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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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fix movement parent ik
This commit is contained in:
parent
51ff6e8333
commit
81a84c125c
3 changed files with 105 additions and 43 deletions
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@ -1,10 +1,13 @@
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using ABI_RC.Core.Player;
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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.SubSystems;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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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 RootMotion.FinalIK;
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using System.Reflection;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine;
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namespace NAK.Melons.DesktopVRIK;
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namespace NAK.Melons.DesktopVRIK;
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public class DesktopVRIK : MonoBehaviour
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public class DesktopVRIK : MonoBehaviour
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@ -16,127 +19,179 @@ public class DesktopVRIK : MonoBehaviour
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public bool
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public bool
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Setting_Enabled = true,
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Setting_Enabled = true,
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Setting_PlantFeet = true;
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Setting_PlantFeet = true;
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public float
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public float
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Setting_BodyLeanWeight,
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Setting_BodyLeanWeight,
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Setting_BodyHeadingLimit,
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Setting_BodyHeadingLimit,
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Setting_PelvisHeadingWeight,
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Setting_PelvisHeadingWeight,
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Setting_ChestHeadingWeight;
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Setting_ChestHeadingWeight;
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// Internal Stuff
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// DesktopVRIK References
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bool ps_emoteIsPlaying;
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bool _isEmotePlaying;
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float ik_SimulatedRootAngle;
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float _simulatedRootAngle;
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Transform desktopCameraTransform;
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Transform _avatarTransform;
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static readonly FieldInfo ms_isGrounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
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Transform _cameraTransform;
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// IK Stuff
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VRIK _vrik;
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LookAtIK _lookAtIK;
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IKSolverVR _ikSolver;
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// Movement System Stuff
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MovementSystem movementSystem;
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Traverse _isGroundedTraverse;
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// Movement Parent Stuff
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private Vector3 _previousPosition;
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private Quaternion _previousRotation;
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private Traverse _currentParentTraverse;
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static readonly FieldInfo _referencePointField = typeof(CVRMovementParent).GetField("_referencePoint", BindingFlags.NonPublic | BindingFlags.Instance);
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void Start()
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void Start()
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{
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{
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desktopCameraTransform = PlayerSetup.Instance.desktopCamera.transform;
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Calibrator = new DesktopVRIKCalibrator();
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Instance = this;
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Instance = this;
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Calibrator = new DesktopVRIKCalibrator();
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DesktopVRIKMod.UpdateAllSettings();
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DesktopVRIKMod.UpdateAllSettings();
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movementSystem = GetComponent<MovementSystem>();
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_cameraTransform = PlayerSetup.Instance.desktopCamera.transform;
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_isGroundedTraverse = Traverse.Create(movementSystem).Field("_isGrounded");
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_currentParentTraverse = Traverse.Create(movementSystem).Field("_currentParent");
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}
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}
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public void OnSetupAvatarDesktop()
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public void OnSetupAvatarDesktop()
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{
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{
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if (!Setting_Enabled) return;
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if (!Setting_Enabled) return;
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Calibrator.CalibrateDesktopVRIK();
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Calibrator.CalibrateDesktopVRIK();
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ResetDesktopVRIK();
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_vrik = Calibrator.vrik;
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_lookAtIK = Calibrator.lookAtIK;
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_ikSolver = Calibrator.vrik.solver;
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_avatarTransform = Calibrator.avatarTransform;
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_simulatedRootAngle = transform.eulerAngles.y;
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}
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}
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public bool OnSetupIKScaling(float scaleDifference)
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public bool OnSetupIKScaling(float scaleDifference)
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{
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{
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if (Calibrator.vrik == null) return false;
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if (_vrik == null) return false;
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VRIKUtils.ApplyScaleToVRIK
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VRIKUtils.ApplyScaleToVRIK
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(
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(
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Calibrator.vrik,
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_vrik,
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Calibrator.initialFootDistance,
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Calibrator.initialFootDistance,
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Calibrator.initialStepThreshold,
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Calibrator.initialStepThreshold,
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Calibrator.initialStepHeight,
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Calibrator.initialStepHeight,
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scaleDifference
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scaleDifference
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);
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);
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_ikSolver?.Reset();
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ResetDesktopVRIK();
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ResetDesktopVRIK();
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return true;
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return true;
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}
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}
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public void OnPlayerSetupUpdate(bool isEmotePlaying)
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public void OnPlayerSetupUpdate(bool isEmotePlaying)
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{
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{
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bool changed = isEmotePlaying != ps_emoteIsPlaying;
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bool changed = isEmotePlaying != _isEmotePlaying;
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if (!changed) return;
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if (!changed) return;
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ps_emoteIsPlaying = isEmotePlaying;
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_isEmotePlaying = isEmotePlaying;
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Calibrator.avatarTransform.localPosition = Vector3.zero;
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_avatarTransform.localPosition = Vector3.zero;
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Calibrator.avatarTransform.localRotation = Quaternion.identity;
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_avatarTransform.localRotation = Quaternion.identity;
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if (Calibrator.lookAtIK != null)
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if (_lookAtIK != null)
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Calibrator.lookAtIK.enabled = !isEmotePlaying;
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_lookAtIK.enabled = !isEmotePlaying;
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BodySystem.TrackingEnabled = !isEmotePlaying;
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BodySystem.TrackingEnabled = !isEmotePlaying;
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Calibrator.vrik.solver?.Reset();
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_vrik.solver?.Reset();
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ResetDesktopVRIK();
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ResetDesktopVRIK();
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}
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}
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public bool OnPlayerSetupResetIk()
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{
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if (_vrik == null) return false;
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CVRMovementParent currentParent = _currentParentTraverse.GetValue<CVRMovementParent>();
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if (currentParent == null) return false;
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Transform referencePoint = (Transform)_referencePointField.GetValue(currentParent);
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if (referencePoint == null) return false;
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var currentPosition = referencePoint.position;
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var currentRotation = currentParent.transform.rotation;
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// Keep only the Y-axis rotation
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currentRotation = Quaternion.Euler(0f, currentRotation.eulerAngles.y, 0f);
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var deltaPosition = currentPosition - _previousPosition;
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var deltaRotation = Quaternion.Inverse(_previousRotation) * currentRotation;
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var platformPivot = transform.position;
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_ikSolver.AddPlatformMotion(deltaPosition, deltaRotation, platformPivot);
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_previousPosition = currentPosition;
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_previousRotation = currentRotation;
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ResetDesktopVRIK();
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return true;
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}
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public void ResetDesktopVRIK()
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public void ResetDesktopVRIK()
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{
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{
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ik_SimulatedRootAngle = transform.eulerAngles.y;
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_simulatedRootAngle = transform.eulerAngles.y;
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}
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}
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public void OnPreSolverUpdate()
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public void OnPreSolverUpdate()
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{
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{
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if (ps_emoteIsPlaying) return;
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if (_isEmotePlaying) return;
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var movementSystem = MovementSystem.Instance;
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bool isGrounded = _isGroundedTraverse.GetValue<bool>();
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var vrikSolver = Calibrator.vrik.solver;
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var avatarTransform = Calibrator.avatarTransform;
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bool isGrounded = (bool)ms_isGrounded.GetValue(movementSystem);
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// Calculate weight
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// Calculate weight
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float weight = vrikSolver.IKPositionWeight;
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float weight = _ikSolver.IKPositionWeight;
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weight *= 1f - movementSystem.movementVector.magnitude;
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weight *= 1f - movementSystem.movementVector.magnitude;
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weight *= isGrounded ? 1f : 0f;
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weight *= isGrounded ? 1f : 0f;
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// Reset avatar offset
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// Reset avatar offset
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avatarTransform.localPosition = Vector3.zero;
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_avatarTransform.localPosition = Vector3.zero;
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avatarTransform.localRotation = Quaternion.identity;
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_avatarTransform.localRotation = Quaternion.identity;
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// Set plant feet
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// Set plant feet
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vrikSolver.plantFeet = Setting_PlantFeet;
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_ikSolver.plantFeet = Setting_PlantFeet;
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// Emulate old VRChat hip movement
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// Emulate old VRChat hip movement
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if (Setting_BodyLeanWeight > 0)
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if (Setting_BodyLeanWeight > 0)
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{
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{
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float weightedAngle = Setting_BodyLeanWeight * weight;
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float weightedAngle = Setting_BodyLeanWeight * weight;
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float angle = desktopCameraTransform.localEulerAngles.x;
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float angle = _cameraTransform.localEulerAngles.x;
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angle = angle > 180 ? angle - 360 : angle;
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angle = angle > 180 ? angle - 360 : angle;
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, avatarTransform.right);
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Quaternion rotation = Quaternion.AngleAxis(angle * weightedAngle, _avatarTransform.right);
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
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_ikSolver.spine.headRotationOffset *= rotation;
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}
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}
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// Make root heading follow within a set limit
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// Make root heading follow within a set limit
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if (Setting_BodyHeadingLimit > 0)
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if (Setting_BodyHeadingLimit > 0)
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{
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{
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float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
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float weightedAngleLimit = Setting_BodyHeadingLimit * weight;
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float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_SimulatedRootAngle);
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float deltaAngleRoot = Mathf.DeltaAngle(transform.eulerAngles.y, _simulatedRootAngle);
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float angleMaxDelta = Mathf.Abs(currentAngle);
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float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
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if (angleMaxDelta > weightedAngleLimit)
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if (absDeltaAngleRoot > weightedAngleLimit)
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{
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{
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currentAngle = Mathf.Sign(currentAngle) * weightedAngleLimit;
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deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
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ik_SimulatedRootAngle = Mathf.MoveTowardsAngle(ik_SimulatedRootAngle, transform.eulerAngles.y, angleMaxDelta - weightedAngleLimit);
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_simulatedRootAngle = Mathf.MoveTowardsAngle(_simulatedRootAngle, transform.eulerAngles.y, absDeltaAngleRoot - weightedAngleLimit);
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}
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}
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vrikSolver.spine.rootHeadingOffset = currentAngle;
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_ikSolver.spine.rootHeadingOffset = deltaAngleRoot;
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if (Setting_PelvisHeadingWeight > 0)
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if (Setting_PelvisHeadingWeight > 0)
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{
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{
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Pelvis, new Vector3(0f, currentAngle * Setting_PelvisHeadingWeight, 0f));
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_ikSolver.spine.pelvisRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, -currentAngle * Setting_PelvisHeadingWeight, 0f));
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_ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, -deltaAngleRoot * Setting_PelvisHeadingWeight, 0f);
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}
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}
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if (Setting_ChestHeadingWeight > 0)
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if (Setting_ChestHeadingWeight > 0)
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{
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{
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vrikSolver.AddRotationOffset(IKSolverVR.RotationOffset.Chest, new Vector3(0f, currentAngle * Setting_ChestHeadingWeight, 0f));
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_ikSolver.spine.chestRotationOffset *= Quaternion.Euler(0f, deltaAngleRoot * Setting_ChestHeadingWeight, 0f);
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}
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}
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}
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}
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}
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}
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@ -46,6 +46,13 @@ class PlayerSetupPatches
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{
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{
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return !(bool)DesktopVRIK.Instance?.OnSetupIKScaling(1f + ___scaleDifference.y);
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return !(bool)DesktopVRIK.Instance?.OnSetupIKScaling(1f + ___scaleDifference.y);
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlayerSetup), "ResetIk")]
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static bool Prefix_PlayerSetup_ResetIk()
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{
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return !(bool)DesktopVRIK.Instance?.OnPlayerSetupResetIk();
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}
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}
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}
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class IKSystemPatches
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class IKSystemPatches
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@ -1,6 +1,6 @@
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using RootMotion.FinalIK;
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using RootMotion.FinalIK;
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using UnityEngine;
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using System.Reflection;
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using System.Reflection;
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using UnityEngine;
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namespace NAK.Melons.DesktopVRIK;
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namespace NAK.Melons.DesktopVRIK;
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