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224
IKFixes/HarmonyPatches.cs
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224
IKFixes/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 ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using HarmonyLib;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.Melons.IKFixes.HarmonyPatches;
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internal static class BodySystemPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(BodySystem), "SetupOffsets")]
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private static void Postfix_BodySystem_SetupOffsets(List<TrackingPoint> trackingPoints)
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{
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//redo offsets for knees as native is too far from pivot
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foreach (TrackingPoint trackingPoint in trackingPoints)
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{
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Transform parent = null;
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if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.LeftKnee)
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{
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parent = IKSystem.vrik.references.leftCalf;
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}
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else if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.RightKnee)
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{
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parent = IKSystem.vrik.references.rightCalf;
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}
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if (parent != null)
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{
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trackingPoint.offsetTransform.parent = parent;
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trackingPoint.offsetTransform.localPosition = Vector3.zero;
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trackingPoint.offsetTransform.localRotation = Quaternion.identity;
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trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
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Vector3 b = IKSystem.vrik.references.root.forward * 0.5f;
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trackingPoint.offsetTransform.position += b;
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}
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(BodySystem), "Update")]
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private static bool Prefix_BodySystem_Update(ref BodySystem __instance)
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{
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if (IKSystem.vrik == null) return false;
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IKSolverVR solver = IKSystem.vrik.solver;
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// Allow avatar to rotate seperatly from Player (Desktop&VR)
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// FBT needs avatar root to follow head
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solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 180f;
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if (BodySystem.TrackingEnabled)
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{
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IKSystem.vrik.enabled = true;
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solver.IKPositionWeight = BodySystem.TrackingPositionWeight;
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solver.locomotion.weight = BodySystem.TrackingLocomotionEnabled ? 1f : 0f;
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// fixes arm weights not being set if leftArm & rightArm targets are null
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// game handles TrackingLegs in PlayerSetup, but not for knee goals
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SetArmWeight(solver.leftArm, BodySystem.TrackingLeftArmEnabled && solver.leftArm.target != null ? 1f : 0f);
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SetArmWeight(solver.rightArm, BodySystem.TrackingRightArmEnabled && solver.rightArm.target != null ? 1f : 0f);
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SetLegWeight(solver.leftLeg, BodySystem.TrackingLeftLegEnabled && solver.leftLeg.target != null ? 1f : 0f);
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SetLegWeight(solver.rightLeg, BodySystem.TrackingRightLegEnabled && solver.leftLeg.target != null ? 1f : 0f);
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SetPelvisWeight(solver.spine, solver.spine.pelvisTarget != null ? 1f : 0f);
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// makes running animation look better
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if (BodySystem.isCalibratedAsFullBody)
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{
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bool isRunning = BodySystem.PlayRunningAnimationInFullBody && MovementSystem.Instance.movementVector.magnitude > 0f;
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SetPelvisWeight(solver.spine, isRunning ? 0f : 1f);
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}
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}
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else
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{
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IKSystem.vrik.enabled = false;
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solver.IKPositionWeight = 0f;
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solver.locomotion.weight = 0f;
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SetArmWeight(solver.leftArm, 0f);
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SetArmWeight(solver.rightArm, 0f);
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SetLegWeight(solver.leftLeg, 0f);
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SetLegWeight(solver.rightLeg, 0f);
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SetPelvisWeight(solver.spine, 0f);
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}
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int num = 0;
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int count = IKSystem.Instance.AllTrackingPoints.FindAll((TrackingPoint m) => m.isActive && m.isValid && m.suggestedRole > TrackingPoint.TrackingRole.Invalid).Count;
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// fixes having all tracking points disabled forcing calibration
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if (count == 0)
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{
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__instance._fbtAvailable = false;
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return false;
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}
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// solid body count block
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if (BodySystem.enableLeftFootTracking) num++;
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if (BodySystem.enableRightFootTracking) num++;
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if (BodySystem.enableHipTracking) num++;
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if (BodySystem.enableLeftKneeTracking) num++;
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if (BodySystem.enableRightKneeTracking) num++;
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if (BodySystem.enableChestTracking) num++;
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if (BodySystem.enableLeftElbowTracking) num++;
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if (BodySystem.enableRightElbowTracking) num++;
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__instance._fbtAvailable = (count >= num);
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void SetArmWeight(IKSolverVR.Arm arm, float weight)
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{
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arm.positionWeight = weight;
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arm.rotationWeight = weight;
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arm.shoulderRotationWeight = weight;
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arm.shoulderTwistWeight = weight;
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// assumed fix of bend goal weight if arms disabled with elbows (havent tested)
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arm.bendGoalWeight = arm.bendGoal != null ? weight : 0f;
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}
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void SetLegWeight(IKSolverVR.Leg leg, float weight)
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{
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leg.positionWeight = weight;
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leg.rotationWeight = weight;
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// fixes knees bending to tracker if feet disabled (running anim)
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leg.bendGoalWeight = leg.bendGoal != null ? weight : 0f;
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}
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void SetPelvisWeight(IKSolverVR.Spine spine, float weight)
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{
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// looks better when hips are disabled while running
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if (spine.pelvisTarget != null)
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{
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spine.pelvisPositionWeight = weight;
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spine.pelvisRotationWeight = weight;
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}
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else
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{
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spine.pelvisPositionWeight = 0f;
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spine.pelvisRotationWeight = 0f;
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}
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}
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return false;
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}
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}
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internal static class VRIKPatches
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{
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/**
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Leg solver uses virtual bone calf and foot, plus world tracked knee position for normal maths.
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This breaks as you playspace up, because calf and foot position aren't offset yet in solve order.
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**/
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSolverVR.Leg), "ApplyOffsets")]
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private static bool Prefix_IKSolverVR_Leg_ApplyOffsets(ref IKSolverVR.Leg __instance)
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{
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//This is the second part of the above fix, preventing the solver from calculating a bad bendNormal
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//when it doesn't need to. The knee tracker should dictate the bendNormal completely.
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if (__instance.usingKneeTracker)
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{
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__instance.ApplyPositionOffset(__instance.footPositionOffset, 1f);
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__instance.ApplyRotationOffset(__instance.footRotationOffset, 1f);
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Quaternion quaternion = Quaternion.FromToRotation(__instance.footPosition - __instance.position, __instance.footPosition + __instance.heelPositionOffset - __instance.position);
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__instance.footPosition = __instance.position + quaternion * (__instance.footPosition - __instance.position);
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__instance.footRotation = quaternion * __instance.footRotation;
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return false;
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}
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// run full method like normal otherwise
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float num = __instance.bendGoalWeight;
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__instance.bendGoalWeight = 0f;
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__instance.ApplyOffsetsOld();
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__instance.bendGoalWeight = num;
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSolverVR.Leg), "Solve")]
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private static void Prefix_IKSolverVR_Leg_Solve(ref IKSolverVR.Leg __instance)
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{
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//Turns out VRIK applies bend goal maths before root is offset in solving process.
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//We will apply ourselves before then to fix it.
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if (__instance.usingKneeTracker)
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__instance.ApplyBendGoal();
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}
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}
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internal static class PlayerSetupPatches
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{
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// Last Movement Parent Info
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static Vector3 lastMovementPosition;
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static Quaternion lastMovementRotation;
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlayerSetup), "ResetIk")]
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private static bool Prefix_PlayerSetup_ResetIk()
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{
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if (IKSystem.vrik == null) return false;
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CVRMovementParent currentParent = MovementSystem.Instance._currentParent;
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if (currentParent != null && currentParent._referencePoint != null)
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{
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// Get current position, VR pivots around VR camera
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Vector3 currentPosition = MovementSystem.Instance.rotationPivot.transform.position;
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currentPosition.y = IKSystem.vrik.transform.position.y; // set pivot to floor
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Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
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// Convert to delta position (how much changed since last frame)
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Vector3 deltaPosition = currentPosition - lastMovementPosition;
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Quaternion deltaRotation = Quaternion.Inverse(lastMovementRotation) * currentRotation;
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// Add platform motion to IK solver
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IKSystem.vrik.solver.AddPlatformMotion(deltaPosition, deltaRotation, currentPosition);
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// Store for next frame
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lastMovementPosition = currentPosition;
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lastMovementRotation = currentRotation;
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return false;
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}
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return true;
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}
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}
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