 1f;
|
||||
|
||||
vrik.solver.spine.maxRootAngle = 25f;
|
||||
|
||||
vrik.solver.plantFeet = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Calibration
|
||||
|
||||
public static void SetupHeadIKTarget(VRIK vrik, Transform parent = null)
|
||||
{
|
||||
Transform existingTarget = parent?.Find("Head IK Target");
|
||||
if (existingTarget != null)
|
||||
Object.DestroyImmediate(existingTarget.gameObject);
|
||||
|
||||
parent ??= vrik.references.head;
|
||||
|
||||
vrik.solver.spine.headTarget = new GameObject("Head IK Target").transform;
|
||||
vrik.solver.spine.headTarget.SetParent(parent);
|
||||
vrik.solver.spine.headTarget.localPosition = Vector3.zero;
|
||||
vrik.solver.spine.headTarget.localRotation = parent == vrik.references.head
|
||||
? Quaternion.identity
|
||||
: CalculateLocalRotation(vrik.references.root, vrik.references.head);
|
||||
}
|
||||
|
||||
public static void SetupHandIKTarget(VRIK vrik, Transform handAnchor, bool isLeft)
|
||||
{
|
||||
Transform parent = handAnchor.parent;
|
||||
Transform handRef = isLeft ? vrik.references.leftHand : vrik.references.rightHand;
|
||||
|
||||
handAnchor.SetParent(parent);
|
||||
handAnchor.localPosition = Vector3.zero;
|
||||
handAnchor.localRotation = CalculateLocalRotation(vrik.references.root, handRef);
|
||||
|
||||
if (isLeft)
|
||||
vrik.solver.leftArm.target = handAnchor;
|
||||
else
|
||||
vrik.solver.rightArm.target = handAnchor;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private static Quaternion CalculateLocalRotation(Transform root, Transform reference)
|
||||
{
|
||||
Vector3 forward = Quaternion.Inverse(reference.rotation) * root.forward;
|
||||
Vector3 upwards = Quaternion.Inverse(reference.rotation) * root.up;
|
||||
return Quaternion.Inverse(reference.rotation * Quaternion.LookRotation(forward, upwards)) * reference.rotation;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
163
.DepricatedMods/DesktopVRIK/IK/IKHandlers/IKHandler.cs
Normal file
163
.DepricatedMods/DesktopVRIK/IK/IKHandlers/IKHandler.cs
Normal file
|
@ -0,0 +1,163 @@
|
|||
using ABI_RC.Core.InteractionSystem;
|
||||
using ABI.CCK.Components;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using NAK.DesktopVRIK.IK.VRIKHelpers;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK.IKHandlers;
|
||||
|
||||
internal abstract class IKHandler
|
||||
{
|
||||
#region Variables
|
||||
|
||||
internal VRIK _vrik;
|
||||
internal IKSolverVR _solver;
|
||||
|
||||
// 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 _ikWeight = 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);
|
||||
|
||||
if (_movementParent != null && _movementParent == currentParent)
|
||||
{
|
||||
Vector3 deltaPosition = currentPosition - _movementPosition;
|
||||
Quaternion deltaRotation = Quaternion.identity;
|
||||
|
||||
if (currentParent.orientationMode == CVRMovementParent.OrientationMode.RotateWithParent)
|
||||
deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
|
||||
|
||||
_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()
|
||||
{
|
||||
Update_HeadWeight();
|
||||
|
||||
Update_LeftArmWeight();
|
||||
Update_RightArmWeight();
|
||||
|
||||
Update_LeftLegWeight();
|
||||
Update_RightLegWeight();
|
||||
|
||||
Update_PelvisWeight();
|
||||
|
||||
Update_LocomotionWeight();
|
||||
|
||||
Update_IKPositionWeight();
|
||||
}
|
||||
|
||||
public virtual void UpdateTracking() { }
|
||||
|
||||
protected virtual void Update_HeadWeight()
|
||||
{
|
||||
// There is no Head tracking setting
|
||||
_solver.spine.rotationWeight = _solver.spine.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingEnabled, _solver.spine.headTarget != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LeftArmWeight()
|
||||
{
|
||||
_solver.leftArm.rotationWeight = _solver.leftArm.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingLeftArmEnabled, _solver.leftArm.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_RightArmWeight()
|
||||
{
|
||||
_solver.rightArm.rotationWeight = _solver.rightArm.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingRightArmEnabled, _solver.rightArm.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LeftLegWeight()
|
||||
{
|
||||
_solver.leftLeg.rotationWeight = _solver.leftLeg.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingLeftLegEnabled, _solver.leftLeg.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_RightLegWeight()
|
||||
{
|
||||
_solver.rightLeg.rotationWeight = _solver.rightLeg.positionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingRightLegEnabled, _solver.rightLeg.target != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_PelvisWeight()
|
||||
{
|
||||
// There is no Pelvis tracking setting
|
||||
_solver.spine.pelvisRotationWeight = _solver.spine.pelvisPositionWeight =
|
||||
GetTargetWeight(BodySystem.TrackingEnabled, _solver.spine.pelvisTarget != null);
|
||||
}
|
||||
|
||||
protected virtual void Update_LocomotionWeight()
|
||||
{
|
||||
_solver.locomotion.weight = _locomotionWeight = Mathf.Lerp(_locomotionWeight, BodySystem.TrackingLocomotionEnabled ? 1f : 0f,
|
||||
Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value * 2f);
|
||||
}
|
||||
|
||||
protected virtual void Update_IKPositionWeight()
|
||||
{
|
||||
_solver.IKPositionWeight = _ikWeight = Mathf.Lerp(_ikWeight, BodySystem.TrackingEnabled ? BodySystem.TrackingPositionWeight : 0f,
|
||||
Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value);
|
||||
}
|
||||
|
||||
public virtual void Reset()
|
||||
{
|
||||
_ikSimulatedRootAngle = _vrik.transform.eulerAngles.y;
|
||||
|
||||
_solver.Reset();
|
||||
|
||||
if(ModSettings.EntryResetFootstepsOnIdle.Value)
|
||||
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private float GetTargetWeight(bool isTracking, bool hasTarget)
|
||||
{
|
||||
return isTracking && hasTarget ? 1f : 0f;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
126
.DepricatedMods/DesktopVRIK/IK/IKHandlers/IKHandlerDesktop.cs
Normal file
126
.DepricatedMods/DesktopVRIK/IK/IKHandlers/IKHandlerDesktop.cs
Normal file
|
@ -0,0 +1,126 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using NAK.DesktopVRIK.IK.VRIKHelpers;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.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.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
|
||||
|
||||
base.UpdateWeights();
|
||||
}
|
||||
|
||||
public override void UpdateTracking()
|
||||
{
|
||||
BodySystem.TrackingEnabled = ShouldTrackAll();
|
||||
BodySystem.TrackingLocomotionEnabled = BodySystem.TrackingEnabled && ShouldTrackLocomotion();
|
||||
ResetSolverIfNeeded();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VRIK Solver Events
|
||||
|
||||
private void OnPreSolverUpdateDesktop()
|
||||
{
|
||||
// Reset avatar local position
|
||||
_vrik.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
|
||||
|
||||
_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
|
||||
|
||||
// Emulate old VRChat hip movement
|
||||
if (ModSettings.EntryBodyLeanWeight.Value > 0)
|
||||
{
|
||||
float weightedAngle = ModSettings.EntryBodyLeanWeight.Value * (ModSettings.EntryProneThrusting.Value ? 1f: _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
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private bool ShouldTrackAll()
|
||||
{
|
||||
return !PlayerSetup.Instance._emotePlaying;
|
||||
}
|
||||
|
||||
private bool ShouldTrackLocomotion()
|
||||
{
|
||||
bool isMoving = MovementSystem.Instance.movementVector.magnitude > 0f;
|
||||
bool isGrounded = MovementSystem.Instance._isGrounded;
|
||||
bool isCrouching = MovementSystem.Instance.crouching;
|
||||
bool isProne = MovementSystem.Instance.prone;
|
||||
bool isFlying = MovementSystem.Instance.flying;
|
||||
bool isSitting = MovementSystem.Instance.sitting;
|
||||
bool isSwimming = MovementSystem.Instance.GetSubmerged();
|
||||
bool isStanding = PlayerSetup.Instance.avatarUpright >=
|
||||
Mathf.Max(PlayerSetup.Instance.avatarProneLimit, PlayerSetup.Instance.avatarCrouchLimit);
|
||||
|
||||
return !(isMoving || isCrouching || isProne || isFlying || isSwimming || isSitting || !isGrounded || !isStanding);
|
||||
}
|
||||
|
||||
private void ResetSolverIfNeeded()
|
||||
{
|
||||
if (_wasTrackingLocomotion == BodySystem.TrackingLocomotionEnabled) return;
|
||||
_wasTrackingLocomotion = BodySystem.TrackingLocomotionEnabled;
|
||||
|
||||
Reset();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
416
.DepricatedMods/DesktopVRIK/IK/IKManager.cs
Normal file
416
.DepricatedMods/DesktopVRIK/IK/IKManager.cs
Normal file
|
@ -0,0 +1,416 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using NAK.DesktopVRIK.IK.IKHandlers;
|
||||
using NAK.DesktopVRIK.IK.VRIKHelpers;
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK;
|
||||
|
||||
public class IKManager : MonoBehaviour
|
||||
{
|
||||
public static IKManager Instance;
|
||||
|
||||
#region Variables
|
||||
|
||||
private static VRIK _vrik;
|
||||
private static IKSolverVR _solver;
|
||||
|
||||
private bool _isAvatarInitialized;
|
||||
|
||||
// IK Handling
|
||||
private IKHandler _ikHandler;
|
||||
|
||||
// Player Info
|
||||
internal Transform _desktopCamera;
|
||||
internal Transform _vrCamera;
|
||||
|
||||
// Avatar Info
|
||||
private Animator _animator;
|
||||
internal 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
|
||||
internal HumanPoseHandler _humanPoseHandler;
|
||||
internal HumanPose _humanPose;
|
||||
internal 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;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_ikHandler?.UpdateWeights();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Avatar Events
|
||||
|
||||
public void OnAvatarInitialized(GameObject inAvatar)
|
||||
{
|
||||
if (MetaPort.Instance.isUsingVr)
|
||||
return;
|
||||
|
||||
if (_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
if (!inAvatar.TryGetComponent(out _animator))
|
||||
return;
|
||||
|
||||
if (_animator.avatar == null || !_animator.avatar.isHuman)
|
||||
return;
|
||||
|
||||
_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);
|
||||
|
||||
InitializeDesktopIk();
|
||||
|
||||
_isAvatarInitialized = true;
|
||||
}
|
||||
|
||||
public void OnAvatarDestroyed()
|
||||
{
|
||||
if (!_isAvatarInitialized)
|
||||
return;
|
||||
|
||||
_vrik = null;
|
||||
_solver = 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 (_ikHandler == null)
|
||||
return false;
|
||||
|
||||
DesktopVRIK.Logger.Msg(scaleDifference);
|
||||
|
||||
_ikHandler.OnPlayerScaled(scaleDifference);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnPlayerSeatedStateChanged(bool isSitting)
|
||||
{
|
||||
if (_ikHandler == null)
|
||||
return;
|
||||
|
||||
_ikHandler.Reset();
|
||||
}
|
||||
|
||||
public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
|
||||
{
|
||||
if (_ikHandler == null)
|
||||
return false;
|
||||
|
||||
_ikHandler.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool OnPlayerTeleported()
|
||||
{
|
||||
if (_ikHandler == null)
|
||||
return false;
|
||||
|
||||
_ikHandler.Reset();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnPlayerUpdate()
|
||||
{
|
||||
if (_ikHandler == null)
|
||||
return;
|
||||
|
||||
_ikHandler.UpdateTracking();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IK Initialization
|
||||
|
||||
private void InitializeDesktopIk()
|
||||
{
|
||||
SetupIkGeneral();
|
||||
|
||||
IKCalibrator.ConfigureDesktopVrIk(_vrik);
|
||||
_ikHandler = new IKHandlerDesktop(_vrik);
|
||||
|
||||
IKCalibrator.SetupHeadIKTarget(_vrik);
|
||||
|
||||
InitializeIkGeneral();
|
||||
|
||||
_ikHandler.OnInitializeIk();
|
||||
}
|
||||
|
||||
private void SetupIkGeneral()
|
||||
{
|
||||
_animator.transform.position = GetPlayerPosition();
|
||||
_animator.transform.rotation = GetPlayerRotation();
|
||||
SetAvatarPose(AvatarPose.Default);
|
||||
_vrik = IKCalibrator.SetupVrIk(_animator);
|
||||
_solver = _vrik.solver;
|
||||
}
|
||||
|
||||
private void InitializeIkGeneral()
|
||||
{
|
||||
SetAvatarPose(AvatarPose.IKPose);
|
||||
|
||||
VRIKUtils.CalculateInitialIKScaling(_vrik, ref _ikHandler._locomotionData);
|
||||
VRIKUtils.CalculateInitialFootsteps(_vrik, ref _ikHandler._locomotionData);
|
||||
_solver.Initiate(_vrik.transform); // initiate a second time
|
||||
|
||||
SetAvatarPose(AvatarPose.Initial);
|
||||
|
||||
VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
|
||||
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
|
||||
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktopSwimming);
|
||||
_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
public bool IsAvatarInitialized()
|
||||
{
|
||||
return _isAvatarInitialized;
|
||||
}
|
||||
|
||||
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 OnPreSolverUpdateDesktopSwimming()
|
||||
{
|
||||
if (_solver.IKPositionWeight < 0.9f)
|
||||
return;
|
||||
|
||||
Vector3 headPosition = _animator.GetBoneTransform(HumanBodyBones.Head).position;
|
||||
|
||||
// rotate hips around head bone to simulate diving
|
||||
if (MovementSystem.Instance._playerIsSubmerged)
|
||||
{
|
||||
const float maxAngleForward = 85f;
|
||||
const float maxAngleBackward = -85f;
|
||||
|
||||
float lookAngle = _desktopCamera.localEulerAngles.x;
|
||||
if (lookAngle > 180) lookAngle -= 360;
|
||||
|
||||
lookAngle = Mathf.Clamp(lookAngle, maxAngleBackward, maxAngleForward);
|
||||
float multiplier = Mathf.Lerp(0f, 1f, (MovementSystem.Instance.movementVector.magnitude - 0.5f) * 2f); // blend in when moving w/ sprint
|
||||
multiplier *= (-1f * MovementSystem.Instance.GetDepth()); // blend out when at surface
|
||||
|
||||
_solver.IKPositionWeight = 1f - (-1f * multiplier); // disable IK completely when fast swimming (only applicable to DesktopVRIK)
|
||||
_hipTransform.RotateAround(headPosition, _animator.transform.right, lookAngle * multiplier);
|
||||
}
|
||||
|
||||
// offset avatar hips so head bone is centered on avatar root
|
||||
// this fixes animations becoming scrunched up once VRIK solves!
|
||||
_hipTransform.position -= (headPosition - _animator.transform.position) with { y = 0f };
|
||||
}
|
||||
|
||||
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++)
|
||||
{
|
||||
switch (BodySystem.boneResetMasks[i])
|
||||
{
|
||||
case BodySystem.BoneResetMask.Never:
|
||||
break;
|
||||
case BodySystem.BoneResetMask.Spine:
|
||||
_humanPose.muscles[i] *= 1 - _solver.spine.pelvisPositionWeight;
|
||||
break;
|
||||
case BodySystem.BoneResetMask.LeftArm:
|
||||
_humanPose.muscles[i] *= 1 - _solver.leftArm.positionWeight;
|
||||
break;
|
||||
case BodySystem.BoneResetMask.RightArm:
|
||||
_humanPose.muscles[i] *= 1 - _solver.rightArm.positionWeight;
|
||||
break;
|
||||
case BodySystem.BoneResetMask.LeftLeg:
|
||||
_humanPose.muscles[i] *= 1 - _solver.leftLeg.positionWeight;
|
||||
break;
|
||||
case BodySystem.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 < BodySystem.boneResetMasks.Length; i++)
|
||||
{
|
||||
if (BodySystem.boneResetMasks[i] != BodySystem.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 < BodySystem.boneResetMasks.Length; i++)
|
||||
{
|
||||
if (BodySystem.boneResetMasks[i] != BodySystem.BoneResetMask.Never)
|
||||
_humanPose.muscles[i] = muscles[i];
|
||||
}
|
||||
|
||||
_humanPose.bodyPosition = Vector3.up;
|
||||
_humanPose.bodyRotation = Quaternion.identity;
|
||||
_humanPoseHandler.SetHumanPose(ref _humanPose);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
46
.DepricatedMods/DesktopVRIK/IK/MusclePoses.cs
Normal file
46
.DepricatedMods/DesktopVRIK/IK/MusclePoses.cs
Normal file
|
@ -0,0 +1,46 @@
|
|||
namespace NAK.DesktopVRIK.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 +1,25 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK.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
.DepricatedMods/DesktopVRIK/IK/VRIKHelpers/VRIKUtils.cs
Normal file
62
.DepricatedMods/DesktopVRIK/IK/VRIKHelpers/VRIKUtils.cs
Normal file
|
@ -0,0 +1,62 @@
|
|||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRIK.IK.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),
|
||||
rootWorldRot * locomotionData.InitialFootRotLeft);
|
||||
footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight),
|
||||
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;
|
||||
}
|
||||
}
|
21
.DepricatedMods/DesktopVRIK/Integrations/AMTAddon.cs
Normal file
21
.DepricatedMods/DesktopVRIK/Integrations/AMTAddon.cs
Normal file
|
@ -0,0 +1,21 @@
|
|||
|
||||
namespace NAK.DesktopVRIK.Integrations;
|
||||
|
||||
public static class AMTAddon
|
||||
{
|
||||
#region Variables
|
||||
|
||||
public static bool integration_AMT = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initialization
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
integration_AMT = true;
|
||||
DesktopVRIK.Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
72
.DepricatedMods/DesktopVRIK/Integrations/BTKUIAddon.cs
Normal file
72
.DepricatedMods/DesktopVRIK/Integrations/BTKUIAddon.cs
Normal file
|
@ -0,0 +1,72 @@
|
|||
using BTKUILib;
|
||||
using BTKUILib.UIObjects;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace NAK.DesktopVRIK.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);
|
||||
|
||||
SetupDesktopIKConfigurationPage(ref miscCategory);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Pages Setup
|
||||
|
||||
private static void SetupDesktopIKConfigurationPage(ref Category parentCategory)
|
||||
{
|
||||
Page desktopIKPage = parentCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", ModSettings.SettingsCategory);
|
||||
desktopIKPage.MenuTitle = "DesktopVRIK Settings";
|
||||
Category desktopIKCategory = desktopIKPage.AddCategory(desktopIKPage.MenuTitle);
|
||||
|
||||
// General Settings
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryPlantFeet);
|
||||
|
||||
// Calibration Settings
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryUseToesForVRIK);
|
||||
|
||||
// Fine-tuning Settings
|
||||
AddMelonToggle(ref desktopIKCategory, ModSettings.EntryResetFootstepsOnIdle);
|
||||
|
||||
// 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.EntryBodyHeadingLimit, 0, 90f, 0);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryPelvisHeadingWeight, 0, 1f, 1);
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryChestHeadingWeight, 0, 1f, 1);
|
||||
|
||||
// Lerp Speed
|
||||
AddMelonSlider(ref desktopIKPage, ModSettings.EntryIKLerpSpeed, 0, 20f, 0);
|
||||
}
|
||||
|
||||
#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
|
||||
}
|
40
.DepricatedMods/DesktopVRIK/Main.cs
Normal file
40
.DepricatedMods/DesktopVRIK/Main.cs
Normal file
|
@ -0,0 +1,40 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.DesktopVRIK;
|
||||
|
||||
public class DesktopVRIK : MelonMod
|
||||
{
|
||||
internal static MelonLogger.Instance Logger;
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
|
||||
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
|
||||
|
||||
InitializeIntegration("BTKUILib", Integrations.BTKUIAddon.Initialize);
|
||||
InitializeIntegration("AvatarMotionTweaker", Integrations.AMTAddon.Initialize);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
43
.DepricatedMods/DesktopVRIK/ModSettings.cs
Normal file
43
.DepricatedMods/DesktopVRIK/ModSettings.cs
Normal file
|
@ -0,0 +1,43 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.DesktopVRIK;
|
||||
|
||||
public static class ModSettings
|
||||
{
|
||||
internal const string SettingsCategory = nameof(DesktopVRIK);
|
||||
|
||||
public static readonly MelonPreferences_Category Category =
|
||||
MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
// Desktop VRIK Settings
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
Category.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
|
||||
Category.CreateEntry("Enforce Plant Feet", true, 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<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<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<float> EntryIKLerpSpeed =
|
||||
Category.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
|
||||
Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
|
||||
}
|
33
.DepricatedMods/DesktopVRIK/Properties/AssemblyInfo.cs
Normal file
33
.DepricatedMods/DesktopVRIK/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,33 @@
|
|||
using MelonLoader;
|
||||
using NAK.DesktopVRIK.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.DesktopVRIK))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.DesktopVRIK))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.DesktopVRIK.DesktopVRIK),
|
||||
nameof(NAK.DesktopVRIK),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRIK"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: MelonOptionalDependencies("BTKUILib", "AvatarMotionTweaker")]
|
||||
[assembly: MelonColor(255, 155, 89, 182)]
|
||||
[assembly: MelonAuthorColor(255, 158, 21, 32)]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace NAK.DesktopVRIK.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "4.2.9";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
16
.DepricatedMods/DesktopVRIK/README.md
Normal file
16
.DepricatedMods/DesktopVRIK/README.md
Normal file
|
@ -0,0 +1,16 @@
|
|||
## DesktopVRIK
|
||||
Adds VRIK to Desktop ChilloutVR avatars. No longer will you be a liveless sliding statue~!
|
||||
|
||||
(adds the small feet stepping when looking around on Desktop)
|
||||
|
||||
https://user-images.githubusercontent.com/37721153/221870123-fbe4f5e8-8d6e-4a43-aa5e-f2188e6491a9.mp4
|
||||
|
||||
## Configuration:
|
||||
* Configurable body lean weight. Set to 0 to disable.
|
||||
|
||||
* Configurable max root heading angle with chest/pelvis weight settings. Set to 0 to disable.
|
||||
|
||||
* Options to disable VRIK from using mapped toes &/or find unmapped (non-human) toe bones.
|
||||
|
||||
## Relevant Feedback Posts:
|
||||
https://feedback.abinteractive.net/p/desktop-feet-ik-for-avatars
|
24
.DepricatedMods/DesktopVRIK/format.json
Normal file
24
.DepricatedMods/DesktopVRIK/format.json
Normal file
|
@ -0,0 +1,24 @@
|
|||
{
|
||||
"_id": 117,
|
||||
"name": "DesktopVRIK",
|
||||
"modversion": "4.2.9",
|
||||
"gameversion": "2023r173",
|
||||
"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/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r22/DesktopVRIK.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRIK/",
|
||||
"changelog": "- Fixes for 2023r173.\n- Fixed ResetFootstepsOnIdle not working as intended.\n- Added swimming pitch control.\n- Added active body offset.",
|
||||
"embedcolor": "#9b59b6"
|
||||
}
|
11
.DepricatedMods/DesktopVRSwitch/DesktopVRSwitch.csproj
Normal file
11
.DepricatedMods/DesktopVRSwitch/DesktopVRSwitch.csproj
Normal file
|
@ -0,0 +1,11 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="BTKUILib">
|
||||
<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\BTKUILib.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
26
.DepricatedMods/DesktopVRSwitch/HarmonyPatches.cs
Normal file
26
.DepricatedMods/DesktopVRSwitch/HarmonyPatches.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
using ABI_RC.Core;
|
||||
using ABI_RC.Systems.InputManagement;
|
||||
using HarmonyLib;
|
||||
using NativeVRModeSwitchManager = ABI_RC.Systems.VRModeSwitch.VRModeSwitchManager;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.HarmonyPatches;
|
||||
|
||||
internal class CVRInputManagerPatches
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(CVRInputManager), "OnPostVRModeSwitch")]
|
||||
private static void Postfix_CVRInputManager_OnPostVRModeSwitch(bool inVr, UnityEngine.Camera playerCamera)
|
||||
{
|
||||
RootLogic.Instance.ToggleMouse(inVr);
|
||||
}
|
||||
}
|
||||
|
||||
internal class VRModeSwitchManagerPatches
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(NativeVRModeSwitchManager), "StartSwitchInternal")]
|
||||
private static void Postfix_CVRInputManager_OnPostVRModeSwitch()
|
||||
{
|
||||
CVRInputManager.Instance.inputEnabled = false;
|
||||
}
|
||||
}
|
63
.DepricatedMods/DesktopVRSwitch/Integrations/BTKUIAddon.cs
Normal file
63
.DepricatedMods/DesktopVRSwitch/Integrations/BTKUIAddon.cs
Normal file
|
@ -0,0 +1,63 @@
|
|||
using BTKUILib;
|
||||
using BTKUILib.UIObjects;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.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 vrSwitchMiscCategory = miscPage.AddCategory(ModSettings.SettingsCategory);
|
||||
|
||||
vrSwitchMiscCategory.AddButton("Switch VR Mode", "", "Switch to Desktop/VR.").OnPress +=
|
||||
() =>
|
||||
{
|
||||
QuickMenuAPI.ShowConfirm(
|
||||
title: "Switch VR Mode",
|
||||
content: "Are you sure you want to switch to Desktop/VR?",
|
||||
onYes: () => VRModeSwitchManager.Instance.AttemptSwitch()
|
||||
);
|
||||
};
|
||||
|
||||
SetupSwitchConfigurationPage(ref vrSwitchMiscCategory);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Pages Setup
|
||||
|
||||
private static void SetupSwitchConfigurationPage(ref Category parentCategory)
|
||||
{
|
||||
Page vrSwitchPage = parentCategory.AddPage("DesktopVRSwitch Settings", "", "Configure the settings for DesktopVRSwitch.", ModSettings.SettingsCategory);
|
||||
vrSwitchPage.MenuTitle = "DesktopVRSwitch Settings";
|
||||
Category vrSwitchCategory = vrSwitchPage.AddCategory(vrSwitchPage.MenuTitle);
|
||||
|
||||
AddMelonToggle(ref vrSwitchCategory, ModSettings.EntryEnterCalibrationOnSwitch);
|
||||
|
||||
AddMelonToggle(ref vrSwitchCategory, ModSettings.EntryUseTransitionOnSwitch);
|
||||
|
||||
AddMelonToggle(ref vrSwitchCategory, ModSettings.EntrySwitchToDesktopOnExit);
|
||||
}
|
||||
|
||||
#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
|
||||
}
|
26
.DepricatedMods/DesktopVRSwitch/Main.cs
Normal file
26
.DepricatedMods/DesktopVRSwitch/Main.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
using System;
|
||||
using MelonLoader;
|
||||
|
||||
namespace NAK.DesktopVRSwitch;
|
||||
|
||||
public class DesktopVRSwitch : MelonMod
|
||||
{
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
ApplyPatches(typeof(HarmonyPatches.CVRInputManagerPatches));
|
||||
ApplyPatches(typeof(HarmonyPatches.VRModeSwitchManagerPatches));
|
||||
}
|
||||
|
||||
private void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
{
|
||||
HarmonyInstance.PatchAll(type);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
LoggerInstance.Msg($"Failed while patching {type.Name}!");
|
||||
LoggerInstance.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
20
.DepricatedMods/DesktopVRSwitch/ModSettings.cs
Normal file
20
.DepricatedMods/DesktopVRSwitch/ModSettings.cs
Normal file
|
@ -0,0 +1,20 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.DesktopVRSwitch;
|
||||
|
||||
public static class ModSettings
|
||||
{
|
||||
internal const string SettingsCategory = nameof(DesktopVRSwitch);
|
||||
|
||||
private static readonly MelonPreferences_Category Category =
|
||||
MelonPreferences.CreateCategory(SettingsCategory);
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnterCalibrationOnSwitch =
|
||||
Category.CreateEntry("Enter Calibration on Switch", true, description: "Should you automatically be placed into calibration after switch if FBT is available? Overridden by Save Calibration IK setting.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryUseTransitionOnSwitch =
|
||||
Category.CreateEntry("Use Transition on Switch", true, description: "Should the world transition play on VRMode switch?");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntrySwitchToDesktopOnExit =
|
||||
Category.CreateEntry("Switch to Desktop on SteamVR Exit", false, description: "Should the game switch to Desktop when SteamVR quits?");
|
||||
}
|
|
@ -0,0 +1,29 @@
|
|||
using ABI_RC.Systems.IK;
|
||||
using ABI_RC.Systems.IK.TrackingModules;
|
||||
using ABI_RC.Systems.InputManagement;
|
||||
using ABI_RC.Systems.InputManagement.XR.Modules;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.Patches;
|
||||
|
||||
internal static class SteamVRNullReferencePatch
|
||||
{
|
||||
public static void DestroySteamVRInstancesImmediate()
|
||||
{
|
||||
// set to null so input manager doesnt attempt to access it
|
||||
if (CVRInputManager._moduleXR != null)
|
||||
{
|
||||
if (CVRInputManager._moduleXR._leftModule != null)
|
||||
if (CVRInputManager._moduleXR._leftModule is CVRXRModule_SteamVR leftModule) leftModule._steamVr = null;
|
||||
if (CVRInputManager._moduleXR._rightModule != null)
|
||||
if (CVRInputManager._moduleXR._rightModule is CVRXRModule_SteamVR rightModule) rightModule._steamVr = null;
|
||||
}
|
||||
|
||||
if (IKSystem.Instance == null)
|
||||
return;
|
||||
|
||||
// set to null so tracking module doesnt attempt to access it
|
||||
foreach (TrackingModule module in IKSystem.Instance._trackingModules)
|
||||
if (module is SteamVRTrackingModule steamVRModule)
|
||||
steamVRModule._steamVr = null;
|
||||
}
|
||||
}
|
103
.DepricatedMods/DesktopVRSwitch/Patches/ReferenceCameraPatch.cs
Normal file
103
.DepricatedMods/DesktopVRSwitch/Patches/ReferenceCameraPatch.cs
Normal file
|
@ -0,0 +1,103 @@
|
|||
using ABI_RC.Core.Base;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using Aura2API;
|
||||
using BeautifyEffect;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AzureSky;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.Patches;
|
||||
|
||||
internal static class ReferenceCameraPatch
|
||||
{
|
||||
public static void OnWorldLoad()
|
||||
{
|
||||
Camera activeCamera = (MetaPort.Instance.isUsingVr ? PlayerSetup.Instance.vrCamera : PlayerSetup.Instance.desktopCamera).GetComponent<Camera>();
|
||||
Camera inactiveCamera = (MetaPort.Instance.isUsingVr ? PlayerSetup.Instance.desktopCamera : PlayerSetup.Instance.vrCamera).GetComponent<Camera>();
|
||||
CopyToInactiveCam(activeCamera, inactiveCamera);
|
||||
}
|
||||
|
||||
private static void CopyToInactiveCam(Camera activeCam, Camera inactiveCam)
|
||||
{
|
||||
if (inactiveCam == null || activeCam == null)
|
||||
return;
|
||||
|
||||
DesktopVRSwitch.Logger.Msg("Copying active camera settings & components to inactive camera.");
|
||||
|
||||
// Copy basic settings
|
||||
inactiveCam.farClipPlane = activeCam.farClipPlane;
|
||||
inactiveCam.nearClipPlane = activeCam.nearClipPlane;
|
||||
inactiveCam.depthTextureMode = activeCam.depthTextureMode;
|
||||
|
||||
// We cant copy this because we set it to 0 with ThirdPerson
|
||||
var cullingMask = inactiveCam.cullingMask;
|
||||
cullingMask &= -32769;
|
||||
cullingMask |= 256;
|
||||
cullingMask |= 512;
|
||||
cullingMask |= 32;
|
||||
cullingMask &= -4097;
|
||||
cullingMask |= 1024;
|
||||
cullingMask |= 8192;
|
||||
inactiveCam.cullingMask = cullingMask;
|
||||
|
||||
// Copy post processing if added
|
||||
PostProcessLayer ppLayerActiveCam = activeCam.GetComponent<PostProcessLayer>();
|
||||
PostProcessLayer ppLayerInactiveCam = inactiveCam.AddComponentIfMissing<PostProcessLayer>();
|
||||
if (ppLayerActiveCam != null && ppLayerInactiveCam != null)
|
||||
{
|
||||
ppLayerInactiveCam.enabled = ppLayerActiveCam.enabled;
|
||||
ppLayerInactiveCam.volumeLayer = ppLayerActiveCam.volumeLayer;
|
||||
}
|
||||
|
||||
// Copy Aura camera settings
|
||||
AuraCamera auraActiveCam = activeCam.GetComponent<AuraCamera>();
|
||||
AuraCamera auraInactiveCam = inactiveCam.AddComponentIfMissing<AuraCamera>();
|
||||
if (auraActiveCam != null && auraInactiveCam != null)
|
||||
{
|
||||
auraInactiveCam.enabled = auraActiveCam.enabled;
|
||||
auraInactiveCam.frustumSettings = auraActiveCam.frustumSettings;
|
||||
}
|
||||
else
|
||||
{
|
||||
auraInactiveCam.enabled = false;
|
||||
}
|
||||
|
||||
// Copy Flare layer settings
|
||||
FlareLayer flareActiveCam = activeCam.GetComponent<FlareLayer>();
|
||||
FlareLayer flareInactiveCam = inactiveCam.AddComponentIfMissing<FlareLayer>();
|
||||
if (flareActiveCam != null && flareInactiveCam != null)
|
||||
{
|
||||
flareInactiveCam.enabled = flareActiveCam.enabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
flareInactiveCam.enabled = false;
|
||||
}
|
||||
|
||||
// Copy Azure Fog Scattering settings
|
||||
AzureFogScattering azureFogActiveCam = activeCam.GetComponent<AzureFogScattering>();
|
||||
AzureFogScattering azureFogInactiveCam = inactiveCam.AddComponentIfMissing<AzureFogScattering>();
|
||||
if (azureFogActiveCam != null && azureFogInactiveCam != null)
|
||||
{
|
||||
azureFogInactiveCam.fogScatteringMaterial = azureFogActiveCam.fogScatteringMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Object.Destroy(inactiveCam.GetComponent<AzureFogScattering>());
|
||||
}
|
||||
|
||||
// Copy Beautify settings
|
||||
Beautify beautifyActiveCam = activeCam.GetComponent<Beautify>();
|
||||
Beautify beautifyInactiveCam = inactiveCam.AddComponentIfMissing<Beautify>();
|
||||
if (beautifyActiveCam != null && beautifyInactiveCam != null)
|
||||
{
|
||||
beautifyInactiveCam.quality = beautifyActiveCam.quality;
|
||||
beautifyInactiveCam.profile = beautifyActiveCam.profile;
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Object.Destroy(inactiveCam.gameObject.GetComponent<Beautify>());
|
||||
}
|
||||
}
|
||||
}
|
32
.DepricatedMods/DesktopVRSwitch/Properties/AssemblyInfo.cs
Normal file
32
.DepricatedMods/DesktopVRSwitch/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,32 @@
|
|||
using MelonLoader;
|
||||
using NAK.DesktopVRSwitch.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.DesktopVRSwitch))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.DesktopVRSwitch))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.DesktopVRSwitch.DesktopVRSwitch),
|
||||
nameof(NAK.DesktopVRSwitch),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRSwitch"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: MelonColor(255, 52, 152, 219)]
|
||||
[assembly: MelonAuthorColor(255, 114, 17, 25)]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace NAK.DesktopVRSwitch.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "4.4.2";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
28
.DepricatedMods/DesktopVRSwitch/README.md
Normal file
28
.DepricatedMods/DesktopVRSwitch/README.md
Normal file
|
@ -0,0 +1,28 @@
|
|||
# DesktopVRSwitch
|
||||
Allows you to switch between Desktop and VR with a keybind.
|
||||
|
||||
Press Control + F6 to switch. SteamVR will automatically start if it isn't already running.
|
||||
|
||||
https://github.com/NotAKidOnSteam/NAK_CVR_Mods/assets/37721153/3f7d6747-720a-45a0-aa51-af7ae677d15e
|
||||
|
||||
---
|
||||
|
||||
## Note:
|
||||
* This mod will likely cause issues with other mods that are not built for or expect VRMode changes during runtime.
|
||||
* This mod may not account for every feature or system present in ChilloutVR, and may easily break on any update.
|
||||
|
||||
## Notable Features:
|
||||
* Option to automatically switch to Desktop when exiting ChilloutVR from the SteamVR overlay.
|
||||
* Allows for switching HMD, controllers, restarting SteamVR, etc by switching to Desktop and back again.
|
||||
* Option to switch directly into calibrated Full Body Tracking if Save Calibration in IK Settings is enabled.
|
||||
|
||||
---
|
||||
|
||||
Here is the block of text where I tell you this mod is not affiliated with, or endorsed by ABI.
|
||||
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
|
||||
|
||||
> This mod is an independent creation 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.
|
26
.DepricatedMods/DesktopVRSwitch/Utils.cs
Normal file
26
.DepricatedMods/DesktopVRSwitch/Utils.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
using ABI_RC.Core.EventSystem;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch;
|
||||
|
||||
internal static class Utils
|
||||
{
|
||||
internal static GameObject GetPlayerCameraObject(bool intoVR)
|
||||
{
|
||||
return intoVR ? PlayerSetup.Instance.vrCamera : PlayerSetup.Instance.desktopCamera;
|
||||
}
|
||||
|
||||
internal static void ClearLocalAvatar()
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Clearing local avatar.");
|
||||
PlayerSetup.Instance.ClearAvatar();
|
||||
}
|
||||
|
||||
internal static void ReloadLocalAvatar()
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Attempting to reload current local avatar from GUID.");
|
||||
AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
|
||||
}
|
||||
}
|
42
.DepricatedMods/DesktopVRSwitch/VRModeSwitchDebugger.cs
Normal file
42
.DepricatedMods/DesktopVRSwitch/VRModeSwitchDebugger.cs
Normal file
|
@ -0,0 +1,42 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch;
|
||||
|
||||
internal class VRModeSwitchDebugger : MonoBehaviour
|
||||
{
|
||||
private Coroutine _switchCoroutine;
|
||||
private WaitForSeconds _sleep;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (_switchCoroutine != null)
|
||||
return;
|
||||
|
||||
_switchCoroutine = StartCoroutine(SwitchLoop());
|
||||
_sleep = new WaitForSeconds(2f);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (_switchCoroutine == null)
|
||||
return;
|
||||
|
||||
StopCoroutine(_switchCoroutine);
|
||||
_switchCoroutine = null;
|
||||
_sleep = null;
|
||||
}
|
||||
|
||||
private IEnumerator SwitchLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if (!VRModeSwitchManager.Instance.SwitchInProgress)
|
||||
{
|
||||
VRModeSwitchManager.Instance.AttemptSwitch();
|
||||
yield return _sleep;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
222
.DepricatedMods/DesktopVRSwitch/VRModeSwitchManager.cs
Normal file
222
.DepricatedMods/DesktopVRSwitch/VRModeSwitchManager.cs
Normal file
|
@ -0,0 +1,222 @@
|
|||
using ABI_RC.Systems.UI;
|
||||
using System.Collections;
|
||||
using ABI_RC.Core.EventSystem;
|
||||
using ABI_RC.Core.IO;
|
||||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.Savior;
|
||||
using ABI_RC.Core.UI;
|
||||
using ABI_RC.Systems.GameEventSystem;
|
||||
using ABI_RC.Systems.InputManagement;
|
||||
using ABI_RC.Systems.VRModeSwitch;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.XR.Management;
|
||||
|
||||
namespace NAK.DesktopVRSwitch;
|
||||
|
||||
public class VRModeSwitchManager : MonoBehaviour
|
||||
{
|
||||
public static VRModeSwitchManager Instance { get; private set; }
|
||||
|
||||
#region Variables
|
||||
|
||||
// Settings
|
||||
public bool DesktopVRSwitchEnabled;
|
||||
public bool UseWorldTransition = true;
|
||||
public bool ReloadLocalAvatar = true;
|
||||
|
||||
public bool SwitchInProgress { get; private set; }
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Methods
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance != null)
|
||||
{
|
||||
DestroyImmediate(this);
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
|
||||
DesktopVRSwitchEnabled = MetaPort.Instance.settings.GetSettingsBool("ExperimentalDesktopVRSwitch");
|
||||
MetaPort.Instance.settings.settingBoolChanged.AddListener(OnSettingsBoolChanged);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!DesktopVRSwitchEnabled)
|
||||
return;
|
||||
|
||||
if (SwitchInProgress)
|
||||
return;
|
||||
|
||||
if (CVRInputManager.Instance.switchMode)
|
||||
AttemptSwitch();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
public void AttemptSwitch()
|
||||
{
|
||||
if (SwitchInProgress)
|
||||
return;
|
||||
|
||||
// dont allow switching during world transfer, itll explode violently
|
||||
if (CVRObjectLoader.Instance.IsLoadingWorldToJoin())
|
||||
return;
|
||||
|
||||
StartCoroutine(StartSwitchInternal());
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private void OnSettingsBoolChanged(string settingName, bool val)
|
||||
{
|
||||
if (settingName == "ExperimentalDesktopVRSwitch")
|
||||
DesktopVRSwitchEnabled = val;
|
||||
}
|
||||
|
||||
private IEnumerator StartSwitchInternal()
|
||||
{
|
||||
if (SwitchInProgress)
|
||||
yield break;
|
||||
|
||||
NotifyOnPreSwitch();
|
||||
|
||||
bool useWorldTransition = UseWorldTransition;
|
||||
SwitchInProgress = true;
|
||||
|
||||
yield return null;
|
||||
|
||||
if (useWorldTransition)
|
||||
yield return StartCoroutine(StartTransition());
|
||||
|
||||
var wasInXr = IsInXR();
|
||||
|
||||
InvokeOnPreSwitch(!wasInXr);
|
||||
|
||||
// Note: this assumes that wasInXr has been correctly set earlier in your method.
|
||||
Task xrTask = wasInXr ? XRHandler.StopXR() : XRHandler.StartXR();
|
||||
|
||||
// Wait for the task to complete. This makes the coroutine wait here until the above thread is done.
|
||||
yield return new WaitUntil(() => xrTask.IsCompleted || xrTask.IsFaulted);
|
||||
|
||||
// Check task status, handle any fault that occurred during the execution of the task.
|
||||
if (xrTask.IsFaulted)
|
||||
{
|
||||
// Log and/or handle exceptions that occurred within the task.
|
||||
Exception innerException = xrTask.Exception.InnerException; // The Exception that caused the Task to enter the faulted state
|
||||
MelonLoader.MelonLogger.Error("Encountered an error while executing the XR task: " + innerException.Message);
|
||||
// Handle the exception appropriately.
|
||||
}
|
||||
|
||||
if (wasInXr != IsInXR())
|
||||
{
|
||||
ReloadAvatar();
|
||||
InvokeOnPostSwitch(!wasInXr);
|
||||
}
|
||||
else
|
||||
{
|
||||
NotifyOnFailedSwitch();
|
||||
InvokeOnFailedSwitch(!wasInXr);
|
||||
}
|
||||
|
||||
if (useWorldTransition)
|
||||
yield return StartCoroutine(ContinueTransition());
|
||||
|
||||
SwitchInProgress = false;
|
||||
}
|
||||
|
||||
private void ReloadAvatar()
|
||||
{
|
||||
if (!ReloadLocalAvatar)
|
||||
return;
|
||||
|
||||
// TODO: Is there a better way to reload only locally?
|
||||
PlayerSetup.Instance.ClearAvatar();
|
||||
AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
|
||||
}
|
||||
|
||||
private bool IsInXR()
|
||||
{
|
||||
return XRGeneralSettings.Instance.Manager.activeLoader != null;
|
||||
}
|
||||
|
||||
private UnityEngine.Camera GetPlayerCamera(bool isVr)
|
||||
{
|
||||
return (isVr ? PlayerSetup.Instance.vrCamera : PlayerSetup.Instance.desktopCamera)
|
||||
.GetComponent<UnityEngine.Camera>();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Transition Coroutines
|
||||
|
||||
private IEnumerator StartTransition()
|
||||
{
|
||||
if (WorldTransitionSystem.Instance == null) yield break;
|
||||
WorldTransitionSystem.Instance.StartTransition();
|
||||
yield return new WaitForSeconds(WorldTransitionSystem.Instance.CurrentInLength + 0.25f);
|
||||
}
|
||||
|
||||
private IEnumerator ContinueTransition()
|
||||
{
|
||||
if (WorldTransitionSystem.Instance == null) yield break;
|
||||
WorldTransitionSystem.Instance.ContinueTransition();
|
||||
yield return new WaitForSeconds(WorldTransitionSystem.Instance.CurrentInLength + 0.25f);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handling
|
||||
|
||||
private void InvokeOnPreSwitch(bool isUsingVr)
|
||||
{
|
||||
UnityEngine.Camera playerCamera = GetPlayerCamera(isUsingVr);
|
||||
|
||||
ABI_RC.Systems.VRModeSwitch.VRModeSwitchManager.OnPreSwitchInternal?.Invoke(isUsingVr, playerCamera);
|
||||
CVRGameEventSystem.VRModeSwitch.OnPreSwitch?.Invoke(isUsingVr, playerCamera);
|
||||
}
|
||||
|
||||
private void InvokeOnPostSwitch(bool isUsingVr)
|
||||
{
|
||||
UnityEngine.Camera playerCamera = GetPlayerCamera(isUsingVr);
|
||||
|
||||
ABI_RC.Systems.VRModeSwitch.VRModeSwitchManager.OnPostSwitchInternal?.Invoke(isUsingVr, playerCamera);
|
||||
CVRGameEventSystem.VRModeSwitch.OnPostSwitch?.Invoke(isUsingVr, playerCamera);
|
||||
}
|
||||
|
||||
private void InvokeOnFailedSwitch(bool isUsingVr)
|
||||
{
|
||||
UnityEngine.Camera playerCamera = GetPlayerCamera(isUsingVr);
|
||||
|
||||
ABI_RC.Systems.VRModeSwitch.VRModeSwitchManager.OnFailedSwitchInternal?.Invoke(isUsingVr, playerCamera);
|
||||
CVRGameEventSystem.VRModeSwitch.OnFailedSwitch?.Invoke(isUsingVr, playerCamera);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Notifications
|
||||
|
||||
private void NotifyOnPreSwitch()
|
||||
{
|
||||
CohtmlHud.Instance.ViewDropTextImmediate("(Local) Client",
|
||||
"VR Mode Switch", "Switching to " + (IsInXR() ? "Desktop" : "VR") + " Mode");
|
||||
}
|
||||
|
||||
private void NotifyOnFailedSwitch()
|
||||
{
|
||||
// TODO: Can we get reason it failed?
|
||||
CohtmlHud.Instance.ViewDropTextImmediate("(Local) Client",
|
||||
"VR Mode Switch", "Switch failed");
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
using ABI_RC.Core.Savior;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CVRGestureRecognizerTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Updating CVRGestureRecognizer _camera to active camera.");
|
||||
|
||||
CVRGestureRecognizer.Instance._camera = args.PlayerCamera;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,62 @@
|
|||
using ABI_RC.Core;
|
||||
using ABI_RC.Systems.InputManagement;
|
||||
using ABI_RC.Systems.InputManagement.InputModules;
|
||||
using ABI_RC.Systems.InputManagement.XR.Modules;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CVRInputManagerTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Resetting CVRInputManager inputs.");
|
||||
|
||||
CVRInputManager.Instance.inputEnabled = true;
|
||||
|
||||
// IM CRYING
|
||||
//CVRInputManager.Instance.reload = true;
|
||||
|
||||
// TODO: MOVE THIS TO DIFFERENT TRACKER
|
||||
RootLogic.Instance.ToggleMouse(args.IsUsingVr);
|
||||
|
||||
//just in case
|
||||
CVRInputManager.Instance.textInputFocused = false;
|
||||
//sometimes head can get stuck, so just in case
|
||||
CVRInputManager.Instance.independentHeadToggle = false;
|
||||
//just nice to load into desktop with idle gesture
|
||||
CVRInputManager.Instance.gestureLeft = 0f;
|
||||
CVRInputManager.Instance.gestureLeftRaw = 0f;
|
||||
CVRInputManager.Instance.gestureRight = 0f;
|
||||
CVRInputManager.Instance.gestureRightRaw = 0f;
|
||||
//turn off finger tracking input
|
||||
CVRInputManager.Instance.individualFingerTracking = false;
|
||||
|
||||
//add input module if you started in desktop
|
||||
if (CVRInputManager._moduleXR == null)
|
||||
{
|
||||
CVRInputManager.Instance.AddInputModule(CVRInputManager._moduleXR = new CVRInputModule_XR());
|
||||
}
|
||||
else
|
||||
{
|
||||
// set to null so input manager doesnt attempt to access it
|
||||
|
||||
if (CVRInputManager._moduleXR._leftModule != null)
|
||||
if (CVRInputManager._moduleXR._leftModule is CVRXRModule_SteamVR leftModule) leftModule._steamVr = null;
|
||||
if (CVRInputManager._moduleXR._rightModule != null)
|
||||
if (CVRInputManager._moduleXR._rightModule is CVRXRModule_SteamVR rightModule) rightModule._steamVr = null;
|
||||
}
|
||||
|
||||
//enable xr input or whatnot
|
||||
CVRInputManager._moduleXR.InputEnabled = args.IsUsingVr;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
using ABI.CCK.Components;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CVRPickupObjectTracker : MonoBehaviour
|
||||
{
|
||||
internal CVRPickupObject _pickupObject;
|
||||
internal Transform _storedGripOrigin;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
public void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
if (_pickupObject == null)
|
||||
return;
|
||||
|
||||
// Drop the object if it is being held locally
|
||||
if (_pickupObject._controllerRay != null)
|
||||
_pickupObject._controllerRay.DropObject(true);
|
||||
|
||||
// Swap the grip origins
|
||||
(_storedGripOrigin, _pickupObject.gripOrigin) = (_pickupObject.gripOrigin, _storedGripOrigin);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,48 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.InteractionSystem;
|
||||
using ABI_RC.Core.Player;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CVRWorldTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Configuring CVRWorld. Updating PostProcessing & DesktopCameraController FOV settings.");
|
||||
|
||||
// some post processing settings aren't used in VR
|
||||
CVRWorld.Instance.UpdatePostProcessing();
|
||||
UpdateCVRDesktopCameraController();
|
||||
}
|
||||
|
||||
private void UpdateCVRDesktopCameraController()
|
||||
{
|
||||
// Just making sure- Starting in VR will not call Start() as rig is disabled
|
||||
if (CVR_DesktopCameraController._cam == null)
|
||||
CVR_DesktopCameraController._cam = PlayerSetup.Instance.desktopCamera.GetComponent<Camera>();
|
||||
|
||||
CVR_DesktopCameraController.defaultFov = Mathf.Clamp(CVRWorld.Instance.fov, 60f, 120f);
|
||||
CVR_DesktopCameraController.zoomFov = CVR_DesktopCameraController.defaultFov * 0.5f;
|
||||
CVR_DesktopCameraController.enableZoom = CVRWorld.Instance.enableZoom;
|
||||
|
||||
// must happen after PlayerSetupTracker
|
||||
CVR_DesktopCameraController.UpdateFov();
|
||||
|
||||
CVR_MenuManager.Instance.coreData.instance.current_game_rule_no_zoom = !CVRWorld.Instance.enableZoom;
|
||||
|
||||
// UICamera has a script that copies the FOV from the desktop cam.
|
||||
// Toggling the cameras on/off resets the aspect ratio,
|
||||
// so when rigs switch, that is already handled.
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
using ABI_RC.Core.InteractionSystem;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CVR_InteractableManagerTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg($"Enabling CVR_InteractableManager enableInteractions.");
|
||||
|
||||
// ?
|
||||
CVR_InteractableManager.enableInteractions = true;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
using ABI_RC.Core.InteractionSystem;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CVR_MenuManagerTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch += OnPreSwitch;
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch -= OnPreSwitch;
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPreSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Closing CVR_MenuManager - Quick Menu.");
|
||||
|
||||
CVR_MenuManager.Instance.ToggleQuickMenu(false);
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Updating CVR_Menu_Data core data.");
|
||||
|
||||
CVR_MenuManager.Instance.coreData.core.inVr = args.IsUsingVr;
|
||||
CVR_MenuManager.Instance.quickMenu.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
using ABI_RC.Core.Util.Object_Behaviour;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CameraFacingObjectTracker : MonoBehaviour
|
||||
{
|
||||
private CameraFacingObject _cameraFacingObject;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_cameraFacingObject = GetComponent<CameraFacingObject>();
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
public void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
_cameraFacingObject.m_Camera = args.PlayerCamera;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,21 @@
|
|||
using ABI_RC.Core.Savior;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CheckVRTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
CheckVR.Instance.hasVrDeviceLoaded = args.IsUsingVr;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
using ABI_RC.Core;
|
||||
using ABI_RC.Core.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class CohtmlHudTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Configuring new hud affinity for CohtmlHud.");
|
||||
|
||||
CohtmlHud.Instance.gameObject.transform.parent = Utils.GetPlayerCameraObject(args.IsUsingVr).transform;
|
||||
|
||||
// This handles rotation and position
|
||||
CVRTools.ConfigureHudAffinity();
|
||||
CohtmlHud.Instance.gameObject.transform.localScale = new Vector3(1.2f, 1f, 1.2f);
|
||||
|
||||
// required to set menu vr mode (why is it offset in js?)
|
||||
CohtmlHud.uiCoreGameData.isVr = args.IsUsingVr;
|
||||
if (CohtmlHud.Instance._isReady)
|
||||
CohtmlHud.Instance.hudView.View.TriggerEvent("updateCoreGameVars", CohtmlHud.uiCoreGameData);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
using ABI_RC.Core.Player;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class HudOperationsTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Switching HudOperations worldLoadingItem & worldLoadStatus.");
|
||||
|
||||
HudOperations.Instance.worldLoadingItem = args.IsUsingVr ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop;
|
||||
HudOperations.Instance.worldLoadStatus = args.IsUsingVr ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,81 @@
|
|||
using ABI_RC.Systems.IK;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using ABI_RC.Systems.IK.TrackingModules;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class IKSystemTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch += OnPreSwitch;
|
||||
VRModeSwitchManager.OnFailVRModeSwitch += OnFailedSwitch;
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch -= OnPreSwitch;
|
||||
VRModeSwitchManager.OnFailVRModeSwitch -= OnFailedSwitch;
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPreSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
BodySystem.TrackingEnabled = false;
|
||||
BodySystem.TrackingPositionWeight = 0f;
|
||||
BodySystem.TrackingLocomotionEnabled = false;
|
||||
|
||||
if (IKSystem.vrik != null)
|
||||
IKSystem.vrik.enabled = false;
|
||||
}
|
||||
|
||||
private void OnFailedSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
BodySystem.TrackingEnabled = true;
|
||||
BodySystem.TrackingPositionWeight = 1f;
|
||||
BodySystem.TrackingLocomotionEnabled = true;
|
||||
|
||||
if (IKSystem.vrik != null)
|
||||
IKSystem.vrik.enabled = true;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
if (IKSystem.vrik != null)
|
||||
UnityEngine.Object.DestroyImmediate(IKSystem.vrik);
|
||||
|
||||
// Make sure you are fully tracking
|
||||
BodySystem.TrackingEnabled = true;
|
||||
BodySystem.TrackingPositionWeight = 1f;
|
||||
BodySystem.TrackingLocomotionEnabled = true;
|
||||
BodySystem.isCalibratedAsFullBody = false;
|
||||
BodySystem.isCalibrating = false;
|
||||
BodySystem.isRecalibration = false;
|
||||
|
||||
// Make it so you don't instantly end up in FBT from Desktop
|
||||
IKSystem.firstAvatarLoaded = ModSettings.EntryEnterCalibrationOnSwitch.Value;
|
||||
|
||||
// Turn off finger tracking just in case the user switched controllers
|
||||
IKSystem.Instance.FingerSystem.controlActive = false;
|
||||
|
||||
SetupSteamVRTrackingModule(args.IsUsingVr);
|
||||
}
|
||||
|
||||
private void SetupSteamVRTrackingModule(bool enableVR)
|
||||
{
|
||||
SteamVRTrackingModule openVRModule = IKSystem.Instance._trackingModules.OfType<SteamVRTrackingModule>().FirstOrDefault();
|
||||
|
||||
if (openVRModule != null)
|
||||
{
|
||||
if (enableVR)
|
||||
openVRModule.ModuleStart();
|
||||
else
|
||||
openVRModule.ModuleDestroy();
|
||||
}
|
||||
else if (enableVR)
|
||||
{
|
||||
IKSystem.Instance.AddTrackingModule(new SteamVRTrackingModule());
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,85 @@
|
|||
using ABI_RC.Core.Savior;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR;
|
||||
using Valve.VR;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class MetaPortTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg($"Setting MetaPort isUsingVr to {args.IsUsingVr}.");
|
||||
|
||||
// Main thing most of the game checks for if using VR
|
||||
MetaPort.Instance.isUsingVr = args.IsUsingVr;
|
||||
|
||||
// replace
|
||||
UpdateRichPresence();
|
||||
ResetSteamVROverrides(args.IsUsingVr);
|
||||
}
|
||||
|
||||
private void UpdateRichPresence()
|
||||
{
|
||||
// Hacky way of updating rich presence
|
||||
if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceDiscordEnabled", true))
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Forcing Discord Rich Presence update.");
|
||||
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", false);
|
||||
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", true);
|
||||
}
|
||||
if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceSteamEnabled", true))
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Forcing Steam Rich Presence update.");
|
||||
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", false);
|
||||
MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", true);
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetSteamVROverrides(bool intoVR)
|
||||
{
|
||||
if (intoVR)
|
||||
{
|
||||
// Testing
|
||||
//XRSettings.gameViewRenderMode = DesktopVRSwitch.EntryRenderVRGameView.Value ? GameViewRenderMode.LeftEye : GameViewRenderMode.None;
|
||||
XRSettings.eyeTextureResolutionScale = 1; // unsure if will cause issues with FSR?
|
||||
SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
|
||||
|
||||
if (MetaPort.Instance.settings.GetSettingsBool("InteractionTobiiEyeTracking", false))
|
||||
MetaPort.Instance.TobiiXrInitializer.Initialize();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Reset physics time to Desktop default
|
||||
Time.fixedDeltaTime = 0.02f;
|
||||
|
||||
// Reset queued frames
|
||||
QualitySettings.maxQueuedFrames = 2;
|
||||
|
||||
// Reset framerate target
|
||||
int graphicsFramerateTarget = MetaPort.Instance.settings.GetSettingInt("GraphicsFramerateTarget", 0);
|
||||
ABI_RC.Core.CVRTools.SetFramerateTarget(graphicsFramerateTarget);
|
||||
|
||||
// Reset VSync setting
|
||||
bool graphicsVSync = MetaPort.Instance.settings.GetSettingsBool("GraphicsVSync", false);
|
||||
QualitySettings.vSyncCount = graphicsVSync ? 1 : 0;
|
||||
|
||||
// Reset anti-aliasing
|
||||
int graphicsMsaaLevel = MetaPort.Instance.settings.GetSettingInt("GraphicsMsaaLevel", 0);
|
||||
QualitySettings.antiAliasing = graphicsMsaaLevel;
|
||||
|
||||
// Won't do anything if not already running
|
||||
MetaPort.Instance.TobiiXrInitializer.DeInitialize();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,73 @@
|
|||
using ABI_RC.Systems.MovementSystem;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class MovementSystemTracker : VRModeTracker
|
||||
{
|
||||
private Vector3 preSwitchWorldPosition;
|
||||
private Quaternion preSwitchWorldRotation;
|
||||
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch += OnPreSwitch;
|
||||
VRModeSwitchManager.OnFailVRModeSwitch += OnFailedSwitch;
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch -= OnPreSwitch;
|
||||
VRModeSwitchManager.OnFailVRModeSwitch -= OnFailedSwitch;
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPreSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
|
||||
DesktopVRSwitch.Logger.Msg("Storing player world position and rotation.");
|
||||
|
||||
var pivotTransform = MovementSystem.Instance.rotationPivot.transform;
|
||||
preSwitchWorldPosition = pivotTransform.position;
|
||||
preSwitchWorldPosition.y = MovementSystem.Instance.transform.position.y;
|
||||
preSwitchWorldRotation = pivotTransform.rotation;
|
||||
|
||||
MovementSystem.Instance.ChangeCrouch(false);
|
||||
MovementSystem.Instance.ChangeProne(false);
|
||||
MovementSystem.Instance.SetImmobilized(true);
|
||||
|
||||
}
|
||||
|
||||
private void OnFailedSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility.");
|
||||
|
||||
MovementSystem.Instance.SetImmobilized(false);
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
// Lazy
|
||||
MelonLoader.MelonCoroutines.Start(TeleportFrameAfter(args.IsUsingVr));
|
||||
}
|
||||
|
||||
private IEnumerator TeleportFrameAfter(bool intoVR)
|
||||
{
|
||||
yield return null; // need to wait a frame
|
||||
|
||||
DesktopVRSwitch.Logger.Msg("Resetting MovementSystem mobility and applying stored position and rotation.");
|
||||
|
||||
MovementSystem.Instance.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
|
||||
MovementSystem.Instance.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation);
|
||||
|
||||
if (!intoVR)
|
||||
MovementSystem.Instance.UpdateColliderCenter(MovementSystem.Instance.transform.position);
|
||||
|
||||
MovementSystem.Instance.ChangeCrouch(false);
|
||||
MovementSystem.Instance.ChangeProne(false);
|
||||
MovementSystem.Instance.SetImmobilized(false);
|
||||
MovementSystem.Instance.independentHeadTurn = false;
|
||||
MovementSystem.Instance.independentHeadToggle = false;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
using ABI_RC.Core.Player;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class PlayerSetupTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Switching active PlayerSetup camera rigs. Updating Desktop camera FOV.");
|
||||
|
||||
PlayerSetup.Instance.desktopCameraRig.SetActive(!args.IsUsingVr);
|
||||
PlayerSetup.Instance.vrCameraRig.SetActive(args.IsUsingVr);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
using ABI_RC.Systems.Camera;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class PortableCameraTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
|
||||
}
|
||||
|
||||
private void OnPostSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Forcing PortableCamera canvas mirroring off.");
|
||||
|
||||
// Tell the game we are in mirror mode so it'll disable it (if enabled)
|
||||
PortableCamera.Instance.mode = MirroringMode.Mirror;
|
||||
PortableCamera.Instance.ChangeMirroring();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public abstract class VRModeTracker
|
||||
{
|
||||
public virtual void TrackerInit() { }
|
||||
public virtual void TrackerDestroy() { }
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
using ABI_RC.Core.InteractionSystem;
|
||||
|
||||
namespace NAK.DesktopVRSwitch.VRModeTrackers;
|
||||
|
||||
public class ViewManagerTracker : VRModeTracker
|
||||
{
|
||||
public override void TrackerInit()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch += OnPreSwitch;
|
||||
}
|
||||
|
||||
public override void TrackerDestroy()
|
||||
{
|
||||
VRModeSwitchManager.OnPreVRModeSwitch -= OnPreSwitch;
|
||||
}
|
||||
|
||||
private void OnPreSwitch(object sender, VRModeSwitchManager.VRModeEventArgs args)
|
||||
{
|
||||
DesktopVRSwitch.Logger.Msg("Closing ViewManager - Main Menu.");
|
||||
|
||||
ViewManager.Instance.UiStateToggle(false);
|
||||
}
|
||||
}
|
85
.DepricatedMods/DesktopVRSwitch/XRHandler.cs
Normal file
85
.DepricatedMods/DesktopVRSwitch/XRHandler.cs
Normal file
|
@ -0,0 +1,85 @@
|
|||
#if !PLATFORM_ANDROID
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using ABI_RC.Core.Savior;
|
||||
using Unity.XR.OpenVR;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Management;
|
||||
using UnityEngine.XR.OpenXR;
|
||||
using Valve.VR;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace ABI_RC.Systems.VRModeSwitch
|
||||
{
|
||||
internal static class XRHandler
|
||||
{
|
||||
private static async Task InitializeXRLoader()
|
||||
{
|
||||
EnsureXRLoader();
|
||||
XRGeneralSettings.Instance.Manager.InitializeLoaderSync();
|
||||
await Task.Yield();
|
||||
}
|
||||
|
||||
internal static async Task StartXR()
|
||||
{
|
||||
await InitializeXRLoader();
|
||||
|
||||
if (XRGeneralSettings.Instance.Manager.activeLoader != null)
|
||||
XRGeneralSettings.Instance.Manager.StartSubsystems();
|
||||
else
|
||||
await StopXR(); // assuming StopXR is now an async method.
|
||||
|
||||
// Await a delay or equivalent method to wait for a frame.
|
||||
await Task.Yield(); // This line is to simulate "waiting for the next frame" in an async way.
|
||||
}
|
||||
|
||||
internal static Task StopXR()
|
||||
{
|
||||
if (!XRGeneralSettings.Instance.Manager.isInitializationComplete)
|
||||
return Task.CompletedTask;
|
||||
|
||||
// Forces SteamVR to reinitialize SteamVR_Input next switch
|
||||
SteamVR_ActionSet_Manager.DisableAllActionSets();
|
||||
SteamVR_Input.initialized = false;
|
||||
|
||||
// Remove SteamVR behaviour & render
|
||||
Object.DestroyImmediate(SteamVR_Behaviour.instance.gameObject);
|
||||
SteamVR.enabled = false; // disposes SteamVR
|
||||
|
||||
// Disable UnityXR
|
||||
XRGeneralSettings.Instance.Manager.StopSubsystems();
|
||||
XRGeneralSettings.Instance.Manager.DeinitializeLoader();
|
||||
return Task.CompletedTask;
|
||||
|
||||
// If we need to wait for something specific (like a frame), we use Task.Delay or equivalent.
|
||||
// In this case, it seems like you don't need to wait after stopping XR,
|
||||
// so we don't necessarily need an equivalent to 'yield return null' here.
|
||||
}
|
||||
|
||||
private static void EnsureXRLoader()
|
||||
{
|
||||
Type selectedLoaderType = !CheckVR.Instance.forceOpenXr ? typeof(OpenVRLoader) : typeof(OpenXRLoader);
|
||||
|
||||
// dont do anything if we already have the loader selected
|
||||
if (XRGeneralSettings.Instance.Manager.activeLoaders.Count > 0
|
||||
&& XRGeneralSettings.Instance.Manager.activeLoaders[0].GetType() == selectedLoaderType)
|
||||
return;
|
||||
|
||||
XRLoader newLoaderInstance = (XRLoader)ScriptableObject.CreateInstance(selectedLoaderType);
|
||||
FieldInfo field = typeof(XRManagerSettings).GetField("m_Loaders",
|
||||
BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
if (field == null) return;
|
||||
|
||||
// destroy old loaders, set the new laoder
|
||||
// this should not happen normally, but changing loader during runtime sounds funni
|
||||
if (field.GetValue(XRGeneralSettings.Instance.Manager) is List<XRLoader> currentLoaders)
|
||||
foreach (XRLoader loader in currentLoaders.Where(loader => loader != null)) Object.Destroy(loader);
|
||||
|
||||
field.SetValue(XRGeneralSettings.Instance.Manager, new List<XRLoader> { newLoaderInstance });
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
23
.DepricatedMods/DesktopVRSwitch/format.json
Normal file
23
.DepricatedMods/DesktopVRSwitch/format.json
Normal file
|
@ -0,0 +1,23 @@
|
|||
{
|
||||
"_id": 103,
|
||||
"name": "DesktopVRSwitch",
|
||||
"modversion": "4.4.2",
|
||||
"gameversion": "2023r172",
|
||||
"loaderversion": "0.6.1",
|
||||
"modtype": "Mod",
|
||||
"author": "NotAKidoS",
|
||||
"description": "Allows you to switch between Desktop and VR with a keybind.\n**Press Control + F6 to switch or optionally through BTKUI.**\n\nWhile this mod is a nice convenience feature to have access to, not every ChilloutVR system or mod is built to support it. I cannot possibly cover every edge case or mitigate issues with every mod. **Use at your own discretion.**",
|
||||
"searchtags": [
|
||||
"desktop",
|
||||
"vr",
|
||||
"switch",
|
||||
"restart"
|
||||
],
|
||||
"requirements": [
|
||||
"BTKUILib"
|
||||
],
|
||||
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r21/DesktopVRSwitch.dll",
|
||||
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRSwitch/",
|
||||
"changelog": "- Fixes for 2023r172.\n- Mouse is now force unlocked once entering VR mode as QOL.",
|
||||
"embedcolor": "3498db"
|
||||
}
|
|
@ -0,0 +1,2 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk"/>
|
53
.DepricatedMods/FuckCohtmlResourceHandler/HarmonyPatches.cs
Normal file
53
.DepricatedMods/FuckCohtmlResourceHandler/HarmonyPatches.cs
Normal file
|
@ -0,0 +1,53 @@
|
|||
using cohtml;
|
||||
using cohtml.Net;
|
||||
using HarmonyLib;
|
||||
|
||||
namespace NAK.FuckCohtmlResourceHandler.HarmonyPatches;
|
||||
|
||||
class DefaultResourceHandlerPatches
|
||||
{
|
||||
private const string BadgesUrl = "https://files.abidata.io/static_web/Badges/";
|
||||
private const string UserImagesUrl = "https://files.abidata.io/user_images/";
|
||||
private const string WorldImagesUrl = "https://files.abidata.io/user_content/";
|
||||
private const string AllUrl = "https://files.abidata.io/";
|
||||
|
||||
private static Dictionary<string, bool> blockedUrls = new Dictionary<string, bool>();
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
UpdateBlockedUrls();
|
||||
|
||||
FuckCohtmlResourceHandler.EntryBlockBadgesUrl.OnValueChanged += (_, __) => UpdateBlockedUrls();
|
||||
FuckCohtmlResourceHandler.EntryBlockUserImagesUrl.OnValueChanged += (_, __) => UpdateBlockedUrls();
|
||||
FuckCohtmlResourceHandler.EntryBlockWorldImagesUrl.OnValueChanged += (_, __) => UpdateBlockedUrls();
|
||||
FuckCohtmlResourceHandler.EntryBlockAllUrl.OnValueChanged += (_, __) => UpdateBlockedUrls();
|
||||
}
|
||||
|
||||
private static void UpdateBlockedUrls()
|
||||
{
|
||||
blockedUrls[BadgesUrl] = FuckCohtmlResourceHandler.EntryBlockBadgesUrl.Value;
|
||||
blockedUrls[UserImagesUrl] = FuckCohtmlResourceHandler.EntryBlockUserImagesUrl.Value;
|
||||
blockedUrls[WorldImagesUrl] = FuckCohtmlResourceHandler.EntryBlockWorldImagesUrl.Value;
|
||||
blockedUrls[AllUrl] = FuckCohtmlResourceHandler.EntryBlockAllUrl.Value;
|
||||
FuckCohtmlResourceHandler.Logger.Msg("Updated Blocked Urls!");
|
||||
}
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(DefaultResourceHandler), nameof(DefaultResourceHandler.OnResourceRequest))]
|
||||
static bool Prefix_DefaultResourceHandler_OnResourceRequest(ref IAsyncResourceRequest request, ref IAsyncResourceResponse response)
|
||||
{
|
||||
if (FuckCohtmlResourceHandler.EntryEnabled.Value)
|
||||
{
|
||||
foreach (var url in blockedUrls)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(url.Key) && request.GetURL().Contains(url.Key) && url.Value)
|
||||
{
|
||||
response.Finish(IAsyncResourceResponse.Status.Failure);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
46
.DepricatedMods/FuckCohtmlResourceHandler/Main.cs
Normal file
46
.DepricatedMods/FuckCohtmlResourceHandler/Main.cs
Normal file
|
@ -0,0 +1,46 @@
|
|||
using MelonLoader;
|
||||
|
||||
namespace NAK.FuckCohtmlResourceHandler;
|
||||
|
||||
public class FuckCohtmlResourceHandler : MelonMod
|
||||
{
|
||||
internal static MelonLogger.Instance Logger;
|
||||
|
||||
public static readonly MelonPreferences_Category Category =
|
||||
MelonPreferences.CreateCategory(nameof(FuckCohtmlResourceHandler));
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryEnabled =
|
||||
Category.CreateEntry("Enabled", true, description: "Toggle FuckCohtmlResourceHandler entirely.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryBlockBadgesUrl =
|
||||
Category.CreateEntry("BlockBadgesUrl", true, description: "Toggle whether to block Badges URL.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryBlockUserImagesUrl =
|
||||
Category.CreateEntry("BlockUserImagesUrl", false, description: "Toggle whether to block User Images URL.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryBlockWorldImagesUrl =
|
||||
Category.CreateEntry("BlockWorldImagesUrl", false, description: "Toggle whether to block World Images URL.");
|
||||
|
||||
public static readonly MelonPreferences_Entry<bool> EntryBlockAllUrl =
|
||||
Category.CreateEntry("BlockAllUrl", false, description: "Toggle whether to block All content URL.");
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
Logger = LoggerInstance;
|
||||
HarmonyPatches.DefaultResourceHandlerPatches.Initialize();
|
||||
ApplyPatches(typeof(HarmonyPatches.DefaultResourceHandlerPatches));
|
||||
}
|
||||
|
||||
void ApplyPatches(Type type)
|
||||
{
|
||||
try
|
||||
{
|
||||
HarmonyInstance.PatchAll(type);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
LoggerInstance.Msg($"Failed while patching {type.Name}!");
|
||||
LoggerInstance.Error(e);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,30 @@
|
|||
using MelonLoader;
|
||||
using NAK.FuckCohtmlResourceHandler.Properties;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
|
||||
[assembly: AssemblyTitle(nameof(NAK.FuckCohtmlResourceHandler))]
|
||||
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
|
||||
[assembly: AssemblyProduct(nameof(NAK.FuckCohtmlResourceHandler))]
|
||||
|
||||
[assembly: MelonInfo(
|
||||
typeof(NAK.FuckCohtmlResourceHandler.FuckCohtmlResourceHandler),
|
||||
nameof(NAK.FuckCohtmlResourceHandler),
|
||||
AssemblyInfoParams.Version,
|
||||
AssemblyInfoParams.Author,
|
||||
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/FuckCohtmlResourceHandler"
|
||||
)]
|
||||
|
||||
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
|
||||
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
[assembly: HarmonyDontPatchAll]
|
||||
|
||||
namespace NAK.FuckCohtmlResourceHandler.Properties;
|
||||
internal static class AssemblyInfoParams
|
||||
{
|
||||
public const string Version = "1.0.0";
|
||||
public const string Author = "NotAKidoS";
|
||||
}
|
16
.DepricatedMods/FuckCohtmlResourceHandler/README.md
Normal file
16
.DepricatedMods/FuckCohtmlResourceHandler/README.md
Normal file
|
@ -0,0 +1,16 @@
|
|||
# FuckCohtmlResourceHandler
|
||||
|
||||
Dirty AF fix for a super fucking annoying Cohtml bug.
|
||||
|
||||
Thank you bono for the patch.
|
||||
|
||||
---
|
||||
|
||||
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.
|
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Reference in a new issue