This commit is contained in:
NotAKidoS 2023-04-07 22:28:11 -05:00
parent bf1dbf5e01
commit ae3e6ffa42
3 changed files with 140 additions and 7 deletions

View file

@ -1,5 +1,8 @@
using ABI_RC.Systems.IK;
using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using HarmonyLib;
using RootMotion.FinalIK;
using UnityEngine;
@ -38,13 +41,105 @@ internal static class BodySystemPatches
}
}
[HarmonyPostfix]
[HarmonyPrefix]
[HarmonyPatch(typeof(BodySystem), "Update")]
private static void Postfix_BodySystem_Update()
private static bool Prefix_BodySystem_Update(ref BodySystem __instance)
{
if (IKSystem.vrik == null) return false;
IKSolverVR solver = IKSystem.vrik.solver;
// Allow avatar to rotate seperatly from Player (Desktop&VR)
// FBT needs avatar root to follow head
if (IKSystem.vrik != null)
IKSystem.vrik.solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 180f;
solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 180f;
if (BodySystem.TrackingEnabled)
{
IKSystem.vrik.enabled = true;
solver.IKPositionWeight = BodySystem.TrackingPositionWeight;
solver.locomotion.weight = BodySystem.TrackingLocomotionEnabled ? 1f : 0f;
// fixes arm weights not being set if leftArm & rightArm targets are null
// game handles TrackingLegs in PlayerSetup, but not for knee goals
SetArmWeight(solver.leftArm, BodySystem.TrackingLeftArmEnabled && solver.leftArm.target != null ? 1f : 0f);
SetArmWeight(solver.rightArm, BodySystem.TrackingRightArmEnabled && solver.rightArm.target != null ? 1f : 0f);
SetLegWeight(solver.leftLeg, BodySystem.TrackingLeftLegEnabled && solver.leftLeg.target != null ? 1f : 0f);
SetLegWeight(solver.rightLeg, BodySystem.TrackingRightLegEnabled && solver.leftLeg.target != null ? 1f : 0f);
SetPelvisWeight(solver.spine, solver.spine.pelvisTarget != null ? 1f : 0f);
// makes running animation look better
if (BodySystem.isCalibratedAsFullBody)
{
bool isRunning = BodySystem.PlayRunningAnimationInFullBody && MovementSystem.Instance.movementVector.magnitude > 0f;
SetPelvisWeight(solver.spine, isRunning ? 0f : 1f);
}
}
else
{
IKSystem.vrik.enabled = false;
solver.IKPositionWeight = 0f;
solver.locomotion.weight = 0f;
SetArmWeight(solver.leftArm, 0f);
SetArmWeight(solver.rightArm, 0f);
SetLegWeight(solver.leftLeg, 0f);
SetLegWeight(solver.rightLeg, 0f);
SetPelvisWeight(solver.spine, 0f);
}
int num = 0;
int count = IKSystem.Instance.AllTrackingPoints.FindAll((TrackingPoint m) => m.isActive && m.isValid && m.suggestedRole > TrackingPoint.TrackingRole.Invalid).Count;
// fixes having all tracking points disabled forcing calibration
if (count == 0)
{
__instance._fbtAvailable = false;
return false;
}
// solid body count block
if (BodySystem.enableLeftFootTracking) num++;
if (BodySystem.enableRightFootTracking) num++;
if (BodySystem.enableHipTracking) num++;
if (BodySystem.enableLeftKneeTracking) num++;
if (BodySystem.enableRightKneeTracking) num++;
if (BodySystem.enableChestTracking) num++;
if (BodySystem.enableLeftElbowTracking) num++;
if (BodySystem.enableRightElbowTracking) num++;
__instance._fbtAvailable = (count >= num);
void SetArmWeight(IKSolverVR.Arm arm, float weight)
{
arm.positionWeight = weight;
arm.rotationWeight = weight;
arm.shoulderRotationWeight = weight;
arm.shoulderTwistWeight = weight;
// assumed fix of bend goal weight if arms disabled with elbows (havent tested)
arm.bendGoalWeight = arm.bendGoal != null ? weight : 0f;
}
void SetLegWeight(IKSolverVR.Leg leg, float weight)
{
leg.positionWeight = weight;
leg.rotationWeight = weight;
// fixes knees bending to tracker if feet disabled (running anim)
leg.bendGoalWeight = leg.bendGoal != null ? weight : 0f;
}
void SetPelvisWeight(IKSolverVR.Spine spine, float weight)
{
// looks better when hips are disabled while running
if (spine.pelvisTarget != null)
{
spine.pelvisPositionWeight = weight;
spine.pelvisRotationWeight = weight;
}
else
{
spine.pelvisPositionWeight = 0f;
spine.pelvisRotationWeight = 0f;
}
}
return false;
}
}
@ -89,4 +184,41 @@ internal static class VRIKPatches
if (__instance.usingKneeTracker)
__instance.ApplyBendGoal();
}
}
internal static class PlayerSetupPatches
{
// Last Movement Parent Info
static Vector3 lastMovementPosition;
static Quaternion lastMovementRotation;
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), "ResetIk")]
private static bool Prefix_PlayerSetup_ResetIk()
{
if (IKSystem.vrik == null) return false;
CVRMovementParent currentParent = MovementSystem.Instance._currentParent;
if (currentParent != null && currentParent._referencePoint != null)
{
// Get current position, VR pivots around VR camera
Vector3 currentPosition = MovementSystem.Instance.rotationPivot.transform.position;
currentPosition.y = IKSystem.vrik.transform.position.y; // set pivot to floor
Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
// Convert to delta position (how much changed since last frame)
Vector3 deltaPosition = currentPosition - lastMovementPosition;
Quaternion deltaRotation = Quaternion.Inverse(lastMovementRotation) * currentRotation;
// Add platform motion to IK solver
IKSystem.vrik.solver.AddPlatformMotion(deltaPosition, deltaRotation, currentPosition);
// Store for next frame
lastMovementPosition = currentPosition;
lastMovementRotation = currentRotation;
return false;
}
return true;
}
}