[DesktopVRIK] Fixes for r173

This commit is contained in:
NotAKidoS 2023-11-08 20:31:42 -06:00
parent 0d4e6e6331
commit 892ff611b5
8 changed files with 72 additions and 23 deletions

View file

@ -1,5 +1,6 @@
using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using HarmonyLib;
using NAK.DesktopVRIK.IK;
using UnityEngine;
@ -100,6 +101,26 @@ internal class PlayerSetupPatches
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(IKSystem), nameof(IKSystem.OffsetMovementParent))]
private static void Prefix_IKSystem_OffsetMovementParent(CVRMovementParent currentParent, ref IKSystem __instance, ref bool __runOriginal)
{
try
{
__runOriginal = true;
if (IKManager.Instance == null || !IKManager.Instance.IsAvatarInitialized())
return;
if (currentParent != null && currentParent._referencePoint != null)
__runOriginal = IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
}
catch (Exception e)
{
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Prefix_IKSystem_OffsetMovementParent)}");
DesktopVRIK.Logger.Error(e);
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
private static void Prefix_PlayerSetup_ResetIk(ref PlayerSetup __instance, ref bool __runOriginal)
@ -112,9 +133,9 @@ internal class PlayerSetupPatches
CVRMovementParent currentParent = __instance._movementSystem._currentParent;
if (currentParent != null && currentParent._referencePoint != null)
IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
__runOriginal = IKManager.Instance.OnPlayerHandleMovementParent(currentParent);
else
IKManager.Instance.OnPlayerTeleported();
__runOriginal = IKManager.Instance.OnPlayerTeleported();
}
catch (Exception e)
{

View file

@ -1,4 +1,5 @@
using ABI.CCK.Components;
using ABI_RC.Core.InteractionSystem;
using ABI.CCK.Components;
using ABI_RC.Systems.IK.SubSystems;
using NAK.DesktopVRIK.IK.VRIKHelpers;
using RootMotion.FinalIK;
@ -143,10 +144,10 @@ internal abstract class IKHandler
{
_ikSimulatedRootAngle = _vrik.transform.eulerAngles.y;
_solver.Reset();
if(ModSettings.EntryResetFootstepsOnIdle.Value)
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
_solver.Reset();
}
#endregion

View file

@ -107,10 +107,11 @@ internal class IKHandlerDesktop : IKHandler
bool isProne = MovementSystem.Instance.prone;
bool isFlying = MovementSystem.Instance.flying;
bool isSitting = MovementSystem.Instance.sitting;
bool isSwimming = MovementSystem.Instance.GetSubmerged();
bool isStanding = PlayerSetup.Instance.avatarUpright >=
Mathf.Max(PlayerSetup.Instance.avatarProneLimit, PlayerSetup.Instance.avatarCrouchLimit);
return !(isMoving || isCrouching || isProne || isFlying || isSitting || !isGrounded || !isStanding);
return !(isMoving || isCrouching || isProne || isFlying || isSwimming || isSitting || !isGrounded || !isStanding);
}
private void ResetSolverIfNeeded()

View file

@ -2,6 +2,7 @@
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using NAK.DesktopVRIK.IK.IKHandlers;
using NAK.DesktopVRIK.IK.VRIKHelpers;
using RootMotion.FinalIK;
@ -29,7 +30,7 @@ public class IKManager : MonoBehaviour
// Avatar Info
private Animator _animator;
private Transform _hipTransform;
internal Transform _hipTransform;
// Animator Info
private int _animLocomotionLayer = -1;
@ -38,9 +39,9 @@ public class IKManager : MonoBehaviour
private const string _ikposeLayerName = "IKPose";
// Pose Info
private HumanPoseHandler _humanPoseHandler;
private HumanPose _humanPose;
private HumanPose _humanPoseInitial;
internal HumanPoseHandler _humanPoseHandler;
internal HumanPose _humanPose;
internal HumanPose _humanPoseInitial;
#endregion
@ -127,6 +128,8 @@ public class IKManager : MonoBehaviour
if (_ikHandler == null)
return false;
DesktopVRIK.Logger.Msg(scaleDifference);
_ikHandler.OnPlayerScaled(scaleDifference);
return true;
}
@ -204,6 +207,7 @@ public class IKManager : MonoBehaviour
VRIKUtils.ApplyScaleToVRIK(_vrik, _ikHandler._locomotionData, 1f);
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateGeneral);
_vrik.onPreSolverUpdate.AddListener(OnPreSolverUpdateDesktopSwimming);
_vrik.onPostSolverUpdate.AddListener(OnPostSolverUpdateGeneral);
}
@ -240,6 +244,35 @@ public class IKManager : MonoBehaviour
#region VRIK Solver Events General
private void OnPreSolverUpdateDesktopSwimming()
{
if (_solver.IKPositionWeight < 0.9f)
return;
Vector3 headPosition = _animator.GetBoneTransform(HumanBodyBones.Head).position;
// rotate hips around head bone to simulate diving
if (MovementSystem.Instance._playerIsSubmerged)
{
const float maxAngleForward = 85f;
const float maxAngleBackward = -85f;
float lookAngle = _desktopCamera.localEulerAngles.x;
if (lookAngle > 180) lookAngle -= 360;
lookAngle = Mathf.Clamp(lookAngle, maxAngleBackward, maxAngleForward);
float multiplier = Mathf.Lerp(0f, 1f, (MovementSystem.Instance.movementVector.magnitude - 0.5f) * 2f); // blend in when moving w/ sprint
multiplier *= (-1f * MovementSystem.Instance.GetDepth()); // blend out when at surface
_solver.IKPositionWeight = 1f - (-1f * multiplier); // disable IK completely when fast swimming (only applicable to DesktopVRIK)
_hipTransform.RotateAround(headPosition, _animator.transform.right, lookAngle * multiplier);
}
// offset avatar hips so head bone is centered on avatar root
// this fixes animations becoming scrunched up once VRIK solves!
_hipTransform.position -= (headPosition - _animator.transform.position) with { y = 0f };
}
private void OnPreSolverUpdateGeneral()
{
if (_solver.IKPositionWeight < 0.9f)

View file

@ -39,9 +39,9 @@ public static class VRIKUtils
// hack, use parent transform instead as setting feet position moves root (root.parent), but does not work for VR
var footsteps = vrik.solver.locomotion.footsteps;
footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft * scaleModifier),
footsteps[0].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosLeft),
rootWorldRot * locomotionData.InitialFootRotLeft);
footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight * scaleModifier),
footsteps[1].Reset(rootWorldRot, root.TransformPoint(locomotionData.InitialFootPosRight),
rootWorldRot * locomotionData.InitialFootRotRight);
}

View file

@ -40,11 +40,4 @@ public static class ModSettings
public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
Category.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
}

View file

@ -28,6 +28,6 @@ using System.Reflection;
namespace NAK.DesktopVRIK.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "4.2.7";
public const string Version = "4.2.9";
public const string Author = "NotAKidoS";
}

View file

@ -1,8 +1,8 @@
{
"_id": 117,
"name": "DesktopVRIK",
"modversion": "4.2.7",
"gameversion": "2023r172",
"modversion": "4.2.9",
"gameversion": "2023r173",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
@ -19,6 +19,6 @@
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r22/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRIK/",
"changelog": "- Fixed Prone Thrusting option ignoring set Body Leaning weight.\n- Potential fix for avatars feet randomly targeting far away while stutter-stepping.",
"changelog": "- Fixes for 2023r173.\n- Fixed ResetFootstepsOnIdle not working as intended.\n- Added swimming pitch control.\n- Added active body offset.",
"embedcolor": "#9b59b6"
}