Custom Components & Managed Libs

This commit is contained in:
NotAKidoS 2023-04-19 21:24:58 -05:00
parent d5a2b8d2df
commit abad2dfb8a
12 changed files with 413 additions and 8 deletions

View file

@ -87,12 +87,12 @@ internal static class BodySystemPatches
SetPelvisWeight(solver.spine, 0f);
}
if (IKFixesMod.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
if (IKFixes.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
{
// Emulate maxRootAngle because CVR doesn't have the player controller set up ideally for VRIK.
// This is a small small fix, but makes it so the feet dont point in the direction of the head
// when turning. It also means turning with joystick & turning IRL make feet behave the same and follow behind.
float weightedAngleLimit = IKFixesMod.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
float weightedAngleLimit = IKFixes.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
float pivotAngle = MovementSystem.Instance.rotationPivot.eulerAngles.y;
float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
@ -111,6 +111,11 @@ internal static class BodySystemPatches
// VR default is 25 degrees, but maybe during emotes needs 180 degrees..?
solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 25f;
}
// custom IK settings
solver.spine.neckStiffness = IKFixes.EntryNeckStiffness.Value;
solver.spine.bodyRotStiffness = IKFixes.EntryBodyRotStiffness.Value;
solver.spine.rotateChestByHands = IKFixes.EntryRotateChestByHands.Value;
}
int num = 0;