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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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move bunch of things to depricated folder
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156 changed files with 193 additions and 93 deletions
170
.DepricatedMods/AlternateIKSystem/IK/IKHandlers/IKHandler.cs
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170
.DepricatedMods/AlternateIKSystem/IK/IKHandlers/IKHandler.cs
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using ABI.CCK.Components;
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using NAK.AlternateIKSystem.VRIKHelpers;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.AlternateIKSystem.IK.IKHandlers;
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internal abstract class IKHandler
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{
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#region Variables
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internal VRIK _vrik;
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internal IKSolverVR _solver;
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internal bool shouldTrackAll = true;
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internal bool shouldTrackHead = true;
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internal bool shouldTrackLeftArm = true;
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internal bool shouldTrackRightArm = true;
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internal bool shouldTrackLeftLeg = true;
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internal bool shouldTrackRightLeg = true;
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internal bool shouldTrackPelvis = true;
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internal bool shouldTrackLocomotion = true;
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// VRIK Calibration Info
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internal VRIKLocomotionData _locomotionData;
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// Last Movement Parent Info
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internal Vector3 _movementPosition;
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internal Quaternion _movementRotation;
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internal CVRMovementParent _movementParent;
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// Solver Info
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internal float _scaleDifference = 1f;
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internal float _locomotionWeight = 1f;
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internal float _ikSimulatedRootAngle;
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internal bool _wasTrackingLocomotion;
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#endregion
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#region Virtual Game Methods
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public virtual void OnInitializeIk() { }
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public virtual void OnPlayerScaled(float scaleDifference)
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{
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VRIKUtils.ApplyScaleToVRIK
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(
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_vrik,
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_locomotionData,
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_scaleDifference = scaleDifference
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);
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}
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public virtual void OnPlayerHandleMovementParent(CVRMovementParent currentParent, Vector3 platformPivot)
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{
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Vector3 currentPosition = currentParent._referencePoint.position;
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Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
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Vector3 deltaPosition = currentPosition - _movementPosition;
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Quaternion deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
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if (_movementParent == currentParent)
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{
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_solver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
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_ikSimulatedRootAngle = Mathf.Repeat(_ikSimulatedRootAngle + deltaRotation.eulerAngles.y, 360f);
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}
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_movementParent = currentParent;
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_movementPosition = currentPosition;
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_movementRotation = currentRotation;
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}
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#endregion
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#region Virtual IK Weights
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public virtual void UpdateWeights()
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{
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if (!shouldTrackAll)
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return;
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if (shouldTrackHead)
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Update_HeadWeight();
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if (shouldTrackLeftArm)
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Update_LeftArmWeight();
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if (shouldTrackRightArm)
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Update_RightArmWeight();
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if (shouldTrackLeftLeg)
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Update_LeftLegWeight();
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if (shouldTrackRightLeg)
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Update_RightLegWeight();
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if (shouldTrackPelvis)
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Update_PelvisWeight();
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if (shouldTrackLocomotion)
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{
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Update_LocomotionWeight();
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ResetSolverIfNeeded();
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}
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Update_IKPositionWeight();
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}
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protected virtual void Update_HeadWeight()
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{
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float targetWeight = GetTargetWeight(BodyControl.TrackingHead, true);
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}
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protected virtual void Update_LeftArmWeight()
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{
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float leftArmWeight = GetTargetWeight(BodyControl.TrackingLeftArm, _solver.leftArm.target != null);
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}
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protected virtual void Update_RightArmWeight()
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{
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float rightArmWeight = GetTargetWeight(BodyControl.TrackingRightArm, _solver.rightArm.target != null);
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}
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protected virtual void Update_LeftLegWeight()
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{
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float leftLegWeight = GetTargetWeight(BodyControl.TrackingLeftLeg, _solver.leftLeg.target != null);
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}
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protected virtual void Update_RightLegWeight()
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{
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float rightLegWeight = GetTargetWeight(BodyControl.TrackingRightLeg, _solver.rightLeg.target != null);
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}
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protected virtual void Update_PelvisWeight()
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{
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float pelvisWeight = GetTargetWeight(BodyControl.TrackingPelvis, _solver.spine.pelvisTarget != null);
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}
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protected virtual void Update_LocomotionWeight()
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{
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_locomotionWeight = Mathf.Lerp(_locomotionWeight, BodyControl.TrackingLocomotion ? 1f : 0f,
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Time.deltaTime * ModSettings.EntryIKLerpSpeed.Value * 2f);
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}
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protected virtual void Update_IKPositionWeight()
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{
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float ikPositionWeight = BodyControl.TrackingAll ? BodyControl.TrackingIKPositionWeight : 0f;
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}
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protected virtual float GetTargetWeight(bool isTracking, bool hasTarget)
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{
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return isTracking && hasTarget ? 1f : 0f;
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}
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#endregion
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#region Private Methods
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private void ResetSolverIfNeeded()
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{
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if (_wasTrackingLocomotion == BodyControl.TrackingLocomotion)
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return;
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_wasTrackingLocomotion = BodyControl.TrackingLocomotion;
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VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
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_solver.Reset();
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}
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#endregion
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}
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using NAK.AlternateIKSystem.IK.WeightManipulators;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.AlternateIKSystem.IK.IKHandlers;
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internal class IKHandlerDesktop : IKHandler
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{
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public IKHandlerDesktop(VRIK vrik)
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{
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_vrik = vrik;
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_solver = vrik.solver;
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}
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#region Game Overrides
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public override void OnInitializeIk()
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{
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_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktop);
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}
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#endregion
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#region Weight Overrides
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public override void UpdateWeights()
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{
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// Reset avatar local position
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_vrik.transform.localPosition = Vector3.zero;
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_vrik.transform.localRotation = Quaternion.identity;
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}
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#endregion
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#region VRIK Solver Events
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private void OnPreSolverUpdateDesktop()
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{
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_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
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// Emulate old VRChat hip movement
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if (ModSettings.EntryBodyLeanWeight.Value > 0)
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{
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float weightedAngle = ModSettings.EntryProneThrusting.Value ? 1f : ModSettings.EntryBodyLeanWeight.Value * _solver.locomotion.weight;
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float angle = IKManager.Instance._desktopCamera.localEulerAngles.x;
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angle = angle > 180 ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _vrik.transform.right);
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_solver.spine.headRotationOffset *= rotation;
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}
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// Make root heading follow within a set limit
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if (ModSettings.EntryBodyHeadingLimit.Value > 0)
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{
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float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _solver.locomotion.weight;
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float deltaAngleRoot = Mathf.DeltaAngle(IKManager.Instance.transform.eulerAngles.y, _ikSimulatedRootAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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if (absDeltaAngleRoot > weightedAngleLimit)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, IKManager.Instance.transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
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}
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_solver.spine.rootHeadingOffset = deltaAngleRoot;
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if (ModSettings.EntryPelvisHeadingWeight.Value > 0)
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{
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_solver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
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_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * ModSettings.EntryPelvisHeadingWeight.Value, 0f);
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}
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if (ModSettings.EntryChestHeadingWeight.Value > 0)
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{
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_solver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * ModSettings.EntryChestHeadingWeight.Value, 0f);
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}
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}
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}
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#endregion
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}
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using NAK.AlternateIKSystem.IK.WeightManipulators;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.AlternateIKSystem.IK.IKHandlers;
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internal class IKHandlerHalfBody : IKHandler
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{
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public IKHandlerHalfBody(VRIK vrik)
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{
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_vrik = vrik;
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_solver = vrik.solver;
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}
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#region Game Overrides
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public override void OnInitializeIk()
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{
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_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateHalfBody);
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}
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#endregion
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#region VRIK Solver Events
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private void OnPreSolverUpdateHalfBody()
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{
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_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
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// Make root heading follow within a set limit
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if (ModSettings.EntryBodyHeadingLimit.Value > 0)
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{
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float weightedAngleLimit = ModSettings.EntryBodyHeadingLimit.Value * _solver.locomotion.weight;
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float currentRotation = IKManager.Instance.GetPlayerRotation().y;
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float deltaAngleRoot = Mathf.DeltaAngle(currentRotation, _ikSimulatedRootAngle);
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if (Mathf.Abs(deltaAngleRoot) > weightedAngleLimit)
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{
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, currentRotation, Mathf.Abs(deltaAngleRoot) - weightedAngleLimit);
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}
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_solver.spine.rootHeadingOffset = deltaAngleRoot;
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}
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}
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#endregion
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}
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