[IKSimulatedRootAngleFix] Initial release

This commit is contained in:
NotAKidoS 2024-06-24 02:55:03 -05:00
parent a4781c18e7
commit 691d5a1723
5 changed files with 224 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk" />

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

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using MelonLoader;
using NAK.IKSimulatedRootAngleFix.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.IKSimulatedRootAngleFix))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.IKSimulatedRootAngleFix))]
[assembly: MelonInfo(
typeof(NAK.IKSimulatedRootAngleFix.IKSimulatedRootAngleFixMod),
nameof(NAK.IKSimulatedRootAngleFix),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/IKSimulatedRootAngleFix"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: HarmonyDontPatchAll]
namespace NAK.IKSimulatedRootAngleFix.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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{
"_id": -1,
"name": "IKSimulatedRootAngleFix",
"modversion": "1.0.0",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Fixes a small issue with Desktop & HalfBody root angle being incorrectly calculated while on rotating Movement Parents. If you've ever noticed your body/feet insisting on facing opposite of the direction you are rotating, this fixes that.",
"searchtags": [
"ik",
"root",
"angle",
"burger"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r34/IKSimulatedRootAngleFix.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/IKSimulatedRootAngleFix/",
"changelog": "- Initial release",
"embedcolor": "#f61963"
}

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using NAK.PropSpawnTweaks.Components;
using UnityEngine;
namespace NAK.PropSpawnTweaks.Integrations;
public static class TheClapperIntegration
{
public static void Init()
{
PropSpawnTweaksMod.OnPropPlaceholderCreated += (placeholder) =>
{
if (placeholder.TryGetComponent(out PropLoadingHexagon loadingHexagon))
ClappableLoadingHex.Create(loadingHexagon);
};
}
}
public class ClappableLoadingHex : Kafe.TheClapper.Clappable
{
[SerializeField] private PropLoadingHexagon _loadingHexagon;
public override void OnClapped(Vector3 clappablePosition)
{
if (_loadingHexagon == null) return;
_loadingHexagon.IsLoadingCanceled = true;
Kafe.TheClapper.TheClapper.EmitParticles(clappablePosition, new Color(1f, 1f, 0f), 2f);
}
public static void Create(PropLoadingHexagon loadingHexagon)
{
GameObject target = loadingHexagon.gameObject;
if (!target.gameObject.TryGetComponent(out ClappableLoadingHex clappableHexagon))
clappableHexagon = target.gameObject.AddComponent<ClappableLoadingHex>();
clappableHexagon._loadingHexagon = loadingHexagon;
}
}