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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[AlternateIKSystem] Add halfbody support.
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parent
cd34aebeb0
commit
69b84775ec
5 changed files with 143 additions and 131 deletions
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@ -41,9 +41,34 @@ internal abstract class IKHandler
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public virtual void OnInitializeIk() { }
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public virtual void OnPlayerScaled(float scaleDifference) { }
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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) { }
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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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@ -29,42 +29,6 @@ internal class IKHandlerDesktop : IKHandler
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_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktop);
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}
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public override 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 override void OnPlayerHandleMovementParent(CVRMovementParent currentParent)
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{
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// Get current position
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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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// Convert to delta position (how much changed since last frame)
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Vector3 deltaPosition = currentPosition - _movementPosition;
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Quaternion deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
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// Desktop pivots from playerlocal transform
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Vector3 platformPivot = IKManager.Instance.transform.position;
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// Prevent targeting other parent position
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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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// Store for next frame
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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 Weight Overrides
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@ -81,57 +45,6 @@ internal class IKHandlerDesktop : IKHandler
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_solver.spine.positionWeight = 0f;
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}
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protected override void Update_HeadWeight()
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{
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float targetWeight = GetTargetWeight(BodyControl.TrackingHead, true);
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BodyControl.SetHeadWeight(_solver.spine, targetWeight);
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BodyControl.SetLookAtWeight(IKManager.lookAtIk, targetWeight);
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}
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protected override void Update_LeftArmWeight()
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{
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float leftArmWeight = GetTargetWeight(BodyControl.TrackingLeftArm, _solver.leftArm.target != null);
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BodyControl.SetArmWeight(_solver.leftArm, leftArmWeight);
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}
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protected override void Update_RightArmWeight()
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{
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float rightArmWeight = GetTargetWeight(BodyControl.TrackingRightArm, _solver.rightArm.target != null);
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BodyControl.SetArmWeight(_solver.rightArm, rightArmWeight);
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}
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protected override void Update_LeftLegWeight()
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{
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float leftLegWeight = GetTargetWeight(BodyControl.TrackingLeftLeg, _solver.leftLeg.target != null);
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BodyControl.SetLegWeight(_solver.leftLeg, leftLegWeight);
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}
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protected override void Update_RightLegWeight()
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{
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float rightLegWeight = GetTargetWeight(BodyControl.TrackingRightLeg, _solver.rightLeg.target != null);
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BodyControl.SetLegWeight(_solver.rightLeg, rightLegWeight);
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}
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protected override void Update_PelvisWeight()
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{
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float pelvisWeight = GetTargetWeight(BodyControl.TrackingPelvis, _solver.spine.pelvisTarget != null);
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BodyControl.SetPelvisWeight(_solver.spine, pelvisWeight);
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}
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protected override 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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BodyControl.SetLocomotionWeight(_solver.locomotion, _locomotionWeight);
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}
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protected override void Update_IKPositionWeight()
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{
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float ikPositionWeight = BodyControl.TrackingAll ? BodyControl.TrackingIKPositionWeight : 0f;
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BodyControl.SetIKPositionWeight(_solver, ikPositionWeight);
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BodyControl.SetIKPositionWeight(IKManager.lookAtIk, ikPositionWeight);
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}
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#endregion
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#region VRIK Solver Events
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@ -25,42 +25,33 @@ internal class IKHandlerHalfBody : IKHandler
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shouldTrackRightLeg = false;
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shouldTrackPelvis = false;
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shouldTrackLocomotion = true;
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_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateHalfBody);
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}
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#endregion
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public override void OnPlayerScaled(float scaleDifference)
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#region VRIK Solver Events
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private void OnPreSolverUpdateHalfBody()
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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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_solver.plantFeet = ModSettings.EntryPlantFeet.Value;
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public override void OnPlayerHandleMovementParent(CVRMovementParent currentParent)
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{
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// Get current position
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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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// Convert to delta position (how much changed since last frame)
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Vector3 deltaPosition = currentPosition - _movementPosition;
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Quaternion deltaRotation = Quaternion.Inverse(_movementRotation) * currentRotation;
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// Desktop pivots from playerlocal transform
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Vector3 platformPivot = IKManager.Instance.transform.position;
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// Prevent targeting other parent position
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if (_movementParent == currentParent)
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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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_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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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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// Store for next frame
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_movementParent = currentParent;
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_movementPosition = currentPosition;
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_movementRotation = currentRotation;
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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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