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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[DesktopVRIK] Fixes for r173
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parent
0d4e6e6331
commit
892ff611b5
8 changed files with 72 additions and 23 deletions
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@ -1,5 +1,6 @@
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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 HarmonyLib;
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using NAK.DesktopVRIK.IK;
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using UnityEngine;
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@ -100,6 +101,26 @@ internal class PlayerSetupPatches
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSystem), nameof(IKSystem.OffsetMovementParent))]
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private static void Prefix_IKSystem_OffsetMovementParent(CVRMovementParent currentParent, ref IKSystem __instance, ref bool __runOriginal)
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{
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try
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{
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__runOriginal = true;
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if (IKManager.Instance == null || !IKManager.Instance.IsAvatarInitialized())
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return;
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if (currentParent != null && currentParent._referencePoint != null)
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__runOriginal = IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
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}
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catch (Exception e)
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{
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DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Prefix_IKSystem_OffsetMovementParent)}");
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DesktopVRIK.Logger.Error(e);
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
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private static void Prefix_PlayerSetup_ResetIk(ref PlayerSetup __instance, ref bool __runOriginal)
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@ -112,9 +133,9 @@ internal class PlayerSetupPatches
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CVRMovementParent currentParent = __instance._movementSystem._currentParent;
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if (currentParent != null && currentParent._referencePoint != null)
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IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
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__runOriginal = IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
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else
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IKManager.Instance.OnPlayerTeleported();
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__runOriginal = IKManager.Instance.OnPlayerTeleported();
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}
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catch (Exception e)
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{
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@ -1,4 +1,5 @@
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using ABI.CCK.Components;
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using ABI_RC.Core.InteractionSystem;
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using ABI.CCK.Components;
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using ABI_RC.Systems.IK.SubSystems;
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using NAK.DesktopVRIK.IK.VRIKHelpers;
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using RootMotion.FinalIK;
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@ -143,10 +144,10 @@ internal abstract class IKHandler
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{
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_ikSimulatedRootAngle = _vrik.transform.eulerAngles.y;
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_solver.Reset();
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if(ModSettings.EntryResetFootstepsOnIdle.Value)
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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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@ -107,10 +107,11 @@ internal class IKHandlerDesktop : IKHandler
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bool isProne = MovementSystem.Instance.prone;
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bool isFlying = MovementSystem.Instance.flying;
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bool isSitting = MovementSystem.Instance.sitting;
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bool isSwimming = MovementSystem.Instance.GetSubmerged();
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bool isStanding = PlayerSetup.Instance.avatarUpright >=
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Mathf.Max(PlayerSetup.Instance.avatarProneLimit, PlayerSetup.Instance.avatarCrouchLimit);
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return !(isMoving || isCrouching || isProne || isFlying || isSitting || !isGrounded || !isStanding);
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return !(isMoving || isCrouching || isProne || isFlying || isSwimming || isSitting || !isGrounded || !isStanding);
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}
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private void ResetSolverIfNeeded()
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@ -2,6 +2,7 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using NAK.DesktopVRIK.IK.IKHandlers;
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using NAK.DesktopVRIK.IK.VRIKHelpers;
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using RootMotion.FinalIK;
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@ -29,7 +30,7 @@ public class IKManager : MonoBehaviour
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// Avatar Info
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private Animator _animator;
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private Transform _hipTransform;
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internal Transform _hipTransform;
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// Animator Info
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private int _animLocomotionLayer = -1;
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@ -38,9 +39,9 @@ public class IKManager : MonoBehaviour
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private const string _ikposeLayerName = "IKPose";
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// Pose Info
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private HumanPoseHandler _humanPoseHandler;
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private HumanPose _humanPose;
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private HumanPose _humanPoseInitial;
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internal HumanPoseHandler _humanPoseHandler;
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internal HumanPose _humanPose;
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internal HumanPose _humanPoseInitial;
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#endregion
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@ -127,6 +128,8 @@ public class IKManager : MonoBehaviour
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if (_ikHandler == null)
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return false;
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DesktopVRIK.Logger.Msg(scaleDifference);
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_ikHandler.OnPlayerScaled(scaleDifference);
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return true;
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}
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@ -204,6 +207,7 @@ public class IKManager : MonoBehaviour
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VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
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_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
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_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktopSwimming);
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_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
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}
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@ -240,6 +244,35 @@ public class IKManager : MonoBehaviour
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#region VRIK Solver Events General
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private void OnPreSolverUpdateDesktopSwimming()
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{
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if (_solver.IKPositionWeight < 0.9f)
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return;
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Vector3 headPosition = _animator.GetBoneTransform(HumanBodyBones.Head).position;
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// rotate hips around head bone to simulate diving
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if (MovementSystem.Instance._playerIsSubmerged)
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{
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const float maxAngleForward = 85f;
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const float maxAngleBackward = -85f;
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float lookAngle = _desktopCamera.localEulerAngles.x;
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if (lookAngle > 180) lookAngle -= 360;
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lookAngle = Mathf.Clamp(lookAngle, maxAngleBackward, maxAngleForward);
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float multiplier = Mathf.Lerp(0f, 1f, (MovementSystem.Instance.movementVector.magnitude - 0.5f) * 2f); // blend in when moving w/ sprint
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multiplier *= (-1f * MovementSystem.Instance.GetDepth()); // blend out when at surface
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_solver.IKPositionWeight = 1f - (-1f * multiplier); // disable IK completely when fast swimming (only applicable to DesktopVRIK)
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_hipTransform.RotateAround(headPosition, _animator.transform.right, lookAngle * multiplier);
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}
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// offset avatar hips so head bone is centered on avatar root
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// this fixes animations becoming scrunched up once VRIK solves!
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_hipTransform.position -= (headPosition - _animator.transform.position) with { y = 0f };
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}
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private void OnPreSolverUpdateGeneral()
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{
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if (_solver.IKPositionWeight < 0.9f)
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@ -39,9 +39,9 @@ public static class VRIKUtils
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// hack, use parent transform instead as setting feet position moves root (root.parent), but does not work for VR
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var footsteps = vrik.solver.locomotion.footsteps;
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footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft * scaleModifier),
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footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft),
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rootWorldRot * locomotionData.InitialFootRotLeft);
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footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight * scaleModifier),
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footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight),
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rootWorldRot * locomotionData.InitialFootRotRight);
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}
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@ -40,11 +40,4 @@ public static class ModSettings
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public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
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Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
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public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
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Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
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public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
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Category.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
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}
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@ -28,6 +28,6 @@ using System.Reflection;
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namespace NAK.DesktopVRIK.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "4.2.7";
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public const string Version = "4.2.9";
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public const string Author = "NotAKidoS";
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}
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@ -1,8 +1,8 @@
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{
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"_id": 117,
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"name": "DesktopVRIK",
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"modversion": "4.2.7",
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"gameversion": "2023r172",
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"modversion": "4.2.9",
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"gameversion": "2023r173",
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"loaderversion": "0.6.1",
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"modtype": "Mod",
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"author": "NotAKidoS",
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r22/DesktopVRIK.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRIK/",
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"changelog": "- Fixed Prone Thrusting option ignoring set Body Leaning weight.\n- Potential fix for avatars feet randomly targeting far away while stutter-stepping.",
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"changelog": "- Fixes for 2023r173.\n- Fixed ResetFootstepsOnIdle not working as intended.\n- Added swimming pitch control.\n- Added active body offset.",
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"embedcolor": "#9b59b6"
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}
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