[PhysicsGunMod] PhysGun test

This commit is contained in:
NotAKidoS 2024-01-22 21:53:03 -06:00
parent 7e1445912d
commit d155ea546e
10 changed files with 862 additions and 0 deletions

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using ABI_RC.Core.Savior;
using ABI_RC.Core.Util;
using ABI.CCK.Components;
using UnityEngine;
namespace NAK.PhysicsGunMod.Components;
public class ObjectSyncBridge : MonoBehaviour
{
private PhysicsGunInteractionBehavior _physicsGun;
private void Start()
{
// find physics gun
if (!TryGetComponent(out _physicsGun))
{
PhysicsGunMod.Logger.Msg("Failed to find physics gun!");
Destroy(this);
return;
}
// listen for events
_physicsGun.OnPreGrabbedObject = o =>
{
bool canTakeOwnership = false;
CVRObjectSync objectSync = o.GetComponentInParent<CVRObjectSync>();
if (objectSync != null
&& (objectSync.SyncType == 0 // check if physics synced or synced by us
|| objectSync.SyncedByMe))
canTakeOwnership = true;
CVRSpawnable spawnable = o.GetComponentInParent<CVRSpawnable>();
if (spawnable != null)
{
CVRSyncHelper.PropData propData = CVRSyncHelper.Props.Find(match => match.InstanceId == spawnable.instanceId);
if (propData != null
&& (propData.syncType == 0 // check if physics synced or synced by us
|| propData.syncedBy == MetaPort.Instance.ownerId))
canTakeOwnership = true;
}
CVRPickupObject pickup = o.GetComponentInParent<CVRPickupObject>();
if (pickup != null
&& (pickup.grabbedBy == MetaPort.Instance.ownerId // check if already grabbed by us
|| pickup.grabbedBy == "" || !pickup.disallowTheft)) // check if not grabbed or allows theft
canTakeOwnership = true;
if (!canTakeOwnership // if we can't take ownership, don't grab, unless there is no syncing at all (local object)
&& (objectSync || spawnable || pickup ))
return false;
if (pickup)
{
pickup.grabbedBy = MetaPort.Instance.ownerId;
pickup._grabStartTime = Time.time;
}
if (spawnable) spawnable.isPhysicsSynced = true;
if (objectSync) objectSync.isPhysicsSynced = true;
return true;
};
_physicsGun.OnObjectReleased = o =>
{
// CVRObjectSync objectSync = o.GetComponentInParent<CVRObjectSync>();
// if (objectSync != null && objectSync.SyncType == 0)
// objectSync.isPhysicsSynced = false;
//
// CVRSpawnable spawnable = o.GetComponentInParent<CVRSpawnable>();
// if (spawnable != null)
// {
// CVRSyncHelper.PropData propData = CVRSyncHelper.Props.Find(match => match.InstanceId == spawnable.instanceId);
// if (propData != null && (propData.syncType == 0 || propData.syncedBy == MetaPort.Instance.ownerId))
// spawnable.isPhysicsSynced = false;
// }
// CVRPickupObject pickup = o.GetComponentInParent<CVRPickupObject>();
// if (pickup != null && pickup.grabbedBy == MetaPort.Instance.ownerId)
// pickup.grabbedBy = "";
return false;
};
}
private void OnDestroy()
{
// stop listening for events
_physicsGun.OnObjectGrabbed = null;
}
}

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using ABI_RC.Core.Player;
using ABI_RC.Systems.InputManagement;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Scripting.APIUpdating;
/*
* Physics Gun script from repository - https://github.com/Laumania/Unity3d-PhysicsGun
* Created by:
* Mads Laumann, https://github.com/laumania
* WarmedxMints, https://github.com/WarmedxMints
*
* Original/initial script "Gravity Gun": https://pastebin.com/w1G8m3dH
* Original author: Jake Perry, reddit.com/user/nandos13
*/
namespace NAK.PhysicsGunMod.Components;
public class PhysicsGunInteractionBehavior : MonoBehaviour
{
public static PhysicsGunInteractionBehavior Instance;
[Header("LayerMask")] [Tooltip("The layer which the gun can grab objects from")] [SerializeField]
private LayerMask _grabLayer;
[SerializeField] private Camera _camera;
[Header("Input Setting")] [Space(10)] public KeyCode Rotate = KeyCode.R;
public KeyCode SnapRotation = KeyCode.LeftShift;
public KeyCode SwitchAxis = KeyCode.Tab;
public KeyCode RotateZ = KeyCode.Space;
public KeyCode RotationSpeedIncrease = KeyCode.LeftControl;
public KeyCode ResetRotation = KeyCode.LeftAlt;
/// <summary>The rigidbody we are currently holding</summary>
private Rigidbody _grabbedRigidbody;
/// <summary>The offset vector from the object's position to hit point, in local space</summary>
private Vector3 _hitOffsetLocal;
/// <summary>The distance we are holding the object at</summary>
private float _currentGrabDistance;
/// <summary>The interpolation state when first grabbed</summary>
private RigidbodyInterpolation _initialInterpolationSetting;
/// <summary>The difference between player & object rotation, updated when picked up or when rotated by the player</summary>
private Quaternion _rotationDifference;
/// <summary>The start point for the Laser. This will typically be on the end of the gun</summary>
[SerializeField] private Transform _laserStartPoint;
/// <summary>Tracks player input to rotate current object. Used and reset every fixedupdate call</summary>
private Vector3 _rotationInput = Vector3.zero;
[Header("Rotation Settings")] [Tooltip("Transform of the player, that rotations should be relative to")]
public Transform PlayerTransform;
[SerializeField] private float _rotationSenstivity = 10f;
public float SnapRotationDegrees = 45f;
[SerializeField] private float _snappedRotationSens = 25f;
[SerializeField] private float _rotationSpeed = 10f;
private Quaternion _desiredRotation = Quaternion.identity;
[SerializeField] [Tooltip("Input values above this will be considered and intentional change in rotation")]
private float _rotationTollerance = 0.8f;
private bool m_UserRotation;
public bool UserRotation
{
get => m_UserRotation;
private set
{
if (m_UserRotation == value)
return;
m_UserRotation = value;
OnRotation?.Invoke(value);
}
}
private bool m_SnapRotation;
private bool _snapRotation
{
get => m_SnapRotation;
set
{
if (m_SnapRotation == value)
return;
m_SnapRotation = value;
OnRotationSnapped?.Invoke(value);
}
}
private bool m_RotationAxis;
private bool _rotationAxis
{
get => m_RotationAxis;
set
{
if (m_RotationAxis == value)
return;
m_RotationAxis = value;
OnAxisChanged?.Invoke(value);
}
}
private Vector3 _lockedRot;
private Vector3 _forward;
private Vector3 _up;
private Vector3 _right;
//ScrollWheel ObjectMovement
private Vector3 _scrollWheelInput = Vector3.zero;
[Header("Scroll Wheel Object Movement")] [Space(5)] [SerializeField]
private float _scrollWheelSensitivity = 5f;
[SerializeField] [Tooltip("The min distance the object can be from the player")]
private float _minObjectDistance = 2.5f;
/// <summary>The maximum distance at which a new object can be picked up</summary>
[SerializeField] [Tooltip("The maximum distance at which a new object can be picked up")]
private float _maxGrabDistance = 50f;
private bool _distanceChanged;
//Vector3.Zero and Vector2.zero create a new Vector3 each time they are called so these simply save that process and a small amount of cpu runtime.
private readonly Vector3 _zeroVector3 = Vector3.zero;
private readonly Vector3 _oneVector3 = Vector3.one;
private readonly Vector3 _zeroVector2 = Vector2.zero;
private bool _justReleased;
private bool _wasKinematic;
[Serializable]
public class BoolEvent : UnityEvent<bool> {}
[Serializable]
public class GrabEvent : UnityEvent<GameObject> {}
[Header("Events")] [Space(10)]
public BoolEvent OnRotation;
public BoolEvent OnRotationSnapped;
public BoolEvent OnAxisChanged;
public GrabEvent OnObjectGrabbed;
public Func<GameObject, bool> OnObjectReleased;
// pre event for OnPreGrabbedObject, return false to cancel grab
public Func<GameObject, bool> OnPreGrabbedObject;
// public Action<GameObject> OnGrabbedObject;
//public properties for the Axis Arrows. These are optional and can be safely removed
// public Vector3 CurrentForward => _forward;
// public Vector3 CurrentUp => _up;
// public Vector3 CurrentRight => _right;
/// <summary>The transfor of the rigidbody we are holding</summary>
public Transform CurrentGrabbedTransform { get; private set; }
//public properties for the Line Renderer
public Vector3 StartPoint { get; private set; }
public Vector3 MidPoint { get; private set; }
public Vector3 EndPoint { get; private set; }
private void Start()
{
if (Instance != null
&& Instance != this)
{
Destroy(this);
return;
}
Instance = this;
gameObject.AddComponent<ObjectSyncBridge>();
_camera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
PlayerTransform = PlayerSetup.Instance.transform; // TODO: this might be fucked in VR
}
private void OnDestroy()
{
if (Instance == this)
Instance = null;
}
private void Update()
{
if (!Input.GetMouseButton(0))
{
// We are not holding the mouse button. Release the object and return before checking for a new one
if (_grabbedRigidbody != null) ReleaseObject();
_justReleased = false;
return;
}
if (_grabbedRigidbody == null && !_justReleased)
{
// We are not holding an object, look for one to pick up
Ray ray = CenterRay();
RaycastHit hit;
//Just so These aren't included in a build
#if UNITY_EDITOR
Debug.DrawRay(ray.origin, ray.direction * _maxGrabDistance, Color.blue, 0.01f);
#endif
if (Physics.Raycast(ray, out hit, _maxGrabDistance, _grabLayer))
// Don't pick up kinematic rigidbodies (they can't move)
if (hit.rigidbody != null /*&& !hit.rigidbody.isKinematic*/)
{
// Check if we are allowed to pick up this object
if (OnPreGrabbedObject != null
&& !OnPreGrabbedObject(hit.rigidbody.gameObject))
return;
// Track rigidbody's initial information
_grabbedRigidbody = hit.rigidbody;
_wasKinematic = _grabbedRigidbody.isKinematic;
_grabbedRigidbody.isKinematic = false;
_grabbedRigidbody.freezeRotation = true;
_initialInterpolationSetting = _grabbedRigidbody.interpolation;
_rotationDifference = Quaternion.Inverse(PlayerTransform.rotation) * _grabbedRigidbody.rotation;
_hitOffsetLocal = hit.transform.InverseTransformVector(hit.point - hit.transform.position);
_currentGrabDistance = hit.distance; // Vector3.Distance(ray.origin, hit.point);
CurrentGrabbedTransform = _grabbedRigidbody.transform;
// Set rigidbody's interpolation for proper collision detection when being moved by the player
_grabbedRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
OnObjectGrabbed?.Invoke(_grabbedRigidbody.gameObject);
#if UNITY_EDITOR
Debug.DrawRay(hit.point, hit.normal * 10f, Color.red, 10f);
#endif
}
}
else if (_grabbedRigidbody != null)
{
UserRotation = Input.GetKey(Rotate);
if (Input.GetKeyDown(Rotate))
_desiredRotation = _grabbedRigidbody.rotation;
if (Input.GetKey(ResetRotation))
{
_desiredRotation = Quaternion.identity;
}
// We are already holding an object, listen for rotation input
if (Input.GetKey(Rotate))
{
var rotateZ = Input.GetKey(RotateZ);
var increaseSens = Input.GetKey(RotationSpeedIncrease) ? 2.5f : 1f;
if (Input.GetKeyDown(SwitchAxis))
{
_rotationAxis = !_rotationAxis;
OnAxisChanged?.Invoke(_rotationAxis);
}
//Snap Object nearest _snapRotationDegrees
if (Input.GetKeyDown(SnapRotation))
{
_snapRotation = true;
Vector3 newRot = _grabbedRigidbody.transform.rotation.eulerAngles;
newRot.x = Mathf.Round(newRot.x / SnapRotationDegrees) * SnapRotationDegrees;
newRot.y = Mathf.Round(newRot.y / SnapRotationDegrees) * SnapRotationDegrees;
newRot.z = Mathf.Round(newRot.z / SnapRotationDegrees) * SnapRotationDegrees;
Quaternion rot = Quaternion.Euler(newRot);
_desiredRotation = rot;
//_grabbedRigidbody.MoveRotation(rot);
}
else if (Input.GetKeyUp(SnapRotation))
{
_snapRotation = false;
}
var x = Input.GetAxisRaw("Mouse X");
var y = Input.GetAxisRaw("Mouse Y");
if (Mathf.Abs(x) > _rotationTollerance)
{
_rotationInput.x = rotateZ ? 0f : x * _rotationSenstivity * increaseSens;
_rotationInput.z = rotateZ ? x * _rotationSenstivity * increaseSens : 0f;
}
if (Mathf.Abs(y) > _rotationTollerance) _rotationInput.y = y * _rotationSenstivity * increaseSens;
}
else
{
_snapRotation = false;
}
var direction = Input.GetAxis("Mouse ScrollWheel");
//Optional Keyboard inputs
if (Input.GetKeyDown(KeyCode.T))
direction = -0.1f;
else if (Input.GetKeyDown(KeyCode.G))
direction = 0.1f;
if (Mathf.Abs(direction) > 0 && CheckObjectDistance(direction))
{
_distanceChanged = true;
_scrollWheelInput = PlayerTransform.forward * (_scrollWheelSensitivity * direction);
}
else
{
_scrollWheelInput = _zeroVector3;
}
if (Input.GetMouseButtonDown(1))
{
//To prevent warnings in the inpector
_grabbedRigidbody.collisionDetectionMode = !_wasKinematic
? CollisionDetectionMode.ContinuousSpeculative
: CollisionDetectionMode.Continuous;
_grabbedRigidbody.isKinematic = _wasKinematic = !_wasKinematic;
_justReleased = true;
ReleaseObject();
}
}
}
private void FixedUpdate()
{
if (_grabbedRigidbody)
{
// We are holding an object, time to rotate & move it
Ray ray = CenterRay();
UpdateRotationAxis();
#if UNITY_EDITOR
Debug.DrawRay(_grabbedTransform.position, _up * 5f , Color.green);
Debug.DrawRay(_grabbedTransform.position, _right * 5f , Color.red);
Debug.DrawRay(_grabbedTransform.position, _forward * 5f , Color.blue);
#endif
// Apply any intentional rotation input made by the player & clear tracked input
Quaternion intentionalRotation = Quaternion.AngleAxis(_rotationInput.z, _forward) *
Quaternion.AngleAxis(_rotationInput.y, _right) *
Quaternion.AngleAxis(-_rotationInput.x, _up) * _desiredRotation;
Quaternion relativeToPlayerRotation = PlayerTransform.rotation * _rotationDifference;
if (UserRotation && _snapRotation)
{
//Add mouse movement to vector so we can measure the amount of movement
_lockedRot += _rotationInput;
//If the mouse has moved far enough to rotate the snapped object
if (Mathf.Abs(_lockedRot.x) > _snappedRotationSens || Mathf.Abs(_lockedRot.y) > _snappedRotationSens ||
Mathf.Abs(_lockedRot.z) > _snappedRotationSens)
{
for (var i = 0; i < 3; i++)
if (_lockedRot[i] > _snappedRotationSens)
_lockedRot[i] += SnapRotationDegrees;
else if (_lockedRot[i] < -_snappedRotationSens)
_lockedRot[i] += -SnapRotationDegrees;
else
_lockedRot[i] = 0;
Quaternion q = Quaternion.AngleAxis(-_lockedRot.x, _up) *
Quaternion.AngleAxis(_lockedRot.y, _right) *
Quaternion.AngleAxis(_lockedRot.z, _forward) * _desiredRotation;
Vector3 newRot = q.eulerAngles;
newRot.x = Mathf.Round(newRot.x / SnapRotationDegrees) * SnapRotationDegrees;
newRot.y = Mathf.Round(newRot.y / SnapRotationDegrees) * SnapRotationDegrees;
newRot.z = Mathf.Round(newRot.z / SnapRotationDegrees) * SnapRotationDegrees;
_desiredRotation = Quaternion.Euler(newRot);
_lockedRot = _zeroVector2;
}
}
else
{
//Rotate the object to remain consistent with any changes in player's rotation
_desiredRotation = UserRotation ? intentionalRotation : relativeToPlayerRotation;
}
// Remove all torque, reset rotation input & store the rotation difference for next FixedUpdate call
_grabbedRigidbody.angularVelocity = _zeroVector3;
_rotationInput = _zeroVector2;
_rotationDifference = Quaternion.Inverse(PlayerTransform.rotation) * _desiredRotation;
// Calculate object's center position based on the offset we stored
// NOTE: We need to convert the local-space point back to world coordinates
// Get the destination point for the point on the object we grabbed
Vector3 holdPoint = ray.GetPoint(_currentGrabDistance) + _scrollWheelInput;
Vector3 centerDestination = holdPoint - CurrentGrabbedTransform.TransformVector(_hitOffsetLocal);
#if UNITY_EDITOR
Debug.DrawLine(ray.origin, holdPoint, Color.blue, Time.fixedDeltaTime);
#endif
// Find vector from current position to destination
Vector3 toDestination = centerDestination - CurrentGrabbedTransform.position;
// Calculate force
Vector3 force = toDestination / Time.fixedDeltaTime * 0.3f/* / _grabbedRigidbody.mass*/;
//force += _scrollWheelInput;
// Remove any existing velocity and add force to move to final position
_grabbedRigidbody.velocity = _zeroVector3;
_grabbedRigidbody.AddForce(force, ForceMode.VelocityChange);
//Rotate object
RotateGrabbedObject();
//We need to recalculte the grabbed distance as the object distance from the player has been changed
if (_distanceChanged)
{
_distanceChanged = false;
_currentGrabDistance = Vector3.Distance(ray.origin, holdPoint);
}
//Update public properties
StartPoint = _laserStartPoint.transform.position;
MidPoint = holdPoint;
EndPoint = CurrentGrabbedTransform.TransformPoint(_hitOffsetLocal);
}
}
private void RotateGrabbedObject()
{
if (_grabbedRigidbody == null)
return;
// lerp to desired rotation
_grabbedRigidbody.MoveRotation(Quaternion.Lerp(_grabbedRigidbody.rotation, _desiredRotation,
Time.fixedDeltaTime * _rotationSpeed));
}
//Update Rotation axis based on movement
private void UpdateRotationAxis()
{
if (!_snapRotation)
{
_forward = PlayerTransform.forward;
_right = PlayerTransform.right;
_up = PlayerTransform.up;
return;
}
if (_rotationAxis)
{
_forward = CurrentGrabbedTransform.forward;
_right = CurrentGrabbedTransform.right;
_up = CurrentGrabbedTransform.up;
return;
}
NearestTranformDirection(CurrentGrabbedTransform, PlayerTransform, ref _up, ref _forward, ref _right);
}
private void NearestTranformDirection(Transform transformToCheck, Transform referenceTransform, ref Vector3 up,
ref Vector3 forward, ref Vector3 right)
{
var directions = new List<Vector3>
{
transformToCheck.forward,
-transformToCheck.forward,
transformToCheck.up,
-transformToCheck.up,
transformToCheck.right,
-transformToCheck.right
};
//Find the up Vector
up = GetDirectionVector(directions, referenceTransform.up);
//Remove Vectors from list to prevent duplicates and the opposite vector being found in case where the player is at around a 45 degree angle to the object
directions.Remove(up);
directions.Remove(-up);
//Find the Forward Vector
forward = GetDirectionVector(directions, referenceTransform.forward);
//Remove used directions
directions.Remove(forward);
directions.Remove(-forward);
right = GetDirectionVector(directions, referenceTransform.right);
}
private Vector3 GetDirectionVector(List<Vector3> directions, Vector3 direction)
{
var maxDot = -Mathf.Infinity;
Vector3 ret = Vector3.zero;
for (var i = 0; i < directions.Count; i++)
{
var dot = Vector3.Dot(direction, directions[i]);
if (dot > maxDot)
{
ret = directions[i];
maxDot = dot;
}
}
return ret;
}
/// <returns>Ray from center of the main camera's viewport forward</returns>
private Ray CenterRay()
{
return _camera.ViewportPointToRay(_oneVector3 * 0.5f);
}
//Check distance is within range when moving object with the scroll wheel
private bool CheckObjectDistance(float direction)
{
Vector3 pointA = PlayerTransform.position;
Vector3 pointB = _grabbedRigidbody.position;
var distance = Vector3.Distance(pointA, pointB);
if (direction > 0)
return distance <= _maxGrabDistance;
if (direction < 0)
return distance >= _minObjectDistance;
return false;
}
private void ReleaseObject()
{
if (OnObjectReleased != null)
OnObjectReleased(_grabbedRigidbody.gameObject);
if (_grabbedRigidbody)
{
//Move rotation to desired rotation in case the lerp hasn't finished
//_grabbedRigidbody.MoveRotation(_desiredRotation);
// Reset the rigidbody to how it was before we grabbed it
_grabbedRigidbody.isKinematic = _wasKinematic;
_grabbedRigidbody.interpolation = _initialInterpolationSetting;
_grabbedRigidbody.freezeRotation = false;
_grabbedRigidbody = null;
}
_scrollWheelInput = _zeroVector3;
CurrentGrabbedTransform = null;
UserRotation = false;
_snapRotation = false;
StartPoint = _zeroVector3;
MidPoint = _zeroVector3;
EndPoint = _zeroVector3;
OnObjectGrabbed?.Invoke(null);
}
}

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using ABI_RC.Systems.InputManagement;
using HarmonyLib;
using NAK.PhysicsGunMod.Components;
using UnityEngine;
namespace NAK.PhysicsGunMod.HarmonyPatches;
internal static class CVRInputManagerPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(CVRInputManager), nameof(CVRInputManager.Update))]
private static void Postfix_CVRInputManager_Update(ref CVRInputManager __instance)
{
if (PhysicsGunInteractionBehavior.Instance == null)
return;
if (PhysicsGunInteractionBehavior.Instance.UserRotation)
__instance.lookVector = Vector2.zero;
}
}

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PhysicsGunMod/Main.cs Normal file
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using ABI_RC.Core.Util.AssetFiltering;
using MelonLoader;
using NAK.PhysicsGunMod.Components;
using NAK.PhysicsGunMod.HarmonyPatches;
namespace NAK.PhysicsGunMod;
public class PhysicsGunMod : MelonMod
{
internal static MelonLogger.Instance Logger;
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
// add to prop whitelist
SharedFilter._spawnableWhitelist.Add(typeof(PhysicsGunInteractionBehavior));
// add to event whitelist
SharedFilter._allowedEventComponents.Add(typeof(PhysicsGunInteractionBehavior));
SharedFilter._allowedEventFunctions.Add(typeof(PhysicsGunInteractionBehavior), new List<string>
{
"set_enabled",
// TODO: expose more methods like release ?
});
// apply patches
ApplyPatches(typeof(CVRInputManagerPatches));
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
LoggerInstance.Msg($"Failed while patching {type.Name}!");
LoggerInstance.Error(e);
}
}
}

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using MelonLoader;
namespace NAK.PhysicsGunMod;
internal static class ModSettings
{
internal const string ModName = nameof(PhysicsGunMod);
internal const string ASM_SettingsCategory = "Physics Gun Mod";
private static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(ModName);
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<NoWarn />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<NoWarn />
</PropertyGroup>
<ItemGroup>
<None Remove="resources\menu.js" />
<None Remove="resources\nak_menu.css" />
</ItemGroup>
<ItemGroup>
<None Remove="resources\Icon_AvatarHeightConfig.png" />
<None Remove="resources\ASM_Icon_AvatarHeightCopy.png" />
</ItemGroup>
<ItemGroup>
<Reference Include="BTKUILib">
<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\BTKUILib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="ActionMenu">
<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\ActionMenu.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
</Project>

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using MelonLoader;
using NAK.PhysicsGunMod.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.PhysicsGunMod))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.PhysicsGunMod))]
[assembly: MelonInfo(
typeof(NAK.PhysicsGunMod.PhysicsGunMod),
nameof(NAK.PhysicsGunMod),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/PhysicsGunMod"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 241, 200, 82)]
[assembly: MelonAuthorColor(255, 114, 17, 25)]
[assembly: HarmonyDontPatchAll]
namespace NAK.PhysicsGunMod.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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PhysicsGunMod/README.md Normal file
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# AvatarScaleMod
Proof of concept mod to add Avatar Scaling to any avatar. This is local-only, but I may toy with using Mod Network.
Legit threw this together in three hours. ChilloutVR handles all the hard stuff already with its existing animation-clip-based Avatar Scaling.
https://github.com/NotAKidOnSteam/NAK_CVR_Mods/assets/37721153/7405cef5-fd68-4103-8c18-b3164029eab1
## Notes:
* Constraint scaling partially conflicts with avatars run through my [Avatar Scale Tool](https://github.com/NotAKidOnSteam/AvatarScaleTool).
* This is local-only, at least unless I bother with Mod Network.
* The entire thing is pretty messy and I am unsure of the performance impact, especially with scaling all lights, audio, & constraints.
## Relevant Feedback Posts:
https://feedback.abinteractive.net/p/built-in-avatar-scaling-system
This mod is me creating the system I wanted when I wrote the above feedback post.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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PhysicsGunMod/format.json Normal file
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{
"_id": 126,
"name": "BetterCalibration",
"modversion": "1.0.0",
"gameversion": "2022r173",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Mod to improve the calibration process for FBT.",
"searchtags": [
"IK",
"FBT",
"VRIK",
"calibration",
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r3/BetterCalibration.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/BetterCalibration/",
"changelog": "",
"embedcolor": "9b59b6"
}